Player Help

CoffeeMud 5.9

[ABJURER]{#ABJURER}

Char Class: Abjurer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Abjuration as levels
            advance.  At 10th level, receives double duration on your
            Abjuration magic, and half duration from malicious Abjuration
            magic.
Limits    : Unable to cast Enchantment/charm spells.  Receives penalty damage
            from Enchantment/charm as levels advance.  Receives double
            duration from malicious Enchantment/charm magic, half duration on
            other Enchantment/charm effects.
Desc.     : 
Abjurers are specialist mages who concentrate their studies towards the mastery
of protective magic.  So adept have they become that they automatically gain
every known abjuration spell when they gain levels, including spells which only
the abjurer may master. 

Although the Abjurer will not have the benefit of Enchantment spells, they are
still formidible foes.  Their protective magic lasts much longer than that of
other mages, and they still have access to many of the most dangerous spells.

[ABOVE]{#ABOVE}

Command : ABOVE
Usage   : ABOVE
Example : above
Short(s): 
Travel above deck from the room or location.

[ACCOUNT]{#ACCOUNT}

Command : ACCOUNT
Usage   : ACCOUNT
Example : account
Short(s): 
If this mud supports accounts, this command will show you a list of your
characters, and your account expiration date, if applicable.

[ACHIEVEMENTS]{#ACHIEVEMENTS}

Command : ACHIEVEMENTS
Usage   : ACHIEVEMENTS (PLAYER/ACCOUNT) (ALL/NOW/ANNOUNCE) ([PLAYERNAME])
Example : achievements
Example : achievements all
Example : achievements bob
Example : achievements player now
Example : achievements account announce bob
This command shows the player all their notable achievements in the game. If
the optional NOW parameter is given, then all achievements in which the player
has made any progress is shown. If the optional ALL parameter is given, then
all Possible achievements are shown, along with any progress the player has
made towards them. If ANNOUNCE is specified, then the player will announce the
achievements to the room.  If a player name is specified, then the achievements
of that player are shown instead.  If the optional player or account parameter
is specified, then the achievements will be limited to player or account
specific achievements, if your mud supports accounts.

Some achievements are evaluated only once an hour, but this command will also
force your achievement tracker to do an evaluation.

[ACTIVATE]{#ACTIVATE}

Command : ACTIVATE
Usage   : ACTIVATE ([COMMANDS]) [ITEM]
Example : activate phazer
Example : activate console
Example : activate stun phazer
This multi-purpose command is used to turn-on electrical devices, and, in some
circumstances, cause the device to perform its function. (by including optional
parameters), and operate computer consoles.

[AFFECT]{#AFFECT}

Command : AFFECTS
Usage   : AFFECTS
Example : affects
Short(s): AFF
List your present disposition, as well as any spells or other affects that your
character is currently under the influence of.

[AFFECTS]{#AFFECTS}

AFFECT 

[AFK]{#AFK}

Command : AFK
Usage   : AFK ([OPTIONAL MESSAGE])
Example : afk
Example : afk I am eating.
Short(s): 
Notifies the system that you are away from your keyboard.  Entering AFK again,
or just entering a new command will reset this status. You may enter an
optional message to give to those who attempt to TELL you something.

[AFT]{#AFT}

Command : AFT
Usage   : AFT
Example : aft
Short(s): 
Travel towards the rear of a ship.

[AFT_PORTSIDE]{#AFT_PORTSIDE}

Command : AFT PORTSIDE
Usage   : AFT PORTSIDE
Example : aft portside
Short(s): 
Travel towards the rear left of a ship.

[AFT_STARBOARD]{#AFT_STARBOARD}

Command : AFT STARBOARD
Usage   : AFT STARBOARD
Example : aft starboard
Short(s): 
Travel towards the rear right of a ship.

[ALIAS]{#ALIAS}

Command : ALIAS
Usage   : ALIAS
Example : alias
Short(s): 
This command will allow a player to manage a list of alias command strings. 
Any command string a player enters which begins with one of the listed alias
names will be replaced with the given alias value. This allows players to
create shorter keywords for activating commands which might normally require
longer strings.

[ALIGNMENT]{#ALIGNMENT}

Your alignment represents your moral fiber, with Good representing selfless
benevolence, Evil representing selfish maliciousness, and Neutral representing
the balance of the two. 

In combat, the amount of experience you receive from the vanquishing of a foe
depends partially on your alignment versus that of the creature you have
killed.  In general, if you are Good and you kill a Good creature, or Evil and
kill an Evil creature, or Neutral and kill a Neutral creature, you receive
least experience.  The amount of experience can vary depending upon how close
to perfect Goodness, perfect Evil, or pure Neutrality you are.  In addition to
receiving the least amount of experience for violating this rule, you will find
your characters alignment slowly changing with each repeat offense. 

For some classes, alignment can have other affects.  Paladins must always be
good, and will find that their spellcasting ability disappears with their
goodness.  Clerics may be good or evil, but their spell choices can profoundly
impact their alignment.  A Good Cleric or Paladin who casts malicious spells
will soon find themselves becoming evil.  Evil Clerics can suffer the same fate
for using benevolent spells.

[ALTERER]{#ALTERER}

Char Class: Alterer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Alteration as levels
            advance.  At 10th level, receives double duration on your
            Alteration magic, and half duration from malicious Alteration
            magic.
Limits    : Unable to cast Invocation/evocation spells.  Receives penalty
            damage from Invocation/evocation as levels advance.  Receives
            double duration from malicious Invocation/evocation magic, half
            duration on other Invocation/evocation effects.
Desc.     : 
Alterers are specialist mages who concentrate their studies in the mastery of
altering the world around them.  Their all-purpose skills serve them
wonderfully in combat, in the maintenance of their own health and equipment,
and in becoming successful adventurers.  So skilled are they in the alteration
of the universe that they gain all known alteration spells, including some
which only the alterer may gain.

The Alterer suffers from a lack of access to the Evocation school of magic, the
long duration and heavy impact of their spells plus the general usefulness of
their school makes them a good choice for all mages.  Since they have their own
kind of destructive magic, they will find they don't miss evocations at all.

[ANSI]{#ANSI}

Command : ANSI
Usage   : ANSI
Example : ansi
Short(s): 
Turns on color output.  NOANSI or NOCOLOR turns it off.  See also COLORSET.

[APOTHOCARY]{#APOTHOCARY}

A common mispelling for APOTHECARY.

[APPRENTICE]{#APPRENTICE}

Char Class: Apprentice (Commoner)
Max-Stats : Others (18)
Qualifiers: Wisdom 5+, Intelligence 5+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18)-1 per level
Practices : 5 +(Wisdom/6)+5 per level  Trains    : 6 +1 per level
Hit Points: 20 +(Con/9)+(1d4) per lvl  Mana      : 100 +(Int/10)+(1d2) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 10 level(s)
Weapons   : Must use dagger-like or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : Gains lots of xp for training to a new class.
Limits    : 
Desc.     : 
An Apprentice may not go past level 1, and qualifies only for the games most
common non-combat skills.  You are free to move around in the game like anyone
else, in order to learn some of the ropes before choosing a more permanent
career.  When you have decided which of the main classes to go to, you may use
the TRAIN command with an appropriate teacher to become the class of your
choosing.  If you can't find an appropriate teacher, remember that a player of
the proper class may be able to help you.  Be sure to save yourself a training
point for this purpose!

[ARCANIST]{#ARCANIST}

Char Class: Arcanist (Thief)
Max-Stats : Intelligence (22), Dexterity (22), Others (18)
Qualifiers: Dexterity 9+, Intelligence 9+
Races     : All
Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/5)+(1d3) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 5 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear leather, cloth, or vegetation based armor.
Bonuses   : Magic resistance, 1%/level.  Huge discounts when buying potions
            after 5th level.  Ability to memorize spells learned through
            SpellCraft. Can see wand charges at level 30.
Limits    : 
Desc.     : 
Also known as the Arcane Rogue, the Arcanist is the thief who has become
fascinated with all things arcane, but has little or no innate magical power.
He is an accumulator of wands and scrolls; making good use of his limited
knowledge to create, improve, and most especially use these items to his
devious ends.  Arcanists are also just knowledgable enough to learn spells
simply by observing their usage, although, lacking any innate power, he forgets
them as soon as they are used.

[ARCHON]{#ARCHON}

An Archon is a being of ultimate power.  Do not mess with them.

[AREAS]{#AREAS}

Command : AREAS
Usage   : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE])
Example : areas
Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
Example : areas $med_alignment >= 7500
Example : areas $med_alignment >= 7500 sort=med_level
Short(s): 
This command will list all the areas in the known world of the game. 

You can also filter the list by entering a expression that tests various
statistics about the area in order to help find the one you want.  You can use
any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,
and can combine expressions using "and" or "or".  Use parenthesis to affect the
order of evaulation.  Most importantly, you can test any of the following
variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,
$MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,
$TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS
You can sort the list by the same variables that can be filtered, which will
cause the display to show the value of that stat alongside the area name. You
can also sort by REVERSE (name), LEVEL, and AUTHOR.

You may also enter HELP [AREA NAME] to get more help on the areas you see
listed with this command.

[AREA_COINS]{#AREA_COINS}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[AREA_CURRENCY]{#AREA_CURRENCY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[AREA_MONEY]{#AREA_MONEY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[ARMORED_DEFENCE]{#ARMORED_DEFENCE}

The level of protection your character has from being hit by ordinary weapons.

[ARRESTED]{#ARRESTED}

When happens to you when an officer accuses you of a crime, and is able to
subdue you.  See also HANDCUFF.

[ARTISAN]{#ARTISAN}

Char Class: Artisan (Commoner)
Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution
            (22), Charisma (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18)-1 per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/10)+(1d2) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use dagger-like or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : Gains experience when using common skills.
Limits    : 
Desc.     : 
An Artisan is a professional tradesman who specializes in the common skills
that make civilization work.  Although his fighting weakness makes him a poor
choice for exploring those monster filled dungeons, the Artisan is still able
to advance by using his skills and gaining experience while he does! Artisans,
like Apprentices, may still choose to go into a more adventurous profession,
but like Apprentices, they are unable to go back.

[ASK]{#ASK}

Command : ASK
Usage   : ASK ([MOB NAME]) [MESSAGE]
Example : ask Where am I?
Short(s): 
Causes your character to speak to one or more characters or mobs in the same
room as yourself.  You may specify the mob to speak to, or just speak in
general.

[ASSASSIN]{#ASSASSIN}

Char Class: Assassin (Thief)
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Dexterity 5+, Wisdom 5+
Races     : All
Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/6)+(1d3) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 5 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear leather, cloth, or vegetation based armor.
Bonuses   : Strong resistance to all poisons at 21st level.
Limits    : 
Desc.     : 
Assassins reflect the darkest and most wicked side of the rogue.  The dealing
of death becomes a goal in itself, the epitomy of evil.  The assassin becomes
so centered on this art that he begins to slow his pace, learning and
contemplating each "mark" as the best method of killing them becomes clear. 
They also learn skills in keeping track of and tracking down their marks, as
well as other means of making life for the targeted miserable, and short. The
assassin can use any weapons, unlike the standard thief, though his armor is
still restricted. 

[ASSIST]{#ASSIST}

Command : ASSIST
Usage   : ASSIST [REQUEST]
Example : assist I'm stuck here and I can't get out!
Short(s): 
Use this command to make requests of the Archons.

[ATLAS]{#ATLAS}

Try the AREAS command.

[ATTACK_POINTS]{#ATTACK_POINTS}

The combat prowess of a player.  Try the SCORE command.

[AUCTION]{#AUCTION}

Command : AUCTION
Usage   : AUCTION UP [ITEM] ([OPENING BID])
Usage   : AUCTION BID [AMOUNT]
Usage   : AUCTION LIST
Usage   : AUCTION INFO
Usage   : AUCTION CLOSE
Usage   : AUCTION CHANNEL [MSG])
Example : auction up ring
Example : auction up ring 100
Example : auction bid 150
Example : auction channel the ring is really great!
Example : auction close
Example : auction list
Example : auction info
Short(s): 
This versatile command is used by players wishing to auction items at real time
over the AUCTION channel, as well as by those wishing to bid on items up for
auction.  To start an auction, the player enters AUCTION UP plus the name of
the item, and an optional starting bid.  If there is no other auction going on
at the time, the auction will begin.  Auctions last for a silent 5 minutes,
plus 1 minute for each going once/twice/sold.  If no bids have been received
after the first 3 minutes, the item will proceed directly to the going
once/twice/sold period. The person putting on the auction may, at any time,
close the auction without penalty by entering "auction close", or communicate
on the auction channel (to give a better item description perhaps) using
"auction channel [message]".

To place a bid on an auction that is ongoing, a player need only enter "auction
bid [amount]".  Where amount is the maximum amount the player will pay for the
item.  A proxy bidding system is in place for all auctions.  The current bid on
the item will always be less than or equal to the bid of the high bidder, and
at least 1 gold more than the bid of the previous high bidder.  This means
that, if the current bid on an item is 5, and a player bids 10, the new bid
will become 6 (one more than the previous high bid).  If another player then
bids 20, the new bid will become 11.

Players can also get information on a live auction while it is going on by
entering AUCTION INFO or AUCTION LIST.

When an auction ends, the system will attempt to automatically complete the
transaction for both the bidder and the auctioneer.  The proper money will be
transferred (in converted notes) from the high bidder to the auctioneer.  The
item up for auction will be automatically transferred from the auctioneer to
the high bidder.  The auction house may take a cut both when then auction is
placed up, and on the final price. 

See also help on AUCTIONS

[AUCTIONS]{#AUCTIONS}

Auctions are a system whereby players can buy and sell items from each other
using an open bidding system.  In this system, a bidder places a bid which
represents the most they will pay for the item.  However, a bidder must only
end up paying an amount equal to the most anyone ELSE would also pay, so long
as it is less than their own maximum bid. 

This game supports two kinds of auctions.  One is a multi-game-day auction,
which requires that you find an auctioneer mob and use commmands like BUY,
SELL, VIEW, and BID. The game also supports a live auction system, which is
managed using the AUCTION command.  Only one such live auction is allowed at
any one time.  See help on the above commands for more information.

[AUTOAFFECTS]{#AUTOAFFECTS}

Command : AUTOAFFECTS
Usage   : AUTOAFFECTS
Example : autoaffects
Short(s): aaf
List the skills or other auto-invoked affects that your character is currently
under the influence of.

[AUTOASSIST]{#AUTOASSIST}

Command : AUTOASSIST
Usage   : AUTOASSIST (ON/OFF)
Example : autoassist
Example : autoassist off
Short(s): 
Toggles whether or not you automatically assist fellow group members who have
entered combat.

[AUTODRAW]{#AUTODRAW}

Command : AUTODRAW
Usage   : AUTODRAW (ON/OFF)
Example : autodraw
Example : autodraw off
Short(s): 
Toggles whether or not you automatically draw a weapon from a sheath before
combat and automatically sheath your weapons when no longer in combat.

[AUTOEXITS]{#AUTOEXITS}

Command : AUTOEXITS
Usage   : AUTOEXITS (ON/OFF)
Example : autoexits
Example : autoexits off
Short(s): 
Toggles whether or not the exits to any room are automatically displayed
whenever you look.

[AUTOFORWARD]{#AUTOFORWARD}

Command : AUTOFORWARD
Usage   : AUTOFORWARD (ON/OFF)
Example : autoforward
Example : autoforward off
Short(s): 
Toggles whether or not email sent to your players email address
(playername@mudhost) will be forwarded to the email address you have on file
with your player.  See help on the EMAIL command also.

[AUTOGOLD]{#AUTOGOLD}

Command : AUTOGOLD
Usage   : AUTOGOLD (ON/OFF)
Example : autogold
Example : autogold off
Short(s): 
Toggles whether or not you automatically collect any gold from the corpses of
vanquished foes.

[AUTOGUARD]{#AUTOGUARD}

Command : AUTOGUARD
Usage   : AUTOGUARD (ON/OFF)
Example : autoguard
Example : autoguard off
Short(s): guard
By default, all players and mobs will literally follow from room to room
whoever is the leader of their group.  By toggling on AUTOGUARD, a player or
mob will stay put, even when the leader leaves the room.

[AUTOIMPROVEMENT]{#AUTOIMPROVEMENT}

Command : AUTOIMPROVEMENT
Usage   : AUTOIMPROVEMENT (ON/OFF)
Example : autoimprovement
Example : autoimprovement off
Short(s): 
Toggles whether or not you are automatically notified whenever your proficiency
goes up in one of your skills/spells/prayers/chants/songs/etc..

[AUTOINVOKE]{#AUTOINVOKE}

Command : AUTOINVOKE
Usage   : AUTOINVOKE
Example : autoinvoke
Short(s): 
This command allows the player to manage their auto-invoking skills. These are
skills, like Dodge or Healing Aura, which, once learned or gained, are
automatically activated for the player for an indefinite duration.  This
command will allow the player to deactivate or reinvoke these skills.
The name of the skill to modify may optionally be modified with a starting or
ending asterisk (*) to match multiple skills, and may be preceded by the word
INVOKE or UNINVOKE to specify an action other than toggle.

[AUTOLOOT]{#AUTOLOOT}

Command : AUTOLOOT
Usage   : AUTOLOOT (ON/OFF)
Example : autoloot
Example : autoloot off
Short(s): 
Toggles whether or not you automatically collect any items from the corpses of
vanquished foes.

[AUTOMAP]{#AUTOMAP}

Command : AUTOMAP
Usage   : AUTOMAP (ON/OFF)
Example : automap
Example : automap off
Short(s): 
If this mud supports the feature, then this command toggles whether or not you
automatically see a mini-map of your immediate surroundings when you enter a
new room.

[AUTOMELEE]{#AUTOMELEE}

Command : AUTOMELEE
Usage   : AUTOMELEE (ON/OFF)
Example : automelee
Example : automelee off
Short(s): 
Toggles whether or not you automatically advance towards an opponent who is out
of range of your weapon.  When turned off it will allow a mage to stand back
and use ranged spells without entering melee combat, or allow a player with a
ranged weapon (such as a bow) to use an attack to retreat to a ranged position
from a melee position.  This is turned on by default, and should be toggled
with care.

[AUTONOTIFY]{#AUTONOTIFY}

Command : AUTONOTIFY
Usage   : AUTONOTIFY (ON/OFF)
Example : autonotify
Example : autonotify off
Short(s): 
Toggles whether or not you are automatically notified whenever one of the users
on your FRIENDS list logs on.  See the FRIENDS command for more information on
this.

[AUTORUN]{#AUTORUN}

Command : AUTORUN
Usage   : AUTORUN (ON/OFF)
Example : autorun
Example : autorun off
Short(s): 
Toggles whether or not you automatically run when using the standard movement
commands. Running consumes movement points far more quickly than standard
movement does.

[AUTOSAC]{#AUTOSAC}

Sacrifice is a Clerical prayer, along with its evil counterpart Desecrate, and
the neutral version Bury.  

[AUTOWEATHER]{#AUTOWEATHER}

Command : AUTOWEATHER
Usage   : AUTOWEATHER (ON/OFF)
Example : autoweather
Example : autoweather off
Short(s): 
Toggles whether or not you automatically see weather information along with the
room descriptions.

[BABY]{#BABY}

Babies are what come from the physical union of a male and a female.  See help
on remorting.  Carry them around and keep them safe.  Put them in a bathtub
when they soil themselves, or just take them into a river and swim around.

[BANK]{#BANK}

The Bank is where money can be deposited and withdrawn using the DEPOSIT and
WITHDRAW commands.  You can also borrow money using the BORROW command. Use
LIST to see interest and balance information.

[BARBARIAN]{#BARBARIAN}

Char Class: Barbarian (Fighter)
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races     : All
Prime Stat: Strength                   Attack Pts: +(Str/18) per level
Practices : 3 +(Wisdom/6)-1 per level  Trains    : 4 +1 per level
Hit Points: 20 +(Con/2)+(2d7) per lvl  Mana      : 100 +(Int/8)+(1d2) /lvl
Movement  : 100 +13X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : May use any weapons.
Armor     : Must wear non-metal armor.
Bonuses   : Damage reduction 1pt/5 levels.  A 1%/level resistance to
            Enchantments.  Receives bonus conquest and duel experience.
Limits    : 
Desc.     : 
Barbarians are the wild warriors of the frontier.  Their ability to deal large
amounts of damage in combat, as well as inspire combative behaviors in others
makes them especially ferocious.  They are fond of mastering numerous weapons,
and building up their bodies, though they distrust metal armors, and may not
wear them without difficulties.

How to play: Barbarian combat skills make them desirable as group members.
While their non-metal armor restriction can sometimes hurt their nomination as
tanks, their ability to deal and absorb large amounts of damage can more than
make up for anything lacked.  Because of this, the Barbarian flourishes as well
alone as in groups.

The Barbarian is every bit as strong a fighter as a pure Fighter, and has that
extra combative edge that many players look for in a Class.  Players who
dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
Barbarian's simple destructive style.

[BARD]{#BARD}

Char Class: Bard (Bard)
Max-Stats : Charisma (25), Others (18)
Qualifiers: Charisma 9+
Races     : Human, Humanoid, Elf, Dwarf, Halfling, Elf-kin, or Centaur
Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(2d6) per lvl  Mana      : 100 +(Int/6)+(1d2) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 10 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear non-metal armor.
Bonuses   : Receives group bonus combat experience when in an intelligent
            group, and more for a group with players.  Receives exploration
            and pub-finding experience based on danger level.
Limits    : 
Desc.     : 
Bards are traveling singers, whose "songs" can possess powerful magic.  They
are highly desired group members for the inspiration they bring to their team
members, and the great stings they provide to their enemies.  They possess the
same weapon and armor restrictions as thieves, but also qualify for many thief
skills.

Bard is the basis for numerous sub-classes which the player may choose to gain
levels in at any time.  These sub-classes include the Charlatan, Dancer,
Minstrel, and the Jester.

How to play: The great strength of the bard is in his wide assortment of
skills, and in his powerful songs.  The bard may try his hand as the lonesome
traveler, but will find his skills still put him behind his peers.  It is in
the company of other, more powerful classes, that the bard will flourish. And
because of the unique nature of his magic, and how his skills will always
affect groups, that groups will always want to have a bard along.

Bards are as weak as thieves in combat, and lack their general sneakiness, so
in the company of others must the bard find his path to greatness, filling any
skill gaps in almost any group with the appropriate magic or ability.

[BATH]{#BATH}

What you need to do if you start stinking.  If you can't find a bathtub, just
hop in a river or shallow water.  Enter the social BATHE and the grime will
begin to disappear.  Even treading water will make you cleaner.

[BEACON]{#BEACON}

A beacon is where you recall to.  See help on the RECALL skill.

[BEASTMASTER]{#BEASTMASTER}

Char Class: Beastmaster (Druid)
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races     : Human, Humanoid, Elf, Dwarf, Giant-kin, or Centaur
Prime Stat: Constitution               Attack Pts: +(Con/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/2)+(2d7) per lvl  Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 15 level(s)
Weapons   : Must use wooden, plant-based, or leather weapons.
Armor     : Must wear non-metal armor.
Bonuses   : When leading animals into battle, will not divide experience
            among animal followers.  Can create a druidic connection with an
            area.  Benefits from animal/plant/stone followers leveling. 
            Benefits from freeing animals from cities.
Limits    : Must remain Neutral to avoid skill and chant failure chances.
Desc.     : 
Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
jungle, being both the guardian and master steward of the animal kingdom.
Unlike the other druids then, the beastmaster takes great pride in his animal
changing abilities, and receives many more animal forms as he progresses in
level.  The beastmaster is also more accutely aware of the dangers of the wild,
and is thus a much more physical and able fighter than other druids tend to me.

How to play: The Beastmaster is the perfect loner druid class, though he is
never truly alone with all the animals he can summon to his side. He also has
numerous ways of enhancing his own innate fighting ability through magical
chants, making him formidable even when adventuring without animal companions.

[BELOW]{#BELOW}

Command : BELOW
Usage   : BELOW
Example : below
Short(s): 
Travel below deck from the room or location.

[BID]{#BID}

Command : BID
Usage   : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME])
Example : bid 100 sword
Example : bid 100 sword mrauctioneer
Example : bid "100 golden notes" "sword of the ancients" mrauctioneer
Short(s): 
When an auctioneer is present in the same room or area as your character, this
command will allow you to place a bid on an item from that auctioneer.  Placing
a bid automatically removes coin from your person.

If your maximum bid is beat by another bidder (you are outbid), then you will
automatically receive a refund.  You must then return to the auctioneer to
place another bid.

If you win the auction, you will be notified after the auction ends.  You must
then return to the auctioneer and use the BUY command to claim your
merchandise.  You will not be charged for claiming an item you won in auction. 
If the item sold for less then your maximum bid, the auctioneer will give you a
refund of the difference when you claim the item.

See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.

[BLESSINGS]{#BLESSINGS}

Blessings are what a deity bestows upon you for performing the required ritual.
 Clerics receive all the blessings of their gods, while mere worshippers
receive a random one.

[BOARD]{#BOARD}

Command : BOARD
Usage   : BOARD [RIDEABLE ITEM]
Example : board canoe
Short(s): ride
Your character attempts to board a boat, or other rideable creature, carriage,
horse, or item.  Once boarded, the item can be navigated around by use of the
normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.

[BOATS]{#BOATS}

Boats are craft which may be ridden over water.  See the MOUNT command.

[BORROW]{#BORROW}

Command : BORROW
Usage   : BORROW [AMOUNT] ([BANKER NAME])
Example : borrow 1000
Example : borrow "10 gold coins" "Joe Banker"
Example : borrow "500 archon notes" banker
Short(s): 
When a banker is present in the same room or area as your character, this
command will allow you to borrow money from that banker.  You must first have
deposited enough items with the banker to provide sufficient collateral against
your loan amount.  Money is thenceforth automatically withdrawn from your bank
account every month to service the loan.  Failure to have enough money in your
account to provide for the loan may result in your items being put up for sale
by the banker. You should use the LIST command to review your account balance
from time to time.

[BRIEF]{#BRIEF}

Command : BREIF
Usage   : BRIEF (ON/OFF)
Example : brief
Example : brief off
Short(s): 
Toggles whether the room descriptions are shown as you move around. See also
the COMPRESS command.

[BROKEN]{#BROKEN}

If a limb should become broken for whatever reason, the path to healing begins
with getting the bones set, using either the bandaging skills, or some sort of
healing prayer.  This will enable the bone to begin healing on its own.  Some
broken limbs are little more than an inconvenience, while others can cause
serious problems with movement, or even with manipulating items.

[BUG]{#BUG}

Command : BUG
Usage   : BUG [BUG REPORT]
Example : bug every time i cast a spell, i get logged off!
Short(s): 
Please use this command to submit bugs against the CoffeeMud codebase.

[BUNDLE]{#BUNDLE}

Several of the common skills let you bundle raw resources like wood or ore.

[BURGLAR]{#BURGLAR}

Char Class: Burglar (Thief)
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 9+, Charisma 9+
Races     : All
Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/6)+(1d3) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 5 level(s)
Weapons   : Must use sword, daggers, flailed, blunt, or natural weapons.
Armor     : Must wear leather, cloth, or vegetation based armor.
Bonuses   : Bonus experience for using certain skills.
Limits    : 
Desc.     : 
The burglar is the thief who has made the accumulation of wealth and power his
center of being, to the detriment of all else.  The taking of the property of
others by stealth, wits, or even charm makes him the bane of the rich and
lawful alike.  This most purist of thieves also has superior skill at being
undetected in the performance of these dastardly deeds, though he stands at a
slight disadvantage to better trained thieves if caught.  

[BUY]{#BUY}

Command : BUY
Usage   : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME])
Example : buy sword
Example : buy sword weaponsmith
Example : buy sword weaponsmith for bob
Short(s): 
When a shopkeeper is present in the same room or area as your character, this
command will allow you to purchase an item from that shopkeeper, or close an
auction you started.

The price for the item, as well as the availability of certain items can be
determined by using the 'LIST' command. If more than one shopkeeper is in the
room, you may have to specify the shopkeeper name in the parameters.  You may
also purchase items for someone else by adding the "for" syntax to the end of
the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.

[CAST]{#CAST}

Skill    : CAST
Usage    : CAST [SPELL NAME] [TARGET NAME]
Example  : cast sleep orc
Short(s) : CA
Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical
abilities using the cast command.  Some spells require that you direct the
spell at a target, while others only apply to the caster.  For help on a
particular spell, enter help and then the name of the spell.

[CENTAUR]{#CENTAUR}

Race Name : Centaur (Equine)
Stat Mods.: Strength+1, intelligence+1, charisma-1, wisdom-1, max strength
            adj.+1, max intelligence adj.+1, max charisma adj.-1, max wisdom
            adj.-1
Abilities : Infravision, Foraging(50%)
Languages : Elvish(75%)
Life Exp. : 78 Years
Desc.     : 
Centaurs are large creatures with the body of a horse and the upper torso,
head, and arms of a human. Their class choices are limited, but they excel at
forestry, and make excellent rangers and druids.

[CHANNEL]{#CHANNEL}

Command : [CHANNEL]
Usage   : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE]
Example : [channel] hello everyone!
Example : [channel] ,smile bob
Example : [channel] ,does a high five!
Example : [channel] last 30
Short(s): 
This command is for global communication with all users online. The parameter
is a simple message to send to everyone online. You can use a comma and a
social name to use a social over the channel.  You can use a comma and an emote
string to emote over the channel.  The "LAST" command can be used to view
previous messages you may have missed.  Use the NO[CHANNEL] command to silence
this channel and turn if off for you.  When turned off [CHANNEL] can turn it on
again.[EXTRA]
See also: CHANNELS, SOCIALS

[CHANNELS]{#CHANNELS}

Command : CHANNELS
Usage   : CHANNELS
Example : channels
Short(s): 
List all the available channels, along with their status.  Do HELP GOSSIP for
more information on how to use Channels.

[CHANTS]{#CHANTS}

Command : CHANTS
Usage   : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL])
Example : chants
Example : chants plant control
Example : chants ?
Example : chants barkskin
Short(s): 
Lists any druidic chants that you know, along with your proficiency in them.
Can also be qualified to list your chants by domain, or use ? to list domains. 
You can get your level and proficiency for a particular chant by listing it by
name. A level parameter may be given to show chants only up to that level.

[CHANWHO]{#CHANWHO}

Command : CHANWHO
Usage   : CHANWHO [CHANNEL NAME]
Example : chanwho gossip
Example : chanwho gossip@anotherMud
Short(s): 
Lists all users listening on a particular channel.  The channel name may be
followed by an @ sign and the name of an I3 mud as well.

[CHARIOT]{#CHARIOT}

A transport, usually ridden in battle, and pulled by one or more horses.

[CHARISMA]{#CHARISMA}

Grace, charm, followers, and the ability to get better prices from merchants is
reflected in Charisma.

[CHARLATAN]{#CHARLATAN}

Char Class: Charlatan (Bard)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Charisma 9+, Wisdom 9+
Races     : Human, Humanoid, or Halfelf
Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(2d6) per lvl  Mana      : 100 +(Int/3)+(1d6) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 10 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear non-metal armor.
Bonuses   : Receives 2% resistance per level to mind affects, 4% resistance
            per level to divination spells.  Non-class skills become cheaper
            at 30th level.  Gains a random non-class skill or spell every
            other level! Receives exploration and pub-finding experience
            based on danger level.
Limits    : 
Desc.     : 
The Charlatan is the master of deception and disguise.  Often praised  because
of his natural acting ability, as well as his highly social nature, the
Charlatan can be quite antisocial if he chooses, and extremely annoying to
other players almost without trying.  

How to play: The Charlatan is also a natural spy in muds with numerous players,
and has an extremely wide assortment of skills.  More than any other class, the
Charlatan can taste the powers of all other classes, sometimes with real skill,
and sometimes only in seeming.  For this reason, the Charlatan is ideal for
those who want a taste of all classes, or at least to seem like he is.  He is a
natural group member, being able to fit almost any role by using his varied
skills, or by tricking his group members into thinking he belongs in the role
they require.

[CITIZENSHIP]{#CITIZENSHIP}

Various cities throughout the world may offer the ability to become a citizen
of those great cities by talking to the mayor. As a citizen, you may RECALL to
that cities recall location, allowing easy access to get back home. Other
benefits may be presented in various cities, as well. Some cities have certain
racial, religious, or alignment prejudices, so choose your home city wisely.

[CLANACCEPT]{#CLANACCEPT}

Command : CLANACCEPT
Usage   : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]
Example : clanaccept bob
Short(s): 
Accept an applicant for membership to your clan.

[CLANAPPLY]{#CLANAPPLY}

Command : CLANAPPLY
Usage   : CLANAPPLY [CLAN NAME]
Example : clanapply my clan
Short(s): 
Apply to a clan for membership.

[CLANASSIGN]{#CLANASSIGN}

Command : CLANASSIGN
Usage   : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME]
Example : classassign bob treasurer
Short(s): 
Promote or Demote a member to the listed position.  Positions include: boss,
applicant, treasurer, lieutentant, member, leader, and others depending upon
the type of clan you have.

[CLANCREATE]{#CLANCREATE}

Command : CLANCREATE
Usage   : CLANCREATE
Example : clancreate
Short(s): 
Attempts to found a new clan, which players may then apply to.

[CLANDECLARE]{#CLANDECLARE}

Command : CLANDECLARE
Usage   : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [WAR/HOSTILE/FRIENDLY/ALLY]
Example : clandeclare otherclan ally
Example : clandeclare "my clan" myenemy war
Short(s): 
Allows the boss to declare a new relationship with another clan.  Members of
clans in a state of war with each other will automatically be able to
playerkill each other in accordance with the muds general playerkilling
guidelines.  Members of clans in alliance with a clan at war are able to assist
in the killing.

[CLANDETAILS]{#CLANDETAILS}

Command : CLANDETAILS
Usage   : CLANDETAILS ([CLAN NAME])
Example : clandetails
Example : clandetails my clan
Short(s): CLAN
Gets some details on the clan.

[CLANDONATESET]{#CLANDONATESET}

Command : CLANDONATESET
Usage   : CLANDONATESET ([CLAN NAME])
Example : clandonateset
Short(s): 
Sets the current room to the clans Donation room for the purposes of the Clan
Donate spell.

[CLANEXILE]{#CLANEXILE}

Command : CLANEXILE
Usage   : CLANEXILE ([CLAN NAME]) [MEMBER NAME]
Example : clanexile bob
Short(s): 
Exile an applicant for membership to your clan.

[CLANEXP]{#CLANEXP}

See the CLANTAX command for information on clan experience taxing.

[CLANEXPERIENCE]{#CLANEXPERIENCE}

See the CLANTAX command for information on clan experience taxing.

[CLANHOMESET]{#CLANHOMESET}

Command : CLANHOMESET
Usage   : CLANHOMESET ([CLAN NAME])
Example : clanhomeset
Short(s): 
Sets the current room to the clans Home room for the purposes of the Clan Home
spell.

[CLANKILLS]{#CLANKILLS}

Command : CLANKILLS
Usage   : CLANKILLS ([CLAN NAME])
Example : clankills
Shows the members of your clan in the order of who has killed the most mobs
and/or players of a rival clan, such as during a war or a conquest.

[CLANLIST]{#CLANLIST}

Command : CLANLIST
Usage   : CLANLIST
Example : clanlist
Short(s): 
Gets a list of available clans.  

[CLANMORGUESET]{#CLANMORGUESET}

Command : CLANMORGUESET
Usage   : CLANMORGUESET ([CLAN NAME])
Example : clanmorgueset
Short(s): 
Sets the current room to the clans Morgue room, where the corpses of dead clan
members are magically transported.

[CLANPREMISE]{#CLANPREMISE}

Command : CLANPREMISE
Usage   : CLANPREMISE ([CLAN NAME])
Example : clanpremise
Short(s): 
Allows the boss to describe the premise of his or her Clan.

[CLANPVPKILLS]{#CLANPVPKILLS}

Command : CLANPVPKILLS
Usage   : CLANPVPKILLS ([CLAN NAME])
Example : clanpvpkills
Shows the members of your clan in the order of who has killed the most players
of a rival clan, such as during a war or a conquest.

[CLANQUAL]{#CLANQUAL}

Command : CLANQUAL
Usage   : CLANQUAL ([CLAN NAME])
Example : clanqual
Short(s): 
Enter the encoded qualifications for applying to your clan.  The following
codes are allowed:
<ZAP=disallow>

[CLANREJECT]{#CLANREJECT}

Command : CLANREJECT
Usage   : CLANREJECT ([CLAN NAME]) [MEMBER NAME]
Example : clanreject bob
Short(s): 
Reject an applicant for membership to your clan.

[CLANRESIGN]{#CLANRESIGN}

Command : CLANRESIGN
Usage   : CLANRESIGN ([CLAN NAME])
Example : clanresign
Short(s): 
Resign as a member of a clan.

[CLANS]{#CLANS}

Clans are a group of players banded together for some common purpose, or due to
common lineage or fellowship.  Clans are created using the CLANCREATE command,
and listed using CLANLIST.  Once created, CLANPREMISE can be used to describe
the clan.  Potential members apply to clans using CLANAPPLY, and are either
accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after
listing the applicants names using CLANDETAILS. Bosses can set up autorejecting
qualifications to the clan using CLANQUAL. Once accepted, members can be
removed using CLANEXILE or promoted to other offices using CLANASSIGN.  Members
can leave on their own using CLANNRESIGN. Offices like Treasurers can deal with
special Clan bankers and postmen on their Clans behalf.  Members can cast "Clan
Donate" to their clans after the boss has used CLANDONATESET to set a donation
room for their clan.  Members can share their experience points with the clan
if the bosses have set up an experience tax rate using CLANTAX. Members also
have access to the spell "Clan Home" which they can use to recall to the room
set by the boss using CLANHOMESET. Clan activity is very important.  If the
minimum number of members is not maintained, then pending or inactive clans may
be deleted by the system. Once there are several active clans, the bosses may
use CLANDECLARE to declare relations between their clan and others, and members
can use CLANKILLS or CLANPVPKILLS to keep track of how their members fair in
war.

There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,
THEOCRACY, and FAMILY.  See the HELP entry for each of these clan types for
more information.

[CLANTAX]{#CLANTAX}

Command : CLANTAX
Usage   : CLANTAX ([CLAN NAME]) ([NUMBER])
Example : clantax
Short(s): 
Allows the boss to set the percentage of member experience which is taken by
the clan.  This experience can then be spent by those with Clan Crafting and
Clan Enchanting spells.  Experience is also taken at this rate from areas
controlled by the clan via Clan Flags.

[CLANVOTE]{#CLANVOTE}

Command : CLANVOTE
Usage   : CLANVOTE ([CLAN NAME]) ([NUMBER]
Example : clanvote
Short(s): 
Allows a voting member of a clan to cast a vote on a pending matter.

[CLANWHO]{#CLANWHO}

Command : CLANWHO
Usage   : CLANWHO ([CLANNAME])
Example : clanwho
Example : clanwho myclan
Short(s): clwh
Shows who is online from your clan or one of your clans by name.

[CLAN_EQUIPMENT]{#CLAN_EQUIPMENT}

Clan Equipment is regular equipment that is enchanted with the power of a clan
using up clan experience.  Weapons do additional damage when striking. Armor
add resistances to the wearer.  Staves and wands gain magical powers to do
damage to targets.  Shields will do magical damage against melee attackers. Be
aware though - attempts at use by the wrong hands will disperse the magic.
These affects can only be applied by the appointed clan enchanter with the
right skills.

[CLAN_EXP]{#CLAN_EXP}

See the CLANTAX command for information on clan experience taxing.

[CLAN_EXPERIENCE]{#CLAN_EXPERIENCE}

See the CLANTAX command for information on clan experience taxing.

[CLASS]{#CLASS}

Try HELP FIGHTER, THIEF, BARD, CLERIC, MAGE, APPRENTICE, or DRUID. For help on
multi-classing, try HELP MULTICLASS.

[CLERIC]{#CLERIC}

Char Class: Cleric (Cleric)
Max-Stats : Wisdom (25), Others (18)
Qualifiers: Wisdom 9+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Evil must use polearm, sword, axe, edged, or daggers.  Neutral must
use blunt, ranged, thrown, staff, natural, or sword.  Good must use blunt,
flailed, natural, staff, or hammer.
Armor     : May wear any armor.
Bonuses   : 
Limits    : Using prayers outside your alignment introduces failure chance.
Desc.     : 
Clerics are the great vassals of the Gods.  Through them the wonders of both
good and evil are possible.  Clerics possess great magical abilities in their
numerous "prayers".  While their weapon choices are limited to their alignment,
they may wear any type of armor.

The Cleric is the general of priests, appeasing all the gods equally, or
choosing to focus on one at his whim.  However, should the cleric wish to show
true devotion, he can gain levels in specialist classes which may or may not be
available to him, depending on his disposition. These classes include: Templar,
Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.

How to play: The first, last, and greatest strength of the good Cleric is in
his ability to heal, just as the ability to harm aids the evil Cleric.  A
Cleric is unique in his ability to flourish either alone or in groups, being
moderately skilled in combat, and having the healing ability to last a long
time in a tough fight.  Clerics are highly desired for groups, however, as the
lead fighter in the group will want the Cleric's healing touch in battle.

The only weakness of the Cleric is offensively, which the evil Cleric will make
up for with harmful magic, and the good Cleric will compensate for with healing
spells to last out the battle.  With a balanced approach, the Cleric can gain
experience with the efficiency of a fighter.

[CLIMATE]{#CLIMATE}

A climate is the weather tendencies of a given area.  Climates may be warm or
cold, wet or dry, or any combination of these.

[CLOSE]{#CLOSE}

Command : CLOSE
Usage   : CLOSE [ITEM/DIRECTION NAME]
Example : close chest
Example : close east
Example : close door
Short(s): 
Tries to close an item, door, or any other entity specified.

[CODE]{#CODE}

Java

[COFFEE]{#COFFEE}

Coffee is a black, bitter liquid usually served hot.  It is made by taking the
dried, crushed beans from the coffee plant and soaking them in water until
saturation is reached.  Java is a common slang word for coffee.

[COINS]{#COINS}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[COLORSET]{#COLORSET}

Command : COLORSET
Usage   : COLORSET (DEFAULT)
Example : colorset
Short(s): 
Change some of the system colors to match your preferences. 

[COMBAT_PROWESS]{#COMBAT_PROWESS}

The amount of skill your character has in hitting enemies with ordinary
weapons.

[COMMANDS]{#COMMANDS}

Command : COMMANDS
Usage   : COMMANDS
Example : commands
Short(s): 
Gives a list of all valid commands, excepting SOCIALS.

Players can also enter COMMANDS CLEAR to empty this users command queue.

[COMMON_SKILLS]{#COMMON_SKILLS}

Common Skills are the gathering skills, such as Foraging and Mining, and the
Crafting skills, such as Carpentry and Blacksmithing.

[COMMUNICATION]{#COMMUNICATION}

How do you talk to people?  Gosh!  The channels are a good place to start, like
GOSSIP, or you can use the TELL command, or SAY if they are in the same room. 
You can mail someone a letter at the post office, or use the MAIL command.

[COMPARE]{#COMPARE}

Command : COMPARE
Usage   : COMPARE [ITEM NAME] ([ITEM NAME])
Example : compare sword mace
Example : compare shirt
Short(s): 
Compares the basic deadliness of two weapons, or the basic protectiveness of
two similar pieces of armor.  If only one item is specified, it will attempt to
compare it to a worn item, or a similar one in inventory.

[COMPRESS]{#COMPRESS}

Command : COMPRESS
Usage   : COMPRESS (ON/OFF)
Example : compress
Example : compress off
Short(s): 
Toggles whether compressed room and equipment descriptions are shown. See also
the BRIEF command.

[CONFIG]{#CONFIG}

Command : CONFIG
Usage   : CONFIG
Example : config
Short(s): AUTO
Display all of a players configuration flags.  The flags may be changed by
entering the command words shown (autogold, etc..)

[CONJURER]{#CONJURER}

Char Class: Conjurer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Conjuration as levels
            advance.  At 10th level, receives double duration on your
            Conjuration magic, and half duration from malicious Conjuration
            magic.
Limits    : Unable to cast Transmutation spells.  Receives penalty damage
            from Transmutation as levels advance.  Receives double duration
            from malicious Transmutation magic, half duration on other
            Transmutation effects.
Desc.     : 
Conjurers are specialist mages who concentrate their studies in the mastery of
movement.  They are adept at transporting themselves and other creatures, as
well as items and entire armies with their powerful spells.  So adept are they
at conjuration that they gain all known conjuration spells, including some
which only the conjurers may understand.

The Conjurer may lack Transmutation abilities, but he does not miss that
strange magic.  After all, it's always better to be yourself, wherever you
might find yourself.

[CONQUEST]{#CONQUEST}

One or more areas in the realm may be designated as conquerable by clans. 

To conquer an area, or even to discover if an area CAN be conquered, the clan
must use the Clan Crafting skill to construct a clan Flag.  The Flag must then
be dropped into any room in the area.  Doing so will tell you if the area is
conquerable, who controls it if anyone, how many CONTROL POINTS are required to
control the area, and how many control points any warring clans may presently
have in the area.  An area not currently controlled by any clan may freely be
conquered.  An area already controlled by a clan may only be conquered by a
rival clan if that clan has properly declared War.

The clan Flag is the most important item in Conquest.  The Flag must be on the
ground in order for any clan to score control points in an area, or to even
maintain control once the area has been conquered.  If there is not at least
one Flag on the ground, a conquered area will revert to neutral status. 
Luckily, any resident citizens in the same room as a conquerer's flag will tend
to guard the flag from thieves.  Also, Flags can only be removed by a member of
the clan whose flag it is, or by a rival clan after they have completely
conquered and control the area.

Once a flag has been laid down, the clan whose flag it is may LOOK at the flag
at any time to see the status of their conquest; i.e. the number of control
points they have scored, and how many they must score to complete the conquest.
 A control point is scored whenever a resident intelligent mob of that area is
killed, forced (via charm or other methods) to follow a member of the
conquering clan, or (in the case of a Theocracy) converted to the faith.
Control points awarded are equal to the level of the intelligent mob killed,
charmed, or converted. Control points will also fade over time, to reflect a
restoration of order in the area.

If an area is already under the control of a clan, the resident mobs will
resist invasion by rivals.  Once an area is conquered, however, all resident
mobs will instantly repudiate any previous controlling clan, drop any clan
items they may be carrying, and swear allegiance to the conquering clan.  At
this point, any clan members who are designated as having conquerers privileges
may ORDER any non-animal member of the area to do anything they like.  Control
points become irrelevant to the conquerers once conquest is complete.  A number
of days following the conquest of an area, the area will be in dispute as order
is restored.  During this period, no items left by vanquished clans can be
retreived.  Once control is completely established, however, the controlling
clan may clear out the previous clans items for experience. 

Clan members are unable to gain any experience points inside their own
conquered areas.  However, anyone else gaining experience in a clan controlled
area automatically pays the clans tax on their experience gain. This makes
controlling a large number of areas very lucrative for clans.

A conquered area benefits greatly from items created using Clan Crafting. 
These items can be crafted by a designated Enchanter, given sufficient
materials and clan experience.  Aside from the direct benefit of putting the
residents of a conquered area to work, clan crafted items in the hands of a
conquered areas residents also makes those residents happy.  Keeping such items
in the hands of a sufficient number of especially higher level mobs will stave
off spontaneous revolts, which become possible from time to time in a conquered
area. During war, clan items can be captured for additional clan experience by
rival clans who have properly declared war. The types and functions of clan
items include:

Book of the Laws - These must be constructed inside the area for which the book
is intended.  It will allow a properly privileged clan member to read and
modify numerous aspects of law and order in the area, including the location of
jails, the types of laws, and the duration of punishments. A Law Book must be
read by clan member authorized to change law before the Guardbanner and Gavel
below will begin working.

Guardbanner - These can be given to mobs in a conquered area to designate them
as deputys of the area, who are authorized to enforce laws and arrest
lawbreakers.

Judges Gavel - This can be given to a mob in a conquered area to designate him
as the judge of the area, authorizing him to deal out punishments like parole,
jail time, or death.

Donation List - This item should be placed inside the official Donation Room
for a clan.  If this is done, the list will automatically grow to include every
single addition and removal.

Pamphlet - These can be given to mobs conquered by RIVAL clans to make them
disloyal to the conquering clan. Pamphlets will have a tendency to spread over
time. Pamphlet holders will also drop any rival clan items they have, which
hurts control.

Shop Apron - These can be given to mobs conquered by your clan, or to mobs
permanently stationed at your clan home.  They turn the mob into a shopkeeper,
who will sell things in their shop inventory, and buy things as their coinage
allows.  They can be GIVEN things to sell by clan members in proper authority
over them.  They will not deal with clans with whom your clan is hostile or at
war.

Membership Card - These can be given to mobs conquered by your clan to make
them utterly loyal to your clan.  Mobs with membership cards will never accept
Pamphlets, and will take them away if they are offered any.

Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be
given to mobs to make them work for the clan, performing the Common skill
associated with the item.  If the mobs with these items are also Mobile, they
may also carry their resources to other mobs in the same area who need their
resources in order to use their Crafting items.  Firebuilders are especially
good at this task, as they will carry wood they find to smiths and light the
fires that the smiths need to shape the metals.

Crafting items - Items such as the Tailors Needle and Potters Wheel can be
given to mobs to make them craft items for the clan, performing the Common
skill associated with the item.  These mobs can be given example items to use
as templates for what they will attempt to make, or they can be given nothing
to make them craft items at random.  For the skill to work, the mob must not
have anything in its inventory to confuse the skill, such as a Blacksmith item
holder carrying some smurfberries.  Also, the holder must have the correct
resource and sufficient quantity in the room to work from, although, they may
receive assistance gaining the resources they need from mobs with Gathering
Items.

Executioners Scales - This item makes the mob a tenacious attacker of evil
creatures and thieves.

Assassins Eye - This item makes the mob a tenacious attacker of good creatures
and paladins.

Scavengers Sticker - This item makes the mob a scavenger, picking anything up
they find on the ground.

Tax Collectors Clipboard - This item makes the mob a collector of tax money
from anyone who is not also a member of their clan.

See also Clan Crafting.

[CONSIDER]{#CONSIDER}

Command : CONSIDER
Usage   : CONSIDER [MOB NAME]/[ITEM NAME]
Example : consider dragon
Example : consider sword
Short(s): 
Sizes up a monster or character against your own, so that you can determine
first whether the creature measures up in experience worth, and then whether a
fight with such a creature is wise, or just a waste of time.  This command will
also tell you if you have any skills that might be helpful to the item or
character. See also HELP GCONSIDER.

[CONSTITUTION]{#CONSTITUTION}

Health, stamina, and the ability to live through harder fights is reflected in
Constitution. 

[CORPSE]{#CORPSE}

A corpse is what you leave behind when you die.  It is a dead body.  If you
LOOK at a corpse, you might see that it has equipment on it.  You can GET that
equipment and use it yourself, sometimes.

[COURT]{#COURT}

Court is held whenever an officer brings an accused criminal before a judge. 
The judge then pronounces a sentence.  

[CRAWL]{#CRAWL}

Command : CRAWL
Usage   : CRAWL [DIRECTION]
Example : crawl e
Short(s): 
Causes your character to drop down and crawl in the given direction.

[CREDITS]{#CREDITS}

Command : CREDITS
Usage   : CREDITS
Example : credits
Short(s): 
See a little message from the folks who wrote CoffeeMud.

[CRIME]{#CRIME}

A crime is an action which is considered illegal in the area.  Every crime must
have a witness, either in the same room in which the crime was committed or in
an adjacent room.  Conviction for a crime requires that the witness still be
living at the time of the pronouncement of sentence by the judge.

[CURRENCIES]{#CURRENCIES}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[CURRENCY]{#CURRENCY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[CURSED]{#CURSED}

You've been affected by an evil cleric curse.  Well, find another cleric to
bless you then, or who has Remove Curse.

[DAMAGE]{#DAMAGE}

The amount of damage your character does in combat depends mostly upon your
class and level, though it will also depend a great deal upon your character's
Strength.

[DANCER]{#DANCER}

Char Class: Dancer (Bard)
Max-Stats : Strength (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Strength 9+
Races     : Human, Humanoid, Elf, or Halfling
Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(2d6) per lvl  Mana      : 100 +(Int/6)+(1d2) /lvl
Movement  : 100 +18X(Str/18) per lvl   Damage Pts: +1 damage per 10 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : Receives defensive bonus for high dexterity.  Receives group
            bonus combat experience when in an intelligent group, and more
            for a group of players.  Receives exploration and pub-finding
            experience based on danger level.
Limits    : 
Desc.     : 
The Dancer is the graceful master of dance, who entertains and leads others in
the joyous and powerful maneuvers of his craft.  Like the Bard, the Dancer is a
highly desired group member for his "group affecting" skills, which include the
magical dances in which he specializes.

How to play: Due to his weak fighting skill, the Dancer will likely look to
groups for his primary advancement, much like the other bards.  Dancers also
gain a select set of powerful fighter skills to prove the worth of their
diligence in maintaining his body.  This makes them valuable group members,
even without their powerfully enhancing dances.

[DEACTIVATE]{#DEACTIVATE}

Command : DEACTIVATE
Usage   : DEACTIVATE ([PARAMS]) [ITEM]
Example : deactivate phazer
Example : deactivate console
Example : deactivate stun phazer
This multi-purpose command is used to turn-off electrical devices, and cause it
to stop doing whatever it is it was doing.  For wall panels, this may mean
disconnecting the panel from the circuitry, effecting all other components in
the panel.

[DEITIES]{#DEITIES}

Command : DEITIES
Usage   : DEITIES
Example : deities
Short(s): GODS, DEITY
This command will list all the known deities in your realm, along with some
information about them, the requirements to worship them, the requirements to
become a cleric of them, the blessings they bestow, and the rituals required to
receive those blessings.

For more information on deities and the worship of them, see the help entries
for RELIGION, BLESSINGS, SERVICES, and RITUALS.

[DELVER]{#DELVER}

Char Class: Delver (Druid)
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races     : Human, Humanoid, Dwarf, Gnome, Goblinoid, Troll-kin, Halfelf, or
            Halfling
Prime Stat: Constitution               Attack Pts: +(Con/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/2)+(2d6) per lvl  Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use stone, crystal, metal, or glass weapons.
Armor     : Must wear stone, crystal, or metal armor.
Bonuses   : Can create a druidic connection with an area.  Benefits from
            freeing animals from cities.
Limits    : Must remain Neutral to avoid skill and chant failure chances.
Desc.     : 
The Delver is a stolid druid of caves and the underdark, being the guardian of
the rocks and stone and the cold caverns of the deep.  The Delver is
unconcerned with plants or the sky or the doings of the weather, or any of the
creatures that live upon it, relying rather on the solid earth to draw his
power from.  For this reason, the Delver is particularly at home among the
rocks, and is able to call upon them to aid him at need. 

How to play: The Delver requires little in the way of precasting or planning,
so long as he stays in cave or rocky environments.  He is able to instantly
call upon the rocks and stones to help him in combat, and is friend to golems
and stone creatures.  For this reason, the Delver is better able to fit into
groups who wish to adventure in the mountains and the underground, and can be a
valuable leader when its time to enter the deep dark.

[DEMOTE]{#DEMOTE}

Use HELP CLAN to get information on demoting clan members.

[DEPOSIT]{#DEPOSIT}

Command : DEPOSIT
Usage   : DEPOSIT [ITEM NAME] ([CLERK NAME])
Example : deposit 1000
Example : deposit jewel
Example : deposit letter
Short(s): 
When a banker or postal clerk is present in the same room as your character,
this command will allow you to deposit an item into your account with that
banker, or to deposit a letter or item to ship with the postal clerk. See also
LIST, BUY, SELL, WITHDRAW, VIEW, BID.

[DESCRIPTION]{#DESCRIPTION}

Command : DESCRIPTION
Usage   : DESCRIPTION [NEW DESCRIPTION TEXT] ... 
Example : description A handsome adventurer with lots of buckles.
Short(s): 
Changes your description to the text specified.  The description is the text
seen when someone LOOKs at you.

[DESTROY]{#DESTROY}

Command : DESTROY
Usage   : DESTROY [ITEM NAME] ... 
Example : destroy cup
Example : destroy letter
Short(s): 
Take an item out of your carried inventory and destroy it.  This mundane
destruction only works on things very easily destroyed, such as glass, liquids,
or paper.  Other kinds of things must be destroyed using fire or magic.

[DEXTERITY]{#DEXTERITY}

Agility, critical damage, and the ability to dodge blows is reflected in
Dexterity.   If you were looking for help on the Song of Dexterity, try HELP
SONG DEXTERITY.

[DIETIES]{#DIETIES}

DEITIES    

[DIG]{#DIG}

Usage    : DIG
Example  : dig
Example  : dig
This command lets the player dig a hole in the ground.  The hole is best dug
proper tools, but smaller ones can still be dug with hands and elbows. The more
often this command is used, the larger the hole will be.  Items can be placed
in the hole by the player who uses the hole, and filled back in by anyone using
the CLOSE or FILL commands.  If a hole is not filled in when the players leave,
it will be filled in if empty, and hidden from view otherwise. A hole with
items can be uncovered by anyone by using the DIG command in the same room.
Items placed in holes will persist, but foods and liquids will rot faster.

[DISEASED]{#DISEASED}

If you can't a disease, find a cleric who can cure it.  If your food is bad or
diseased, then throw it away for goodness sake!

[DISEMBARK]{#DISEMBARK}

Command : DISEMBARK
Usage   : DISEMBARK
Example : disembark
Short(s): DISEM, DIS
If your character is presently riding in a boat, this command will cause you to
get out of the boat.

[DISMOUNT]{#DISMOUNT}

Command : DISMOUNT
Usage   : DISMOUNT
Example : dismount
Short(s): DISM, DIS
If your character is presently riding a horse, this command will cause you to
dismount from the horse. See also MOUNT, LEAVE, BOARD.

[DISPEL]{#DISPEL}

See HELP on REVOKE or SPELL DISPEL MAGIC

[DISPELL]{#DISPELL}

See HELP on REVOKE or SPELL DISPEL MAGIC

[DISPLAY]{#DISPLAY}

What you are looking at right now.

[DIVINER]{#DIVINER}

Char Class: Diviner (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Divination as levels
            advance.  At 10th level, receives double duration on your
            Divination magic, and half duration from malicious Divination
            magic.
Limits    : Unable to cast Illusion spells.  Receives penalty damage from
            Illusion as levels advance.  Receives double duration from
            malicious Illusion magic, half duration on other Illusion effects.
Desc.     : 
Diviners are specialist mages who have mastered the arts of unconvering
secrets, and obtaining knowledge.  The entire world is an open book for them,
just waiting for the pages to be turned.  So adept do these mages become at
divination that they gain all known divination spells, including some which are
even secrets to the other mages!

The Diviner's love of knowledge means he loses the knack of casting spells of
illusion.  However, they make up for this by being the most popular of advisors
and group members when strange and amazing treasures are uncovered, or some
secret needs to be told.

[DOOMSAYER]{#DOOMSAYER}

Char Class: Doomsayer (Cleric)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Wisdom 9+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use polearms, axes, swords, daggers, or edged weapons.
Armor     : May wear any armor.
Bonuses   : Receives 1 pt damage reduction/level from fire attacks.
Limits    : Always fumbles good prayers, and fumbles all prayers when
            alignment is above 500.  Qualifies and receives evil prayers. 
            Using non-aligned prayers introduces failure chance.  Vulnerable
            to cold attacks.
Desc.     : 
Doomsayers are very special servants of the gods, whose proclaimations of fire
and brimstone give them resistance to fire attacks, as well as special powers
controlling it.  The Doomsayer is an evil aligned class, meaning that he will
always fumble on good prayers, and does not qualify for good prayers.  However,
the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets
numerous special prayers that only the doomsayer can claim. 

How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
the Clerics.  He is also the most social of the evil clerics, being a clear
rival to the Healer.  He is best played as a loner in cities, bringing the
wrath of his God wherever he goes.

[DOWN]{#DOWN}

Command : DOWN
Usage   : DOWN
Example : down
Short(s): D
Try to travel downward, whether it be down a ladder, downstairs, or down to the
ground when flying.

[DRAW]{#DRAW}

Command : DRAW
Usage   : DRAW ([WEAPON NAME]) ([SHEATH NAME])
Example : draw
Example : draw sword
Example : draw sword sheath
Example : draw sheath
Short(s): 
Takes one or more weapons from the sheaths you are wearing and either wields or
holds the item as appropriate.  In combat, a sword does you no good in its
sheath, so this is a good command.  See SHEATH.

[DRESS]{#DRESS}

Command : DRESS
Usage   : DRESS [MOB NAME] [ITEM NAME]
Example : dress joe tunic
Short(s): 
Allows the player to put a piece of armor, clothing, barding, or whatever on
the target mob.  The target mob must be a follower of the player for this to
work.

[DRINK]{#DRINK}

Command : DRINK
Usage   : DRINK ([ITEM NAME])
Example : drink cup
Short(s): 
Take a drink from some drinkable source, such as a wineskin, cup, or bottle. 
Specifying a drink source is not necessary if you are in a freshwater location,
such as a river. Drinking is necessary to remove the "You are thirsty"
messages.  Thirst can also hurt combat capabilities, and can eventually kill
you.

[DROP]{#DROP}

Command : DROP
Usage   : DROP ([NUMBER]) [ITEM NAME] ... 
Example : drop cup
Example : drop 3 berries
Short(s): 
Take an item out of your carried inventory and place it somewhere in the room
or area where your character is located.

[DROW]{#DROW}

Race Name : Drow (Elf)
Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs
            magic+30, max intelligence adj.+1, max dexterity adj.+3, max
            constitution adj.-4, max charisma adj.-3
Abilities : Darkvision, infravision, Darkness(25%), Faerie Fire(25%)
Languages : Drowish(75%), Undercommon(25%)
Life Exp. : 430 Years
Desc.     : 
Drow are the dark cousins to elves.  Their existence living underground had
radiated their bodies with dark magic and give them advantages in the cold,
dark world.  However, they hurt plenty when exposed to light.  They have the
ability to see in the dark, and can prove to be fiercesome fighters.  All Drow
start off with the ability to cast darkness and faerie fire.

[DRUID]{#DRUID}

Char Class: Druid (Druid)
Max-Stats : Constitution (25), Others (18)
Qualifiers: Constitution 9+
Races     : Human, Humanoid, Elf, Vegetation, Dwarf, Giant-kin, Goblinoid,
            Halfelf, or Centaur
Prime Stat: Constitution               Attack Pts: +(Con/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/2)+(2d7) per lvl  Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use wooden, plant-based, or leather weapons.
Armor     : Must wear non-metal armor.
Bonuses   : When leading animals into battle, will not divide experience
            among animal followers.  Can create a druidic connection with an
            area.  Benefits from animal/plant/stone followers leveling. 
            Benefits from freeing animals from cities.  Benefits from
            balancing the weather.
Limits    : Must remain Neutral to avoid skill and chant failure chances.
Desc.     : 
Druids are mystical guardians of the natural world, and the wielders of natures
grandest powers.  They may not wear metal, and can only use a small set of
natural weapons, but their notorious health and magical chants more than make
up for this.  Like the natural world, Druids are restricted to a neutral
alignment.

Druid is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time.  These sub-classes include: Delver,
Beastmaster, Gaian, and SkyWatcher.

How to play: The druid is the most complex class to play.  Most of his magic
requires the assistance of numerous spells to bear fruit, but the benefits make
the complexity well worth it.  The druid is also best fit for travelling with
animal armies of his own creation.  In groups, the druid can assist with some
extra fire power at high levels.  For the most part though, it is alone that
the druid will flourish, forming his own animal groups to make up for his
weakness in combat.

Although weak in melee combat, due to equipment and skill limitations, the
druid is capable of marshaling all the powers of animals and plants to aid in
the vanquishing of foes for experience.  At higher levels, as the powers of
weather come into play, the Druid will find their magical prowess unequaled by
any other class.

[DUEL]{#DUEL}

Command : DUEL
Usage   : DUEL [MOB NAME]
Example : duel karlthedragon
Short(s): 
Causes your character to either challenge the target player to a duel, or to
accept a challenge from another player to duel.  A duel is a fight between two
players that is without consequences.  Neither player can die while dueling,
nor suffer permanent loss or harm.  Players fight until one flees for longer
than 30 seconds, or one of them is "killed", at which point the duel ends and
both players are restored to the pre-duel state of health.

[DUERGAR]{#DUERGAR}

Race Name : Duergar (Dwarf)
Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15,
            save vs water-10, save vs mind+5, save vs poison+10, save vs
            disease-10, max constitution adj.+1, max charisma adj.-4
Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%)
Languages : Dwarven(100%), Undercommon(25%)
Life Exp. : 290 Years
Desc.     : 
Duergar are shorter than humans, but much stockier, and sport long black beards
and bald heads.They receive one bonus Constitution point, but lose four
Charisma points.  They also have Darkvision, or the ability to see other
creatures in the dark, and have a talent for Invisibility and Growth.  Duergar,
like their cousins the Dwarfs, are natural Miners, though their class choices
will be even more limited.

[DWARF]{#DWARF}

Race Name : Dwarf (Dwarf)
Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution
            adj.+1, max charisma adj.-1
Abilities : Infravision, Mining(50%)
Languages : Dwarven(100%)
Life Exp. : 290 Years
Desc.     : 
Dwarves are shorter than humans, but much stockier, and enjoy sporting beards
(including the women).  They receive one bonus Constitution point, but lose one
Charisma point.  They also have Infravision, or the ability to see other
creatures in the dark.  Dwarves are natural Miners, though their class choices
will be limited.

[EAST]{#EAST}

Command : EAST
Usage   : EAST
Example : east
Short(s): E
Travel eastward from the present room or location.

[EAT]{#EAT}

Command : EAT
Usage   : EAT [ITEM NAME] ... 
Example : eat pie
Short(s): 
Take a bite from some edible source, such as a ration, pie, or other food
source.  Eating is necessary to remove the "You are hungry" messages.  Hunger
can also hurt combat capabilities, and can eventually kill you.

[ELF]{#ELF}

Race Name : Elf (Elf)
Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity
            adj.+1, max constitution adj.-1
Abilities : Infravision, Foraging(50%)
Languages : Elvish(75%)
Life Exp. : 430 Years
Desc.     : 
Elves are slightly shorter and more slender than humans, but are quick and
agile.  They receive one bonus Dexterity point, but lose one Constitution
point. Elves have Infravision, are skilled at Foraging. Though their class
choices are more limited than humans, they have the broadest choices of all
demi-humans.

[EMAIL]{#EMAIL}

Command : EMAIL
Usage   : EMAIL (BOX)/([PLAYER NAME])
Example : email
Example : email box
Example : email Joe
Short(s): 
Entering this command without any parameters will guide the player through the
process of re-entering the email address on file for the player.  If the
AUTOFORWARD config flag is on, emails sent to the player address will be
forwarded to this email address.

Entering this command with the parameter of BOX will allow the player to read
any email on file, for cases when the player has their AUTOFORWARD config flag
off.

Entering this command with the name of a player will allow an email to be sent
which, depending upon that players settings, will either be forwarded to their
real email address, or only available within the mud.

[EMOTE]{#EMOTE}

Command : EMOTE
Usage   : EMOTE [ACTION DESCRIPTION] ... 
Example : emote whistles at the big Dragon.
Example : emote whistle(s) at /dragon.
Example : emote whistle(s) at /dragon saying Look at /dragon-m!.
Short(s): 
Causes a message to be displayed which will describe your character as
performing the action described by the given emote message.  For instance, the
first example, if done by an adventurer named "Bob" would tell everyone else in
the room that "Bob whistles at the big Dragon."

You can use contextual pronouns by inserting special codes int your strings.
These codes begin with a forward slash, followed by the name of a mob or item
that is visible in the room, followed optionally by one of the following: 
-h : singular possessive pronouns "his" or "her"
-m : singular personal pronoun "him" or "her"
-s : name alone, or reflexive pronoun "himself" or "herself"
-e : subjective case personal pronoun "he" or "she"
's : possessive contraction john's, your
-ms: reflexive/intensive pronouns "himself" or "herself" or "yourself"
* While many codes may be used, only one unique name is allowed per string!

You can also end verbs with (s) or (es) to make contextually correct.

[EMPLOYMENT]{#EMPLOYMENT}

See the HIRE command.

[EMPTY]{#EMPTY}

Command : EMPTY
Usage   : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE)
Example : empty sack here
Example : empty sack chest
Short(s): 
Attempts to empty the contents of a container, either into your inventory, onto
the floor, or into another container.

[ENCHANTER]{#ENCHANTER}

Char Class: Enchanter (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Enchantment/charm as
            levels advance.  At 10th level, receives double duration on your
            Enchantment/charm magic, and half duration from malicious
            Enchantment/charm magic.
Limits    : Unable to cast Abjuration spells.  Receives penalty damage from
            Abjuration as levels advance.  Receives double duration from
            malicious Abjuration magic, half duration on other Abjuration
            effects.
Desc.     : 
Enchanters are specialist mages who can always seem to bring out the best
magical aspects of whoever or whatever they turn their attention to.  And when
angered, the Enchanter can also twist their enemies to their will.  So adept
are they at this art of change that they gain all known enchantment spells,
even those which only the enchanter may learn.

Enchanters love change so much that they neglect the protective magic of
abjuration, and find themselves unable to use that magic.  However, the
Enchanter does not fear the snake's poison, or the dragon's breath, especially
when he can snap his fingers and make them both his pets!

[ENCUMBRANCE]{#ENCUMBRANCE}

Your ratio of equipment weight being carried over the maximum amount of weight
you may carry.  The amount of stuff you can carry depends on your weight and
Strength.

[ENTER]{#ENTER}

Command : ENTER
Usage   : ENTER [EXIT OR ROOM NAME]
Usage   : ENTER [EXIT OR ROOM NAME]
Example : enter door
Example : enter portal
Moves the player or creature through some exit or portal as specified by the
EXITS command.  Can be an alternative to the standard N,S,E,W,U,D commands.

[EQUIPMENT]{#EQUIPMENT}

Command : EQUIPMENT
Usage   : EQUIPMENT (LONG)
Example : equipment
Example : equipment long
Short(s): eq
List the items you are wearing, wielding, holding, or are allowing to float
nearby.  Use the LONG modifier to also see wearing positions you may not have
occupied.

[EVOKER]{#EVOKER}

Char Class: Evoker (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Invocation/evocation as
            levels advance.  At 10th level, receives double duration on your
            Invocation/evocation magic, and half duration from malicious
            Invocation/evocation magic.
Limits    : Unable to cast Alteration spells.  Receives penalty damage from
            Alteration as levels advance.  Receives double duration from
            malicious Alteration magic, half duration on other Alteration
            effects.
Desc.     : 
Evokers are specialist mages who can bring from nothing the powers of light and
darkness, heat and cold, lightning and ferocious wind.  So adept are these
mages are the creation of these magical elements that they automatically gain
all evocation/invocation spells, even those known only to evokers.

Evokers are so impatient to create from nothing that they have neglected the
study of the alteration of already existing things, and will find themselves
unable to use alteration magic.  However, the Evoker is the horror of all
specialist mages, death in both fingers, and is envied by all for his power.

[EXAMINE]{#EXAMINE}

Command : EXAMINE
Usage   : EXAMINE [ITEM NAME]
Example : examine shelf
Example : examine door
Example : look
Short(s): EXAM, EXA, LONGLOOK, LL
Take a must closer look at the item, mob, or other entity specified. If no
entity is specified, this command will take a careful look around the room or
area your character is presently in.  This command takes longer to execute, but
can sometimes deliver more information than a standard LOOK, depending upon the
players intelligence.

[EXCHANGE]{#EXCHANGE}

Players can exchange items using the GIVE command, the Marketeering skill,
Auctioneers, and by DROPing stuff.

[EXCLAMATION_POINT]{#EXCLAMATION_POINT}

Command : !
Usage   : !
Example : !
Short(s): 
Repeats the last command you entered.

[EXIT]{#EXIT}

Command : EXIT
Usage   : EXIT
Example : exit
Short(s): 
If your character is presently riding or sleeping in or on something, this
command will get you out.

[EXITS]{#EXITS}

Command : EXITS
Usage   : EXITS (SHORT/BRIEF)
Example : exits
Example : exits brief
Short(s): ex
List the exits available to your character from the current room or area. The
"brief" (or "short") qualifier will leave out the exits details and just show
you the directions. 

[EXPERIENCE]{#EXPERIENCE}

Command : EXPERIENCE
Usage   : EXPERIENCE
Example : experience
Short(s): exper, xp, exp
List the amount of experience earned, and the number of hours played. 

[EXPERIENCE_POINTS]{#EXPERIENCE_POINTS}

Gaining experience points is the way in which your character gains in levels. 
Experience points are gained in many different ways, with the most popular
being the defeat of monsters of or near your level.

[EXPERTISES]{#EXPERTISES}

Command : EXPERTISES
Usage   : EXPERTISES
Example : expertises
Short(s): 
This command will list all of your expertises.  Expertises are lessons which
are TRAINed for, and can be listed with the QUALIFY command when they become
available. They usually enhance existing skills, spells, songs, prayers, or
chants.

[FACTIONS]{#FACTIONS}

Command : FACTIONS
Usage   : FACTIONS
Example : factions
Short(s): fac
This command shows all Factions you have standing with.  It shows what level of
standing you have and how close you are to gaining or losing that level of
standing.  See also help on REPUTATION.

[FATIGUE]{#FATIGUE}

From time to time, your character may get fatigued.  If this happens, then you
get some sleep to alleviate the fatigue. Failing to do so will affect your
characters attack and defensive capabilities.

[FEED]{#FEED}

Command : FEED
Usage   : FEED [MOB NAME] [ITEM NAME]
Example : feed joe "pot pie"
Example : feed joe waterskin
Short(s): 
Allows the player to feed a the target mob a piece of food or drink from the
players inventory.  The target mob must be a follower of the player for this to
be successful.

[FIGHTER]{#FIGHTER}

Char Class: Fighter (Fighter)
Max-Stats : Strength (25), Others (18)
Qualifiers: Strength 9+
Races     : All
Prime Stat: Strength                   Attack Pts: +(Str/18) per level
Practices : 3 +(Wisdom/6)-1 per level  Trains    : 4 +1 per level
Hit Points: 20 +(Con/2)+(2d7) per lvl  Mana      : 100 +(Int/8)+(1d2) /lvl
Movement  : 100 +12X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : May use any weapons.
Armor     : May wear any armor.
Bonuses   : Receives bonus conquest experience and bonus duel experience.
Limits    : 
Desc.     : 
Fighters are brutish weapon masters, skilled in the art of killing.  They may
specialize in any weapon type, and learn numerous new fighting techniques as
they advance in level.  Fighters receive more hit points and attack bonuses per
level than any other class, and are invaluable in a close melee.

Fighter is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time.  These sub-classes include: Monk, Ranger,
Paladin, and Barbarian.

How to play: The fighters strength is in his domination of pure combat. When
playing alone, a fighter is fully capable of gaining the necessary experience. 
However, the fighter may choose to lead a group to gain an even greater
advantage.  As the tank (primary melee combatant) in a group, the fighter will
give the group the benefit of his superior armor and fighting skill, while
benefitting from the healing spells of a cleric, or the magical aids of a mage.

The fighters greatest weakness is his inability to move secretly, or get into
or out of tricky spots.  For this reason, the fighter outside of a group should
steer towards simple combat areas, and be content only with the treasures
obtains from his kills.

[FILL]{#FILL}

Command : FILL
Usage   : FILL [CONTAINER NAME] ([DRINK SOURCE])
Example : fill bottle spring
Short(s): 
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source.  In many cases, containers can be refilled from other containers.
 If no source is specified, and the player is at a source of fresh water, then
the fill will occur from the freshwater source.

[FIRE]{#FIRE}

Something that is really hot.  See FIREBUILDING, or SPELL FIREBALL, or CHANT
CONTROL FIRE.

[FLEE]{#FLEE}

Command : FLEE
Usage   : FLEE ([DIRECTION])
Example : flee
Short(s): 
While in combat, your character may need to quickly disengage and flee the
room.  A direction may be specified, but if one is not specified, a direction
will be chosen for you.  Fleeing from combat can cause you to lose experience
points in many cases, so use this command sparingly.  If all of your opponents
are asleep, paralyzed, or bound, however, no loss is recorded for using this
command.

[FOLLOW]{#FOLLOW}

Command : FOLLOW
Usage   : FOLLOW [MOB NAME]
Example : follow gunther
Short(s): FOL
In order to form adventuring groups, one or more characters may choose to
follow a leader character.  The leader then becomes the group leader, and is
able to lead his or her followers around the map without their intervention. 
Followers may also come to the defence of a leader who is attacked, or who
attacks another MOB.  Lastly, leaders have the privilege of the ORDER command,
to keep the followers in line.  The number of followers one may have depends
upon their Charisma score.

Use FOLLOW SELF to stop following someone else.
To force a follower to stop following you, use NOFOLLOW <MOBNAME>

See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.

[FOREWARD]{#FOREWARD}

Command : FOREWARD
Usage   : FOREWARD
Example : foreward
Short(s): 
Travel towards the front of a ship.

[FOREWARD_PORTSIDE]{#FOREWARD_PORTSIDE}

Command : FOREWARD PORTSIDE
Usage   : FOREWARD PORTSIDE
Example : foreward portside
Short(s): 
Travel towards the front left of a ship.

[FOREWARD_STARBOARD]{#FOREWARD_STARBOARD}

Command : FOREWARD STARBOARD
Usage   : FOREWARD STARBOARD
Example : foreward starboard
Short(s): 
Travel towards the front right of a ship.

[FORMATION]{#FORMATION}

Command : FORMATION
Usage   : FORMATION ([MOB NAME] [ROW NUMBER])
Example : formation
Example : formation joe 2
Short(s): 
When a player has followers, this command can be used to show where in the
group order the player is located.  The "front line" is considered row 0. The
lead player must always be on a row ahead or on the same row as his followers.
When formations are used in conjunction with AUTOMELEE, it can effectively aid
archers and mages with ranged spells in battle.  The range of the group members
in formation, with respect to enemies, is always relative to the initial range
of the lead player in combat.  That is to say, if a group member is set to be
at row #1, and the leader uses a bow to start off at range 3, then that group
member will be at row #4 instead (1 off from the leaders position).  
Any member of a group can enter the FORMATION command without parameters to
view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and
GTELL.

[FRIENDS]{#FRIENDS}

Command : FRIENDS
Usage   : FRIENDS (ADD/REMOVE [PLAYER NAME])
Example : friends
Example : friends list
Example : friends add bob
Example : friends remove bob
Short(s): 
This command allows the player to add or remove names from his or her friends
list.  The friends list consists of some number of other players by name. 
Names on this list are subject to the AUTONOTIFY command, and are also
filterable with the WHO command.  For the spell of this name, use HELP SPELL
FRIENDS.

[GAIAN]{#GAIAN}

Char Class: Gaian (Druid)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races     : Human, Elf, Vegetation, Humanoid, Halfling, Dwarf, or Centaur
Prime Stat: Constitution               Attack Pts: +(Con/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/2)+(2d7) per lvl  Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use wooden, plant-based, or leather weapons.
Armor     : Must wear non-metal armor.
Bonuses   : Attains Greenskin (sunlight based bonuses/penalties) at level 5. 
            At level 30, becomes totally undetectable in wilderness settings
            while hidden.  Can create a druidic connection with an area. 
            Benefits from animal/plant/stone followers leveling.  Benefits
            from freeing animals from cities.
Limits    : Must remain Neutral to avoid skill and chant failure chances.
Desc.     : 
The Gaian is the druid of the green earth, watching over the plants, trees and
all growing things.  The gaian has a very special relationship with the plants
and trees, having special abilities to make almost any location he steps into a
sanctuary for his leafed friends.  So in tune with green things is the gaian
that sunlight can actually give his green tinted skin additional powers, though
the darkness will slightly weaken his chanting stamina.  The gaian can also
call on the plants and trees around him to aid in him combat, to hide him from
foes, or even to provide him with the things one would normally have to seek
civilization for.  

How to play: The Gaian, so long as he stays around green plants, is a
formidable foe to all enemies of nature.  The gaian can call all aspects of the
plants to his aid, and can always find sanctuary in the green plants during
times of trouble.  The gaian is weak in native combat abilities, like the other
druids, but can make up for it with creative pre-casting, and good use of the
power of nature during combat.

[GAIN]{#GAIN}

Command : GAIN
Usage   : GAIN [SPELL NAME]
Example : gain blunt specialization
Short(s): 
Gain is a command, supported in most DikuMUD derivatives, which allows you to
gain new abilities from certain kinds of mobs capable of teaching them.  In
CoffeeMud, *anyone* can TEACH an ability to another, provided the student is
qualified to learn. However, since there are a few MOBs in CoffeeMud with the
MOBTrainer behavior, it should be noted that, so long as the request is phrased
as a SAY command, this command will still work.

[GAOLER]{#GAOLER}

Char Class: Gaoler (Commoner)
Max-Stats : Strength (24), Dexterity (24), Others (18)
Qualifiers: Strength 5+, Dexterity 5+
Races     : All
Prime Stat: Strength                   Attack Pts: +(Str/18)-1 per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/10)+(1d2) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 5 level(s)
Weapons   : Must use flailed weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : Gains experience when using certain skills.  Screams of flayed,
            amputated, tattooed, body pierced, or chirguried victims grants
            xp/hr.
Limits    : 
Desc.     : 
The Gaoler (pronounced like Jailer), is the ancient dungeon keeper.  He
specializes in those implements and activities which reflect the worst and most
sadistic side of human nature.  Although not much use as an adventurer, a
player with a Gaoler background can be a valuable member of a clan, or a
man-for-hire. 

[GCONSIDER]{#GCONSIDER}

Command : GCONSIDER
Usage   : GCONSIDER [MOB NAME]
Example : gconsider dragon
Short(s): 
Sizes up a monster or character against your group, so that you can determine
whether a fight with such a creature is wise, or just a waste of time.  Unlike
consider, this command will take into account the damage which your entire
group will do against the creature, while limiting the creatures return attacks
only against the leader of your group.

[GET]{#GET}

Command : GET
Usage   : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME])
Example : get all dagger backpack
Example : get all body
Example : get pie
Example : get all
Example : get pie.2
Example : get all.pie container.3
Example : get 5 pie
Example : get 5 from bundle
Example : get 10 from package
Short(s): 
Places an item that is presently not in your carried inventory into your
inventory.  If the item is inside a specified container, it will be retreived
from the container.  If it is in the room or area you are occupying, it will be
retreived from there.

[GIVE]{#GIVE}

Command : GIVE
Usage   : GIVE (ALL) [ITEM NAME] [MOB NAME]
Example : give all dagger Gunther
Example : give all Gunther
Example : give pie Gunther
Short(s): 
Takes an item from your carried inventory and transfers it to the inventory of
another MOB.

[GNOME]{#GNOME}

Race Name : Gnome (Gnome)
Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence
            adj.+1, max wisdom adj.-1, save vs overlooking+10
Abilities : Infravision, Gem Digging(50%)
Languages : Gnomish(100%)
Life Exp. : 260 Years
Desc.     : 
Gnomes are curious and quick-witted folk, resembling small dwarves.  They
receive one bonus Intelligence point, but lose one Wisdom point due to their
carelessness.  They also have Infravision, are skilled at Gem Digging, though
their class choices will be limited.

[GO]{#GO}

Command : GO
Usage   : GO ([NUMBER]) [DIRECTION] (etc..)
Example : go east
Example : go east north
Example : go 4 north 2 east
Short(s): 
Allows your player to automatically travel in the given path.  Multiple
directions may be specified.

[GOBLIN]{#GOBLIN}

Race Name : Goblin (Goblinoid)
Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1,
            max strength adj.-1, max intelligence adj.+1, max dexterity
            adj.+2, max charisma adj.-1, max wisdom adj.-1
Abilities : Infravision, Mining(75%)
Languages : Goblinese(100%), Orcish(50%)
Life Exp. : 63 Years
Desc.     : 
Goblins are small twisted creatures, quick on their feet, and natural tinkerers
with all manner of wicked traps and devices  Their class choices are limited,
but they excel at thieving, and make great miners and delvers.

[GROUP]{#GROUP}

Command : GROUP
Usage   : GROUP
Example : group
Short(s): 
Lists the members of any group to which you may belong.  See the FOLLOW,
NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups. 
See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.

[GROUPING]{#GROUPING}

A group is formed when a player uses the FOLLOW command to follow another
player.

[GTELL]{#GTELL}

Command : GTELL
Usage   : GTELL
Example : gtell So when do we kill this thing?
Example : gtell last 10
Short(s): 
Sends a private message to the members of your characters group. If the first
parameter is "last" and a number X follows, this command will show you the last
X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.

[HALFELF]{#HALFELF}

Race Name : Half Elf (Elf)
Stat Mods.: Justice save+5, save vs magic+5
Abilities : Infravision, Fishing(50%)
Languages : Elvish(50%)
Life Exp. : 137 Years
Desc.     : 
Half Elves are a mixture of humans and elves, possing human drive and elven
grace.  They have Infravision, are skilled Fishermen, and have almost as many
class choices as normal Humans.

[HALFLING]{#HALFLING}

Race Name : Halfling (Halfling)
Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.-1,
            max dexterity adj.+1, save vs detection+10
Abilities : Infravision, Cooking(75%)
Languages : Elvish(25%)
Life Exp. : 120 Years
Desc.     : 
Halflings are a very short fur-footed folk.  They receive one bonus Dexterity
point, but lose one point of Strength.  They have Infravision, make excellent
Cooks, though their class choices will be limited.

[HAND_TO_HAND_COMBAT]{#HAND_TO_HAND_COMBAT}

Something Monks do better than you do.  Remove your weapon and try it!

[HEALER]{#HEALER}

Char Class: Healer (Cleric)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races     : Humanoid, Dwarf, Elf, Halfelf, Elf-kin, or Fairy-kin
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor     : May wear any armor.
Bonuses   : All healing prayers give bonus healing.  Attains healing aura
            after 30th level.
Limits    : Always fumbles evil prayers.  Qualifies and receives good
            prayers.  Using non-aligned prayers introduces failure chance.
Desc.     : 
Healers project the most benevolent aspects of their gods by bringing life and
good health to those around them.  The Healer is so adept at these arts that
his or her healing prayers are more powerful than those cast by any other
cleric.  The Healer is a good aligned class, meaning that he will always fumble
on evil prayers, and does not qualify for evil prayers.  The Healer also gets a
few special prayers known only to the Healer, including the great Aura of
Healing at 30th level. 

How to play: More than any other cleric, the Healer is a most desirable group
member.  There is no ailment, no weakness, no problem almost that the Healer
can not cure through the power of his god.  In the heat of battle, or in the
periods in between, the Healer is a valued friend to those who take the brunt
of battle.  The Healer can also try it alone if he likes, if he is willing to
use patience and plenty of cure spells to outlast his opponents.

[HEATED]{#HEATED}

Means something is hot -- maybe not too hot to touch, but there's only one way
to know for sure.

[HELP]{#HELP}

Command : HELP
Usage   : HELP [COMMAND NAME]
Example : help commands
Short(s): 
Shows you a description of the commands and terminology used in the CoffeeMud
system.  Each command is broken into five parts. 
Command : Shows you the proper command name.
Usage   : Shows you the formal usage information.  Words in 
Usage   : parenthesis () are not required.  Words in brackets 
Usage   : [] should not be typed as is, but describe the kind of 
Usage   : thing to type in.
Example : Gives a command example of how the command is typed in. 
Short(s): If a command has a shorter version, they will be listed here.

[HELPLIST]{#HELPLIST}

Command : HELPLIST
Usage   : HELPLIST [STRING PATTERN]
Example : help pray
Short(s): 
Shows you a list of all help entries matching the given string pattern.

[HIDDEN]{#HIDDEN}

How well your character is hidden from sight.  This score appears when hiding,
or when under the affect of a spell which conceals you from sight. It is based
on your Dexterity, proficiency in your hiding skill/spell, and your height.

[HIRE]{#HIRE}

Command : HIRE
Usage   : HIRE ([MOB NAME])_
Example : hire larry
Short(s): 
A placeholder for the ability to ask a mob whether or not they are for hire.  

[HITCH]{#HITCH}

See the MOUNT command for how to hitch a wagon to a horse.

[HIT_POINTS]{#HIT_POINTS}

The amount of damage your character may absorb before he dies. This number will
go up as your character advances in level.  Resting will replenish lost hit
points.

[HOLD]{#HOLD}

Command : HOLD
Usage   : HOLD (ALL) [ITEM NAME]
Example : hold lantern
Short(s): 
Places an item that is presently in your carried inventory into one of your
free hands for holding.  Some items only work when they are being held.

[HOMES]{#HOMES}

Players may purchase and develop property of their own to serve as their online
home away from home.  

The first step in this process is for the player to find a property that is for
sale.  Such properties will typically include a message such as "This lot is
for sale.".  After finding such a property, the player should enter LOOK ID to
discover the properties unique lot number identifier.  Write this down!

The next step is to find the local Property dealer for that area.  He shouldn't
be too far away!  Some property dealers deal in player property, and some only
deal with Clans.  Make sure you find the right one to buy your lot from.  When
the property dealer is found, you can use your lot number to purchase the
correct lot from the dealer.

Once the property is purchased, you will need to develop it.  Skills such as
Masonry, Construction, and Locksmithing are used to develop the properties you
purchase.  If you don't have these skills, or don't want them, you might be
able to find mobs nearby which you may HIRE to perform these tasks.  

[HUMAN]{#HUMAN}

Race Name : Human (Human)
Stat Mods.: Justice save+10, trains+2
Abilities : Wood Chopping(50%)
Languages : 
Life Exp. : 78 Years
Desc.     : 
Just like you and me!  Humans are versatile and successful adventurers.  They
receive 2 bonus training points at first level, make powerful lumberjacks. 
Humans also have the broadest class choices.

[HUNGER]{#HUNGER}

From time to time, your character may get hungry.  If this happens, then you
should find something to eat to satiate that hunger. Failing to do so will
affect your characters attack and defensive capabilities, and may eventually
lead to death.  If you were looking for help on the Spell Hunger, try HELP
SPELL HUNGER.

[I3]{#I3}

This refers to the InterMud3 system, which may or may not be available on your
system.  Enter I3 by itself for a list of available commands.  For more help,
enter HELP I3 LIST, HELP I3 LOCATE, HELP I3 WHOIS, or HELP I3 INFO.

[I3_INFO]{#I3_INFO}

Command : I3 INFO
Usage   : I3 INFO [MUD NAME]
Example : i3 info coffeemud
Short(s): 
Give some special information about the InterMud3 mud listed.

[I3_LIST]{#I3_LIST}

Command : I3 LIST
Usage   : I3 LIST
Example : i3 list
Short(s): 
Lists all the muds available on the InterMud3 channels.

[I3_LOCATE]{#I3_LOCATE}

Command : I3 LOCATE
Usage   : I3 LOCATE [NAME]
Example : i3 locate bob
Short(s): 
Sends a player locate message to the InterMud3 router, which will hopefully
respond some day with the name of a mud where a player of the given name is
located.

[I3_WHOIS]{#I3_WHOIS}

Command : WHOIS
Usage   : WHOIS [NAME]@[MUD NAME]
Usage   : WHOIS @[MUD NAME]
Example : whois bob@coffeemud
Example : whois @coffeemud
Short(s): 
If the InterMud network is enabled on your mud, this command can be used to
retreive a list of players at the given mud, and to retrieve more information
about a particular player on a mud.  Use I3 LIST to see a list of all InterMud3
muds, or IMC2 LIST to see a list of IMC2 muds.

[IDEA]{#IDEA}

Command : IDEA
Usage   : IDEA [REPORT]
Example : idea I want a spell that kills everything everywhere.
Short(s): 
Please use this command to submit ideas for the MUD.

[IDLE]{#IDLE}

The amount of time since someone has entered a command into CoffeeMud.  See
also AFK.

[IGNORE]{#IGNORE}

Command : IGNORE
Usage   : IGNORE (ADD/REMOVE [PLAYER NAME])
Example : ignore
Example : ignore list
Example : ignore add bob
Example : ignore remove bob
Short(s): 
This command allows the player to add or remove names from his or her ignored
players list.  The ignored list consists of some number of other players by
name.  A player will never receive channel messages from players on this list,
nor will they receive any TELL messages from players on this list.

[ILLUSIONIST]{#ILLUSIONIST}

Char Class: Illusionist (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Illusion as levels
            advance.  At 10th level, receives double duration on your
            Illusion magic, and half duration from malicious Illusion magic.
Limits    : Unable to cast Divination spells.  Receives penalty damage from
            Divination as levels advance.  Receives double duration from
            malicious Divination magic, half duration on other Divination
            effects.
Desc.     : 
Illusionists are specialist mages who have mastered the art of deception and
illusion.  They can make anyone believe anything, and can fool the senses into
believing whatever they wish.  Illusionists are sly and playful, and so adept
at their art that they gain all known illusion spells, even those known only to
illusionists.

So lost in their dreamworld is the Illusionist, that he forgets what is true,
and finds himself unable to remember his divination spells.  However, the
Illusionist is the greatest and most fun of the social mages, with a nice mix
of defensive magic that can save him in times of need.

[IMC2]{#IMC2}

This refers to the InterMud Chat 2 system, which may or may not be available on
your system.  Enter IMC2 by itself for a list of available commands.  For more
help, enter HELP IMC2 LIST or HELP IMC2 INFO.

[IMC2_CHANNELS]{#IMC2_CHANNELS}

Command : IMC2 CHANNELS
Usage   : IMC2 CHANNELS
Example : imc2 channels
Short(s): 
List all the channels potentially available to this mud.

[IMC2_INFO]{#IMC2_INFO}

Command : IMC2 INFO
Usage   : IMC2 INFO [MUD NAME]
Example : imc2 info coffeemud
Short(s): 
Give some special information about the IMC2 mud listed.

[IMC2_LIST]{#IMC2_LIST}

Command : IMC2 LIST
Usage   : IMC2 LIST
Example : imc2 list
Short(s): 
Lists all the muds available on the IMC2 channels.

[IMC2_LOCATE]{#IMC2_LOCATE}

Command : IMC2 LOCATE
Usage   : IMC2 LOCATE [PLAYER NAME]
Example : imc2 locate bob
Short(s): 
Find the muds where Player Name is.

[IMMORTALS]{#IMMORTALS}

See WIZLIST.

[INFORMATION]{#INFORMATION}

You need to be more specific.  Try HELP or HELP HELPLIST.

[INTELLIGENCE]{#INTELLIGENCE}

Memory and concentration, mana, critical spell/skill damage, and the ability to
gain greater proficiency in skills and spells through practice are reflected in
Intelligence.

[INTERMUD]{#INTERMUD}

See the I3 and IMC2 commands.  Intermud is one of the communication protocols
that allows many different muds to share channels and send instant messages to
each other.

[INVENTORY]{#INVENTORY}

Command : INVENTORY
Usage   : INVENTORY ([MASK])
Example : inventory
Example : inventory sword
Short(s): inv
Lists all the items in your carried inventory.  This does not include any items
that may be worn.  Use the EQUIPMENT command to view what is being worn.  You
may include a mask to view a subset of your inventory.

[JAIL]{#JAIL}

Where you are taken when a judge pronounces a jail sentence as penance for a
crime committed.  See also COURT and JUSTICE.

[JESTER]{#JESTER}

Char Class: Jester (Bard)
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Dexterity 9+
Races     : Human, Gnome, Halfling, or Halfelf
Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(2d6) per lvl  Mana      : 100 +(Int/6)+(1d3) /lvl
Movement  : 100 +16X(Str/18) per lvl   Damage Pts: +1 damage per 10 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear non-metal armor.
Bonuses   : Receives 2%/level bonus to saves versus poison.  Receives extra
            natural damaging skill. Receives group bonus combat experience
            when in an intelligent group, and more for a group of players. 
            Receives exploration and pub-finding experience based on danger
            level.
Limits    : 
Desc.     : 
The Jester is the joking, annoying, and sneaky fellow that few Bards like to
claim.  Like the Charlatan, they remain associated with Bards due to their
highly social nature and their charismatic attitudes.  The Jester is also
amazingly dextrous and slippery, due to the slapstick style of maneuvers he
practices and specializes in.  

How to play: As the levels progress, however, few could argue the seriousness
of the Jesters power, should his goofy smile, for some reason, be turned
around. The Jester is still, clearly, a group player.  He needs the strong
tanking of fighters, and other support classes to flourish, though he can still
hold his own if he manages not to take life too seriously.

[JOBS]{#JOBS}

See the HIRE command.

[JOURNALS]{#JOURNALS}

A journal is a log that you can use to communicate with other people, as long
as each person has a copy of the journal or has access to the journal in a
room. Use the WRITE command on the journal to make an entry. Private entries
can only be seen by the author and the recipient.

[JUSTICE]{#JUSTICE}

Justice is that which man contemplates, and the virtuous seek.

[KILL]{#KILL}

Command : KILL
Usage   : KILL [MOB NAME]
Example : kill dragon
Short(s): 
Causes your character to attack the mob given with the command.  If you are
wielding a weapon, it will be used in the attack.  If you have any followers,
they will also join in on the attack.  The mob being attacked will also likely
defend itself against you, and try to attack you.

[KNOCK]{#KNOCK}

Command : KNOCK
Usage   : KNOCK [DIRECTION/EXIT NAME]
Example : knock east
Example : knock door
Short(s): 
Causes your character to knock on a door.  A knock can be heard in the area
opposite the door, and many rooms into a large indoor area.

[LADDER]{#LADDER}

Ladders are things you can use to help with climbing.  See also ROPE.

[LAMP]{#LAMP}

An item used to generate light in places or times of darkness.  To light a
lamp, either use the FIRE BUILDING skill, or just hold the lamp to
automatically light it.  Lamps must periodically be refilled with lamp oil
using the FILL command.

[LANGUAGES]{#LANGUAGES}

Command : LANGUAGES
Usage   : LANGUAGES
Example : LANGUAGES
Short(s): LANGS
Lists any languages that you know, along with your proficiency in them.  To use
a language type SPEAK [LANGUAGE NAME].

[LANTERN]{#LANTERN}

A light giving object which must be FILLed with oil and then held (HOLD). It
can be turned off with the "PUT OUT [lantern]" command.

[LEARN]{#LEARN}

Command : LEARN
Usage   : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME])
Example : learn stealthy ii
Example : learn magic missile Horice
Example : learn strength from Horice
Short(s): 
If your character has the necessary training points and/or practice points,
this command will allow you to request training in the specified skill, spell,
chant, prayer, attribute, or expertise.  In addition to specifying the ability
to learn, you may also specify a MOB who is present in the room who can teach
you in that skill.  See also help on TRAIN, GAIN, and TEACH.

[LEAVE]{#LEAVE}

Command : LEAVE
Usage   : LEAVE
Example : leave
Short(s): 
If your character is presently riding or sleeping in or on something, this
command will get you out.

[LEGAL]{#LEGAL}

See COURT, JAIL, JUSTICE, ARRESTED, PAROLE

[LEVEL]{#LEVEL}

Leveling is automatic in CoffeeMud.  Just gain the experience, and you will
gain a level.

[LEVELS]{#LEVELS}

Levels are things you gain when you get enough experience to gain them.  When
you gain a level, you'll get more hit points, mana, movement, attack ability,
and access to more skills, spells, prayers, chants, or songs.

[LEVEL_CHANGER]{#LEVEL_CHANGER}

If you see this, it means the item or creature changes power depending on who
is holding it, or who is in its presence.

[LICH]{#LICH}

Race Name : Lich (Undead)
Stat Mods.: Constitution-4, charisma+6, paralysis save+100, save vs gas+100,
            save vs mind+100, save vs poison+100, save vs undead+100, save vs
            disease+100
Abilities : Infravision
Languages : 
Life Exp. : 2147483647 Years
Desc.     : 
Lichs are the most feared of the skeletal undead.  Although they were a normal
race before they died, the decay and corruption makes their former race hard to
determine.  Lichs lose some constitution for being dead, but gain charisma for
their formidable presence.  In fact, they walk around with a weak aura of fear
at all times.  Like other skeletal undead, they take half-damage from piercing
or slashing weapons, are never hungry or thirsty, have infravision, stink of
grime and decay, take damage from positive healing spells, are healed by
negative energy spells, and are immune to poison, mind, gas, paralysis,
disease, and negative energy attacks. The most common way to become a lich is
to study Necromancy and die.

[LIEGE]{#LIEGE}

A liege is a person whom you serve and have sworn fealty to. The liege will
gain a small amount of experience from all of your actions. A good liege will
compensate you for this experience with money, experience or training. For more
information, see help on SERVE and VASSALS.

[LIGHT]{#LIGHT}

See help on either FIRE BUILDING or SPELL LIGHT

[LINEWRAP]{#LINEWRAP}

Command : LINEWRAP
Usage   : LINEWRAP [COL NUMBER]/DISABLE
Example : linewrap 100
Example : linewrap disable
Short(s): 
This command will allow the player to disable the default CoffeeMud
linewrapping system, or to set it to a higher or lower number to accommodate
their terminal.

[LIST]{#LIST}

Command : LIST
Usage   : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
Example : list
Example : list weaponsmith
Example : list shopkeeper for shield
Short(s): 
The normal player version of this command will display the items which a
particular shopkeeper MOB may be selling, along with the prices being offered
to your characters. If more than one shopkeeper is in the room, you may have to
specify the shopkeeper name in the parameters.  You may add the key word FOR
and an item name to the end to filter the results.  See also BUY, SELL,
DEPOSIT, WITHDRAW, VIEW, BID.

[LOAD]{#LOAD}

Command : LOAD
Usage   : LOAD [AMMUNITION NAME] [WEAPON NAME]
Example : load arrows bow
Example : load bolts.2 crossbow
Short(s): 
Prepares a ranged weapon for use by loading it with its required ammunition. 
This command will attempt to load the weapon up to its capacity.

[LOCAL_COINS]{#LOCAL_COINS}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[LOCAL_CURRENCY]{#LOCAL_CURRENCY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[LOCAL_MONEY]{#LOCAL_MONEY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[LOCK]{#LOCK}

Command : LOCK
Usage   : LOCK [ITEM NAME]
Example : lock door
Short(s): 
Attempts to lock, by ordinary means, the item, door,  or any other entity
specified.

[LOGOFF]{#LOGOFF}

Command : LOGOFF
Usage   : LOGOFF
Example : LOGOFF
Short(s): 
Exit from the mud, back to login/char selection.

[LOOK]{#LOOK}

Command : LOOK
Usage   : LOOK [ITEM NAME]
Example : look shelf
Example : look door
Example : look
Short(s): 
Take a look at the item, mob, or other entity specified. If no entity is
specified, this command will take a look around the room or area your character
is presently in.  See also EXAMINE or LONGLOOK.

[MAGE]{#MAGE}

Char Class: Mage (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : 
Limits    : 
Desc.     : 
Mages are masters of magic, and wielders of the great elemental powers.  While
weak in hit points and in fighting skill, their spells are the most widely
prized and powerful of all the classes.  They may not wear any metal or leather
armors, or use most weapons.  However, the sting of their magic missiles and
the armor of magic they wear makes up for any loss.

Mage is the basis for numerous sub-classes which the player may choose to gain
levels in at any time.  These sub-classes include: Abjurer, Alterer, Conjurer,
Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.

How to play: Mages are among the most versatile of classes, being able to make
spell choices which carve out the path the Mage would like to take.  For the
loner Mage, the emphasis on offensive magic will make him a powerful opponent
in battle.  In groups, the mage may focus on protective magic to make him a
more desirable companion.  And even the playful mage may focus on the
role-playing magic to make his mudding as fun as possible!

The mage is almost useless in weapon combat.  The mage must be smart and
creative to use his spells to give him the edge.  But the versatility of the
mage gives him the ability to do just that, using magic and guile to trick
monsters to their death, granting experience for the mage.

[MAGIC_MISSLE]{#MAGIC_MISSLE}

A common mispelling of MAGIC MISSILE.

[MANA]{#MANA}

The amount of energy your character has to use on skills, prayers, spells,
songs, or chants.  This number will go up as your character advances in level. 
Resting will replenish lost mana.

If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG
MANA.

[ME]{#ME}

A name I call myself.

[MINSTREL]{#MINSTREL}

Char Class: Minstrel (Bard)
Max-Stats : Intelligence (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Intelligence 9+
Races     : All
Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(2d6) per lvl  Mana      : 100 +(Int/6)+(1d2) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 10 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear non-metal armor.
Bonuses   : Receives group bonus combat experience when in an intelligent
            group, and more for a group of players.  Receives exploration and
            pub-finding experience based on danger level.
Limits    : 
Desc.     : 
The Minstrel is the master of instruments and musical tools.  So capable is a
minstrel in this art that he or she is able to draw forth magical and wonderous
powers from the instruments played.  The Minstrel is able to craft and draw
unique powers from any of dozens of different musical instruments, with the
only drawback being how the chosen instrument impacts fighting or speaking
ability while it is being played.

How to play: The Minstrel is as social of a bard as the others, but due to his
many hours of lonely practice, the Minstrel also has an almost arcane like
ability to use instrumental magic for more solitary or unique benefits than the
simple Bard or Dancer.  In the end, the Minstrel may become an orchestra of
power unto himself, capable of bringing tremendous benefit and joy to his
group, or terrible retribution to his foes.  Therefore, if a player is looking
for a bard to play when groups are not available, this is the one to pick.

[MISSIONARY]{#MISSIONARY}

Char Class: Missionary (Cleric)
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Dexterity 9+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use swords, staves, natural, ranged, or blunt weapons
Armor     : May wear any armor.
Bonuses   : Never fumbles neutral prayers, and receives 1pt/level luck bonus
            to all saving throws per level.  Receives 1pt/level electricity
            damage reduction.
Limits    : Using non-neutral prayers introduces failure chance.  Vulnerable
            to acid attacks.
Desc.     : 
Missionaries are the crusading adventurers for the gods, exploring and
spreading the good word of their deity far and wide.  So energetic and mobile
are the Missionaries that they seem like the wind, and in fact gain many powers
of wind and electricity.  The Missionary is a neutral aligned class. 

How to play: Although Missionaries can flourish with other missionaries, they
do their best work alone, bringing the word of their god, as well as his wrath
when necessary, to the unwashed masses.  Missionaries will sometimes be asked
to join groups so as to deliver some of that "olde-tyme neutral punch", and can
even be useful to them if he strikes a careful balance with the good and evil
prayers he qualifies for.

[MONEY]{#MONEY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[MONIES]{#MONIES}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[MONK]{#MONK}

Char Class: Monk (Fighter)
Max-Stats : Strength (22), Dexterity (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races     : Human, Humanoid, Elf, or Goblinoid
Prime Stat: Strength                   Attack Pts: +(Str/18)+1 per level
Practices : 3 +(Wisdom/6)-1 per level  Trains    : 4 +1 per level
Hit Points: 20 +(Con/3)+(2d7) per lvl  Mana      : 100 +(Int/8)+(1d2) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 20 level(s)
Weapons   : May use any weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : Receives defensive bonus for high dexterity.  Receives unarmed
            attack bonus.  Receives bonus attack when unarmed.  Has Slow Fall
            ability.  Receives trap avoidance.  Receives bonus conquest and
            duel experience.
Limits    : 
Desc.     : 
Monks are the agile and graceful masters of their own bodies.  Combining quick
reflexes with intense study of the martial arts makes them a powerful and
intimidating opponent.  Although Monks may use weapons, most of their power and
unique ability comes when they are completely unarmed.  And since they depend
so heavily on their agility, they will find themselves wearing only light cloth
armors.

How to play: Either alone or in groups, the Monk is a dizzying class to play.
Capable of more pure attacks than any other class, and loaded down with dozens
of Monk-specific physical feats makes the Monk almost mage-like in complexity. 
In fact, the player who loathes worrying about staying up-to-date on equipment,
but who enjoys the pure fight may be especially attracted to Monk.

Like all fighters, the Monk will gain experience principally through the
vanquishing of foes.  Although the armor restriction can seem daunting, the
Monks extra dexterity bonus to armor, and the wide variety of attacks and
defences makes them every bit as powerful (if not much more) than the other
fighter classes.

[MORGUE]{#MORGUE}

The place where ones body is when one dies.

[MOTD]{#MOTD}

Command : MOTD
Usage   : MOTD (ON/OFF/AGAIN)
Example : motd
Short(s): 
Allows the player to review the news and daily messages.  Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud.

[MOUNT]{#MOUNT}

Command : MOUNT
Usage   : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME])
Example : mount horse
Example : mount cart horse
Short(s): ride
Your character attempts to mount a horse, or other rideable creature, carriage,
boat, or item.  Once mounted, the creature can be navigated around by use of
the normal N,S,E,W navigation commands.  Some rideables may also be mounted on
others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,
BOARD. Bound creatures can be mounted onto beds or chairs against their will
with this command also.

[MOVEMENT]{#MOVEMENT}

The amount of energy your character has to use on moving around, using movement
based skills, or retreating in combat.  This number will go up as your
character advances in level.  Resting will replenish lost movement.

[MUD]{#MUD}

Stands for Multi-User Dungeon.  It's also a common word for dirt saturated with
water.

[MULTICLASS]{#MULTICLASS}

Each class was designed to reach it's peak of gainable skills at level 30.
Changing to another class is done by going to your respective guild and
training in the class of your choice. The classes you can become are listed
when you type QUALIFY.  Changing to another class is done using the TRAIN
command.

When multiclassing, always keep in mind the classes you want to become and how
far you would want to go in them. Some classes affect others in a negative way.
If you plan to get to level 30 with three subclasses, train in the first before
your first level of the game. This ensures level 30 status with all the
classes. 

Just keep track of how far you feel like taking each class, whether it is to a
certain skill or to it's full potention. It is not required, but can add a
dimension to playing.

[MULTIPLAY]{#MULTIPLAY}

Better ask an Archon before you try it!

[MULTI_PLAY]{#MULTI_PLAY}

Better ask an Archon before you try it!

[MXP]{#MXP}

Command : MXP
Usage   : MXP
Example : mxp
Short(s): 
Turn on MXP (MUD Exchange Protocol) tags.  This command will auto-detect
whether your client supports the tags by sending the <VERSION> tag.  Use NOMXP
to disable this feature.

[NECROMANCER]{#NECROMANCER}

Char Class: Necromancer (Cleric)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use polearms, axes, swords, daggers, or edged weapons.
Armor     : May wear any armor.
Bonuses   : Can sense deaths at Necromancer level 15, and becomes a Lich upon
            death at 30.  Undead followers will not drain experience.
Limits    : Always fumbles good prayers.  Qualifies and receives evil
            prayers.  Using non-aligned prayers introduces failure chance.
Desc.     : 
Necromancers are the dark lovers of death and the dead, serving the gods in
this special and little appreciated realm.  The Necromancer is an evil aligned
class, meaning that he will always fumble on good prayers, and does not qualify
for good prayers.  However, the Necromancer can use many dangerous edged
weapons, any kind of armor, and gets numerous special prayers known only to the
Necromancer, such as the ability to animate all kinds of wicked undead, even at
low levels. Eventually, the Necromancer may even become a Lich himself! 

How to play: Unlike most clerics, the Necromancer is not a good group player.
He does best alone with the friends he "makes" out of the dearly departed, so
long as he is careful to keep them magically Fed and Healed long enough to gain
useful levels. The necromancer is hated in towns, and may even be arrested if
he brings his undead "friends" to town for a visit.  If the Necromancer keeps
his charisma high, he can lead a truly formidable army before which all others
will surely tremble.  

[NEWS]{#NEWS}

Command : NEWS
Usage   : NEWS (ON/OFF/AGAIN)
Example : news
Short(s): 
Allows the player to review the news and daily messages.  Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud.

[NOANSI]{#NOANSI}

Command : NOANSI
Usage   : NOANSI
Example : noansi
Short(s): 
Turn off ANSI color output.  Use ANSI to turn this feature on again.

[NOCHANNEL]{#NOCHANNEL}

Command : NO[CHANNEL]
Usage   : NO[CHANNEL]
Example : no[channel]
Short(s): 
This command turns off the [CHANNEL] channel.  See [CHANNEL] for more info.

[NOFOLLOW]{#NOFOLLOW}

Command : NOFOLLOW
Usage   : NOFOLLOW ([NAME])
Example : nofollow
Example : nofollow my dog
Short(s): 
When used without a parameter, this command toggles whether or not your
character will accept new followers.  When a name is specified, this command
causes a follower of that name to no longer follow you.  See also REBUKE,
GROUP, FOLLOW, FORMATION, ORDER, and GTELL.

[NOMXP]{#NOMXP}

Command : NOMXP
Usage   : NOMXP
Example : nomxp
Short(s): 
Turn off MXP (MUD Exchange Protocol) tags.  You may use the MXP command to turn
them on, if your mud client supports them.

[NOPOSE]{#NOPOSE}

Command : NOPOSE
Usage   : NOPOSE
Example : nopose
Short(s): 
Turns off your current pose.  See the POSE command.

[NORTH]{#NORTH}

Command : NORTH
Usage   : NORTH
Example : north
Short(s): N
Travel northward from the present room or location.

[NORTHEAST]{#NORTHEAST}

Command : NORTHEAST
Usage   : NORTHEAST
Example : northeast
Short(s): NE
Travel northeastwardly direction from the present room or location.

[NORTHWEST]{#NORTHWEST}

Command : NORTHWEST
Usage   : NORTHWEST
Example : northwest
Short(s): NW
Travel northwestwardly direction from the present room or location.

[NOSOUNDS]{#NOSOUNDS}

Command : NOSOUNDS
Usage   : NOSOUNDS
Example : nosounds
Short(s): 
Turn off MSP (MUD Sound Protocol) sound codes.  You may use the SOUNDS command
to turn them on, if your mud client supports them.

[NOTEACH]{#NOTEACH}

Command : NOTEACH
Usage   : NOTEACH
Example : noteach
Short(s): 
This command toggles whether you can teach, practice, or train, or be taught,
practiced with, or trained.  It does not affect the auto-gains in skill
proficiency.

[NOTES]{#NOTES}

See the IDEA, BUG, or TYPO commands.  If you are looking for general message
areas, you may have to find a standing board, or a journal you can carry
around. If you wish to leave a note for a player who isn`t online, see JOURNAL.

[OBJECTS]{#OBJECTS}

Objects are items you can GET, PUT, DROP, GIVE, REMOVE, WEAR, WIELD, HOLD,
DESTROY, etc.

[OBSERVATION_SCORE]{#OBSERVATION_SCORE}

Your ability to see hidden things.  This score appears when searching, or when
under the affect of a spell which allows you to see hidden. It has based on
your Wisdom, proficiency in your detection skill/spell, and your height.

[OGRE]{#OGRE}

Race Name : Ogre (Giant-kin)
Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs
            mind-10, save vs poison+10, max strength adj.+4, max intelligence
            adj.-1, max dexterity adj.-2, max charisma adj.-1
Abilities : Butchering(75%)
Languages : Gigantic(100%), Orcish(50%)
Life Exp. : 148 Years
Desc.     : 
Ogres are the less enlightened kin to the giants, possessing great strength and
ferociousness at the expense of their intellect and dexterity .  As they are
naturals at ripping things apart, they make excellent butchers.  Their class
choices are limited, but any kind of Fighter or Barbarian would suit an ogre
very well.

[OOC]{#OOC}

An acronym for "Out of Character" as well as a chat channel on some muds. Use
CHANNELS to get a list of chat channels here.

[OPEN]{#OPEN}

Command : OPEN
Usage   : OPEN [ITEM/DIRECTION NAME]
Example : open chest
Example : open door
Example : open east
Short(s): 
Attempts to open, by ordinary means, the item, door,  or any other entity
specified.

[ORACLE]{#ORACLE}

Char Class: Oracle (Cleric)
Max-Stats : Intelligence (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Intelligence 9+
Races     : Humanoid, Dwarf, Elf, Halfelf, Elf-kin, Fairy-kin, or Centaur
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor     : May wear any armor.
Bonuses   : Receives a non-class skill at 30th level, and every Oracle level
            thereafter.
Limits    : Always fumbles evil prayers.  Qualifies and receives good
            prayers.  Using non-aligned prayers introduces failure chance.
Desc.     : 
Oracles are those who seek the infinite wisdom of their god, forver probing the
vastness of divine knowledge.  So knowledgable are the Oracles that they
actually begin to gain arcane divination spells in addition to their assortment
of prayers.  The Oracle, being a seeker of truth and knowledge, is a good
aligned class, meaning that they will always fumble evil prayers, and do not
qualify for them.  Beyond 30th level, the Oracle begins to gain skills from
other classes previously unknown to him, as the mysteries of the universe begin
to be revealed. 

How to play: The Oracle is an often consulted player, much like the Arcane
diviner, for his ability to see beyond the obvious to the important truths
around him.  For this reason, the Oracle may be often picked for grouping.  The
Oracle himself, however, will need to determine if such a course is divinely
inspired.  

[ORDER]{#ORDER}

Command : ORDER
Usage   : ORDER
Example : order dog flee
Short(s): 
If your character has any followers, whether characters or mobs, this command
will allow you to force that follower to perform any command listed in the
COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and
GTELL.

[OUTFIT]{#OUTFIT}

Command : OUTFIT
Usage   : OUTFIT
Example : outfit
Short(s): 
Should your character ever be without clothing or weapon (usually due to
death), this command will give your character some newbie equipment to get by
with.

[PACKAGE]{#PACKAGE}

Command : PACKAGE
Usage   : PACKAGE [NUMBER] [ITEM NAMES]
Example : package 10 daggers
Example : package all bottles
Short(s): 
This command packages together several identical items.  Thus grouped, the
items may be easier to sell to shopkeepers and easier to carry.  The items must
all be exactly the same.  Currency may not be packaged.  Raw resources, such as
wood or ore metals, may be packaged, but will not then be available for use by
crafting skills.  To do that, you would need to bundle the resources instead. 
Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]
syntax.

[PAGEBREAK]{#PAGEBREAK}

Command : PAGEBREAK
Usage   : PAGEBREAK [LINE NUMBER]/DISABLE
Example : pagebreak 25
Example : pagebreak disable
Short(s): 
This command will allow the player to disable the default mud page break
system, or to set it to a higher or lower number to accommodate their terminal.

[PALADIN]{#PALADIN}

Char Class: Paladin (Fighter)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races     : Human
Prime Stat: Strength                   Attack Pts: +(Str/18) per level
Practices : 3 +(Wisdom/6) per level    Trains    : 4 +1 per level
Hit Points: 20 +(Con/2)+(2d6) per lvl  Mana      : 100 +(Int/8)+(1d3) /lvl
Movement  : 100 +12X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : May use any weapons.
Armor     : May wear any armor.
Bonuses   : Receives bonus conquest and duel experience.
Limits    : Must remain good to avoid spell/skill failure chance.
Desc.     : 
Paladins are holy fighters, possessing many of the traits of both Fighters and
Clerics, though in less intensity than either class alone.  They may learn
Cleric spells at higher levels, and possess numerous fighting techniques. 
Their weapons and armor choices are unlimited, but Paladins are restricted to a
good alignment.

How to play: Paladin's have the potential of being the most powerful of
classes, and the most desired of group members.  Their powerful combat skills
and auras of power make them the perfect tanks for groups, especially since
their Cleric healing abilities can allow them to fill this gap in a group. 
Alone, they can also flourish, vanquishing evil with the efficiency of the
fighter.

The only weakness of the Paladin is his reliance on goodness.  In most muds,
this limits his adventuring choices greatly.  However, his strengths for
lasting and winning in combat are so broad, he will quickly advance.

[PAROLE]{#PAROLE}

Parole is a sentence someone receives instead of jail time.  A player that is
paroled may not leave the area, and is restricted from Recall and other similar
spells for the duration of the parole.  A paroled player may not flee combat.

[PARTY]{#PARTY}

An adventuring party is formed when a player uses the FOLLOW command to follow
another player.

[PASSWORD]{#PASSWORD}

Command : PASSWORD
Usage   : PASSWORD
Example : password
Short(s): 
Allows you to change your characters password.

[PERFUME]{#PERFUME}

Perfume is something that makes you smell pretty.

[PETS]{#PETS}

Players, especially at lower levels, may wish to purchase or charm animals or
other creatures to follow them.  These creatures are called pets, and will
usually assist the player in combat.  This can aid a player who has trouble
surviving, though pets will also siphon off some experience the player would
otherwise receive alone. Rangers and Druids adventuring with pets are not
hindered in this way, however.  The number of pets or followers you can have
depends on your Charisma score.

[PLAYERKILL]{#PLAYERKILL}

Command : PLAYERKILL
Usage   : PLAYERKILL
Example : playerkill
Short(s): PKILL PVP
Toggles whether or not your character may kill, and be killed by other players.
 The area permitting, you may only kill another player when both your
playerkill flag and the other players playerkill flags are both on.  If you do
engage in combat with another player, you will not be permitted to logoff or
turn off your playerkill flag for 5 minutes.

[POLITICS]{#POLITICS}

Use HELP CLAN to get information on Clan Politics

[POLL]{#POLL}

Command : POLL
Usage   : POLL
Example : poll
Short(s): 
Lists any polls that the player can participate in, or view the results of.

[PORTSIDE]{#PORTSIDE}

Command : PORTSIDE
Usage   : PORTSIDE
Example : portside
Short(s): 
Travel towards the left side of a ship.

[POSE]{#POSE}

Command : POSE
Usage   : POSE [STANDING DESCRIPTION] ... 
Example : pose is standing here talking to himself.
Short(s): 
Changes the message that is seen when a player is standing passively in a room.
 Use NOPOSE to turn off.

[POUR]{#POUR}

Command : POUR
Usage   : POUR [DRINK SOURCE] [CONTAINER NAME]
Example : pour spring bottle
Example : pour waterskin bottle
Example : pour bottle out
Short(s): 
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source.  In many cases, containers can be refilled from other containers.

[POWERS]{#POWERS}

Powers are what a deity bestows upon Clerics for performing the required
ritual.  Clerics receive a random power of their god.

[PRACTICE]{#PRACTICE}

Command : PRACTICE
Usage   : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME])
Example : practice sneak Horice
Short(s): 
Once your character has acquired some skill or spell, the only way to increase
the proficiency of your ability is to practice it.  A skill or spell can only
be practiced with those characters or mobs who already know the skill or spell
sufficiently.  You must also have at least 1 practice point to practice a skill
or spell.

[PRACTICES]{#PRACTICES}

Practice points are used to improve skills, spells, prayers, chants, or songs. 
They may also be spent on certain new skills.  Use the SKILLS, SONGS, PRAYERS,
CHANTS, or SPELLS commands to see what skills you may practice.  Use the
QUALIFY command to see what skills you may gain.

Skills are improved by going to a player or mob that knows the skill you wish
to improve, and then using the PRACTICE command.  See HELP PRACTICE for more
information on how to use this command to improve skills.

[PRAY]{#PRAY}

Skill    : PRAY
Usage    : PRAY [PRAYER NAME] [TARGET NAME]
Example  : pray cure light orc
Short(s) : PR
Clerics, and at later levels, Paladins can invoke their magical abilities using
the pray command.  Some prayers require that you direct the energy at a target,
while others only apply to the cleric.  For help on a particular prayer, enter
help and then the name of the prayer.

[PRAYERS]{#PRAYERS}

Command : PRAYERS
Usage   : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL])
Example : prayers
Example : prayers healing
Example : prayers ?
Example : prayers cure light wounds
Short(s): 
Lists any prayers that you know, along with your proficiency in them. Can also
be qualified to list your prayers by domain, or use ? to list domains.  You can
get your level and proficiency for a particular prayer by listing it by name. A
level parameter may be given to show prayers only up to that level.

[PROMOTE]{#PROMOTE}

Use HELP CLAN to get information on promoting clan members.

[PROMPT]{#PROMPT}

Command : PROMPT
Usage   : PROMPT ([NEW PROMPT STRING])
Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N>
Example : prompt default
Short(s): 
Display or change your prompt string.  Typing PROMPT DEFAULT will reset your
prompt to the default setting.  You can enter PROMPT ^N to effectively turn
"off" your prompt. 
Valid embedded codes for custom prompts include:
%h :  Display your current hits        %H :  Display your maximum hits
%m :  Display your current mana        %M :  Display your maximum mana
%v :  Display your current moves       %V :  Display your maximum moves
%p :  Action points remaining/tick     %P :  Display maximum action pts
%x :  Display your current experience  %X :  Display your needed experience
%g :  Display the value of your money  %G :  Display amount/name of money
%a :  Display alignment in numbers     %A :  Display your alignment as text
%w :  Display your weight encumbrance  %W :  Display max carryable weight
%c :  Display item encumbrance         %C :  Display max carryable items
%e :  Display person under attack      %E :  Display attacked persons state
%t :  Display the time of day          %T :  Display the hour of the day
%Kh:  Display the tanks current hits   %KH:  Display the tanks maximum hits
%Km:  Display the tanks current mana   %KM:  Display the tanks maximum mana
%Kv:  Display the tanks current moves  %KV:  Display the tanks maximum moves
%Ke:  Display the tanks name           %KE:  Display the tanks health
%I :  Display hidden/invis. status     %@ :  Display the weather here
%d :  Display the range to your victim %D :  Display ammo remaining
%B :  Go to a new line                 %z :  Display current area name
%r :  Display name of the room         %R :  Display room number (ADMIN ONLY)

COLORS:
^h :  Standard hit point color        ^m :  Standard mana color
^v :  Standard movement color         ^N :  Normal color
^w :  White                           ^W :  Grey
^g :  Light green                     ^G :  Dark Green
^b :  Light blue                      ^B :  Dark Blue
^r :  Light red                       ^R :  Maroon
^y :  Yellow                          ^Y :  Dark yellow
^c :  Cyan                            ^C :  Dark Cyan
^p :  Light purple                    ^P :  Dark Purple
^? :  Previous color/End color

MISC:
%-STAT NAME : Replace STAT NAME is one of the following: 
STRENGTH, INTELLIGENCE, WISDOM, etc..
MAX STRENGTH, MAX INTELLIGENCE, MAX WISDOM, etc..
BASE STRENGTH, BASE INTELLIGENCE, BASE WISDOM, etc..
ATTACK, ARMOR, WEIGHT, HEIGHT, LEVEL
HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE
HEAD, NECK, TORSO, ARMS, LEFT WRIST, WIELD, EYES, etc..
-----

[PULL]{#PULL}

Command : PULL
Usage   : PULL [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : pull door
Example : pull orc east
Short(s): 
Gives a hard pull on an item or any other entity specified. A target mob must
be bound to be pulled successfully without resistance.

[PURGE]{#PURGE}

If you wish to destroy your character, use the RETIRE command.  If you wish to
purge something else, and you are an Archon, use the DESTROY command.

[PURIST]{#PURIST}

Char Class: Purist (Cleric)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races     : Humanoid, Dwarf, Elf, Halfelf, Elf-kin, or Fairy-kin
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor     : May wear any armor.
Bonuses   : Receives 1pt/level cold damage reduction.
Limits    : Always fumbles evil prayers, and fumbles all prayers when
            alignment is below pure neutral.  Qualifies and receives good
            prayers, and bonus damage from good spells.  Using non-aligned
            prayers introduces failure chance.  Vulnerable to fire attacks.
Desc.     : 
Purists are the idyllic representatives of the goodness of divinity.  They are
so strict in their goodness that they seem to many cold and unyielding. This
nature is so ingrained, in fact, that the purist gains many cold and cold-based
attacks and defensive prayers.  This includes special powers over water and
purity.  The Purist is a good aligned class, meaning that he always fumble evil
prayers. 

How to play: The Purist is a wonderfully social cleric, though only in the
sense that he is often found with other people.  His strict unyielding prayers
can sometimes get annoying glances from group members, though the Purist should
remain resolute in his convictions that he is right.  Overall, the Purist is a
good balanced cleric who can hold his own, as well as a valued group member (so
long as he keeps his mouth shut).

[PUSH]{#PUSH}

Command : PUSH
Usage   : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : push door
Example : push orc east
Short(s): 
Gives a good hearty push on an item or any other entity specified. A target mob
must be bound to be pushed successfully without resistance.

[PUT]{#PUT}

Command : PUT
Usage   : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME]
Example : put all dagger backpack
Example : put all backpack
Example : put pie backpack
Example : put pie.2 backpack
Example : put 4 berries backpack
Short(s): 
Takes an item from your carried inventory or from the area or room and places
it into the specified container.

[PUT_OUT]{#PUT_OUT}

To extinguish something that's on fire.  See help on the PUT command.

[QUALIFY]{#QUALIFY}

Command : QUALIFY
Usage   : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..)
Example : qualify
Example : qualify skills
Short(s): qual
Lists all of the skills, spells, languages, prayers, and/or songs which your
character presently qualifies for, but does not know, along with the
requirements to gain the new skill.  You can use the parameter (spells, songs,
chants, prayers, thief, skills, common, expertises, crafting, non-crafting,
etc) to get a more focused list. You can also use a domain name (illusion,
trapping, blessing, etc) to focus the list in that way.  Specifying the
expertise parameter will also show you the stat qualifications for each.

[QUEST]{#QUEST}

Quests are tasks which can be completed by players for prizes, typically quest
points, experience, money, or all three.  Some quests are driven by Archons,
while others are automated by the system.  See also QUESTCHAT and QUESTWINS. 
Archons should enter AHELP QUESTS for more information on creating automated
quests.

[QUESTCHAT]{#QUESTCHAT}

QUESTCHAT is the default Questing channel for CoffeeMud.  If you see someone,
especially a non-player mob, chatting on this channel, it is likely because he
is announcing the beginning of a quest.

[QUESTS]{#QUESTS}

Command : QUESTS
Usage   : QUESTS (WON/[QUEST NAME])
Example : quests
Example : quests won
Example : quests fido quest
Example : questwins
Short(s): 
This command is for listing quests you are either involved in, or were involved
in.  Entering the command without any parameters will list quests you have
expressly accepted, excepting those which are competitive, area-oriented, and
therefore non-personal.

Using the WON parameter will list quests you are listed as having won in the
past.  Having a quest on this list does not necessarily mean you can not
complete it again, but usually it does.

Enter a quest name as a parameter will attempt to redisplay any pertinant
information about that personal quest.  The quest name entered here must be on
listed in the QUESTS command.

[QUEST_POINTS]{#QUEST_POINTS}

Quest Points, gained through completing quests, can be spent with special
shopkeepers who exist for this purpose.

[QUIET]{#QUIET}

Command : QUIET
Usage   : QUIET (ON/OFF)
Example : quiet
Example : quiet off
Short(s): 
Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them
back on, you may issue the GOSSIP, GRATZ command agin, or reissue the QUIET
command to turn them all back on.

[QUIT]{#QUIT}

Command : QUIT
Usage   : QUIT
Example : quit
Short(s): 
Exit the mud and close your connection.

[RACE]{#RACE}

Try HELP DROW, DUERGAR, DWARF, ELF, GNOME, HALFELF, HALFLING, OGRE, GOBLIN, or
HUMAN.

[RACES]{#RACES}

Try HELP DROW, DUERGAR, DWARF, ELF, GNOME, HALFELF, HALFLING, OGRE, GOBLIN, or
HUMAN.

[RANGE]{#RANGE}

When combat is initiated, CoffeeMud will instantly determine the distance
between the two combatants.  The initial distance will be based on the size of
the room the players are in, and the maximum range of the weapon or spell used
by the initiator of combat.  If either combatant is in a group, the initial
distance of the group members from their combatant will be based on their
formation (see FORMATION) if one was specified.

During combat, if a combatant is out of range of their primary weapon, they
will automatically advance towards their opponent until they are within the
minimum range of their primary weapon. If a combatant has AUTOMELEE turned
*off*, however, they will do the opposite -- they will not advance if they are
out of range, but WILL spend actions retreating if they are too close to their
opponent (outside the minimum range of their weapon).  AUTOMELEE should
therefore be turned on for fighters who use melee weapons and need to make sure
they constantly advance, and should be turned off for mages using ranged
spells, or users of ranged weapons like bows.

[RANGER]{#RANGER}

Char Class: Ranger (Fighter)
Max-Stats : Strength (22), Intelligence (22), Others (18)
Qualifiers: Strength 9+, Intelligence 9+
Races     : Human, Humanoid, Troll-kin, Elf, or Centaur
Prime Stat: Strength                   Attack Pts: +(Str/18) per level
Practices : 3 +(Wisdom/6) per level    Trains    : 4 +1 per level
Hit Points: 20 +(Con/2)+(2d6) per lvl  Mana      : 100 +(Int/7)+(1d3) /lvl
Movement  : 100 +12X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : May use any weapons.
Armor     : May wear any armor.
Bonuses   : When leading animals into battle, will not divide experience
            among animal followers.  Receives bonus conquest and duel
            experience.  Benefits from animal followers leveling.
Limits    : Must remain Neutral to avoid chant failure chances.
Desc.     : 
Rangers are noted primarily for their ability to track their friends and
enemies, though their knowledge of the natural world has also given them great
magical strength.  They are a cross between the fighter and the druid, gaining
druid chants at higher levels, and numerous fighting techniques.

How to play: Rangers can provide a unique opportunity for experience
advancement in a mud.  Their combat skills make them desirable as group members
as tanks. Their ability to use scrolls gives them access to magic that grants
them some of the mages versatility.  Meanwhile, the druidic chants they learn
gives them a unique affinity with animals, allowing them to form their own
groups as well.

The Ranger, like the Paladin, is not quite as strong a fighter as a pure
fighter, but makes up for this using his magical animal affinity.  Also, the
Ranger will have to be careful to maintain a neutral alignment in order for the
druidic chants to become useful.  In the meantime, the ranger must use scrolls
and other magical items to supplement his natural fighting skill.

[READ]{#READ}

Command : READ
Usage   : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME]
Example : read sign
Example : read "magic missile" orc scroll
Example : read 1 cork board
Example : read all corkboard
Example : read new corkboard
Example : read all new corkboard
Short(s): 
Attempts to read, by ordinary means, the item, door, journal, or any other
entity specified.  For scrolls, you may specify a particular spell to read off
of the scroll, thus invoking it.  For scrolls with only one spell, you do not
need to specify the spell name.  Scroll require that the "Read Magic" spell be
cast on them before they may be invoked.  For journals (note areas), you can
either not specify a message number to list all messages, or specify the
message number as the second parameter in order to read a particular message. 
You can also specify the all flag to see older listings, or the new flag to
only see new activity entries.

[REBUKE]{#REBUKE}

Command : REBUKE
Usage   : REBUKE [MOB NAME]
Example : rebuke brutus
Short(s): 
This command allows your character to stop serving a liege, or to cause a
vassal serving you or a follower to no longer do so.  If you are rebuking a
vassal, they must be in the same room.  If you are rebuking your liege, or a
follower, you need only enter their full name.  This command can also be used
to stop worshiping a deity.  See the SERVE command and the CONVERT skill.

[RELIGION]{#RELIGION}

The worship of the gods not only has a role playing aspect to it, but can have
tangible benefits for players as well.

The DEITIES command may be used to list the gods, and to learn about the
blessings given by and the rituals demanded by each deity. Once a player is a
worshipper of a deity, they may use the rituals to receive one of the listed
blessings.  Gods may have alignment or other requirements which, if broken, can
bring their wrath down upon those they rebuke.

To worship a deity, the player must find a Cleric who can use the CONVERT skill
to convert the player to the worship of their deity.  Clerics may use the
CONVERT skill to change their own deity at any time, though they will suffer a
severe penalty when they abandon their previous deity.

See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.

[REMORT]{#REMORT}

Command : REMORT
Usage   : REMORT
Example : remort
Short(s): 
Causes your player to lose all or most of their levels, skills, stats, and
other personal attributes, without ever losing your equipment, bank accounts,
properties, or clan affiliation.  This allows you to try a different direction
with your character.

Remorting requirements: Allows only levels greater than 60.  

[REMORTING]{#REMORTING}

For direct REMORTING, if your mud supports it, please see help on the REMORT
command.  Otherwise, remorting requires careful planning and, if you don't have
the benefits of certain Druidic chants, lots of time.  Legacy remorting is done
through your children.  Children are created by using the MATE social with a
member of the opposite sex while the both of you are suitably undressed.  If
pregnancy occurs in the female, birth will occur some 10 mud-months following
this, though the time required to give birth is highly race-dependent.  The
child should remain in the mothers inventory until it can walk, which occurs 9
mud- months following birth (more or less, depending on race again).  If the
baby is Christened by a Cleric with a player legal name, and if the child
remains as a follower of either the father or the mother until it grows up, it
will become a player, which occurs 18-27 mud-months after birth.  If the child
does not remain an active follower, or if it is never Christened, it will grow
up to be a mob, or perhaps not grow up at all! Should the named child grow up,
the child will cease to be a following mob, and become a player which can be
logged-in as.  The child may be a mixed breed of the mother and father if one
of them is a Human and the other is not.  Racial benefits will be split between
the mother and father, though children will have a bonus to one of their
maximum stats when they become a player, making them a good choice for playing!

[REMOVE]{#REMOVE}

Command : REMOVE
Usage   : REMOVE [ITEM NAME]
Example : remove sword
Short(s): rem
Will remove the specified item that is being worn, held, or wielded, and place
it back into your carried inventory.  See the INVENTORY, WIELD, HOLD, or WEAR
commands for more information.

[REPAIR]{#REPAIR}

If your equipment falls into disrepair, you may use one of your skills to
repair the item, or take the item to a repair shop to pay for the work to be
done.  The skill required to mend an item depends on the type and material of
the item.  Skills capable of mending include: Leatherworking, Armorsmithing,
Weaponsmithing, Carpentry, Sculpting, Scrimshaw, Tailoring, and Weaving.

[REPLAY]{#REPLAY}

Command : REPLAY
Usage   : REPLAY [NUMBER]
Example : replay
Example : replay 20
Short(s): 
Redisplays the last lines of text your player has received.

[REPLY]{#REPLY}

Command : REPLY
Usage   : REPLY [MESSAGE]
Example : reply What did you say?
Short(s): rep
If your character is the target of a TELL or SAY command, this will allow you
to quickly respond with a TELL message to them.

[REPORT]{#REPORT}

Command : REPORT
Usage   : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/AFFECTS/STATS/ALL])
Example : report
Example : report spells
Short(s): 
Quickly say outloud your hit points, mana, movement, and experience, or list
out your spells, skills, stats, or other abilities.

[REPUTATION]{#REPUTATION}

Reputation refers to the feelings that mobs in particular places, or particular
races, or with particular names have about each player.  Reputation can be
gained or lost on a per-Area basis, a per-Race basis, or for each individual
mob name. By default, players start off with a Neutral reputation, meaning that
the mobs will not react one way or another towards the player. Player behavior
towards the mobs, over time, will increase or decrease reputation.  

Reputation is increased from neutral to Liked, Loved, and Hero by the following
methods: 
1. Peacefully hanging around the mobs for a long time, or within their Area for
Area-based reputation.
2. Chatting with mobs who will talk to players will increase reputation even
faster than simply hanging around them.
3. Giving mobs money will increase reputation with them, though this benefit
decreases as the mobs become richer.

When a players is Liked by mobs, the mobs will be in a brighter mood when
around the player.  When Loved, the mobs will be more chatty with the player,
may cast benevolent spells on them, and will seem slightly more charismatic
(for area based reputation).  When a Hero, the mobs will do all the above, as
well as guard the player from aggression.  A Hero player will not be attacked
by aggressive mobs. 

Reputation is decreased from neutral to Disliked, Hated, and Villian by one of
two methods: 
1. Killing them.
2. Getting arrested (for area based reputation).

When a players is Disliked by mobs, the mobs will be in a more sour mood when
around the player.  When Hated, the mobs will be slightly more aggressive
towards the player.  When a Villian, the mobs go out of their way to slaughter
the player, even if normally peaceful. 

See also help on FACTIONS command.

[REQUEST]{#REQUEST}

Try the IDEA, BUG, or TYPO commands.

[RESIZE]{#RESIZE}

Lots of the crafting-style Common Skills let you resize armor or clothing to
fit a new person.

[REST]{#REST}

Command : REST
Usage   : REST
Example : rest
Short(s): 
Makes your character sit down and take a rest.  When resting, movement, hit
points, and mana are regained more quickly.

[RETIRE]{#RETIRE}

Command : RETIRE
Usage   : RETIRE
Example : retire
Short(s): 
If you REALLY think there is no hope for your character, this command will
delete your adventurer from the system forever.  If there is still SOME hope,
and you qualify, you might consider the REMORT command.

[REVOLT]{#REVOLT}

What a conquered area might do if you don't keep them happy with clan items to
keep them busy.

[RIDE]{#RIDE}

See the BOARD or MOUNT commands.

[RITUALS]{#RITUALS}

Actions or steps which must be taken to receive the Blessings or Powers of a
god. Rituals are also performed to complete religious services.

[ROLEPLAY]{#ROLEPLAY}

Role Playing is pretending that you really are the character in this MUD.  By
placing yourself in the characters shoes, and entering commands you believe
such a person would actually do, you are Role Playing.

[ROOM_ID]{#ROOM_ID}

If you are trying to find out the ID of a room you want to buy, then find a
room that you believe is for sale and enter LOOK ID.  Write down the number you
see there, as it will be the number on the title for that property.

[ROPE]{#ROPE}

Ropes and chains are great for helping with climbing problems, such as being in
a pit.  Throwing ropes into rooms one must otherwise climb will cause them to
hang there, allowing people in those rooms, or even in adjacent rooms, to use
them for climbing.

[RUINED]{#RUINED}

Items obtained from creatures and mobs can be ruined during combat.  A ruined
item has no value, and can not be worn or used for its original or obvious
purpose.

[RULES]{#RULES}

Command : RULES
Usage   : RULES
Example : rules
Short(s): 
See a little message listing the rules.

[RUN]{#RUN}

Command : RUN
Usage   : RUN ([NUMBER]) [DIRECTION] (etc..)
Example : run east
Example : run east north
Example : run 4 north 2 east
Short(s): 
Allows your player to travel in the given path.  Multiple directions may be
specified.  This is faster than normal travel, but expends movement more
quickly as well.

[SAILING]{#SAILING}

The captains of their own large multi-room sea vessels have many commands at
their disposal for sailing the ship.

The first thing to know is that, whenever you are on the deck of your ship, you
can see what is in the waters or port around the ship almost as easily as you
can see the deck itself.  To do this, you can either use the EXAMINE or
LONGLOOK command to see both the deck and surrounding space, or LOOK directly
at one of the exits from the ship.

When your ship is at port, you will want to have the ANCHOR lowered so that it
can not move around. To do this, use the LOWER ANCHOR command.  When you want
to get underway again, you'll have to RAISE ANCHOR.  You can lower and raise
the anchor as often as you like in order to keep your ship in place or in
motion.

To move your ship, the simplest way is to enter SAIL [DIRECTION].  If the
anchor is up, and the direction is one in which there is water, the ship will
move in that direction.  For example, SAIL WEST will sail the ship west. 

Your ship can also move under-sail without constant direction using either the
STEER or COURSE command. To make your ship move constantly in the same
direction, use STEER [DIRECTION] command.  So long as the anchor remains up,
and there remains more sea to travel, the ship will continue in that direction.
 If your directions are more complex, you can use the COURSE [DIRECTION]
[DIRECTION] ... command to give the ship a series of directions to follow
without supervision.

[SAVES]{#SAVES}

Your saving throws can indeed help you in a pinch.  Every player has them. 
They aid against everything from magic affects to fire damage. Gas attacks,
Acid burns, Cold chills, Undead magic, Water blasts, Diseases, Poisons,
Electric burns, Paralysis, Mind influences, and Traps can all be saved from.

[SAY]{#SAY}

Command : SAY
Usage   : SAY ([MOB NAME]) [MESSAGE]
Example : say Hello all!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself.  You may specify the mob to speak to, or just speak in
general.  

[SAYTO]{#SAYTO}

Command : SAYTO
Usage   : SAYTO [MOB/ITEM NAME] [MESSAGE]
Example : sayto orc Hello orc!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself.  You must specify the mob or item to speak to. 

[SCORE]{#SCORE}

Command : SCORE
Usage   : SCORE (BASE)
Example : score
Example : score base
Short(s): sc
Lists some general information about your character, such as level, experience,
attributes, and other statistics. 

You can add the BASE parameter to see your primary stats as unadjusted base
scores (what they would be without magical equipment or spells).

[SELL]{#SELL}

Command : SELL
Usage   : SELL [ITEM NAME] ([SHOPKEEPER])
Example : sell sword
Short(s): 
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will sell the specified item in your carried inventory to the
shopkeeper for the price he names. This is also the command used with an
auctioneer to auction an item. If more than one shopkeeper is in the room, you
may have to specify the shopkeeper name in the parameters.

Shopkeepers will only buy the items they are interested in.  This usually means
the kinds of items they sell.  Shopkeepers may refuse an item because of its
low worth, or because the shopkeeper has enough of them.  See the PACKAGE
command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,
WITHDRAW, VIEW, BID.

[SERVE]{#SERVE}

Command : SERVE
Usage   : SERVE [MOB NAME]
Example : serve king of the hobgoblins
Short(s): 
Allows your character to be placed in the service of another mob or character
in the same room.  You may only serve one liege at a time.  Your liege will
receive 10% of all of your experience gains, which should encourage your liege
to help you out.  The REBUKE command is used by either party to end this
relationship.  REBUKE is also used to stop worshipping a deity.

[SERVICES]{#SERVICES}

A service is a ritual performed by a Cleric in the service of a deity. The
service must be performed in a room which has had holiness infused within it
with one of the prayers Infuse Holiness, Infuse Unholiness, or Infuse Balance.
The service must be performed according to the instructions laid out by the
deity, which may include time and pause requirements, or specific things said
or done.  When the first step of a service is performed successfully, any npc
mobs within a particular range from the service location who worship the same
deity will make their way to the room to hear or even participate in the
service.  At the end of the service, the cleric performing it will receive
experience based on the number and levels of the faithful mobs and players
present.  A service may only be performed in a particular area for a particular
deity once every 30 minutes.

[SETTINGS]{#SETTINGS}

See the CONFIG command.

[SHAMAN]{#SHAMAN}

Char Class: Shaman (Cleric)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use swords, staves, natural, ranged, or blunt weapons
Armor     : May wear any armor.
Bonuses   : Never fumbles neutral prayers, receives smallest prayer fumble
            chance, and receives 1pt/level of acid damage reduction.
Limits    : Using non-neutral prayers introduces small failure chance. 
            Vulnerable to electric attacks.
Desc.     : 
Shaman are those who worship the gods in the most primitive and basic ways of
the earth.  The Shaman is thus granted special powers over the earth by the
gods, including resistances to acid attacks, at the expense of vulnerability to
electricity.  The Shaman is a neutral aligned class, meaning that he will never
fumble on neutral prayers, and has a much smaller fumble chance on good and
evil prayers.  The Shaman is restricted to neutral weapons, any kind of armor,
and gets numerous special prayers known only to Shaman. 

How to play: The Shaman is a typical village priest, having powers from his
deity well suited to almost any daily concern.  His neutrality shows his
wisdom, and his power earns him respect.  The Shaman can fill almost any role
in the game, whether it be as a group member, or a lone adventurer seeking an
inner peace far from home.

[SHARE]{#SHARE}

See the SPLIT and AUTOSPLIT commands.

[SHEATH]{#SHEATH}

Command : SHEATH
Usage   : SHEATH ([WEAPON NAME]) ([SHEATH NAME])
Example : sheath
Example : sheath sword
Example : sheath sword sheath
Example : sheath holster
Short(s): 
Takes one or more weapons you are wielding or holding and places them in either
an appropriate, or the specified sheath.  This is useful for roleplaying, and
may keep you out of trouble in places where walking around with a weapon in
your hand is illegal.

[SHOPPING]{#SHOPPING}

See the BUY, LIST, and SELL commands.

[SHOW]{#SHOW}

Command : SHOW
Usage   : SHOW (ALL) [ITEM NAME] [MOB NAME]
Example : show pie Gunther
Example : show all dagger Gunther
Example : show all Gunther
Short(s): 
Shows an item from your carried inventory to another MOB.

[SING]{#SING}

Skill    : SING
Usage    : SING [SONG NAME]
Example  : sing lullaby
Short(s) : SI
Bards can invoke their magical abilities using the sing command.  Some songs
require that you direct the energy at a target, while others only apply to the
bard.  For help on a particular song, enter help and then the name of the song.

[SIT]{#SIT}

Command : SIT
Usage   : SIT ([TARGET NAME])
Example : sit
Example : sit chair
Short(s): 
Makes your character sit down and take a rest.  When resting, movement, hit
points, and mana are regained more quickly.

[SKILLS]{#SKILLS}

Command : SKILLS
Usage   : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL])
Example : skills
Example : skills stealthy
Example : skills ?
Example : skills carpentry
Short(s): 
Lists any skills that you have, along with your proficiency in them. Can also
be qualified to list your skills by domain, or use ? to list domains.  You can
get your level and proficiency for a particular skill by listing it by name. A
level parameter may be given to show skills only up to that level.

[SKYWATCHER]{#SKYWATCHER}

Char Class: SkyWatcher (Druid)
Max-Stats : Intelligence (22), Constitution (22), Others (18)
Qualifiers: Intelligence 9+, Constitution 9+
Races     : Human, Humanoid, Elf, Dwarf, Giant-kin, Duergar, or Centaur
Prime Stat: Constitution               Attack Pts: +(Con/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/2)+(2d7) per lvl  Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use wooden, plant-based, or leather weapons.
Armor     : Must wear non-metal armor.
Bonuses   : Attains Lunar Changes (lunar phase based bonuses/penalties) at
            level 5.  Can create a druidic connection with an area.  Benefits
            from freeing animals from cities.  Benefits from balancing the
            weather.
Limits    : Must remain Neutral to avoid skill and chant failure chances.
Desc.     : 
The SkyWatcher is the master druid of the stars and heavens, being the very
powerful steward of the great wheel in the sky.  The SkyWatcher maintains a
special connection with the moon, and gains numerous special abilities to
summon great powers from luna.  So connected is he to the moon that his
strength and powers will fluxuate during the month, following the phase of the
moon.  A master of wind and weather, the SkyWatcher is also very capable of
bringing the heavens down upon his enemies at need. 

How to play: More even than the other druids, the SkyWatcher must concern
himself with pre-casting. That is to say, the SkyWatcher must be aware of his
environment at all times in terms of weather, time, temperature, and locale,
and must be fully prepared to alter these conditions to make them favorable to
the chants he means to use against his enemies in combat.  All SkyWatchers must
also realize that their effectiveness when not outdoors will be almost nil, as
practically every chant requires the use of outside conditions and resources.

[SLAVE]{#SLAVE}

A slave is an intelligent mob broken down and sold to a liege master. Once
enslaved, a mob can be sold to slave traders with the Slave Trading skill,
brought to the players clan homes or personal homes to remain as permanent
residents, ORDERed as vassals of the owner, and, of course, command them to
perform tasks.  Tasks for the slave to perform must be directed to the slave
with the SAY command, and must begin with the words "I command you to" or "I
order you to".  The slave will then wander around as in a GEAS trying to
perform the task.  The slave can be released from the task by saying "cancel"
to them.  Slaves are different from pets in that they require food and drink to
survive.  If given the food and water, they will eat and drink as necessary
from what they have been given.  Slaves eventually lose loyalty as well.  If
they starve, or if they take damage for any reason, their loyalty will
decrease, making them more and more likely to leave their masters homes, or
attack their masters.

[SLEEP]{#SLEEP}

Command : SLEEP
Usage   : SLEEP ([TARGET NAME])
Example : sleep
Example : sleep bed
Short(s): 
Makes your character lay down and take a nap.  When sleeping, movement, hit
points, and mana are regained more quickly. 

If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.

[SOCIALS]{#SOCIALS}

Command : SOCIALS
Usage   : SOCIALS
Example : socials
Short(s): 
Lists the social commands available in the mud.  Social commands can usually be
used with targets, such as "KISS Orc".

[SONGS]{#SONGS}

Command : SONGS
Usage   : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL])
Example : songs
Example : songs singing
Example : songs ?
Example : songs flamenco
Short(s): 
Lists any Bard songs or dances that you know, along with your proficiency in
them. Can also be qualified to list your songs by domain, or use ? to list
domains.  You can get your level and proficiency for a particular song by
listing it by name. A level parameter may be given to show songs only up to
that level.

[SOUNDS]{#SOUNDS}

Command : SOUNDS
Usage   : SOUNDS (FORCE)
Example : sounds
Short(s): 
Turns on MSP (Mud Sound Protocol) sound codes.  Do not turn this on unless you
know your mud client supports them.  You may use NOSOUNDS to turn the codes off
again.

Enter the optional FORCE parameter if your client does not respond to telnet
codes, but DOES support MSP.

[SOUTH]{#SOUTH}

Command : SOUTH
Usage   : SOUTH
Example : south
Short(s): S
Travel southward from the present room or location.

[SOUTHEAST]{#SOUTHEAST}

Command : SOUTHEAST
Usage   : SOUTHEAST
Example : southeast
Short(s): SE
Travel southeastwardly direction from the present room or location.

[SOUTHWEST]{#SOUTHWEST}

Command : SOUTHWEST
Usage   : SOUTHWEST
Example : southwest
Short(s): SW
Travel southwestwardly direction from the present room or location.

[SPEAK]{#SPEAK}

Skill    : SPEAK
Usage    : SPEAK [LANGUAGE]
Available: All
Example  : speak orcish
Example  : speak common
Use the speak command to select a new default language.  Whenever say or
channel messages are written, they will be translated into the selected
language automatically.  Those who know the language will receive the
translation back to common automatically.

[SPELLNAME]{#SPELLNAME}

See help on SPELLS, CHANTS, PRAYERS, SONGS, CAST, PRAY, SING, CHANT

[SPELLS]{#SPELLS}

Command : SPELLS
Usage   : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL])
Example : spells
Example : spells conjuration
Example : spells ?
Example : spells fireball
Short(s): 
Lists any spells that you know, along with your proficiency in them.  Can also
be qualified to list your spells by spell domain, or use ? to list domains. 
You can get your level and proficiency for a particular spell by listing it by
name. A level parameter may be given to show spells only up to that level.

[SPLIT]{#SPLIT}

Command : SPLIT
Usage   : SPLIT ([BUNDLE NAME]) [AMOUNT]
Example : split 50
Example : split wood 50
Short(s): 
When specifying only a number, this command will allow the leader of a group to
split the amount of gold specified evenly amongst the members of your group. 
When a specific item is given, then this command will attempt to split the
bundle. 

[STAND]{#STAND}

Command : STAND
Usage   : STAND
Example : stand
Short(s): st
If your character is SLEEPing or SITing, this command will make them wake up
and stand up.

[STARBOARD]{#STARBOARD}

Command : STARBOARD
Usage   : STARBOARD
Example : starboard
Short(s): 
Travel towards the right side of a ship.

[STARVE]{#STARVE}

If you don't eat, this will eventually happen, and you may just die.

[STAT]{#STAT}

Command : STAT
Usage   : STAT [STAT_NAME] ([STAT_NAME]...)
Example : stat hits
Example : stat hits mana strength
Short(s): 
This command allows you to quickly and simply view one of more of your stats.
Enter STATS by itself to see a list of available state to show, which includes:

HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
MAXCHARISMA, MAXWISDOM, AGE, DETECTION, OVERLOOKING, CONVERSION, WEIGHTADJ,
LEVEL, SENSESMASK, ARMOR, DAMAGE, ATTACK, DISPOSITIONMASK, REJUV, WEIGHT,
ABILITY, HEIGHT, XP (experience), XPFNL (experience for next level), and XPTNL
(experience to next level), QUESTPOINTS, TRAINS, PRACTICES.

[STATS]{#STATS}

Try HELP STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, or CHARISMA

[STRENGTH]{#STRENGTH}

Physical strength and fighting prowess is reflected in strength.  If you were
looking for help on the Song of Strength, try HELP SONG STRENGTH.

[SUICIDE]{#SUICIDE}

See the RETIRE command to destroy your character.

[SWIM]{#SWIM}

Skill    : SWIM
Usage    : SWIM [DIRECTION]
Available: ALL
Example  : swim e
This skill allows the character to travel on a water surface.  The amount of
weight being carried can affect this skill.

[SWITCH]{#SWITCH}

Command : SWITCH
Usage   : SWITCH [PLAYER]
Example : switch joe
Short(s): 
Allows your player to switch sessions with another character on the same
account.  If the other character is already logged on, then the two players
will switch sessions/screens; the window that the switch player is typing in
will now control the other character, and vis-a-versa.  If the other character
is NOT currently logged in, then this command will log the current player out
and quickly re-log the other character in, while remaining in the same
connected session.

[TAKE]{#TAKE}

Stealing is wrong! Try GET, REMOVE, GIVE, and other less illegal commands.  If
you're an Archon, try AHELP TAKE.

[TANK]{#TANK}

What you call the person in your group who takes all the damage.

[TEACH]{#TEACH}

Command : TEACH
Usage   : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME] 
Example : teach Horice sneak
Short(s): 
This command allows any character who has at least a 25% proficiency at the
specified skill or spell to teach that skill or spell to another character. 
The student must be of the correct class or race to receive the skill, and must
be of sufficient level and intelligence to learn the skill or spell. Once the
skill or spell is gained, the student may then use the PRACTICE command to
improve proficiency in that skill or spell. 

[TELL]{#TELL}

Command : TELL
Usage   : TELL [MOB NAME] [MESSAGE]
Example : tell Horice Hey dude!
Example : tell Horice@AnotherMud Hey dude!
Example : tell last 10
Short(s): 
Causes your character to speak to the specified character, regardless of what
room they presently occupy.  If the first parameter is "last" and a number X
follows, this command will show you the last X tell messages. The @ sign
followed by the name of a MUD on the InterMud3 network can also be used. 

[TEMPLAR]{#TEMPLAR}

Char Class: Templar (Cleric)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races     : All
Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
Practices : 5 +(Wisdom/6)+2 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/4)+(1d4) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 30 level(s)
Weapons   : May use any weapons.
Armor     : May wear any armor.
Bonuses   : Receives Aura of Strife which increases in power.
Limits    : Always fumbles good prayers.  Using non-evil prayers introduces
            failure chance.
Desc.     : 
Templar are those who pursue power and glory in the name of their god.  They
are the great weaponmasters, wielding their arms to conquer the world in their
gods name.  The Templar can use any weapons and armor, and can specialize in
many weapons as they increase in levels.  The Templar is an evil aligned class,
meaning that they always fumble on good prayers, and do not gain any good
prayers.  However, their Aura of Strife, and their increased number of attacks
makes them a formidable foe of all who oppose the will of their god. 

How to play: The Templar is a brutal and formidable warrior, who wields death
and power in the name of his god.  His devastating power makes him a great ally
for groups, but also a successful glory seeker when alone.

[THIEF]{#THIEF}

Char Class: Thief (Thief)
Max-Stats : Dexterity (25), Others (18)
Qualifiers: Dexterity 9+
Races     : All
Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/6)+(1d3) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 5 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear leather, cloth, or vegetation based armor.
Bonuses   : Bonus experience for using certain skills.
Limits    : 
Desc.     : 
Thieves are skillful, sly, and devious. They may only use daggers and swords,
and may only wear leather armor at best.  However, they come with numerous
skills allowing them to survive in the dog-eat-dog world, including swiping and
stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others. 
Thieves also qualify for many devious fighting abilities.

Thief is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time.  These sub-classes include: Assassin,
Arcanist (Arcane Rogue), Burglar, and Trapper.

How to play: The thieves strength is in his ability to obtain money, and in his
ability to navigate tricky situations.  By accumulating the wealth of others,
the thief can stay comfortably equipped with the latest and best money can buy.
When playing alone, the thief thrives as the only class able to get into and
out of any secret place without stirring up unnecessary trouble.  Although not
generally appreciated in groups, a group benefits from these skills, as well as
the thiefs unique ability to deliver enormous amounts of backstab damage.

The thief is only moderately skilled at combat, but can make up for it by using
his wealth to obtain favors, good equipment, and the necessary potions and
scrolls necessary to survive the experience gaining battles.

[THIRST]{#THIRST}

From time to time, your character may get thirsty.  If this happens, then you
should find something to drink to satiate that thirst. Failing to do so will
affect your characters attack and defensive capabilities, and may eventually
lead to death.

[THROW]{#THROW}

Command : THROW
Usage   : THROW [ITEM NAME] [DIRECTION/MOB NAME]
Example : throw rope east
Example : throw spear orc
Short(s): toss
Causes your character to throw something in the specified direction, or at the
specified target.  The item being thrown must first be held or wielded.

[TIME]{#TIME}

Time in CoffeeMud is divided into 6 "hours", each of which is about 10 real
minutes long.  Hours in CoffeeMud are numbered from 0-5. Dawn is at hour 0,
dusk is at hour 4, and night at hour 5. There are 20 mud "days" to each month,
and 8 mud "months" to each year. The months are divided into four seasons.

[TITLE]{#TITLE}

Command : TITLE
Usage   : TITLE
Example : title
This command allows players who have been awarded 1 or more titles to select
which title is displayed when their character is seen.

[TOP]{#TOP}

Command : TOP
Usage   : TYPO (PLAYERS/ACCOUNTS)
Example : top
Example : top accounts
Short(s): 
See the top 10 players in several statistics over different periods.

[TOPICS]{#TOPICS}

Command : TOPICS
Usage   : TOPICS
Example : topics
Short(s): 
List all of the topics in the help file, alphabetically.

[TORCH]{#TORCH}

An item used to generate light in places or times of darkness.  To light a
torch, either use the FIRE BUILDING skill, or just hold the torch to
automatically light it.

[TRAIN]{#TRAIN}

Command : TRAIN
Usage   : TRAIN [ATTRIBUTE/CLASS] ([TEACHER MOB NAME])
Example : train strength Horice
Example : train monk Horice
Short(s): 
If your character has at least one training point, this command will allow you
to raise the ability score of the specified trait. In addition to specifying
the ability to train, you must also specify a MOB who is present in the room
who can train you in that skill.  The traits abbreviated above refer to the
following: 
STR  = +1 STRENGTH per 1 training points
DEX  = +1 DEXTERITY per 1 training points
INT  = +1 INTELLIGENCE per 1 training points
WIS  = +1 WISDOM per 1-5 training points
CON  = +1 CONSTITUTION per 1-5 training points
CHR  = +1 CHARISMA per 1-5 training points
* Training up to 18 costs 1 training point, up to 22 costs 2, and above that
costs 3 25 costs 3.
HIT  = +10 HIT POINTS per 1 training point
MANA = +20 MANA per 1 training point
MOVE = +20 MOVEMENT per 1 training point
GAIN = +1 TRAINING POINTS per 7 practices
PRAC = +5 PRACTICES per 1 training point

In addition to attributes, the train command is used to switch to a new class. 
This costs a single training point, and will give the player a 0 level in the
chosen class.  From this point on, the player will gain levels in the new
class, while retaining skills and qualifications from the old class up to the
level at which the class switch was made.  Use the QUALIFY command to find out
what other classes you may be able to TRAIN for.

[TRAINERS]{#TRAINERS}

Mobs or players who know the skills you wish to learn.  See the TRAIN,
PRACTICE, GAIN, and TEACH commands.

[TRANSLUCENT]{#TRANSLUCENT}

Maybe a spirit?  Maybe someone with the PASS DOOR spell cast on them?

[TRANSMUTER]{#TRANSMUTER}

Char Class: Transmuter (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : At 5th level, receives bonus damage from Transmutation as levels
            advance.  At 10th level, receives double duration on your
            Transmutation magic, and half duration from malicious
            Transmutation magic.
Limits    : Unable to cast Conjuration spells.  Receives penalty damage from
            Conjuration as levels advance.  Receives double duration from
            malicious Conjuration magic, half duration on other Conjuration
            effects.
Desc.     : 
Transmuters are specialist mages who can transform the likeness and composition
of anyone they touch.  Transmutation is the most feared of magics, and the
Transmuter is so skilled at his art that he gains all known transmutation
spells automatically, including the most secret and ugly of spells only the
specialist may learn.

Transmuters care nothing for conjuration, and so they soon neglect that kind of
magic, being more fascinated with the many shapes of things right here at home.
 Although the Evoker believes himself the king of specialists with his harmful
beams, the Transmuter is the most feared and hated of specialists for the
terrible and awesome consequences of his spells.

[TRAPPER]{#TRAPPER}

Char Class: Trapper (Thief)
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races     : All
Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
Practices : 5 +(Wisdom/6)+1 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/3)+(1d10) per lvl Mana      : 100 +(Int/6)+(1d3) /lvl
Movement  : 100 +10X(Str/18) per lvl   Damage Pts: +1 damage per 5 level(s)
Weapons   : Must use swords, daggers, natural, or ranged weapons.
Armor     : Must wear leather, cloth, or vegetation based armor.
Bonuses   : Benefits from animal followers leveling.  Gets experience for
            selling foreign unconjured animals of comparable level.
Limits    : Sneak and Hide attempts will fail outside of the wild.
Desc.     : 
The trapper, possibly the most cowardly of thieves, has spent late nights
tinkering with springs and switches, learning to kill indirectly through the
devices of his art.  Trappers also view fauna as means to his ends,
accumulating animals both live and dead with amazing efficiency.  Trappers
alone have the greatest access to the most deadly traps, as well as exclusive
access to skills that turn animals into his own personal play things, whether
it be as items of sale, or as trained devilish pets.

[TRAP_EXITPIT]{#TRAP_EXITPIT}

Trap       : Trap_ExitPit
Targets    : Rooms
Parameters : 
Example    : 
Description: 
A pit trap triggered when leaving the room.

[TROPHIES]{#TROPHIES}

Clans can earn one or more of the available trophies by controlling the most
areas through conquest, controlling the most area control points through
conquest, or my having the most experience points.  See HELP CONQUEST and HELP
CLANS for more information.

[TYPE]{#TYPE}

Command : TYPE
Usage   : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME])
Example : type login bob password
Example : type activate sensors into console
Short(s): =
Interacts with an electrical or technical device, such as a computer panel,
hand-held scanner, or similar devices.  Specifying the device to type is not
permitted if the user is already seated at a computer console.  Otherwise, the
user must specify "into" and the name of the device to type commands into.

[TYPO]{#TYPO}

Command : TYPO
Usage   : TYPO [REPORT]
Example : typo nothing is spelled right in this room!
Short(s): 
Please use this command to submit typos against the MUD.

[UNDRESS]{#UNDRESS}

Command : UNDRESS
Usage   : UNDRESS [MOB NAME] [ITEM NAME]
Example : undress joe tunic
Short(s): 
Allows the player to remove a piece of armor, clothing, barding, or whatever
from the target mob.  The target mob must be a follower of the player for this
to work.

[UNLOAD]{#UNLOAD}

Command : UNLOAD
Usage   : UNLOAD [AMMUNITION NAME]
Example : unload bow
Short(s): 
Removes any readied ammunition from a ranged weapon and puts the loose
ammunition into the players inventory, so that it can be LOADed into another
weapon.

[UNLOCK]{#UNLOCK}

Command : UNLOCK
Usage   : UNLOCK [ITEM NAME]
Example : unlock door
Short(s): 
Attempts to unlock, by ordinary means, the item, door, or any other entity
specified.

[UNWIELD]{#UNWIELD}

See the REMOVE command.

[UP]{#UP}

Command : UP
Usage   : UP
Example : up
Short(s): U
Travel upward from the present room or location, whether it be up aladder,
upstairs, or flying into the sky.

[VALUE]{#VALUE}

Command : VALUE
Usage   : VALUE [ITEM NAME] ([SHOPKEEPER])
Example : value sword
Short(s): 
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will get the shopkeeper to tell you how much he or she will give
for your item.

[VASSALS]{#VASSALS}

Command : VASSALS
Usage   : VASSALS
Example : vassals
Short(s): 
This command will list the players who are in your service.  See the SERVE and
REBUKE commands for more information.

[VERSION]{#VERSION}

Command : VERSION
Usage   : VERSION
Example : version
Short(s): VER
Show the version information for this software.

[VIEW]{#VIEW}

Command : VIEW
Usage   : VIEW [ITEM NAME] ([SHOPKEEPER NAME])
Example : view sword
Short(s): 
When a shopkeeper is present in the same room or area as your character, this
command will allow you to ask about an item being sold by that shopkeeper.  The
level of the item, as well as any available descriptive information will be
given. If more than one shopkeeper is in the room, you may have to specify the
shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,
BID.

[VISIBLE]{#VISIBLE}

Command  : VISIBLE
Usage    : VISIBLE
Example  : visible
This command can be used to revoke any spell or skill which makes you
invisible, hidden, or undetectable.

[WAGON]{#WAGON}

A transport pulled by horses.

[WAKE]{#WAKE}

Command : WAKE
Usage   : WAKE ([TARGET NAME])
Example : wake
Example : wake bob
Short(s): 
If your character is SLEEPing, this command will make them wake up and stand
up.  If someone else is sleeping, this will wake them up.

[WANDS]{#WANDS}

Skill    : Wands
Available: Almost All
Example  : 
A wand is an holdable item that can be used to create magical affects.

This skill allows one to effectively use a magical wand or staff.  To invoke a
wand or staff, it must first be held.  Then the magic word is spoken to the
target.  For instance, if the magic word is `zuy`, you would enter the
following to invoke your wand: sayto orc zuy. 

If the spell on the wand requires extra parameters, then you can include those
after the casting words.  For a wand of Summon, for instance, you might try:
say zuy cityguard. 
Wands generally require a small amount of mana to use, and less if the wand
user is capable of learning the spell cast by the wand.

[WEALTH]{#WEALTH}

Command : WEALTH
Usage   : WEALTH
Example : wealth
Short(s): 
List the amount of money in your pocket.

[WEAR]{#WEAR}

Command : WEAR
Usage   : WEAR (ALL) [ITEM NAME] (ON [LOCATION])
Example : wear shirt
Example : wear shirt on torso
Short(s): 
This command will attempt to place the specified item onto the proper location
on your body.  If a location is specified, the player will attempt to wear the
item on that location.  

[WEATHER]{#WEATHER}

Command : WEATHER
Usage   : WEATHER
Example : weather
Short(s): weath
Reminds you about the weather where you are.

[WEST]{#WEST}

Command : WEST
Usage   : WEST
Example : west
Short(s): W
Travel westward from the present room or location.

[WHERE]{#WHERE}

Command : WHERE
Usage   : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL)
Example : where
Example : where good
Example : where -10
Example : where -10 evil
Example : where 20
Short(s): 
This command shows the name of the area where the player is presently, and also
attempts to list the best areas for the player based on alignment, level, and
the population of the area.  An optional level adjustment may be included to
see higher or lower level areas. 

When searching by alignment, keep in mind that you should put YOUR alignment in
order to search for the best areas for that alignment.  For example, if you are
good, enter WHERE GOOD.

(Archons who want help on WHERE should use AHELP WHERE).

[WHISPER]{#WHISPER}

Command : WHISPER
Usage   : WHISPER ([MOB NAME]) [MESSAGE]
Example : whisper "Be careful!"
Short(s): 
Causes your character to whisper to one or more characters or mobs riding the
same horse, cart, boat, or at the same table as yourself.  You may specify the
mob to whisper to, or just whisper in general to the table.  

[WHO]{#WHO}

Command : WHO
Usage   : WHO ([OPTIONAL PARAMETER])
Example : who
Example : who @CoffeeMud
Example : who friends
Example : who playerkill
Short(s): 
This command will list all of the characters presently online, regardless of
where they are.  If an @ sign is used, this command will list all the players
at a particular MUD.  If "friends" is given, then the list will consist only of
those from the players friends list (see the FRIENDS command). If "Playerkill"
is given, then the list will consist only of those players who have their
playerkill flags on.

[WHOIS]{#WHOIS}

Command : WHOIS
Usage   : WHOIS [MOB NAME]
Example : whois Horice
Short(s): 
Provides some basic information about the specified character name, assuming
they are online, regardless of where they are located.  See also I3_WHOIS for
information on using the WHOIS command across the intermud network.

[WIELD]{#WIELD}

Command : WIELD
Usage   : WIELD (ALL) [ITEM NAME]
Example : wield sword
Short(s): 
Places a weapon that is presently in your carried inventory into one of your
free hands for wielding.  Only a wielded weapon will be used during combat.

[WILLQUALIFY]{#WILLQUALIFY}

Command : WILLQUALIFY
Usage   : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)...
Example : willqualify 10
Example : willqualify 30 fighter
Example : willqualify expertise
Example : willqualify 50 divination invocation/evocation expertise
Short(s): qual
Lists all of the skills, spells, languages, prayers, expertises, and/or songs
which will be qualified for by the given class, level, and skill type, along
with the requirements to gain the new skill.  The default is the players
highest level, the players own class, and all skills/expertises.

[WIMPY]{#WIMPY}

Command : WIMPY
Usage   : WIMPY [HIT POINTS]/[PCT]
Example : wimpy 5
Example : wimpy 15%
Short(s): 
Sets the minimum number of hit points your character must have in order for you
to remain in a fight.  Should your character drop below that level during
combat, he or she will automatically FLEE the room.  See the FLEE command for
more information.

[WISDOM]{#WISDOM}

Intuition, wit, mana, and the ability to gain more practice points per level is
reflected in Wisdom. 

[WITHDRAW]{#WITHDRAW}

Command : WITHDRAW
Usage   : WITHDRAW [ITEM NAME] ([CLERK NAME])
Example : withdraw 1000
Example : withdraw "jewel sword"
Example : withdraw "10 gold coins" "Joe Banker"
Example : withdraw "500 archon notes" banker
Example : withdraw letter clerk
Short(s): 
When a banker or postal clerk is present in the same room or area as your
character, this command will allow you to withdraw an item from your account or
postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.

[WIZARD]{#WIZARD}

Char Class: Wizard (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races     : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin,
            or Halfelf
Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
Practices : 6 +(Wisdom/6)+4 per level  Trains    : 3 +1 per level
Hit Points: 20 +(Con/6)+(1d5) per lvl  Mana      : 100 +(Int/3)+(1d4) /lvl
Movement  : 100 +8X(Str/18) per lvl    Damage Pts: +1 damage per 30 level(s)
Weapons   : Must use daggers, staves, or natural weapons.
Armor     : Must wear cloth, vegetation, or paper based armor.
Bonuses   : Can memorize any spell for casting without expending a training
            point.
Limits    : Unable to learn spells permanently; can only memorize them.
Desc.     : 
Wizards are great specialist scholar mages who have mastered the study (but not
the art) of arcane magic.  They are capable of memorizing and casting any basic
arcane spell, but their lack of mastery means they forget the spell as soon as
it is cast.  This means that the wizard is constantly engaged in study,
carrying around and/or creating numerous arcane scrolls to serve as the source
for their next bit of magic.  Since they don't specialize or train in
particular arcane spells, but can learn any spell, the Wizard is the most
versitile Mage, though not necessarily the easiest to engage in combat with. 

The Wizards manner of study requires that he expend his spell-casting mana when
he learns or memorizes a spell, but this mana is released for use after the
spell is cast.  Wizards can be invaluable as group members, and as clan
members, but will struggle adventuring alone. A wizards lack of need to expend
training time on individual spells means he can work on other aspects of
himself, including stats or expertises, making the Wizard very powerful in the
long run.

[WIZLIST]{#WIZLIST}

Command : WIZLIST
Usage   : WIZLIST
Example : wizlist
Short(s): 
Shows a list of all the Archons on this mud.

[WORLD_CURRENCIES]{#WORLD_CURRENCIES}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[WORLD_CURRENCY]{#WORLD_CURRENCY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[WORLD_MONEY]{#WORLD_MONEY}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[WORLD_MONIES]{#WORLD_MONIES}

World Currencies    :
Currency            : default
gold coin(s)        : (exchange rate is 1.0 of base)
golden note(s)      : Equal to 100 gold coins.
whole note(s)       : Equal to 10000 gold coins.
Archon note(s)      : Equal to 1000000 gold coins.

Currency            : Peis
peis (s)            : (exchange rate is 1.0 of base)

Currency            : Alramian

[WORSHIP]{#WORSHIP}

This is a social, though there are related commands.  See the help entries for
RELIGION, DEITIES, BLESSINGS, SERVICES, RITUALS, SERVE, REBUKE, and CONVERT for
more information.

[WRITE]{#WRITE}

Skill    : WRITE
Usage    : WRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example  : write parchment From recall, go nseeseenwesee
This skill allows one to write ordinary messages onto ordinary paper,
parchments, and similar writing material.  The language the player will write
in will depend on which language the player is currently SPEAKing.

When writing on a journal, you need not specify any parameters when using this
command.

[YELL]{#YELL}

Command : YELL
Usage   : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE]
Example : yell HELLO ALL!
Example : yell bob YOU ARE BOB!!!!
Example : yell east COME BACK!!
Short(s): 
Causes your character to yell at one or more characters or mobs in the same
room as yourself.  You may specify the mob to yell at, a direction to yell in,
or just yell outloud.  Yelling also broadcasts to surrounding rooms in some
cases.