Player Commands Help

CoffeeMud 5.7

ABJURER

Char Class: Abjurer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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.

ACTIVATE

Command : ACTIVATE
Usage : ACTIVATE ([PARAMETERS]) [ITEM]
Usage : ACTIVATE ([PARAMETERS]) ([ITEM])
Example : activate stun phazer
Example : activate console
Example : activate warp drive console
Example : activate thrust 100 console
Short(s): A, >
*** THIS COMMAND IS UNIMPLEMENTED ***
This multi-purpose command is used to turn-on electrical devices (no parameters
required), change settings on electrical devices (by including proper parameters),
and operate computer consoles. An item being activated always requires the target
item unless the item is a computer console the player is sitting at, in which case
it is implied.

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

AFFECT	

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.

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

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

Char Class: Alterer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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 becomming
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

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

APOTHOCARY

A common mispelling for APOTHECARY.

APPRENTICE

Char Class: Apprentice (Commoner)
Max-Stats : Others (18)
Qualifiers: Wisdom 5+, Intelligence 5+
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 level Mana : 100 +(Int/10)+1d2 per
level
Movement : 100 +(Str/18)X10 per level 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

Char Class: Arcanist (Thief)
Max-Stats : Intelligence (22), Dexterity (22), Others (18)
Qualifiers: Dexterity 9+, Intelligence 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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.
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

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

AREAS

Command : AREAS
Usage : AREAS ([FILTER EXPRESSION])
Example : areas
Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
Example : areas $med_alignment >= 7500
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 may also enter HELP [AREA NAME] to get more help on the areas you see
listed with this command.

AREA_COINS


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

AREA_CURRENCY


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

AREA_MONEY


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

ARMORED_DEFENCE

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

ARRESTED

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

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+
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 level Mana : 100 +(Int/10)+1d2 per
level
Movement : 100 +(Str/18)X10 per level 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

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

Char Class: Assassin (Thief)
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Dexterity 9+ Wisdom 9+
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 level Mana : 100 +(Int/6)+1d3 per
level
Movement : 100 +(Str/18)X10 per level 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

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

Try the AREAS command.

ATTACK_POINTS

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

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 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

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

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

AUTODRAW

Command : AUTODRAW
Usage : AUTODRAW
Example : autodraw
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

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

AUTOFORWARD

Command : AUTOFORWARD
Usage : AUTOFORWARD
Example : autoforward
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

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

AUTOGUARD

Command : AUTOGUARD
Usage : AUTOGUARD
Example : autoguard
Short(s):
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

Command : AUTOIMPROVEMENT
Usage : AUTOIMPROVEMENT
Example : autoimprovement
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

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.

AUTOLOOT

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

AUTOMELEE

Command : AUTOMELEE
Usage : AUTOMELEE
Example : automelee
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

Command : AUTONOTIFY
Usage : AUTONOTIFY
Example : autonotify
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

Command : AUTORUN
Usage : AUTORUN
Example : autorun
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

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

AUTOWEATHER

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

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

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

BARBARIAN

Char Class: Barbarian (Fighter)
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
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 level Mana : 100 +(Int/8)+1d2 per
level
Movement : 100 +(Str/18)X13 per level 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 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

Char Class: Bard (Bard)
Max-Stats : Charisma (25), Others (18)
Qualifiers: Charisma 9+
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 level Mana : 100 +(Int/6)+1d2 per
level
Movement : 100 +(Str/18)X10 per level 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

What you need to do if you start stinking.  If you can't find a bathtub, just
hop in a river!

BEACON

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

BEASTMASTER

Char Class: Beastmaster (Druid)
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Constitution 9+, Dexterity 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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.

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 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

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

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

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

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

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

BURGLAR

Char Class: Burglar (Thief)
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 9+ Charisma 9+
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 level Mana : 100 +(Int/6)+1d3 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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.

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

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

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

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

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

CHARISMA

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

CHARLATAN

Char Class: Charlatan (Bard)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Charisma 9+, Wisdom 9+
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)+2d6 per level Mana : 100 +(Int/3)+1d6 per
level
Movement : 100 +(Str/18)X10 per level 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. Grouped with the Bards
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

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

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

CLANAPPLY

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

CLANASSIGN

Command : CLANASSIGN
Usage : CLANASSIGN [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

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

CLANDECLARE

Command : CLANDECLARE
Usage : CLANDECLARE [CLAN NAME] [WAR/HOSTILE/FRIENDLY/ALLY]
Example : clandeclare the destroyers ally
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

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

CLANDONATESET

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

CLANEXILE

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

CLANEXP

See the CLANTAX command for information on clan experience taxing.

CLANEXPERIENCE

See the CLANTAX command for information on clan experience taxing.

CLANHOMESET

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

CLANLIST

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

CLANMORGUESET

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

CLANPREMISE

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

CLANQUAL

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

CLANREJECT

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

CLANRESIGN

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

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. 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. The bosses may also want to use CLANPREMISE to
describe their clan.

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

CLANTAX

Command : CLANTAX
Usage : CLANTAX
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

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

CLANWHO

Command : CLANWHO
Usage : CLANWHO
Example : clanwho
Short(s): clwh
Shows who is online from your clan.

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

See the CLANTAX command for information on clan experience taxing.

CLAN_EXPERIENCE

See the CLANTAX command for information on clan experience taxing.

CLASS

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

CLERIC

Char Class: Cleric (Cleric)
Max-Stats : Wisdom (25), Others (18)
Qualifiers: Wisdom 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level Damage Pts: +1 damage per 30
level(s)
Weapons : Evil must use polearm, sword, axe, edged, or natural. 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

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

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

Java

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


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

COLORSET

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

COMBAT_PROWESS

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

COMMANDS

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

COMMON_SKILLS

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

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

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

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

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

Char Class: Conjurer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

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

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

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

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

CRAWL

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

CREDITS

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

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


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

CURSED

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

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

Char Class: Dancer (Bard)
Max-Stats : Strength (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Strength 9+
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 level Mana : 100 +(Int/6)+1d2 per
level
Movement : 100 +(Str/18)X18 per level 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

Command : DEACTIVATE
Usage : DEACTIVATE ([PARAMETERS]) [ITEM]
Usage : DEACTIVATE ([PARAMETERS]) ([ITEM])
Example : deactivate stun phazer
Example : deactivate console
Example : deactivate warp drive console
Example : deactivate thrust console
Short(s): A, >
*** THIS COMMAND IS UNIMPLEMENTED ***
This multi-purpose command is used to turn-off electrical devices (no
parameters required), undo settings on electrical devices (by including proper
parameters), and shut down computer consoles. An item being deactivated always
requires the target item unless the item is a computer console the player is
sitting at, in which case it is implied.

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

Char Class: Delver (Druid)
Max-Stats : Others (18)
Qualifiers: Requires a base strength of at least 9. Requires a base
constitution of at least 9.
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level Damage Pts: +1 damage per 30
level(s)
Weapons : Requires using weapons made of the following materials: Unknown
Rock Metal Mithril Precious Glass .
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. :
Char Class: Delver (Druid)
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Constitution 9+, Strength 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

Use HELP CLAN to get information on demoting clan members.

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

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

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

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

DEITIES	

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

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

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

See HELP on REVOKE or SPELL DISPEL MAGIC

DISPELL

See HELP on REVOKE or SPELL DISPEL MAGIC

DISPLAY

What you are looking at right now.

DIVINER

Char Class: Diviner (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

Char Class: Doomsayer (Cleric)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Strength 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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

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

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

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

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

Char Class: Druid (Druid)
Max-Stats : Constitution (25), Others (18)
Qualifiers: Constitution 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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.

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

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

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

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

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

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

Command : EMOTE
Usage : EMOTE [ACTION DESCRIPTION] ...
Example : emote whistles at the big Dragon.
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
above example, if done by an adventurer named "Bob" would tell everyone else in the
room that "Bob whistles at the big Dragon."

EMPLOYMENT

See the HIRE command.

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

Char Class: Enchanter (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

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

Command : ENTER
Usage : ENTER [EXIT OR ROOM NAME]
Example : enter door
Example : enter portal
Short(s):
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

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

Char Class: Evoker (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

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

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

EXCLAMATION_POINT

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

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

Command : EXITS
Usage : EXITS
Example : exits
Short(s): ex
List the exits available to your character from the current room or area.

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

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

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

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

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

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

Char Class: Fighter (Fighter)
Max-Stats : Strength (25), Others (18)
Qualifiers: Strength 9+
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 level Mana : 100 +(Int/8)+1d2 per
level
Movement : 100 +(Str/18)X12 per level Damage Pts: +1 damage per 30
level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest 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

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

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

FLAME_SHIELD

FLAMESHIELD

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

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 ORDER <MOBNAME> follow self

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

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

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.

GAIAN

Char Class: Gaian (Druid)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Constitution 9+, Wisdom 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

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

Char Class: Gaoler (Commoner)
Max-Stats : Strength (24), Dexterity (24), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
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 level Mana : 100 +(Int/10)+1d2 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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

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

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

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

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

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

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

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

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

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

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

HEALER

Char Class: Healer (Cleric)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Charisma 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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

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

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

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

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

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

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

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

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

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

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 or HELP 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

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

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

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

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

Char Class: Illusionist (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

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

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

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

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

IMC2_LOCATE

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

IMMORTALS

See WIZLIST.

INFORMATION

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

INTELLIGENCE

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

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

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

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

JESTER

Char Class: Jester (Bard)
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Dexterity 9+
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 level Mana : 100 +(Int/6)+1d3 per
level
Movement : 100 +(Str/18)X16 per level 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

See the HIRE command.

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 is that which man contemplates, and the virtuous seek.

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

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.

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

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

A light giving object which must be FILLed with oil and then held (HOLD).

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

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

See COURT, JAIL, JUSTICE, ARRESTED, PAROLE

LEVEL

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

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

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

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

See help on either FIRE BUILDING or SPELL LIGHT

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

Command : LIST
Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
Example : list
Example : list weaponsmith
Example : list 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

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


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

LOCAL_CURRENCY


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

LOCAL_MONEY


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

LOCATE

Command : LOCATE
Usage : LOCATE [PLAYER NAME]
Example : locate bob
Short(s):
Attempts to locate a specific player on the InterMud3 network.

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

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

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.

MAGE

Char Class: Mage (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

A common mispelling of MAGIC MISSILE.

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

A name I call myself.

MINSTREL

Char Class: Minstrel (Bard)
Max-Stats : Intelligence (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Intelligence 9+
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 level Mana : 100 +(Int/6)+1d2 per
level
Movement : 100 +(Str/18)X10 per level 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

Char Class: Missionary (Cleric)
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Dexterity 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

MONIES


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

MONK

Char Class: Monk (Fighter)
Max-Stats : Strength (22), Dexterity (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
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/2)+2d7 per level Mana : 100 +(Int/8)+1d2 per
level
Movement : 100 +(Str/18)X10 per level Damage Pts: +1 damage per 30
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
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

The place where ones body is when one dies.

MOTD

Command : MOTD (AGAIN)
Usage : MOTD
Example : motd
Short(s):
Toggles whether or not you see the message of the day when you log in to the
mud. Use the AGAIN parameter to view the message again.

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

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

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

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

Better ask an Archon before you try it!

MULTI_PLAY

Better ask an Archon before you try it!

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

Char Class: Necromancer (Cleric)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Constitution 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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. 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

No help for NEWS.

NOANSI

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

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

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

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.

NORTH

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

NORTHEAST

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

NORTHWEST

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

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

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

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

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

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

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

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

Char Class: Oracle (Cleric)
Max-Stats : Intelligence (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Intelligence 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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

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

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

Char Class: Paladin (Fighter)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Wisdom 9+
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 level Mana : 100 +(Int/8)+1d3 per
level
Movement : 100 +(Str/18)X12 per level Damage Pts: +1 damage per 30
level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest 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 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

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

PASSWORD

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

PERFUME

Perfume is something that makes you smell pretty.

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

Command : PLAYERKILL
Usage : PLAYERKILL
Example : playerkill
Short(s):
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

Use HELP CLAN to get information on Clan Politics

POLL

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

POSE

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

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

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

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

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

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

Use HELP CLAN to get information on promoting clan members.

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.
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
%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

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

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

Char Class: Purist (Cleric)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Charisma 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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

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

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, etc) to get a more focused list (and, in the
case of expertises, to see the qualifications for each one).

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 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.

QUEST_POINTS

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

QUIET

Command : QUIET
Usage : QUIET
Example : quiet
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

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

RACE

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

RACES

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

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

Char Class: Ranger (Fighter)
Max-Stats : Strength (22), Intelligence (22), Others (18)
Qualifiers: Strength 9+, Intelligence 9+
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 level Mana : 100 +(Int/8)+1d3 per
level
Movement : 100 +(Str/18)X12 per level 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 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

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

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

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

Remorting requires careful planning and, if you don't have the benefits of
certain Druidic chants, lots of time. 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 child 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

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

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

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

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

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 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

Try the IDEA, BUG, or TYPO commands.

RESIZE

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

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

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.

REVOLT

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

RIDE


See the BOARD or MOUNT commands.

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

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

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.

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

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

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.

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

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

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

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

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

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

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

See the CONFIG command.

SHAMAN

Char Class: Shaman (Cleric)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Constitution 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

See the SPLIT and AUTOSPLIT commands.

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

See the BUY, LIST, and SELL commands.

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

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

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

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

Char Class: SkyWatcher (Druid)
Max-Stats : Intelligence (22), Constitution (22), Others (18)
Qualifiers: Constitution 9+, Intelligence 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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

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

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

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

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

SOUTHEAST

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

SOUTHWEST

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

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

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

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

Command : SPLIT
Usage : SPLIT [AMOUNT OF GOLD]
Example : split 50
Short(s):
If you are the leader of a group, this command will split the amount of gold
specified evenly amongst the members of your group.

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.

STARVE

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

STATS

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

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

See the RETIRE command to destroy your character.

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.

TAKE

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

TANK

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

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

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

Char Class: Templar (Cleric)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+ Strength 9+
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 level Mana : 100 +(Int/4)+1d4 per
level
Movement : 100 +(Str/18)X10 per level 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

Char Class: Thief (Thief)
Max-Stats : Dexterity (25), Others (18)
Qualifiers: Dexterity 9+
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 level Mana : 100 +(Int/6)+1d3 per
level
Movement : 100 +(Str/18)X10 per level 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

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

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 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

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.

TOPICS

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

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

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

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

TRANSLUCENT

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

TRANSMUTER

Char Class: Transmuter (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

Char Class: Trapper (Thief)
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
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 level Mana : 100 +(Int/6)+1d3 per
level
Movement : 100 +(Str/18)X10 per level 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.

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.

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

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

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

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

See the REMOVE command.

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

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

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

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

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

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

A transport pulled by horses.

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

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

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

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

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

WEST

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

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

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

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

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.

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

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

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

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

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

Char Class: Wizard (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
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 level Mana : 100 +(Int/3)+1d4 per
level
Movement : 100 +(Str/18)X8 per level 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

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

WORLD_CURRENCIES


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

WORLD_CURRENCY


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

WORLD_MONEY


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

WORLD_MONIES


World Currencies :
Currency :Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.

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.

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

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

Command : YELL
Usage : YELL ([MOB NAME]) [MESSAGE]
Example : yell HELLO ALL!
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, or just yell outloud.
Yelling also broadcasts to surrounding rooms in some cases.