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Help

Everything help shows in game. Type help and a topic there to read the same text.

!

Also: ^

Use ! to repeat the last command typed at the keyboard.

Use ^ to replace a string from the last command with a new string. The syntax is the same as in csh: "^old-string^replacement"

Examples:

> tell rasmusse Hi there, how are you?
No-one by that name here.
> ^rasmusse^rasmussen
You tell Rasmussen, 'Hi there, how are you?'
> ^you^you doing^
You tell Rasmussen, 'Hi there, how are you doing?'

See also Alias

Ability Scores

A character's ability scores are the attributes which make up their physical, mental and social prowess. It has nothing to do with personality, only ability and potential.

Strength: The physical power of the character. A stronger character can lift more and deal more damage in combat.

Dexterity: The general agility of the character. A more dextrous character will perform physical skills and actions better as well as offering heightened instinctive reactions.

Constitution: The general health and hardiness of the character. With a high constitution, a character can perform strenuous activity for longer periods of time, combat and withstand illness better and generally be more resistant to all forms of physical harm.

Intelligence: The intellect and logical skills of the character. An intelligent character will be able to learn faster, make deductions that other characters could not, and generally be more adept in most situations which require mental prowess.

Wisdom: The level of common sense and insight possessed by a character. A wiser character will choose their actions and words much more carefully and will be able to see a situation from all points of view, thus offering more options for a solution. A wise player will also possess the ability to enhance their own personal creativity and mental instinct, thus being able to cast more spells.

Charisma: A sum of the physical and personal attraction of the character. The more charismatic a character is, the more influential they are, either through appearance, social skills or manipulative skills. A high charisma will provide a bonus when dealing with virtually all NPCs in the mud.

Abundant Step

Usage: abundantstep (target player or mob)

This ability allows the monk to momentarily step between space and time to travel to another person on the same plane of existance as they... in this case, Krynn.

AC

A character's AC, or armor class, is loosely defined as their ability to deflect the attacks made against them. There are several factors that can modify your AC, the most common one being armor. However, high dexterity, magical spells and enchanted items such as rings and amulets can all improve your armor class as well. You can get a general idea of how well protected you are by a line in your score.

  • Your flesh is an easy target.
  • Thine enemies have little trouble landing their blows.
  • You feel lightly protected from the blows of thine enemies.
  • Thou hast moderate protection from physical harm.
  • You maintain a solid defense against enemy blows.
  • Thou art well protected from the blows of thine enemies.
  • Your defenses offer very strong protections against bodily harm.
  • Thine enemies find you extremely hard to wound through all your defenses.
  • You are a wall of defense, frustrating the toughest of foes.

See also Score

Acid Arrow

Usage        : cast 'acid arrow' <target>
Save         : vs. reflex for half damage

This spell conjures forth arrows of sizzling acid that project toward their target and slam into them, searing their flesh right to the bone. The number of arrows created is dependent on the abilities of the caster.

Acid Blast

Usage        : cast 'acid blast' <target>
Save         : vs. reflex for half damage

This particular invocation will expel a stream of hissing acid toward the target searing and burning their body. The size and potency of the acid stream are dependent on the ability of the caster.

Admonishing Ray

Usage       : cast 'admonishing ray' (victim)
Save        : vs. reflex for half damage

This spell will inflict the victim with multiple rays of magical energy, based on the level of the caster, up to three rays maximum. Each ray deals energy damage to the victim.

Advanced Berserk

Usage: (Passive)

The barbarian may now flee and be rescued when berserking.

Advanced Great Weapon Fighting

Usage: (Passive) (Wielding a Two-Handed Weapon)

When wielding a two handed weapon, the barbarian gets an additional attack each round.

Advanced Shield Defense

Usage: (Passive)
Requires: using a shield

This ability allows the knight to shrug off 2 points of damage for every attack against him.

Affects

This command will reveal everything which affects you in a magical nature, both harmful and beneficial. Note that this applies only to sustained affects, not to instantaneous ones such as a magic missile spell.

Aghar

The gully dwarves are small dwarves, with very little intelligence that renders them incapable of understanding the world around them. They live all throughout Krynn, although their greatest home is within Thorbardin itself. The Aghar do have a thane, Highblp Bluph Bluphiph I, although he is usually ignored and it is considered doubtful that he even knows of most thane meetings. Formalities are always followed, and the messages delivered, but the difficulties of getting the message to the hands of the Highbulp himself and his having him actually understand it usually amount to his having no idea.

See also Dwarf, Dwarves

Aid

Usage        : cast 'aid' <target>
Save         : None

This specific blessing imbues the target with a greater sense of vitality and ability. As a result, an aided ally or foe can withstand more hardships and will have increased precision for the duration of the blessing.

Alias

Also: Aliases

Usage: alias [alias name] [command]

An alias is a single command used to represent one or more other commands. The ALIAS command can be used to manipulate your character's aliases. Type ALIAS alone to see a list of your currently defined aliases.

> alias

Type ALIAS <alias name> <command> to create a new alias. The alias name must be one word. The command can be any string. Aliases may not be nested or used recursively. Any command may be overridden by an alias (other than the ALIAS command itself, of course).

> alias gbb get bread bag
> alias gac get all corpse

Type ALIAS <alias-name> to delete an alias that has already been defined.

> alias gbb

A semicolon (";") can be used to define multiple actions to be taken with a single alias.

> alias eat get bread bag; eat bread

Note that the 'eat' contained within the eat alias is interpreted as the MUD's internal eat command; aliases may not be nested or used recursively. The variables $1, $2, ... $9 may be used to represent arguments given with an alias.

Examples:

> alias killem cast 'fireball' $1; cast 'harm' $2
> killem fido mage

Would cast fireball on fido, followed by casting harm on mage. Variables may be used repeatedly and in any order:

> alias helpem cast 'heal' $1; cast 'bless' $1; cast 'armor' $1

The special variable $* represents the entire input line after an alias:

> alias tr tell rasmussen $*
> tr hi there, how are you today?
You tell Rasmussen, 'hi there, how are you today?'

See also ! ^

Alignment

A character's alignment is their general personality, tendencies and outlook on life. There are three main alignments; good, evil and neutral.

GOOD: Good characters tend to strive for the common right in the world. They are willing to make personal sacrifices for the greater good of the world and will fight for their beliefs should they see the need to. Good does not always mean law abiding. A Knight of Solamnia, a white robed wizard and a mysterious vigilante would all be considered good.

NEUTRAL: Neutral characters come in a variety of sorts. Some seek to maintain a balance in the world, believing that a dominant force in either good or evil is bad, and potentially destructive. Others are simply individuals who have little care for the outside society, and although would never purposefully harm it, would also do nothing to help it. Some believe that one who strives simply for survival could also be considered neutral. This is a debatable belief, since animals do not know the difference between right and wrong, intelligent humanoids do.

EVIL:  There are generally two definitions of evil.  First, an
individual who seeks to fulfill a certain dark purpose, usually at the
request of an evil deity.  The second would be one who cares for
nothing but his own well being.  This is also debatable as one might
think such a person could be considered neutral.  However, if the
character would willingly allow others to die for their own personal
gain without care, that is evil.  If it is simply for survival, that
could be considered neutral.
------------------------------------------------------------------------
I believe the following is from one of the DND source books.
------------------------------------------------------------------------

Lawful Good

Often disdained as the paladin's goody-two-shoe alignment, Lawful Good is a far more subtle alignment than that, for very few characters who happen to be Lawful Good actually stick to anything approaching the Paladin Code in stringency. A character who is lawful good holds strongly to the principle that the good of the society can only be maintained via order. The exact specifications of what is "good" may vary wildly for this purpose, but on the whole "good" implies concern for the safety and comforts of others, and that all persons have a right to safety and comfort. The character may build up other definitions in his own moral code, but this is essentially the heart of the matter. Lawful Good, unlike the other Good alignments, also holds that it is sometimes necessary to sacrifice what is "good" for a few persons in order to preserve order, which is "good" for society in general.

On a personal level Lawful Good characters have a tendency to at least strive for an ordered lifestyle. Many, if not most of them, have an "everything has a time and place" attitude. Most tend to organize their behaviors to suit the group, although they are reluctant to do so at a personal loss unless something worthwhile can be obtained with the sacrifice.

A Lawful Good alignment does not rule out chaotic behaviors, particularly impulsiveness. Impatience is another fault that some Lawful Good characters are guilty of. On the other side of the coin, hedonistic behavior is not often observed in Lawful Good characters, unless in one or two activities.

Lawful Good characters believe that order is the best way, they don't necessarily maintain it. A character with a particularly poor willpower may allow his life to get quite out of shape. And also remember that the character will maintain order from his point of view. A Lawful Good merchant's shop may look like an explosion in a mattress factory, with nobody other than the character able to find anything. But the apparent chaos is deceiving most of the time, ask him where something is and he'll usually be able to find it much faster than appearances would seem to dictate. Lawful Good societies tend to avoid overdoing laws. The laws of the society are usually well coded, but one individual, or sometimes a council, has the right to overrule the law to achieve something "good" (or at least perceived as such). Lawful Good justices are more concerned with the spirit of the law and the intent of its author in achieving a worthy purpose. If the law does not achieve this most Lawful Good characters will dispose of it, although some more reluctantly than others. As a DM running a Lawful Good PC, be careful not to be paladin strict on them. While it is true that paladins must be Lawful Good, the reverse is not true. Some Lawful Good character may take active disagreement with the Paladin's Code, let alone try to live with it. Most Lawful Good characters respect the Paladin's Code, and respect members of the class for trying to live up to it, but they hardly make such an attempt themselves in their day-to-day lives. For the vast majority of Lawful Good characters the occasional charitable act is enough, unlike paladins they usually won't go out of their way to help someone. But they will never go out of their way to harm someone either - indeed most Lawful Good characters that do this accidentally will try to rectify the situation as soon as possible.

Neutral Good

It is the belief of most Neutral Good aligned characters that morality must be maintained beyond all other virtues. As long as someone is not harming others then he is doing nothing wrong. Neutral Good characters also perceive both too many laws and too few of them to be a threat to the common good. Too many laws and freedom will be unjustly restricted, too few and it will not be protected. Hence, a balance must be struck.

Neutral Good characters strive to act to the benefit of as many persons as they can, and if that includes themselves that is an added bonus. If they cannot personally benefit from a good act they will still probably perform the act. They will not intentionally harm anyone who is not a known enemy, and such dealings are usually short and to the point. Neutral Good characters are perhaps the least tolerant of whatever they perceive as being "wrong" of the three major good alignments.

Individuals of this alignment can be quite interesting. Not overly concerned with establishing order in their lives, they may have the appearance of being chaotic, yet unlike chaotic characters they rarely rebel against a just authority simply because it is overbearing. Although it varies greatly from individual to individual, Neutral Good characters do not usually rock the boat. A Neutral Good leader is rare, for the individuals of this alignment often lack the sense of duty or the sense of individualism it requires to take on such a task.

As is mentioned previously, there is a balance between the lawful and chaotic sides of a Neutral Good character, although it should be noted that the vast majority of those characters do not consciously maintain this balance in their lives. It is this lack of a conscious awareness of the balance that may explain why there are so few Neutral Good characters when compared to Lawful or Chaotic Good ones: they simply fall to one of the two waysides.

An entire society made up of Neutral Good characters is rare, although it should be noted that the gnomic society bears this trait. Such societies are usually quite small. Government is achieved through a few leaders and a few, broad edicts that everyone is happy with. The happiness of the greater part of society is the only real concern, any laws that would affect something else are usually not to be found.

Dungeon masters that run a Neutral Good character should pay attention to the balance between law and chaos in the character's general behaviors, but don't be to quick to penance aberrations with the members of this alignment. A Neutral Good character may follow every order given to him faithfully until he doesn't agree with one, at which point he simply leaves. When gauging alignment shifts, look for chaotic and lawful actions whose natures precede over the greater good. For instance, a paladin may follow (or at least capriciously twist) a questionable order, a Neutral Good character would ignore it altogether. A Chaotic Good character may disobey a just order because he doesn't agree with it, even if he's been proven wrong. Neutral Good characters will concede (usually) in such cases.

Chaotic Good

The Chaotic Good mindset is a paradox of the desire for individuality and a benevolent concern for others. Chaotic Good characters are almost always strong minded and each tends to possess a unique moral compass about what exactly is right and what is wrong. These characters have a tendency to pass moral judgments based on their beliefs, and to hell with what anyone else thinks. Despite this individualism, the definition of good, for most Chaotic Good characters, is don't hurt anyone else.

Chaotic Good characters tend to be popular among players since it is mistakenly viewed as the only good alignment with room to slip up once in a while. That isn't true, for all good alignments can waver quite a bit. Chaotic Good characters, consciously or not, resist authority because they have a tendency to equate law with evil. They have the universal precept that every man should be left to his own to make up his own mind. In this aspect Chaotic Good characters can be very anarchistic, since they have a trust that people are capable of governing their own behavior.

There is a lot of variety in Chaotic Good behavior. Some are hedonistic, others have a paladin-like piety, but lack the follow through of the members of that class. Most are restless however, some are meticulous. Just as it is a mistake to believe Lawful Good characters to be devious of chaotic streaks, so too is it a mistake to believe Chaotic Good characters to be incapable of order. Indeed, often the characters of this alignment have to follow orders, even when they don't want to, but they can be quite capricious in their dealings with authorities they do not like. On the other hand, they can be quite methodical in order to get what they want. Still, the chaotic mindset is there. Chaotic Good characters who fall into a routine will break it occasionally for no apparent reason to anyone but themselves.

Chaotic Good societies tend to be wide spread and lacking of any real central authority. These societies rarely have a set of laws set in stone, just a series of precedents and understandings. "Rule" per se, is often deferred to one person at a time. Large Chaotic Good societies will enact more laws, but they will still be very broad based. Often these societies are republics with a democratic (or at least semi-democratic) leadership elected from time to time. But no matter what the intentions of any proposed law in such a society, it will always have opposition from those who feel that too much government is wrong, or even evil in nature. Enacting any new law in such a society is often a long and laborious process (If all this sounds familiar, the United States is an example of a Chaotic Good society and government).

DM's running Chaotic Good characters should take care to watch the player's lawful leanings. If he is too cooperative too much of the time, he's probably playing Chaotic Good because he things that Lawful (or Neutral) Good is too restrictive. On the contrary, Chaotic Good can be just as restrictive in the sense that it details a certain type of mindset and society. Still, don't be too harsh on this or any alignment. Even a Chaotic Good character will not rebel without any reason, although said reason may be whimsical at best.

Lawful Neutral

In a sense, Lawful Neutral characters can be the most dangerous of all the character types, especially in large numbers simply because, for the most part, they are easily controlled. Lawful Neutral characters place order above all other concerns. To them the presence of a natural order is the way things must be, and any moral issue stemming from the use of order is completely irrelevant to them.

Lawful Neutral characters look for patterns in everything. They cannot accept the world as being chaotic, and they therefore devise systems to explain away anything chaotic in their lives. It is chaos that they fear more than anything else, a Lawful Neutral would endure a thousand tyrannies before living in an anarchistic situation.

The characters of this alignment tend to always follow rather than lead. Leaders in Lawful Neutral societies are almost always Lawful Good or Lawful Evil, for rarely does a character gain a position of preeminence without gaining some moral baggage along the way. Even when Lawful Neutrals do lead, they follow whatever laws and precedents that preceded them. Lawful Neutrals are notoriously lacking in initiative, but to say they must have no willpower or individuality would be a mistake. Although they will fit in quietly and nicely when the powers that be follow the letter of the law, they can be a very painful hindrance to those who would try to follow the spirit of the law (Lawful Good) or twist it to their own ends (Lawful Evil). Order for its own sake - Lawful Neutral characters will stubbornly defend this principle to the bitter end. Just as there are few Neutral Good characters, so too are there few Lawful Neutrals. Most of these characters fall to the waysides of Good and Evil before holding their alignment long.

Lawful Neutral societies are almost always large, and always come with large cumbersome (and despite all efforts, usually comically ineffective) bureaucracies. Everyone in such a society is assigned a place in life. The goal of a Lawful Neutral society is to achieve perfect harmony, where everybody has a job, a place to live, and through the benevolence of a well run government everyone is happy (communism is an example of a Lawful Neutral governing system). Unfortunately, the willingness of these societies to follow orders and laws proves to be their undoing, as inevitably a few evil persons become entrenched at the upper echelons of government and are virtually invulnerable from removal or attack.

DM's should be wary of Lawful Neutrals. As with Chaotic Neutral it is an alignment that rarely lasts over a character's career. Lawful Neutrals are only occasionally interested in self-advancement unless they feel that their advancement (via their talents) will benefit society as a whole. "The needs of the many outweigh the needs of the few" is the Lawful Neutral creed, no character of this alignment will go long without sacrificing material possessions, themselves, and even their friends for what they perceive to be for the benefit of their society.

True Neutral

True Neutral is at once the rarest and the most common alignment in the multiverse. Neutral characters are either incapable of making moral and ethical decisions or refrain from them actively. "Actively" is the key phrase here. A character who is incapable of moral and ethical decisions would have an intelligence and wisdom scores no higher than 6 each. Very few player characters qualify on that account, therefore the vast majority of PC Neutrals actively refrain from moral and ethical judgments.

Within this context there are two reasons a character may not actively pursue ethical and moral thinking. The first, and most storied in the AD&D tradition, is the druidical "preservation of the balance" mentality. However, this view, for obvious reasons, is uncannily rare.

The second and most common example is the character who simply doesn't care. Neutrals of this type aren't concerned for the welfare of anybody (except themselves), but they aren't willing to advance themselves at any cost like Neutral Evil characters. They are comparatively lazy and lacking in drive in this respect, still there are certainly other reasons. The character may see advancement beyond reasonable comfort through reasonable risk as pointless. Not surprisingly, these Neutrals have a bleak view on life. As for the ethical (law vs. chaos) leanings of these characters, they may follow orders if it serves them, disobey if it doesn't, act on the occasional whim but otherwise keep to a reasonably predictable life.

True Neutrals are all about reason, and perhaps that's why they are so few. Everybody seems to get behind some banner or cause, Neutrals couldn't care less about such trivial matters. Often they have one fascination in their lives which they are preoccupied with, and everything else doesn't matter to them. In the case of druids, this is the "preservation of the balance."

True Neutral societies are very rare, but when they do occur they tend to be primitive. The concerns of simple survival dominate the daily lives of such people, and for them further complications aren't worth the effort to create. In a way, Neutrals are the most peaceful of societies, but they are also the most infuriating because of the nearly universal lack of a drive the members of this alignment possess.

DM's running a True Neutral should watch for any consistent behaviors that lean towards another alignment, but often he will find that there is a balance between the various aspects of the character's life, whether he consciously maintains them or not. Chaotic Neutral

Perhaps the most misunderstood of the nine alignments, many people believe that all chaotic neutral characters are insane. While it is true that none of them are very predictable, insanity is not the province of the members of this alignment alone. Indeed all characters of all alignments are capable of insane and compulsive behaviors, but Chaotic Neutrals are not only the most inclined to this type of behavior, they are also the most famous for it.

Chaotic Neutral characters have little to no discipline. That is perhaps the only statement that can be made about this alignment that applies to all the personalities contained within its context. As a rule, the only concern of Chaotic Neutral characters is themselves. They seek to do what pleases themselves and don't really care if that pleasure includes anyone else. Chaotic Neutrals can also be surprisingly snug and unambitious. This lack of personal greed separates this group from Chaotic Evil characters, who are often very concerned with getting ahead. Chaotic Neutrals are also unconcerned with philanthropy in the least. They will help someone that it pleases them to, or someone who will pay them.

Chaotic Neutrals do not consider morality in their judgments, and about the only thing they stop to consider is whether or not they have a remote chance of success. The odds aren't usually considered, but even Chaotic Neutrals will not attempt the obviously impossible unless desperate (then watch out, anything could happen). Chaotic Neutrals aren't suicidal, neither do they shy away from trusting sheer luck, and hence the alignment has reputation for brash behavior.

Chaotic Neutral societies are anarchies. Everyone does pretty much what he wants, and therefore Chaotic Neutral societies are either very small, or do not last long at all. The only real example of such a situation are the Mad Max movies and others in the post-apocalypse genre. The very lack of authority invites its institution, usually by force of arms.

Dungeon Master's need to watch this alignment carefully. Unscrupulous players sometimes play this alignment instead of Chaotic Evil if the DM bans that alignment from play. Outside of that, there is an oddball balance between good and evil in the personalities of Chaotic Neutrals. They may assassinate a good and benevolent ruler for cash, then spend the money on the poor. Although the contrast is rarely that sharp, it will be there when the alignment is played right.

It is also necessary to remind all that Chaotic Neutrals aren't insane, or crazy by definition of alignment. Chaotic Neutral characters as individuals may not take high risks, especially intelligent ones. However, they have a tendency to take odd approaches to objectives. Chaotic Neutral characters also thread intricate plots, but unlike lawful characters these plans are flexible and can change as whim and situation demand.

Lawful Evil

Niccolo Machievelli's The Prince is perhaps the definitive example of the Lawful Evil mentality. Often players and DM's mistakenly think of this alignment as the "kindly, gentler" evil. It is anything but. Lawful evil characters are dangerous alone, and the danger increases with the size of the groups they inevitably form.

"The end justifies the means" is the creed of this alignment. Lawful Evil characters may actually have admirable goals, but the means that they are willing to take are, more often than not, deplorable. Lawful Evil characters are often better versed in the letter of the law than the best paladins, and they stand ready to twist every phrase to suit their goals.

It is necessary to remember that exactly what is and is not evil will vary from society to society. However, evil always includes the complete and utter disregard for anything that stands in the way of the character's desires. An Evil character will hurt anybody or anything to get what he wants, be it wealth or pleasure (sometimes from the inflicting of the pain).

Lawful Evil characters believe that to further their own ends they must impose order onto others and dispose of by any means anything that threatens them or the order they impose. They may have the welfare of society superficially in mind, but their personal welfare always precedes that or anything else. Lawful Evil characters are meticulous, and they are also often very cruel in their aims.

Despite all of this, Lawful Evil characters aren't completely incapable of love or other like emotions, although it is viewed as weakness. Weakness is dangerous in Lawful Evil societies, for if one shows weakness he will be disposed of in order to strengthen the group.

Lawful Evil societies are usually in the shadow of another group, and in that function they excel at undermining that authority in order to establish their own. On rare occasion Lawful Evil groups come into control of an area, and in that situation they are often chaotic seeming as they go about changing laws on whims to suit their goals. However, those goals are meticulously chosen and the roads to these objectives are well mapped out. Lawful Evil groups are ruled by the strongest individual politically. Politicking plays a large role in Lawful Evil groups, as a brash murderous attempt to the throne will be met by the backlash of the entire group without mercy. An example of an underground Lawful Evil society is the Mafia.

DM's are encouraged not to run any evil characters. Although somewhat easier to control than Neutral or Chaotic Evil characters, Lawful evil character will still seriously disrupt the harmony of a group as the character maneuvers into control killing anyone who tries to stop him in secret. That alone will hurt the friendships between all but the best Role-Players.

Neutral Evil

Neutral Evil characters are perhaps the most simple of all the alignments to run or play. They are concerned only with themselves and what pleases themselves. Not overly concerned with the ethical concerns of Law and Chaos, they act in accordance to what best suits them and all other concerns are left alone.

Neutral Evil characters have a tendency to be more isolated than other alignments. Unable to be trusted, they in turn give no trust to anyone. They always have a double cross ready, but will usually only use one to betray someone who has betrayed them. It is not that they have any moral compulsions about betrayal, Neutral Evil characters recognize that the less you betray others the less likely you will be betrayed. When Neutral Evil characters do betray, they usually kill the betrayed to reduce complications down the road.

Unlike Lawful Evil characters, who view others as tools to be used or Chaotic Evil characters, who see others as persons to bully into submission, Neutral Evil characters view other persons as "complications." Whether or not that person is a desirable complication (or at least tolerable) determines the length of the relationship between the two. The relative power of the characters often determines what the Neutral Evil character will do. Neutral Evil characters can be controlled (somewhat) via the threat of retribution, but they will do what they can get away with. If that is anything then may the gods have mercy on anyone in their path that they take a disliking to.

Neutral Evil societies are usually dominated by a dictator strong enough to keep the underlings in line. When the ruler loses strength he usually loses his life. Neutral Evil societies are rarely long lasting or very large since the members of that alignment rarely cooperate and tend to disperse in order to take advantage of those more foolish than themselves.

Again, the DM is cautioned not to run Neutral Evil characters as they tend to ruin party cohesiveness. If this advice is not taken, then he will learn his lesson the hard way provided the players role-play properly.

Chaotic Evil

Chaotic Evil character will do anything that will have a pleasing result to them. They are interested in maximum gain for minimum risk. They often do not care to undergo the very treatment they inflict, but they have no interest or belief in the principle of "treat others as you expect to be treated." Chaotic Evil characters rarely plan very far in advance, preferring to handle situations on a day by day basis.

The combination of unpredictability and utter disregard for anyone else makes Chaotic Evil characters the most dangerous type of foe the Pc's are likely to face. Chaotic Evil characters often develop sadistic and macabre personalities. They are often spiteful and see everyone as being just as reprehensible as themselves. Chaotic Evil societies are often crude and loose bully associations, where any one individual can jump to the top instantly by defeating the leader and any other challengers. As a result, the leader is rarely in place for long, and if he has been he has weakened the whole group such that no two (or even three) others can threaten him. This is done by murder of anyone who poses a challenge to rule.

DM's who run Chaotic Evil Player Characters will get what they ask for. A ruined game.

See also Role Playing

Animal Fury

Usage        : cast 'animal fury' <recipient>
Save         : None

This alteration instills that savagery and fury of the Wolverine into the recipient, making him or her more effective in combat; not only allowing them to strike more accurate blows, but add more power to them as well.

Animal Summon

Usage        : cast 'animal summon'
Save         : None

This summoning brings forth a woodland creature to accompany the caster in his or her travels. The animal follows the caster wherever they go, and is able to carry items and assist in melee combat. Abuse of this forest companion is not looked upon kindly by the Gods of Nature.

Ansi

Also: Color

Usage: color [off | sparse | normal | complete]

If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see.

> color off
This command disables all color.
> color sparse
> color normal
> color complete

These three commands turn color on to various levels. Experiment to see which level suits your personal taste.

'color' with no argument will display your current color level.

Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticeable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all.

See also Colorspray, Color Spray

Ant Haul

Usage        : cast 'ant haul' <recipient>
Save         : None

This spell triples the normal weight carrying capacity of the recipient.

Aod Credits

The following are the persons responsible for the creation and maintenance of Age of Dragons:

Coding: ---------------------------------- Gicker, Fistandantilus Administration & Policies: --------------- Unfilled Building: -------------------------------- Unfilled Balance: --------------------------------- Unfilled Builders: -------------------------------- See HELP ZONE AUTHORS

See also Credits, Areas

Areas

Also: Zones, Allareas

Please note that you can also list all areas in the game by typing ALLAREAS or those that are most appropriate for your level by typing AREAS.

Below is a list of the zones presently in Age of Dragons. Appropriate level ranges for these zones is listed as well. WARNING: These level ranges are estimates!

ZoneLevels
Northern Slums of Sanction (level 1-5)newbie (1-4)
Palanthas Graveyardnewbie (1-4)
Solace Training Pitnewbie (1-4)
Bethel Island (Kiri)low (1-7)
The Goblin Camp (Reo, MishI)low (1-7)
The Sewers of Sanction (Eben)low (1-7)
The Snow Wood Conventlow (1-7)
Seeker Outpost (Bran)low-mid (5-12)
The Wizard Academylow-mid (5-12)
Bugbear Cave (Reo)mid (8-15)
Old Portals (Hiddukel)mid (8-15)
Para-Elemental Magma (Bran)mid (8-15)
Road East of Solacemid (8-15)
Sanction Palacemid (8-15)
Shadowpeople City (Sic)mid (8-15)
Solace Imid (8-15)
Solace IImid (8-15)
SolRdtoThelgaard(Majere)mid (8-15)
The Red Moon Festival (Reo)mid (8-15)
The Roads Around and North of Thelgaardmid (8-15)
The Thieves Guild (Hiddukel)mid (8-15)
Black Dragonarmy Camp (Izual)mid-high (13-20)
Ettin Cavemid-high (13-20)
Fireside Tavern / Cultists of Morgionmid-high (13-20)
Huerzyd Temple (Sic)mid-high (13-20)
Lord Anias' Estatemid-high (13-20)
Lord Anias' Estate IImid-high (13-20)
Qualinost IImid-high (13-20)
Que-Shu II (LCR)mid-high (13-20)
Que-Shu Village (Reo)mid-high (13-20)
Road from Sanction and Road to Khurmid-high (13-20)
Road From Sanction to Nerakamid-high (13-20)
Road from Sanction to Neraka Imid-high (13-20)
Tainted Druidsmid-high (13-20)
Undomesticated Island(Areste)mid-high (13-20)
Vingaard Keep (Sargonnas)mid-high (13-20)
City of Morning Dew (Tak)high (16-22)
Darken Wood Ihigh (16-22)
Goblin Warrenshigh (16-22)
Kendermore (Jim)high (16-22)
Khurhigh (16-22)
Khur IIhigh (16-22)
Morning Dew \ FoWhigh (16-22)
Slave Market/Plains (Eben)high (16-22)
Tarsis I (Izual)high (16-22)
Thelgaard Keep (Majere)high (16-22)
Thelgaard Keep II (Majere)high (16-22)
Cult/Grove (Sargonnas)very high (23+)
Lord Anias' Estate(III)very high (23+)
Marsh Temple (Hiddukel)very high (23+)
Marsh Temple (Hiddukel)very high (23+)
Red Dragonarmy Compoundvery high (23+)
Solanthusvery high (23+)
Tarsis II (Izual)very high (23+)
Temple of Chemoshvery high (23+)
The Onyx Obelisk I (Tak)very high (23+)
The Onyx Obelisk II (Tak)very high (23+)
The Onyx Obelisk III (Tak)very high (23+)
Xak Tsaroth (Habbakuk) 20-30very high (23+)
Xak Tsaroth (Habbakuk) 20-30very high (23+)
Palanthas I (Tak)all levels
Palanthas III (Tak)all levels
Plains of Dust I (Tak)all levels
Plains of Dust II (Tak)all levels
Plains of Dust III (Tak)all levels
Plains of Dust IV (Tak)all levels
Qualinost Iall levels
RdBlodetoKhurall levels
RdDusttoSilvanestiall levels
RdPaxtoTarsisall levels
RdShalosttoBlodeall levels
Sanctionall levels
The Road South of Solaceall levels
TheltoPalRoadall levels
TheltoPalRoad2all levels
Village of Keiflore (Dark)–
Wenfyr Mansion (Sicarius)–
Wyverns/Sea Tavern (Izual)–

Armor

Usage        : cast 'armor' <recipient>
Save         : None

This enchantment protects the recipient from both physical and magical attacks with an unseen, yet powerful suit of invisible armor.

Armor of Faith

Usage        : cast 'armor of faith'
Save         : None

This spell casts a magical aura about the intended recipient, protecting them from moderate damage.

Assassin

Also: Assassins

These are the stalkers of man and animal alike. Trained in the arts of stealth and hunting, they often use these skills to attack their targets unaware, and use their stealth to escape if things turn out badly. Often termed as hitmen or bounty hunters, assassins rarely have trouble finding work in a world of relentless turmoil.

Assassins may use most one handed weapons and wear most light armor. Assassins require above average agility and somewhat average intellect.

Assassins in Krynn are typically the hired hand or protector of those who are in need. With the nimble skills of the rogues and a keen mind for magic, they are a force of uncountey talents. Assassins can be found in any city, town, or village, and like the rogues they rarely have much spiritual inclination, but many whisper quick prayers to keep their steps silent and their movements undetected.

See also Classes, Races

Assess

Usage: Assess <obj>

Through the use of this skill, a character is able to test the quality of construction of armor, and the quality of forging or construction for a weapon.

> assess sword

See also Practice

Assist

Usage: ASSIST <person in need>

If Quifael is being beaten senseless by a warg and you feel brave enough to help him, type ASSIST QUIFAEL to hit the warg. Note that the warg will keep hitting Quifael; assist only makes you start to fight whomever the person you're assisting is fighting.

> assist Doctor

See also Flee, Kill, Rescue

Astral Window

Usage        : cast 'astral window' <target>
Save         : None

This divination requires the caster to be outdoors. When cast this powerful spell allows the caster to see his intended victim over great distances.

Attribute

Usage: attribute

Shows your characters attributes in relative terms.

Autobash

Also: Auto Bash

Usage:    autobash
Requires: autobash passive ability, wearing a shield

This ability will toggle on and off the ability to automatically bash (and stand) in combat. When turned on, every 3 combat rounds the character will automatically attempt a bash, and stand for the contingency that he fails the bash.

Autoconsider

Also: Auto Consider

Usage: autoconsider

The autoconsider option allows you to see an indicator to the left of a mob's name when typing 'look'. This indicator will show either how many levels the mob is above your own, below your own, or equal. When a mob's level is more then 5 levels above your own, it will display [!!]. When it is 6 levels below yours or less, it will show [--]. If it is equal it will show [==].

If the mob has more hit points than a normal mob of its level, the above symbols with also display a (xN) notifier which approximates how many more hp the mob has than normal.

Autoexit

Usage: autoexit

Toggles the automatic display of currently available exits. Not all possible exits will be displayed, only those immediately available. If a door is closed it will not show up as a possible exit.

See also Toggle

Autorest

Also: Auto Rest

Usage: autorest

This command causes the person to automatically rest 20 seconds after combat ends. The person must either be soloing, or grouped. In the case of the latter, if the group leader moves while the person is resting, the person will automatically stand before the group leader completes the move, ensuring that the auto-rester will move along with the group.

Avatar

Usage        : cast 'avatar' <recipient>
Save         : None

This is the highest blessing any mortal can receive from their God. The Avatar spell will make the target just that, a demi-avatar of the God they follow. They will have a small portion of the essence of their God for the duration of the blessing, resulting in amazingly heightened powers and abilities.

Backstab

Thief and Assassin only.

Backstab is a way to sneak up on a person and attempt to place your dagger in his back, at exactly the point where it does most damage. A successful backstab gives a damage multiplier, depending on level:

Levels  Multiplier
------  ----------
 1-7        2
 8-13       3
14-20       4
21-30       5

The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping people.

Backup

Also: Reimbursements

Usage: backup
     : reimburse <player name>

The backup command will create a backup copy of your current equipment. It is recommended to be used whenever you obtain a piece of equipment of importance or, for mages, when you scribe a new spell into your spellbook. We warn against using the backup command on a timer or trigger, as you could accidentally save an empty backup after dying or other circumstance where you find yourself without gear.

Staff members may use the reimburse command to restore a person's equipment backup. The recipient must not be wear any gear for this to work. Obviously creating duplicate equipment with this command will result in the loss of your immortal and characters.

Bane

Usage        : cast 'bane' <recipient>
Save         : vs. Willpower

This spell, if successful, will reduce the victim's ability to accurately hit their foe with weapon attacks, as well as a reduced ability to resist mind based spells and affects.

Bank

Also: Withdraw, Deposit, Balance

Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. Can be used wherever you find a banker.

Examples:

> deposit 4p 3s 2g 43c

This would deposit 4 platinum coins. 3 steel coins, 2 gold coins and 43 copper coins.

> withdraw 34s 23c

This would withdraw 34 steel coins and 23 copper coins from the bank.

> balance

See also Gold, Score

Bank

Also: Deposit, Withdraw, Balance

Banks are areas in the world where you can deposit, withdraw and exchange coins. Your bank account starts off at 0. By depositing coins this will increase. By withdrawing coins it will decrease. Below are the following commands used with banks:

"deposit 1s 2g 35c" This will deposit 1 steel coin, 2 gold coins and 35 copper coins intro your account.

"withdraw 4p 5s" This will withdraw 4 platinum coins and 5 steel coins from your account.

"balance" This will show how many coins you have deposited in your account. Note that most bankers cannot see invisible creatures, thus your balance will only be shown if you are visible.

See also Coins, Shops

Barbarian

Also: Barbarians

These are the people of the wilderness, often dubbed as primitive by the "civilized" cultures. The warriors of such tribes and clans excel at combative abilities. Their skills reflect a nature of melee battle, and of seemingly savage, yet effective combat. Barbarians greatly distrust most forms of magic and will refuse to use it in any way. They will wield most weaponry save the most complicated. Their armor is limited to moderate protection, mostly thick animal skins. Barbarians must have above average strength and endurance to live such a hardy life.

See also Classes, Races

Bard

Also: Bards

Bards are the common folk.s source of news, gossip, and entertainment. Their songs and poetry become part of the lore and folk knowledge of the land, bringing history.s heroes and villains to life, telling stories that touch the lives of those who hear them. Bards of good alignment revere Branchala, who teaches them to create beautiful music and poetry to lighten the spirits of those in need and to preserve the legacy of the champions of good. Neutral bards serve Gilean. They focus on the lord of Krynn, from obscure knowledge to commonplace news. The bards of evil worship Hiddukel, using their glib tongues to spread lies, make false deals, and advance their personal status and wealth. Though they worship theses deities, bards are arcane spell casters who make use of primal sorcery. The gift of magical music is usually found among those races with appreciation for art and culture, though even the savage races may have individuals whose chants and drumming produces miraculous effects.

See also Classes, Races

Bardic Knowledge

Usage: lore (object, player or mob name)

Eg. lore longsword
Or lore goblin

This ability allows the bard to tap into the knowledge gained from travel and study across Krynn. With it, they can learn the attributes of many types of objects and beings they come across in their adventures.

Barkskin

Usage        : cast 'barkskin' <recipient>
Save         : None

This enchantment causes the skin of the recipient to become as hard as the bark of a large oak tree, giving the individual greater resistance to physical attacks.

Bash

Fighters, Rangers, Paladins, Barbarians, and Knights only.

The success of a bash depends upon how well you are learned. To bash someone is to attempt to 'knock' that person over. If you succeed you will inflict minor damage, and cause the victim to fall on it's rear. The victim will be unable to issue any commands for 2 rounds of violence. If you miss you loose your balance and fall.

A bash makes you unable to type commands for 2 rounds of violence.

Note that hitting a person who is resting/sitting will inflict 1.5 * damage.

See also Kick, Rescue

Berserk

By using this skill, the barbarian enters a berserker rage, effectively increasing his or her combat abilities considerably. Because of the draining effect of the pure adrenaline rush, and the time it takes to regain the midframe necessary to go berserk, this skill must be rested before it can be used again.

----------------------------------------------------------------------
BENEFITS:
----------------------------------------------------------------------
HITROLL         Level 30+       +3
                Level 26+       +2
                Other Levels    +1
----------------------------------------------------------------------
DAMROLL         Level 30+       +3
                Level 11+       +2
                Other Levels    +1
----------------------------------------------------------------------
MAX HP          Level 30+       +30
                Level 26+       +20
                Level 16+       +15
                Other Levels    +10
----------------------------------------------------------------------
DURATION:
----------------------------------------------------------------------
WITH IMPROVED BERSERK SKILL CHECK       12 rounds
WITHOUT                                  6 rounds
----------------------------------------------------------------------
COOLDOWN:
----------------------------------------------------------------------
Level 26+                       2 ticks
Level 21+                       4 ticks
Level 11+                       6 ticks
Other Levels                    8 ticks
Improved Berserk Skill Check    Divide Amount Above in Half
--------------------------------------------------

See also Skills, Improved Berserk, Advanced Berserk, Epic Berserk

Bless

Usage        : cast 'bless' <recipient/object>
Save         : None

Bestows a measure of good fortune upon the recipient, increasing his prowess in battle and granting some protection against magic. When cast upon an object, this spell permanently blesses it.

Blindness

Usage        : cast 'blindness' <target>
Save         : vs. willpower for no effect

If successful, this enchantment will blind the intended victim, greatly diminishing his prowess in battle.

This spell requires a small black cloth.

Blink

Usage        : cast 'blink'
Save         : None

This spell cause the caster to phase in and out of existence, actually projecting their physical being to another dimension for a split second, and reappearing in a different location up to a few meters away. Thus the effect is that there is a small chance that this will occur as an attack is being made against them, thereby avoiding it altogether, or reducing the damage taken.

Blur

Usage        : cast 'blur' <recipient>
Save         : None

This enchantment causes the recipient to fluctuate in and out of the prime material plane, causing the individual to become more difficult to hit with physical attacks.

This spell requires a tuft of dog hair.

Boards

Age of Dragons uses a board system for in-game persistent communication, in addition to our Discord channel, which is https://discord.gg/FNvZaPu

Below are the associated commands:

read board          - Show the list of posts on the board
read (post #)       - read the specified post number
write               - begin posting a new board message
board reply <post#> - Reply to a post with quoted text (opens editor)
breply <post#>      - Alternate form of board reply command
remove (post #)     - delete the specified post number
board list (page #) - show the posts on the specified page number

See also Mail, Read, Write

Branchala

Branchala, The Bard King, is the patron god of entertainers, musicians, bards and all fun loving creatures and individuals. He has a special liking to elves, kender and the forest. Some believe that Branchala is also the God of luck. His followers tend to wear green robes with yellow trim and with the crest of a harp upon the chest. The elves and people of Goodlund prefer to symbolize him using a flute. Branchala has numerous names across Ansalon. Some others are Songmaster (Goodlund), Astarin (Silvanesti) and Bran (Ergoth). Branchala's constellation is that of a fine and exquisite harp.

See also Gods of Krynn, Gods of Good

Brief

Usage: brief

Toggle "brief mode". When in brief mode, you don't see the descriptions of the room you are in; only the name of the room and the people and objects there. Unless you're very familiar with the area in which you're traveling, however, it is not advisable to use this command. Frequently, you will find small but vital hints in the descriptions of the rooms: An extra peek at your surroundings could mean the difference between life and death!

If you explicitly type 'look', you will always see the full room description, even in BRIEF mode.

See also Compact, Look

Bug

Also: Typo, Idea

Usage: bug <bug report>
       idea <your new idea>
       typo <that nasty typo>

For making useful suggestions and reporting problems to the Powers that Be.

Examples:

> bug the entire game crashes when I type 'put bag in bag'
> idea make a restaurant in Palanthas
> typo 'sence' should be spelled 'sense'

You may also use the bug board for posting these issues.

Bull Rush

Usage : bullrush <target>

As their many abilities dictate, Barbarians often solve their problems through brute strength alone. Bull rush is no exception. The bull rush works much like a shield bash, except the barbarian uses his or her body instead of a shield to perform it. If successful, the barbarian's foe will be forced to its knees, unable to attack for a short period.

See also Bash, Trip

Burning Hands

Usage        : cast 'burning hands' <target>
Save         : vs. reflex for half damage

This enchantment will smite the intended victim with a gushing burst of scouring flames.

Buy

Usage: buy <item name>
       buy #<item number>
       buy n.<item name>
       buy n <item name>
       buy n #<item number>

If you'd like to purchase an item from a shop and have the money, you can buy it. Items can be bought by name, or by their number in the shop listing, and can be bought in quantity.

Examples:

> buy sword        (buy the first sword on the list)
> buy #3           (buy the third item on the list)
> buy 4.sword      (buy the fourth sword on the list)
> buy 10 bread     (buy 10 pieces of bread)
> buy 10 #2        (buy 10 of the second item on the list)

See also List, Sell, Shops, Value, Try

Call Lightning

Usage        : cast 'call lightning' <target>
Save         : vs. reflex for half damage

This enchantment, when cast during a rainstorm, calls forth a thunderous bolt of lightning to strike the intended victim.

Camouflage

This skill allows a druid or ranger to hide themselves in the nearby wilderness. While camouflaged, they must remain perfectly still or they will reveal themselves. Their ability to camouflage themselves is limited to the outdoors, as they are not practiced in the art of hiding indoors or within the confines of a city.

See also Skills, Hide, Stealth

Cast

This command is used to cast a character's spells. A character may only cast a spell that he/she knows and has memorized. The success rate of casting a spell depends on how well the character knows the spell (see SKILLS). As the character casts the spell more often, it will improve. However, regardless of how well a character knows a spell, there is always a chance of failure.

The correct format for cast spells is as follows:

cast 'spell name' <target>

For example:

cast 'blindness' ogre

For direct damage spells, if you are fighting, you do not need to provide a target. The spell will target the mob that the tank is fighting by default.

See also Skills, Spells, Mem

Cause Critic

Also: Cause Light, Cause Serious

Usage        : cast 'cause <light/serious/critic>' <target>
Save         : vs. fortitude for half damage

Upon invocting this spell and successfully touching the target, a wound of depth and severity proportional to the power of the spell and standing of the caster will appear on the target.

Chain Lightning

Usage        : cast 'chain lighting' <target>
Save         : vs. reflex for half damage

When cast, this spell will channel the static electricity in the surrounding area to create dozens of lightning bolts which pierce the target's body from all directions. The effect continues for several seconds which only heightens this already destructive power.

Charm Person

Usage        : cast 'charm person' <target>
Save         : vs. willpower for no effect

This enchantment will enslave another being, bending his actions to the caster's whims. The intended victim must not exceed the caster in power. Charmed creatures can be ordered about by use of the 'order' command.

See also Order

Charm Plant or Animal

Usage        : cast 'charm plant' <target>
Save         : vs. willpower for no effect

This enchantment will enslave a living plant, animal, or person. The plant, animal, or person charmed is under the complete control of the caster. The intended victim must not exceed the caster in power. Charmed beings can be ordered about by use of the 'order' command.

See also Order

Check

Also: Mail, Receive, Message

Usage: check
       message <person>
       receive

The commands used by the various courier services are MESSAGE, CHECK, and RECEIVE. These commands can only be used while at a courier service post office. You must be at least second level in order to use the mailing services.

Examples:

To check and see if you have any mail waiting:
> check
To write mail to Niandra:
> message Niandra
To ask the Scribe to give you your mail, if you have any waiting:
> receive

Stamps cost 150 coins.

Chemosh

Chemosh is the Lord of both Death and Undeath. He controls the fates of all who die and are not claimed by another God. He claims the lost souls of men and women. He claims the service of all who are cursed into undeath. His followers are generally either the undead themselves, or cultist who create and control these undead, as well as those who deal in the art of death itself. Chemosh's followers wear black robes lined with a sickly yellow trimming. They wear white skulls masks over their faces and a holy symbol of a yellow skull. Chemosh is known under several names throughout Krynn, among there being Aeleth (Ergoth), Dron of the Deep (Tarsis), Chemos Jolten (Icewall) and Khelmax (Thorbardin). Chemosh's constellation is that of a ram's skull in the heavens.

See also Gods of Krynn, Gods of Evil

Chill Touch

Usage        : cast 'chill touch' <target>
Save         : vs. fortitude for half damage

The frigid chill conjured by this enchantment will sap strength and vigor from the intended victim, in addition to inflicting severe frostbite.

Chislev

Chislev is Nature Incarnate. He/She rules the world of nature preferring the beauty of it's entirety rather than focusing on a single point. It is rumored that Chislev has legions of animated wooden servants who carry out her wishes in the world. Her followers tend to wear brown robes trimmed in yellow and green. Chislev is symbolized by a dull pink star in the heavens which astrologers claim to be another planet.

See also Gods of Krynn, Gods of Neutrality

Chords of Revival

Usage:     sing chords-revival

This light hearted tune has great power indeed. Through the simple humming and singing, the bard can let the worries of his allies slip away, thus allowing their bodies to regain stamina much faster. With such stresses gone, The group can often move on far quicker than they would be able to without such blessings.

See also Sing

Circlemud Credits

C  I  R  C  L  E  M  U  D     3  .  0

CircleMUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at Johns Hopkins University's Department of Computer Science. All code unique to CircleMUD is protected under a copyright by the Trustees of the Johns Hopkins University. Many, many people contributed to CircleMUD in one way or another throughout the course of its development. Although it's impossible for me to remember them all, I'd like to extend special thanks to certain people:

-- Jeff Fink, for submitting a veritable mountain of excellent code. -- Chris Epler and Chris Herringshaw for extensive beta-testing and bug reporting. -- Furry (Alex Fletcher), for single-handedly managing Circle's world files -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other code and area submissions. -- Jean-Jack Riethoven for porting the code to the Amiga, and David Carver for porting it to OS/2. -- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU. -- The DikuMUD folk, and the good old WhatMUD implementors Dave & Justin, for starting the ball rolling. -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being there in the very early days of Circle's development. -- And, of course, Sharon, Ben, Erica, Aly, and Josh, for keeping me sane.. ..plus everyone else in the Circle community who has submitted material!

Thanks everyone!

Anonymous FTP: ftp.cs.jhu.edu:pub/CircleMUD

Author's E-Mail: jelson@jhu.edu

URL: http://www.cs.jhu.edu/~jelson/circle.html

Mailing List: circle@pvv.unit.no

See also Credits

Clan Commands

Below is a list of commands pertaining to clans:

COMMAND          USABLE BY        DESCRIPTION
--------------------------------------------------------------------------------
clans            Anyone           Lists clans in game
capply           Anyone           To join a clan
cdismiss         Officers/Leaders Kick person out of clan
cjoin            Anyone           Alias for capply
ckick            Officers/Leaders Alias for cdismiss
clanassign       Officers/Leaders Change member's rank
clancreate       Staff            Create new clan
clandelete       Staff            Delete a clan
clanedit         Leaders          Edit clan info
claninfo         Anyone           Detailed clan info
clanranks        Leader           Add/Del/Edit clan ranks
clanset          Staff            Add person to a clan w/ rank
clantalk         Clan Members     Talk to your clan
cquit            Clan Members     Leave your clan
cranks           Leader           Alias for clanranks
cresign          Clan Members     Alias for cquit
csay             Clan Members     Alias for clantalk
ctalk            Clan Members     Alias for clantalk
cttell           Clan Members     Alias for clantalk
cwho             Clan Members     Lists members in your clan

See also Clans

Clans

Clans represent groups of like-minded individuals who have gathered together to form an organization. On this MUD all of the clans are official theme-specific organizations that exist in the official media of the theme.

You may join any clan at their lowest rank by typing CJOIN (CLAN NUMBER). You can get the clan number by typing 'clans'.

See also Clan Commands

Clashing Rocks

Usage        : cast 'clashing rocks' <target>
Save         : vs. reflex for half damage and prone resistance

This druid spell will cause two huge stones to slam into the target from either side. In addition to massive damage, it will also force the target into a sitting position for two rounds if the target fails a reflex saving throws.

Clear

Also: Cls

Clears the screen.

Cleric

Clerics are the torches of faith in Krynn, spreading their religion to all who are willing. They serve under the direct purpose of the God which they follow, and as such devoted servants are granted a wide variety of spells, mostly of a healing or protective nature. Clerics can use most forms of armor and will wield only blunt weaponry. Clerics must be more wise and worldly than average and possess relatively average reason and intellect.

See also Classes, Races

Coins

Usage: coins

This command will display a characters current amount of coins.

Coins

Also: Money

The monetary system used by Age of Dragons includes four types of coins: Copper, Gold, Steel, and Platinum. The values of these coins are listed in the following chart:

Coin         Copper     Gold      Steel     Platinum
=======================================================
Copper          1        1/10      1/100     1/1000
Gold            10         1        1/10      1/100
Steel           100        10         1        1/10
Platinum       1000       100        10         1

Handling these different types of coins is simple. If you wanted to make reference to a particular type of coin, you would simply include a numerical quantity followed by the coins type or abbreviated coin type. Abbreviations of coin types can be reduced to a single letter. Some examples of handling coin types follow:

> drop 1c 1s
  This would drop 1 copper and 1 steel coin
> give 5p 6c Gilean
  This would give 1 platinum and 1 copper to Gilean

See also Deposit, Bank, Group

Colorspray

Also: Color Spray

Usage        : cast 'color spray' <target>
Save         : vs. reflex for half damage
             : vs. willpower for no effect

This enchantment will direct a kaleidascopic torrent of shifting hues and colors at the intended victim, smiting him with stunning force. It also has a chance of blinding the foe as well.

Combat

The following commands are used when doing battle with a foe on the MUD. Help is available for each command via the normal methods.

KILL WIELD FLEE ASSIST CONSIDER GROUP UNGROUP WIMPY

There also various spells and skills which are quite useful in combat situations.

See also Spells, Skills

Combat Tactics

Also: Tactics

Usage        : tactics <type of tactic>
             : tactics list
             : tactics clear

This fighter ability allows them to formulate a combat strategy and in effect boost the abilities and prowess of themselves and their group-mates depending on the type of tactic undertaken.

As the fighter grows in ability they will be able to use additional tactics and be able to have more than one tactic in effect at the same time.

Typing tactics list will display the available tactics. Typing tactics clear will remove all tactics on yourself and your group.

The tactics will last until the person logs off.

Commands

Usage: commands

The COMMANDS command gives a canonical list of all the known verbs.

Each command listed should have help available by typing "HELP <command>".

See also Social, Socials

Communication

These commands are used for interaction with the other players on the MUD. Help is available for them via the normal method.

SAY GSAY SHOUT TELL ASK WHISPER MAIL RECEIVE CHECK SOCIALS INTRO GREET REPLY EMOTE

Compact

Usage: compact

This command toggles the extra blank line output to your screen after each command. Useful if you have a small display.

See also Brief

Conclave of Wizards

The Conclave of Wizards is a certain magic guild on Krynn. They are composed of the most powerful wizards in the known world, and have a rich history of accomplishments and disasters. The Conclave of Wizards was created in the Time of Light in order to control and prohibit the devastating and chaotic effects of wild and renegade magic. They have built many monuments and magical strongholds, some of which were destroyed before or during the Cataclysm for various reasons. The Conclave of Wizards is split up into three orders. The Order of White Robes represent Solinari and good magic. The Order of Red Robes represents Lunitari and neutral magic. The Order of Black Robes represents Nuitari and evil magic. All three of these Orders work together to promote the acceptance, use and balance of magic in Krynn.

The Conclave of Wizards states that all apprentices who reach a certain mark of skill must take "the test" before continuing their studies. This test is never the same for any two people, and often is not even a physical quest. Quite often the entire test occurs in the dreams or mind of a mage. The failure of such a test is death.

Those who pass are granted entrance into the Conclave and assume an apprenticeship under a mage of the order they choose. Any who choose to continue their studies of magic without taking the test are labeled renegades and hunted by the Conclave, the result varying depending on which order a mage belongs to who comes across a renegade.

See also Magic, Spells, Mage, Dragonlance

Cone of Cold

Usage        : cast 'cone of cold' <target>
Save         : vs. reflex for half damage

This spells creates a raging horizontal whirlwind of swirling and frigid wind and ice crystals that advance toward the target and attempt to freeze and shred the victim. The intensity and size of the cone is dependent on the ability of the caster.

Consider

Usage: consider <monster>

This command will compare your Level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. Consider does not take hitpoints/special attacks/damage into account.

Example:

> consider fido

See also Hit, Kill

Constricting Coils

Usage:     cast 'constricting coils' <tagret>
Save :     each round vs. willpower to cancel effect

This spell constricts the target as if by the coils of a large snake, taking bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects.

Contagion

Usage:     cast 'contagion' <tagret>
Save :     vs. fortitude for no effect

This spell inflicts its target with a burning plague that constantly reduces the health and stamina of the intended target. This disease is doubly dangerous for a person who has this plague can unwittingly pass it onto others that are nearby.

Continual Flame

Usage        : cast 'continual flame'
Save         : None

This spell creates a glowing ball of harmless magical flame that persists indefinitely and can be held as a light to be used as a light source.

The flame will last until the character exits the game and disappears if dropped.

Continual Light

Usage        : cast 'continual light'
Save         : None

This spell conjures forth a magical ball of light which can be used to\ illuminate areas for up to 24 hours.

Control Weather

Usage        : cast 'control weather' <'better/worse'>
Accumulative : Yes
Save         : None

This enchantment will change the condition of the current weather.

Create Food

Usage        : cast 'create food'
Save         : None

This enchantment instantly creates an edible loaf of waybread. This magical nourishment will satisfy the consumer for a time proportionate with the caster's power.

Create Water

Usage        : cast 'create water' <drink container>
Save         : None

This enchantment instantly fills the specified drink container with cool refreshing water, in a quantity proportionate to the caster's power.

Credits

The following help files will give the credits for Age of Dragons MUD.

AOD CREDITS -- The creators of Age of Dragons MUD in specific. CIRCLEMUD CREDITS -- The creators of CircleMUD, AoD's source code. DRAGONLANCE CREDITS -- The creators of Dragonlance, the world upon which AoD is based.

Cripple

Usage        : cast 'cripple' <target>
Save         : vs. fortitude for no effect

The successful casting of this spell creates extremely intense sharp pains to run through the legs of the target, thereby forcing them to fall to the ground and preventing their ability to stand back up for the duration. The target is still able to conduct battle if attacked, albeit with decreased ability.

Critical Strikes

Also: Critical Hits

Each weapon attack one makes has a chance to be a critical hit. A critical hit will result in an automatic hit, and will increase damage by an amount based on the character's level.

See also Improved Critical Hit

Cure Blind

Usage        : cast 'cure blind' <recipient>
Save         : None

This enchantment will cure the intended recipient of any form of magical blindness, with the exception of blindness caused by donning cursed items.

Cure Critic

Usage        : cast 'cure critic' <recipient>
Save         : None

This enchantment heals grievous injuries in the intended recipient, causing seemingly critical injuries to close seamlessly.

Cure Disease

Usage       : cast 'cure disease' <recipient>
Save        : None

This spell will remove any and all diseases from the afflicted target. It does not protect them from contracting a disease again.

Cure Light

Usage        : cast 'cure light' <recipient>
Save         : None

This simple enchantment will heal minor scrapes and injuries in the intended recipient.

Cure Serious

Usage        : cast 'cure serious' <recipient>
Save         : None
This enchantment heals moderately serious wounds and injuries in
the intended recipient.

Curse

Also: Bestow Curse

Usage        : cast 'bestow curse' <target/object>
Save         : vs. willpower for no effect

This long-lasting enchantment will weaken the unfortunate victim and increase his susceptibility to paralysis. The curse will also hinder the operation of several beneficial spells. Its affects on objects are permanent.

Daergar

The Daergar are the dark-dwellers and the most adept at living underground. They have the furthest infravision of any dwarven races, and are not comfortable in direct sunlight. They are the most ambitious miners in Thorbardin, and were the first to develop steel, although the metal was brittle until the Hylar came along. This sub-race is quick to use violence, and to do so brutally. Warriors of this sub-race often slay each other in duels, though public policy forces them to take their duels outside of the cities borders into the warrior tunnels.

See also Dwarf, Dwarves

Daewar

The Daewar originally had nothing to do with the other clans, until Thorbardin was founded. Their home was originally Sky' End Peak, where they lived a solitary life, but with a permanence and dignity that escaped their cousins. The Daewar are skilled merchants, and have the most dealings with the Theiwar and Daergar. The thane of the Daewar is Gneiss Truesilver.

See also Dwarf, Dwarves

Damage Reduction

The strength of the barbarian class is clearly their raw power. They charge into battle without fear and seem to be impervious to any wounds that they might receive. A skilled barbarian can shrug off blows far better than any other warrior, and this ability increases as they grow in skill.

See also Toughness

Dancing Sword

Usage: cast 'dancing sword'

This spell causes an animated sword to appear at your side, dealing damage each round to your targetted foe. There is a small chance each round that the blade will reduce the enemy's strength.

Dargonesti

The Dargonesti are a race of shy sea elves, also known as deep elves. They have slender bodies with long, webbed fingers and toes. They have large violet eyes, dark blue skin, and hair the color of seaweed. Dargonesti avoid all contact with other races, although they can breathe both air and water. Dargonesti are repulsed by violence and war and therefore only enter combat when necessary. The leader of the Dargonesti is known as the Speaker of the Moon, but no Dargnesti has yet risen to claim the position.

See also Races, Elf, Elves

Deadly Juggernaut

Usage: cast 'deadly juggernaut'

This spell increases the caster's hitroll, damroll, strength, constitution and damage reduction by 1 for the duration. With each killing blow the caster makes during the duration of this spell, the bonuses provided by the spell increase, to a certain maximum. However, this will only occur if the enemy is higher level than the caster, or no more than 4 levels lower.

Death

Also: Fates

Death is an unfortunate part of the game. When your player is killed, they will lose a great deal of experience, increasing as your player's level increases.

There is also an aspect of the game called "fates". Fates are more or less the number of lives your character gets. You start off with a large number of these fates, and have a chance of getting additional ones with each level you attain. Every time you are killed, you lose one of these fates. Death from another player and death from a monster are counted against different limits. Also, new characters (levels 1-5) do not lose fates when they die. Once you run out of either type of fates (i.e. none remaining), you character is dead permanently.

Using the attribute command will inform you when you are running low on either type of your fates. Also note: deaths of any kind no longer result in the loss of any ability stats.

See also Experience, Attribute

Defensive Harmony

Usage        : cast 'defensive harmony'
Save         : None

This defensive spell when cast causes a blue aura to surround everyone in the casters party. While affected by the defensive harmony, all party members become less likely to be hit.

Demon Summon

Usage        : cast 'demon summon'
Save         : None

This dangerous spell summons the foulest of creatures from the Abyss into the Wizard's presense, much to the demon's dislike. Only the most powerful Archmagi are able to gain control over the rampaging fiends, while lesser wizards usually suffer greatly from the wrath of the demon. Once loosed on the world, the demon must be slain to be returned to its plane.

See also Pentagram

Descant of the Clash

Usage:     sing descant-clash

The descant of the clash is a popular war song, often sung by an entire legion of soldiers, their voices carrying over the din of battle and inspiring their comrades to fight harder and with more courage. As such the song increases their abilities to inflict hurt on their enemies and sharpens their wits to avoid unforeseen calamities, whether it be by reflex, stout body or pure willpower.

See also Sing

Descriptions

A character's descriptions are what is used to describe what the character looks like, and vary according to the action used. Below are a list of the different kind of descriptions a character will have.

Title - The character's title, shown in the "who screen". Short - Used to replace the character's name when performing actions. Long - Used to describe the player when someone performs a "look". Main - Used to describe the player when someone looks at him/her.

Please refer to these separate help files for more information:

See also Title, Short Desc, Long Desc, Main Desc

Detect Invisibility

Usage        : cast 'detect invisibility'
Save         : None

This spell enables you to see invisible items and players.

This spell requires a small pinch of talc.

Detect Magic

Usage        : cast 'detect magic'
Save         : None

This spell will let you see the magical aura surrounding magical objects.

Detect Poison

Usage        : cast 'detect poison' <victim/food/drink container>
Save         : None

When cast upon food or drink (drink containers) you will be able to sense if it is poisoned. It can also be used to sense if a person is poisoned as well.

Devote

Also: Deity, Deities

Usage: devote <name of deity>
       devote info <name of deity>
       devote list <good|neutral|evil|lawful|chaotic|all>
       devote none
Usage: deity
       deity <ability number from deity command>

The devote command allows you to devote yourself to the worship and teachings of a specific deity. Doing so will allow you have access to specific abilities tied to that deity, unlocked every 10 levels starting at level 1. Also, it enables other abilities unlocked every 10 levels starting at level 5, that are common to all deities.

These abilities can be used with the 'deity' command. Typing 'deity' will list the abilities you have unlocked, along with a number assigned to each from 1-7.

To use a deity granted ability type deity <1-7> where the number is the corresponding number given in the list obtained from typing 'deity' by itself.

Diagnose

Usage: diagnose [character]

Through subtely and distracting glances and actions, a rogue may determine the condition of a foe with a quick glance, and without the target's knowledge.

See also Consider

Diamond Body

Usage: automatic

This ability gives monks resistance to all kinds of poisons, eventually becoming almost completely immune.

Diamond Soul

Usage: automatic

This ability gives the monk a bonus to all saving throws equal to their level / 6.

Dimernesti

Dimernesti, known as Shoal elves, are a proud and secretive race of sea elves. They have bluish skin and large, dark eyes that are either deep green or deep blue. They have webbed fingers and toes. They prefer skin tight clothes in tones of green and blue. Although they avoid other races, they can breathe both air and water. Dimernesti are aggressive and agile.

See also Races, Elf, Elves

Disarm

Usage: Disarm <creature>

The DISARM command attempts to knock your opponents weapon from its grasp. Using this command without argument will attempt to knock the weapon from the grasp of the creature you are presently fighting.

> disarm puff
> disarm

Disciplined Defense

Usage: (Passive)

This ability allows the knight to swap his dexterity score for his constitution score in determining armor class bonus normally obtained from high dexterity.

Disguise

This ability allows a rogue to disguise themselves under several ruses. While disguised, they appear to others as the chosen disguise. The number of disguises a rogue may use increases with their own experience.

See also Skills

Disintegrate

Usage        : cast 'disintegrate' <target>
Save         : vs. fortitude for half damage

This spell attacks the very physical existence of the target itself, attempting to disrupt the fibers of material from which the target is made of. The effect is extremely painful and quite devastating for those who survive, and weaker foes will easily be reduced to a pile of grey dust. Rumor has it that the inspiration of this spell's research was based from a failed Gnomish invention.

Dispel Evil

Usage        : cast 'dispel evil' <target>
Save         : vs. willpower for half damage

This spell turns the evil within the intended victim against him, causing damage of great magnitude.

Dispel Good

Usage        : cast 'dispel good' <target>
Save         : vs. willpower for half damage

This spell punishes creatures of good alignment, causing damage of great magnitude.

Dispel Magic

Usage        : cast 'dispel magic' <target>
Save         : None

This spell, if cast successfully, will remove magical effects from the target specified. If no target is specified it will default to the caster.

Display

Also: Prompt

Usage: display < H | V | X | T | M | all | off >

Modify your prompt to show your hit points and/or movement points.

> display hv          Display hit points and movement points
> display off         Return to normal display
> display all         Display hit and move points

Legend:
H = Display Hit Points
V = Display Move Points
X = Display Experience Needed to Level
T = Display MUD Time
M = Display Opponent Info

See also Toggle

Divine Bond

Usage: divinebond

This ability allows the paladin to gain special bonuses when wielding a weapon that has been blessed with the bless spell.

The divine bond gives the following bonuses:

Requires: -- wielding a weapon that has been blessed. -- A successful divine bond skill check has been made.

LEVEL  EFFECT (CUMULATIVE)
3      +1 to all weapon related hit and damage rolls.
8      +2 damage against foes with alignment opposite yours.
14     +1 damage against neutral foes.
20     +1d4 damage when attack roll is a natural 20.
24     +1d6 damage when subduing others. +1 damage to all opponents.
28     a 10% chance for an extra attack each round.

Divine Favor

Usage: cast 'divine favor'

This spell improves the hitroll and damroll of the paladin by an amount based on the paladin's level.

Divine Power

Usage        : cast 'divine power'
Save         : None

This spell increases the combat prowess of the caster, improving their ability to hit with weapon attacks, damage done by weapon attacks, their physical strength and overall health and capacity to withstand damage.

Dodge

This ability allows the rogue to dodge attacks altogether, using agility and practiced acrobatics. Even if a dodge is not completely successful, the rogue can sometimes avoid the full brunt of the attack, thereby lessening the damage received.

See also Skills, Parry, Shield Block

Doom

Usage        : cast 'doom' <target>
Save         : vs willport for no effect

When cast, this spell imbues the target with a dooming effect, forcing them to become less likely to resist against mind altering spells. During combat, the victim also becomes less likely to hit their opponent.

Double Attack

Usage: Automatic

This skill allows a character a chance to attack more than once with their primary weapon. This chance is based on your level of practice in the skill.

See also Dual Wield, Kill, Hit, Practice

Draconians

Draconians are strange dragon-like humanoids that have recently started to appear across Ansalon. They are quite large, standing around 6 feet tall and weighing well over 200 lbs. They are covered in tough scales which serves as a natural armor for them. Their mouths are rimmed with several rows of razor sharp teeth and a forked tongue. The commonly use jagged or serrated blades in battles, sometimes even resorting to using their long and sharp claws. Short, leathery wings used for gliding sprout from their back. Of the known Draconians, there are 5 different types, all of which are rumored to be spawned from the eggs of good dragons in some dark and evil rite.

BAAZ: These Draconians have shiny brass scales. They are the smallest of the Draconians, yet still large and intelligent. Sources reveal that when killed, a Baaz Draconian will turn to stone, sometimes entrapping the killing weapon within.

BOZAK: These draconian have lustrous bronze scales and commonly wear dark colored robes. They are known as proficient wielders of magic, although there is little proof available at this point. When killed, the bones of these Draconians explode, sending killing shards into the flesh of all nearby.

KAPAK: A sleek draconian of coppery scales, these Draconians are widely reputed as the assassins of the Dragonarmies. They frequently make use of poison, and some believe that they can secrete or produce some sort of poison naturally. When killed, this draconian melts into a pool of hissing and scalding acid which quickly spreads to the feet of those nearby.

SIVAK: The existence of this draconian is dubious, though many sources are adamant in their reports. Said to have extremely hard silver scales, they have the ability to change into the form of the victims they have killed. It is said that when killed themselves, these Draconians will change appearance again... to what is not clear. Some say that Sivaks, unlike the other draconian, possess wings that allow them to fly, instead o simply being limited to gliding.

AURAK: Also a sketchy example, these draconian are but mere rumors. They apparently have golden scales of a toughness equivalent to a full set of plate armor. They excel at magic, many of them archmages of their own right. No reports have been given about what happens when this draconian is killed. Perhaps because none have ever been killed or perhaps since the effect kills the killer. Rumors state that Auraks are wingless, unlike their cousins.

See also Dragonlance, Dragons, Dragonarmies

Dragonarmies of Takhisis

With the rumors of dragons and strange dragon men come those of a large and powerful army known only as the Dragonarmies of Takhisis. There has been no official word or factual information but many assumptions have been made.

First of all, the validity of these rumors. While those of the dragons and dragonmen seem quite outlandish, the ones concerning the Dragonarmies seem to be an unfortunate truth. There has been no word or trade with the roguish city of Sanction in quite some time and suspicion is that these armies have captured it. In fact, most of the eastern realms have been very quiet of news lately, and so fears have been heightened.

Many mercenaries and travelers have come to Solamnia with tales of these Dragonarmies. Many seem to be extremely far fetched, but the information that has been pieced together is as follows:

*There are 5 different wings of the Dragonarmies. The red, blue, green, black and white. It is assumed these bear symbolic representation of the respective chromatic dragons of legend.

*Each Dragonarmy is led by a Highlord, essentially a master general, who leads their entire wing. It is said that these highlords are not limited by race or gender.

*The Dragonarmies are rumored to have entire flights of dragons, of the appropriate color, as well as the dragon men which have been referred to as Draconians. Although these are seen only as campfire stories, it is important to make note of nonetheless.

Let us pray that this information is indeed simply a rumor, for if it is the truth, Ansalon may find itself in dire times indeed. May Paladine guide our hearts and swords.

Sir Chandrin of Klantis, Solamnic Knight of the Sword

See also Dragonlance, Role Playing, Alignment

Dragonlance

Age of Dragons is a MUD based on the Dragonlance world created by TSR, Inc. The MUD is non-profit and seeks only to provide entertainment for it's players. All Dragonlance material is used with permission and is a registered trademark of TSR, Inc.

For those unfamiliar with the Dragonlance world, the world extends far beyond the reaches of this MUD. There are a multitude of web pages out there dealing with Dragonlance. Dozens of novels have been written by skilled writers about Krynn. Many Sourcebooks have been written, even a role playing game for Advanced Dungeons & Dragons and Dragonlance SAGA systems. There are also computer games and video games which are set in the Dragonlance world.

Many fans of Dragonlance converge to discuss Krynnish topics on alt.fan.dragonlance, a USEnet newsgroup.

Below are some help files on some of Krynn's more major aspects.

If there is a Dragonlance topic you would like to see as a help file, feel free to let an immortal know through MUD mail or by posting on the boards.

CONCLAVE OF WIZARDS

DRACONIANS

DRAGONARMIES OF TAKHISIS

DRAGONS

GODS OF KRYNN

KNIGHTS OF SOLAMNIA

Please note that while Age of Dragons strives hard to make this mud resemble Krynn as possible, there will undoubtedly be inconsistencies due to the maintenance of mud balance. Please keep this in mind when making comments or suggestions.

See also Credits, Role Playing, Alignment, Areas

Dragons

Dragons are large winged creatures of legends. They are mostly children's stories, and few are those who actually believe in their existence. However, there have been numerous historical records which include dragons. So either these stories were quite popular, or there is at least some amount of truth to them.

It is said that there are two main kinds of dragons. The Chromatic Dragons (red, blue, green, black, white) ruled by Takhisis. And the Metallic Dragons (gold, silver, bronze, copper, brass) ruled by Paladine. There are many legends and stories concerning dragons in Krynn's history.

See also Dragonlance, Draconians

Draw Upon Holy Might

Usage        : cast 'draw upon holy might'
Save         : None

When cast, the god/goddess of the paladin grant him/her a varied amount of their own stength. The more worthy the paladin, the more of a benefit is bestowed upon them.

Drop

Usage: drop <item>
       drop all.<item>
       drop all
       drop <number> coins

If you lose interest in a carried item, you can drop it on the ground.

> drop bottle
> drop all.bread
> drop all
> drop 1000 coins

See also Get

Druid

Druids are the protectors of Nature, believing in the sanctity of the natural world. Although they worship Gods of several faiths and alignments, they all have a similar goal for the most part in defense of nature. Druids receive a wide variety of spells from their patron God. They may only use weapons and armor of natural materials, save for a few select items used in ceremonies. Druids must possess above average wisdom and social skills.

See also Practice, Spells

Dual Wield

Usage: Automatic

By the use of dual wield, warriors and rogues are able to attack twice in one round of combat. In order to do so, the attacker must "wield" a one-handed weapon, and then "hold" another one-handed weapon. Some weapons are not made for offhand use, and thus cannot be held.

Dwarf

Also: Dwarves

Dwarves are relatively short people. They are generally much stouter and more rotund than humans. Most have hair which ranges from brown black to gray. They are an extremely proud and stubborn people, and have a great lust for gold, gems and other wealth. Dwarves are the most skilled worker on Ansalon, be it in blacksmithing, mining or architecture. They are a hardy race but due to their stocky stature, are less agile than many of the other races.

Dwarves have natural infravision and are able to shrug off 1 point of damage each time they are damaged.

See also Races, Neidar, Hylar, Daergar, Aghar, Theiwar, Zakhar, Daewar, Klar

Earthquake

Usage        : cast 'earthquake'
Save         : None

This spell calls upon mother nature to shake the ground violently. The weak are swallowed into the earth, while those that survive sustain heavy damage.

Eat

Also: Drink, Sip, Taste

Usage: eat <item>
       taste [from] <item>
       drink [from] <item>
       sip [from] <item>

If you're hungry or thirsty, these commands are for you!

> eat bread
> taste bread
> drink from cup
> sip fountain

Ego

Usage: ego

Certain items (equipment, weapons, etc) that are endowed with special powers or affects carry with them a rating known as an 'ego' value. The more powerful the item, the higher this ego value. Player characters are assigned an ego limit based on certain factors, and can not rent equipment in excess of that limit. (Note: the innkeepers will inform you that you have exceeded this limit with the message: "I'm afraid I can not assure the safety of all of your items" when you ask for an offer.)

The ego command informs you of how close you are to your ego limit.

See also Rent, Offer

Elf

Also: Elves

Elven are a fair-skinned race with eyes usually of blue or brown. They have pointed ears and usually never stand over six feet tall. The members of this race is lighter and more agile than most others. Most elves are somewhat arrogant an haughty, believing themselves to be the chosen of the Gods, and thus superior to the other races.

Elves have natural infravision, and get +1 to hit with all weapon/unarmed attacks.

See also Races, Silvanesti, Qualinesti, Kagonesti, Dargonesti, Dimernesti

Emote

Also: :

Usage: emote <message>
       : <message>

Show people what you're feeling. The shorthand is ":".

"emote <string>" will display your name, then the string.

Example:

If your name is "Helt",

> emote is feeling very sad today.

will display:

Helt is feeling very sad today.

See also Socials

Empty Body

Usage: emptybody

This ability allows the monk to take a semi-ethereal state. While in this state, they are invisible, and gain the ability to sense the presence and nature of most beings and unseen objects in their immediate vicinity.

Enchant Weapon

Usage        : cast 'enchant weapon' <weapon>
Save         : None

This spell will endow ordinary weapons with magical properties. The affects on the weapon are permanent and proportionate to the caster's power.

Encircle

This powerful skill allows a rogue to distract a foe so that they can slip behind them and stab them from behind. The conditions are twofold. The rogue must be using a piercing weapon to perform this skill successfully, and they must not also be the direct target of the opponent, they must merely be assisting in the battle.

See also Skills, Backstab

Endurance

Endurance is the ability to perform acts of great exertion without getting tired. For adventurers and travellers this often means a person with great endurance can travel far longer and thus further than a normal person.

Energy Drain

Usage        : cast 'energy drain' <target>
Save         : vs. fortitude for no effect

This spell inflicts minimal damage to the intended victim, but slowly drains his life experiences.

Enhance-Items

Usage: enhance (weapon/armor piece)

This command allows you to enhance the quality of weapons and armor pieces in exchange for quest points. Quest points are, as one might assume, obtained from completing quests. Items can be enhanced multiple times and will improve the quality of the item one step, using the following chart:

Unenhanced -> Exceptional -> Superior -> Phenominal -> Legendary

Only certain mobs allow this to be done. One such mob is Jundrik in Solace.

Enlarge

Also: Enlarge Person

Usage        : cast 'enlarge' <target>
Save         : None

The target of this spell will grow considerably larger resulting in a greater body mass, thus larger muscles which in turn means heightened strength. The more apt the caster, the larger they are able to make the target grow.

This spell requires a pinch of powdered iron.

Entangle

Usage        : cast 'entangle' <target>
Save         : vs. reflex for no effect

By invoking the wrath of their natural surroundings, the casters of this spell bring forth a wild torrent of flailing vines. These vines and other various foliages wrap themselves around the victim, holding them fast. This not only keeps the victim from running away, but easier to hit as well.

Enter

Usage: enter [place]

If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter window'.

Envenom

Usage: envenom <weapon to poison> <poison being used>

Poison is the hallmark of the successful assassin. Though dangerous to use, the effects of poison can often finish a fight well before it has started, and if not, it will severely weaken a fleeing quarry. All rogues of veteran standing are trained in the use of poison, and are thus able to apply any venoms they might come across to their blades. Some of these poisons simply weaken the target, while others can kill outright as soon as they enter the bloodstream. A rogue must be very careful, especially when he is first learning about poisons, for he might end up poisoning himself in the application process.

Epic Berserk

Usage: (Passive)

All enemies of the barbarian now suffer -2 to their weapon hit rolls while the barbarian is berserking.

Epic Great Weapon Fighting

Usage: (Passive) (Wielding a Two-Handed Weapon)

When wielding a two handed weapon, the barbarian has a 5% chance per successful hit to apply a bleed attack dealing 1 hit point per round. The bleed lasts for 5 combat rounds (or game hours outside of combat). The bleeds can stack indefinitely. Each time the bleed is applied, it resets the number of rounds to 5, and adds 1 hp of damage to the bleed.

If a bleed wears off before another bleed is applied, they will not stack.

Epic Shield Defense

Usage: (Passive)
Requires: using a shield

This ability gives the knight a greater chance to block attacks with his shield.

Examine

Usage: examine <thing to examine>

May give you some valuable information about an item or monster.

See also Look

Exits

Usage: exits

Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here - you have to THINK in order to locate those.

See also Autoexit

Experience

Also: XP

Whenever you kill a monster or a player, you earn experience points. When enough experience points are earned, you raise a level. Things you should know about experience points:

  • When damaging a monster, you get experience points.
  • If you kill a monster of higher level than yourself, you get bonus experience points. If killing a monster of lower level you'll gain less experience points.
  • The more often you kill a specific monster, the less you experience you will get for each kill, until you begin to kill other monsters.
  • For each spell you cast, you will gain experience, increasing as the level of the spell increases.

See also Group, Score, Kill Lists, Death

Expertise

Warriors of Krynn have mastered the art of defensive swordplay, and their expertise makes them able to parry blows that no other profession would hope to block. This enhances their parry skill, often leaving their opponents wondering how they will get past the warrior's already honed defenses.

Faerie Fire

Usage        : cast 'faerie fire' <target>
Save         : vs. willpower for no effect

This alteration spell of the sphere of weather allows the caster to engulf his or her adversary in light purple flames. These flames do not hurt the victim in a direct manner, but makes the victim much easier to see, and thus easier to hit.

Fast Talk

Also: Diplomacy

Usage: automatic

The use of words is often overlooked by the common warrior, but without a doubt words can be as powerful as a keenly sharpened blade in some scenarios. Though methods differ between those who use them, a quick wit and glib tongue can often prevent or delay many battles from occuring, either giving the user the oppurtunity to leave, or prepare themselves more for the coming battle. The highly experienced denizens of Kyrnn do not often stand for such negotiation, and thus against these foes it is best to be prepared before your meeting, as they may not stop to listen to you at all.

Favored Enemy

Usage:     automatic

Rangers are well known for their abilities in wildlore and the favored enemy skill is a direct representation of this. Throughout the travels of every ranger, tricks and skills are picked up that relate to each kind of creature out there. The ranger begins to notice how these creatures react in certain situations and modifies his fighting style to fully take advantage of these habits. Thus they are able to hit more often and deal more damage when they battle against these foes.

LEVEL         FAVORED ENEMY               LEVEL         FAVORED ENEMY
~~~~~         ~~~~~~~~~~~~~               ~~~~~         ~~~~~~~~~~~~~
  1             Humans                      12          Animals
  2             Elves                       14          Beasts
  3             Half-Elves                  16          Plants
  4             Gnomes                      18          Giants
  5             Dwarves                     20          Draconians
  6             Minotaurs                   23          Abberations
  7             Goblins                     26          Constructs
  8             Kender                      29          Extra-Planar Creatures
  10            Other Humanoids

Fear

Usage        : cast 'fear' <target>
Save         : vs. willpower for no effect

This enchantment strikes fear into its intended victim. This fear can become so great that the victim may flee from combat.

See also Scare

Feather Fall

Usage        : cast 'feather fall' <target>
Save         : vs. willpower for no effect

This enchantment causes the target to fall gently, like a feather, thus allowing them to move over dangerous pits.

This spell requires a small feather.

See also Levitate

Fill

Usage: fill <item> <object to fill from>

If you want to fill a container you're holding with liquid from a fountain in the same room as you.

Example:

> fill canteen fountain

See also Pour

Findzone

Also: Find Zone

Usage: findzone <zone number>

The 'findzone' command will give you the closest direct path from where you are to the zone specified. You need to use the zone number (obtainable from the areas command) when using the command. The zone name will not work.

Please note that it will only provide direct paths. For example, if you wanted to go from Solace to Palanthas, it would take you all the way around, to the plains of dust, up to Sanction, then northwest through Neraka, and over to Vingaard, and from there to Palanthas. Obviously the fastest route is to take the ferry.

Also, separate areas that share a zone number (for example Fireside Tavern and the Cultists of Morgion) will only work for whichever occupies the lowest vnum in that zone. So if Fireside is 200-250 and Morgion's is 251 to 299, then the path would direct you to Fireside.

See also Areas, Allareas

Finesse

Usage        : passive

This skill allows the rogue to replace their strength score with their dexterity score when determining to-hit and damage bonuses normally associated with high strength.

Finger

Also: Of, Death

Usage         : cast 'finger of death' <target>
Save          : vs willpower

By envoking the power of this spell, the priest can do devestating damage to the victim, leaving their soul shattered for a number of hours.

Fire Storm

Also: Firestorm

Usage        : cast 'firestorm'
Save         : vs. reflex for half damage

This spell will create a storm of raining lava, flame and liquid fire to stream from the sky into the specified area. All those within the area will be affected by the spell, although the enchantment includes protection for the caster and those which accompany him/her. This spell can be cast upon a specific target, though it is usually not necessary since it will affect everyone in the area.

Fireball

Usage        : cast 'fireball' <target>
Save         : vs. reflex for half damage

This spell calls forth a flaming fireball from the caster's fingertips, causing massive damage to the intended victim.

Fireshield

Also: Fire Shield

Usage        : cast 'fire shield' <target>
Save         : None

This spell will envelop the target in a shield of scorching flames. When hit by a physical attack, the fire shield unleashes it's power upon the aggressor, shooting flames in response to the violent act.

Firestorm

Also: Fire Storm

Usage        : cast 'firestorm'
Save         : None

By envoking the power of a firestorm, the cleric calls forth a powerful storm of fire. The fire engulfs anyone, and anything within its path.

First Aid

Also: Firstaid

Usage: firstaid <target>

This skill allows you to heal you or your allies out of combat for an amount equal to 1d20 + (user's level * 2) + (user's first aid skill amount / 5).

It is usable once every 5 ticks.

Flags

Players sometimes have FLAGS after their names in the WHO list. These flags are always in parentheses, not brackets or braces.

FLAG                           MEANING
----------- ---------------------------------------------------------
(invis)     Player is invisible; you can see him/her because you are
            sensitive to the presence of invisible things.
(writing)   Player is writing on the board; do not disturb.
(mailing)   Player is writing mail; do not disturb.

(linkless) Player is not currently connected to the mud.

Note that attacking a person who is writing or mailing is against the rules. Please refer to the policy board for more information.

Flame Arrow

Also: Flamearrow

Usage        : cast 'flame arrow' <target>
Save         : vs. reflex for half damage

This spell will create several missiles of pure flame which can be directed at a specific target. The number of arrows created are dependent on the power of the caster.

Flameblade

Also: Flame Blade

Usage        : cast 'flame blade'
Save         : None

The casting of this spell will conjure a scimitar of pure flame that can be wielded only by the caster and other druids if given to them. The power of the flame blade increases as the druids skills increase.

Flamestrike

Also: Flame Strike

Usage        : cast 'flamestrike' <target>
Save         : vs. reflex for half damage

This spell conjures a pillar of raging flames to descend upon the body of the target and remain there for several seconds, effectively scouring anything within it. The width and intensity of the fiery pillar is dependent upon the ability of the caster.

Flee

Usage: flee

If you are in a fight and things are beginning to get a little uncomfortable (maybe you are dying), just type 'flee', and presto! You are out of harms way - that is, IF there is a suitable exit nearby, and IF that exit doesn't simply bring you from the ashes to the fire... but then, who wants to live forever?

See also Wimpy

Flee

Also: Fleeing

The flee command will cause you to run from your current battle and into a random connected room. If there are no exits you can not flee. If you flee from a monster of a higher level than you, no experience will be lost. However, if the monster is of a lower level than you, experience will be lost (successful or not), increasing depending on how much lower level the monster is than you.

See also Experience, Death

Floating Disc

Usage        : cast 'floating disc'
Save         : None

This spell conjures a floating disc. This disc will follow the caster where ever he walks. The main purpose for this summoning is to aid the caster in carrying a large amount of goods.

This spell requires a flat piece of obsidian.

Flurry of Blows

Also: Improved Flurry of Blows, Advanced Flurry of Blows

Usage: flurry

This ability allows monks to perform additional attacks each round in combat. The monk must not be wielding any weaponsa and must have both hands free (nothing held in their offhand and no shield in use).

If the skill check is successful, an extra attack will be performed. These extra attacks suffer a penalty to the hit roll, which is a -2 penalty for the base flurry of blows attack, -4 for the improved one, and -6 for the advanced one.

Flurry mode may be toggled on and off with the 'flurry' command.

Follow

Usage: follow <leader>

Use FOLLOW to automatically follow someone else.

Examples:

> follow ras
> follow self

See also Group, Sneak

Forage

Usage:  forage

This skill is only available to druids and rangers, and allows them to forage for foodstuffs in the wild.

French

Don't you know how they kiss in France?? -- try it!

Gas Spray

Usage        : cast 'gas spray' <target>
Save         : vs. fortitude for half damage
             : vs. fortitude for no effect

This spell causes a cloud of poisonous gas to surround and envelop the target causing asphyxiation and poisoning damage. There is a small chance that the victim will succumb to the effects of the poison and have prolonged effects which will harm until it is magically cured or expelled from the bloodstream.

Gate

Usage        : cast 'gate'
Save         : None

This very powerful conjuration spell calls forth a powerful beast to do the casters bidding. The beast can be controlled using the ORDER command.

This spell requires a tiny pentagram charm.

See also Order

Get

Also: Take

"Get" and "take" are exactly the same and can be used interchangeably.

Usage: get | take <object>
       get | take all [object]
       get | take all all.<object>
       get | take all.<object> all.<object>

If you find something interesting on the ground, you may use 'get' to pick it up. 'get' can also be used to extract items from containers.

Examples:

> get sword corpse
> get all corpse
> get all all.bag
> get all.bread all.bag

See also Drop, Put

Gilean

Gilean is the ancient God of Knowledge and Pure Neutrality. He is rumored to hold a book called "The Tobril" which is said to possess all the knowledge of the Gods. Legends state that all truth is located somewhere in this vast text, although portions of it are sealed. Clerics of Gilean will usually wear plain gray robes and a holy symbol bearing the symbol of an open book. Gilean has many names, some call him Gilean the Book, the Gray Voyager, the Sage or even the Gate of Souls. Gilean's constellation is that of an open book which separates the constellations of Paladine and Takhisis in the heavens thus maintaining the balance.

See also Gods of Krynn, Gods of Neutrality

Give

Usage: give <object> <victim>
       give <number>cointype <victim>

If you feel benevolent, you may give some stuff to someone in need.

> give all ras
> give bread doctor
> give all.bronze mirlen
> give 4p nia
> give 1p 10c nia

Gnome

This race averages three feet in height and weights around 50 lbs. All gnomes have rich brown skin, and all develop wrinkles after the age of 50. They have rounded ears and large noses. Though they are stocky, their movements are quick and their hands are deft and nimble. The Gnomes of Krynn are strange creatures indeed. Constantly tinkering in machinery of various uses, they have become to be quite intelligent, although rather lacking in common sense, as their inventions often end up far larger than necessary, and even more often producing an affect other than the original indented one.

Gnomes have natural infravision and are able to use the 'tinker' command to improve weapons and armor.

See also Races, Classes

Goblins

Goblins are a small race of savage and barbaric creatures. They stand around four feet tall on average and rarely weigh over 120 pounds. Their skin is most often shades of grey or green and is mottled with disgusting scars and sores. Beady yellow eyes sit above a pig like nose and a mouth filled with sharp, carnivorous teeth; two of which are large protruding, tusk-like teeth used for ripping apart meat. Their culture is a savage one with very little art and a great deal of fighting. They are constantly at war, if not with another race, then with another goblin clan, and if all else fails within their own clan. For all their savagery and battlelust, goblins are actually rather craven as a race, and will virtually always flee if the odds turn against them.

Goblins have natural infravision, get a dodge bonus to armor class and get a bonus to combat initiative, making it more likely they will go sooner than others each combat round.

See also Races

Gods of Krynn

The Gods of Krynn came from the Beyond to create the world of Krynn which you stand upon now. As Reorx struck his hammer to create the first signs of life in Krynn, the sparks became the stars. The Gods then began to create the worlds around these stars and finally came to one where they would place their blessing... Krynn. But the Gods needed something to inhabit the beautiful land which they created, so together they created the spirits of the races which would inhabit Krynn. Each gave the spirits their own gift. The Gods of Good gave the spirits life and physical form. The Gods of Evil made it so these spirits would hunger and thirst, and have to work for their goals. The Gods of Neutrality gave the spirits the gift of free will, so that they might choose their own course of life. And so the world of Krynn was created, and throughout the Ages of it's history, through war and peace, life and death, it has become the place you dwell in this day. And now your actions, and those of your brethren will decree how the next generation stands on Krynn, or if it will stand at all.

See also Gods of Good, Gods of Neutrality, Gods of Evil

Gods of Neutrality

The Gods of Neutrality seek to maintain the balance on Krynn, for they believe that neither a truly good or evil world could be maintained without either great destruction, or terrible results on the fabric of nature itself. Their followers tend to be open minded souls of deep thought, who prefer to ponder a matter rather than jump into the fray in defense of their beliefs. However, if the balance of Krynn is at stake, you will always see those of neutrality in the midst of it all.

Gilean
Reorx
Sirrion
Chislev
Zivilyn
Shinare
Lunitari

See also Gods of Krynn, Gods of Good, Gods of Evil

Goodberry

Usage        : cast 'goodberry'
Save         : None

This spell creates a handful of tasty fresh berries to satisfy the appetite of many a hungry adventurer.

Grab

Also: Hold

Usage: grab <object>
       hold <object>

For getting a good grip on something; a torch, for example.

Examples:

> hold torch
> grab stone

See also Equipment, Remove, Wear, Wield

Great Weapon Fighting

Usage: (Passive) (Wielding a Two-Handed Weapon)

When wielding a two handed weapon, the barbarian gains +2 to all weapon damage rolls.

Greater Conjuration

Usage        : cast 'greater conjuration'
Save         : None

This powerful conjuration spell calls forth a powerful beast to do the casters bidding. The beast can be controlled using the ORDER command.

See also Order

Greet

When a player is greeted, he or she will not forget the character who has greeted them as fast as someone who does not greet them.

Usage: greet <victim>

See also Intro

Group

Usage: group [player]
       group all

GROUP with no arguments shows the status of your group. GROUP <player> adds or removes <player> from your group. GROUP ALL adds everyone who is following you to your group.

If you are a group member, then you will share experience points for killing monsters equally among the group. Experience points will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of whether the group members have been participating in the fight.

Group with no argument shows a list of people with whom you are grouped. "group all" groups all people who are following you.

To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the follow command. The leader should NOT follow anyone at all! The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include himself in the group.

Example:

Quifael and Redferne wishes to group with Dragon.

Quifael : "follow dragon" Redferne: "follow dragon" (Dragon should be following no one but himself) Dragon : "group dragon" Dragon : "group redferne" Dragon : "group quifael"

Later when Dragon get upset at Quifael (because he is sleeping all the time) he types : "Group Quifael" to kick Quifael out of the group.

See also Experience, Ungroup, XP

Group Armor

Usage        : cast 'group armor' <recipient>
Save         : None

This spell bestows the same effects as the armor spell upon all the members of the recipient's group.

See also Armor

Group Heal

Usage        : cast 'group heal' <recipient>
Save         : None

This powerful spell mysteriously heals the major wounds of all the people in the recipient's group.

See also Heal

Group Minor Heal

Usage        : cast 'group minor heal' <recipient>
Save         : None

This powerful spell mysteriously heals the wounds of all the people in the recipient's group.

See also Minor Heal

Group Recall

Usage        : cast 'group recall' <recipient>
Save         : None

Upon casting this powerful spell, all the members of the recipient's group are magically returned to their home town sanctuary.

See also Word of Recall

Gsay

Also: Gtell

Usage: gsay <message>
       gtell <message>

Tell something to all the members of your group, even if they're not in the room.

See also Group, Tell, Say

Habbakuk

Habbakuk is the enforcer of natural justice, and the guardian of all animal life as well as the open sea. He is also a member of The Triumvirate, the Patron Gods of the Knights of Solamnia. His priests tend to wear deep blue robes with white trimming. Centered in the chest of the robes is generally the symbol of a blue phoenix. Habbakuk is also known as The Blue Phoenix in Ergoth and the Elven Nations. The people of Balifor and Goodlund have dubbed him Skylord. Habbakuk's constellation is that of a large bird in flight.

See also Gods of Krynn, Gods of Good

Half-Elf

Also: Half Elf

This race is created by the union of an elf and a human. This race has characteristics of both races, possessing the pointy ears of elves, and the build and facial hair of a human. They are generally more stocky than most elves, and lack the grace of their elven heritage. Often these are out casts, as the humans can only see the elf in the person, and the elves only seeing the human half. In effect, many half-elves become suspicious and reclusive in personality, regardless of their alignment.

Half elves have natural infravision, and they get all skills and spells for their class one level earlier than other races. Note that in the case of spells, this will not allow them to cast higher level spell circles than they could normally.

See also Races, Classes

Harm

Usage        : cast 'harm' <target>
Save         : None

When the intended victim finds himself in harms way, he will suffer great pain -- almost to the point of losing his life.

Heal

Usage        : cast 'heal' <recipient>
Save         : None

This spell has a mysterious way of healing the intended recipient completely, minus a few scrapes and bruises.

Hellfire

Usage        : cast 'hellfire'  <target>
Save         : vs. reflex for half damage

This spell causes hundreds of tiny holes to appear in the ground. From each of these holes shoots a thin stream of liquid flame up toward the target. The intense heat connects each stream with a layer of flame, resulting in a complete shell of destructive flames scorching the target within.

Help

Usage: help [command]

Help searches for a partial match of the entered word, including any spaces that may follow the word. Help alone will give a list of the most common commands in the game.

Examples:

> help magic mis
  will find the help text for the magic missile spell.
> help mag
  will match 'magic user' or 'magic missile' depending on first
  occurrence in the help file.

See also Commands, Socials

Heroic Defense

Usage: (Passive)

This ability gives the knight a far higher chance to resist various offensive abilities against him, such as kick, bash, trip, bull rush, disarm, and so forth.

Hiddukel

Hiddukel is the God of Demons and Damned Souls. He is called the Devourer of Souls by some. He is a deal maker who trades in souls, giving mortals power, wealth, love, virtually anything in exchange for their very soul. He controls all the ill-gotten wealth in the world, which he uses to corrupt the greedy and weak willed. His followers wear blood red robes embroidered with bone white trimming. The constellation of Hiddukel is that of the broken merchants scales.

See also Gods of Krynn, Gods of Evil

Hide

Assassins and Thieves Only.

When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of whether you typed a command or not.

Example:

> hide
Ok.
>  (you wait for ex. 5 mins and remain hidden for 5 mins)
>  (You pressed enter and no longer hide)

See also Sneak

Holy Armor

Usage        : cast 'holy armor' <target>
Save         : None

This spell surrounds the target in a shimmering aura of protective magic. The shell will deflect physical attacks only, and most magical attacks will pass through it unimpeded.

Holy Order Stars

Holy Order of the Stars

The Holy Order of the Stars are the organized religions of the true gods of Krynn. Formed with the purpose of unifying the tenets of each faith, the orders are composed by clerics of each of the eighteen gods who granted divine magic to their worshippers. The eighteen gods do not include the three gods of magic, who created the Orders of High Sorcery to rule over the practice of arcane magic.

There are three main holy orders: Holy Order of Good: lead by the Chosen Prophet or Chosen Prophetess of Paladine. Holy Order of Neutrality: lead by the Starmaster or Starmistress of Gilean.Holy Order of Evil: lead by the Nightlord or Nightlady of Takhisis.

The heads of the other order advise theses three principal leaders. The holy order does not always nurture constructive relationships with each other. To become a cleric of the Holy Order one must be sponsored by an existing cleric, and earn a Medallion of Faith.

---------------------------
Holy Order of Good

Clerics of the Good Order are sworn to defend and preserve life, promotion the welfare of the people and upholding a code of conduct that embodies the principles of good. Healing and succor are their principal aims, and they work tirelessly for the common good. Gods of Good are Paladine, Branchala, Habbakuk, Kiri-Jolith, Majere, and Mishakal.

Order of Neutrality

Clerics of the Neutral Order attempt to maintain a balance between good and evil, and generally try to remain independent when it comes to taking sides in battles. The neutral gods stir less passion than gods of good or evil, thus their order is smaller and less known to the general populace. The gods of Balance are Chislev, Gilean, Reorx, Shinare, Sirrion, and Zivilyn.

Order of Evil

The Holy Order of Evil becomes formally organized once after the War of the Lance, with each god claiming clerics of his/her own. The Order of Evil seeks to dominate others, both in body and soul. They do whatever they can to abolish free will and turn people into slaves. They are not all bloodthirsty monsters. Many are far more dangerous, pursuing their dark goals in devious, subtle ways. The gods of Evil are Takhisis, Chemosh, Hiddukel, Morgion, Sargonnas, and Zeboim.

House

The HOUSE command is used to add or remove guests from your house's guest list. You must be standing in your house to use this command. Only the primary owner of a house (not guests) may change the guest list using the HOUSE command.

Usage: house [<player name>]

Typing 'house' with no arguments gives a list of the people currently on your house's guest list. Typing 'house' with the name of a player will add that player to your guest list if the player is not on the list, or will remove the player from the guest list if the player is already on the list. The player specified must be in the player database for the MUD, although he or she does not necessarily have to be logged on at the time.

Guests of your house will be able to enter your house until you remove them from the guest list.

Player houses are currently not available not Age of Dragons for reasons of MUD balance and atmosphere.

See also Houses

Human

This race is the most common on Krynn. They inhabit most of the continent of Ansalon. They generally live around 60 years, although there have been many cases where humans have lived as long a century. Humans come in all shapes and sizes, having more varied features than any other race. Being as short lived as they are, they try to do as much as possible, and as such end up turning the wheel of change far more than any other race.

Humans have a bonus to spell/skill success chance and they also get skill gains faster than other races.

See also Races, Classes

Hylar

The Hylar are the ruling class of Thorbardin. They are the most inventive of all the dwarves, as evident by such inventions such as the aqueduct, pulleys, lifts, and cart tracks they brought with them from Thorin. Glade Hornfel is the thane of the Hylar, and could one day be the first king since Duncan, who ruled at the time of the dwarfgate wars.

See also Dwarf, Dwarves

Hymn of Enlightenment

Usage:     sing hymn-enlightenment

This song is well used by virtually every bard in Ansalon, though only a select few have actually mastered it's tenuous chords. Every morning, at the bard college in Daltigoth, this song is sung by every student and master bard, to prepare each other for the day's teachings and to pay tribute to the Bard King, Branchala. The effect of this song is that all members of the bard's party will find that they learn significantly more, their minds awakened by the soft harmony of this splendid song.

See also Sing

Hymn of Vanquishing

Usage:     sing hymn-vanquishing

This hymn, easily the most powerful song in a bard's reportoire, greatly increases the abilities of everyone in the bard's party. Both strengthened and resolved by the words of this song, the party will be able to face foes undaunted and with greater endurance than before. Also, the effects of certain spells will be more easily shrugged off. Beware the party heartened by this glorious hymn, as they are undoubtedly a force to be reckoned with.

See also Sing

Hypnotic Trance

Usage:  sing hypnotic-trance <victim>

This bizarre melody is inexplicably entrancing. The intelligent bard knows how to manipulate such persuasive sounds in such a way that an opponent becomes completely engrossed in the music and forgets about everything else around him. This pitiable victim is left completely unprotected while the song lasts. Only combat can break the victim from the power of this song.

See also Sing

Ice Storm

Usage        : cast 'ice storm' <target>
Save         : vs. fortitude for half damage

This spell creates a fierce storm of frigid wind, thrashing hail pellets and swirling shards of ice. The storm will cause considerable damage to any and all caught within the storm who are not protected by the caster.

Identify

Usage        : cast 'identify' <object>
Save         : None

This powerful divination spell gives the caster insight into the quality of armor and weapons, and also gives the caster general information about its affects upon the user of the object.

Implementor

The implementor is the highest and most powerful of the Gods. Implementors of Age of Dragons are Gilean, Sirrion, Paladine, Reorx, Branchala, and Takhisis.

Improved Berserk

Usage: (Passive)

This ability allows the barbarian to have their berserk last twice as long, and the cooldown timer to do another berserk to be halved.

Improved Critical Hit

Also: Advanced Critical Hit, Epic Critical Hit

The skill of a fighter is continuously improving. Their strategies in battle always developing. The critical strike is proof of this without a doubt. As a fighter earns himself great status in his profession, he or she learns to find the weak points in their opponent's defenses. This often allows them to strike at the most vital or extreme area, increasing the damage they do considerably.

Each rank in this skill allows the fighter an increased chance to score critical hits.

See also Critical Hits

Improved Critical Strike

Also: Advanced Critical Strike, Epic Critical Strike

The skill of a fighter is continuously improving. Their strategies in battle always developing. The critical strike is proof of this without a doubt. As a fighter earns himself great status in his profession, he or she learns to find the weak points in their opponent's defenses. This often allows them to strike at the most vital or extreme area, increasing the damage they do considerably.

Each rank in this skill allows the fighter an increased chance to score critical hits.

See also Critical Hits

Improved Great Weapon Fighting

Usage: (Passive) (Wielding a Two-Handed Weapon)

When wielding a two handed weapon, the barbarian gains +1 to weapon hit rolls, as well as a 10% chance per successful hit to deal an additional 1d6 damage.

Improved Impaling

Also: Advanced Impaling, Epic Impaling

Usage: (Passive)

These abilities add cumulative bonus to damage when wielding a piercing weapon during combat. The damage bonus does not apply to backstabs, encircles or any other special attack; only regular weapon attacks during normal combat.

Improved Martial Arts

Also: Advanced Martial Arts, Epic Martial Arts

Usage: automatic

As a monk improves in their martial arts abilities, the amount of damage that their unarmed attacks cause increases as well.

Improved Shield Defense

Usage: (Passive)
Requires: using a shield

This ability, in combat, doubles the ac benefit received by the shield the character has equipped.

Improved Turning

Usage        : passive

This skill enhances the user's ability to turn undead, increasing damage done and reducing the cooldown timer for turning dead again.

Info

Also: News, Policy, Version

These commands show you important information about Age of Dragons. It is a good idea to read them every once in a while.

info     - useful information about the game for beginners
news     - latest changes to the code and areas
policy   - policies on topics like player killing
credits  - the people who made Age of Dragons possible!
version  - displays the current version of the game

These files are kept as up to date as possible. When all else fails read the boards.

Information

The following commands offer information on various features of the MUD. Help is available on each individual topic via the normal methods.

SCORE HELP INFO WHO NEWS TIME WEATHER WHERE CONSIDER LEVELS WIZLIST CREDITS WIZHELP AFFECTS AUTOEXIT DISPLAY COMMANDS COINS DIAGNOSE GOLD AREAS LINK

Infravision

Usage        : cast 'infravision'
Save         : None

Allows the caster to detect the heat given off by objects giving them the ability to have much better vision in dark conditions.

Inn

Also: Inns, Reception

Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, the game will save your equipment while you are logged out. You are charged rent based upon you level. Rent is charged per second. Thus if your rent is 1000 copper coins, and you rent for 24 hours, you will be charged 1000 copper coins, if you rent for 12 hours, you will be charged 500 copper coins.

Rent files are deleted if you run out of money to pay the per day charges or after 30 days.

See also Offer, Rent, Ego

Inspirating Psalm

Usage:     sing inspirating-psalm <victim>

This extremely powerful song is one of the greatest in any bard's repetoire. It is a simple tune, yet it carries such strength that only the most famous of bards have been able to execute the song without fault. The effect of this grand psalm is one that increases confidence and wit without comparison. Under the effects of such emotional and spiritual favor, the target will succeed in virtually every action he takes. Those actions that are opposed by others still have a chance of faliure of course, for the song affects only the target. All the same, such strengthened ability can and will often win the day when the odds are against you.

See also Sing

Intimidate

Usage        : intimidate (target)
Resist       : d20 + level + wisdom vs. d20 + level + wisdom

Through sheer force of will and force one may attempt to intimidate another, and if successful diminish their ability to accuractely hit others with weapon attacks, as well as reduce their ability to fend off other types of attacks by penalizing their saving throws.

Intro

This command is used to reveal your name to another character. Once you have another character's intro, you will be able to tell to them and their name will appear instead of a description. A character will only be able to know a limited number of characters before they begin to forget people.

Usage: intro <victim>

See also Greet

Intro

Also: Greet

You might notice that when you first begin, and type "who" it shows only your name. That is because Age of Dragons uses an introduction system. You do not know anyone's name until they introduce themselves to you. And the reverse is true... no one knows your name until you introduce yourself to them. You will notice that people's short descriptions are shown instead of their names when you do not have them. Be careful with this, that you do not confuse another player as a mob.

You may introduce yourself to other by typing "intro <keyword>", where keyword is one of the other player's keywords. For example, a short, quiet elf might have "short:, "quiet" and "elf" as keywords.

The number of people you can know is dependent on your character's intelligence. Once your maximum has been reached, the last person on your introduction list will be removed.

Using the "greet" command on someone will place your introduction at the beginning of their introduction list (provided they have your introduction in the first place).

You may choose not to accept new introductions by typing "intro" by itself. You can toggle this back on to accept introductions by typing "intro" by itself again.

See also Newbie, Who

Inventory

Usage: inventory

If you're uncertain about what you're carrying, or simply want to check that no thieves have got to your backpack.

See also Equipment, Grab, Hold, Remove, Wear

Invisibility

Usage        : cast 'invisibility' <target/object>
Save         : None

Makes the target of the spell invisible to everyone except those who have the "detect invisibility" spell.

Attacking while invisible will immediately break the spell.

Typing "vis" will break the invisibility spell before the duration expires.

Casting invisibility on objects makes them permanently invisible.

Invisibility Purge

Usage        : cast 'invisibility purge'
Save         : None

This spell causes all invisible persons in the room to be made visible.

Kagonesti

Kagonesti elves have rejected the trappings of civilization, and have established their own wilderness settlements. They are the same size as their cousins the Qualinesti and Silvanesti, but are much more muscular. Their skin is dark brown, and they draw designs on their faces and exposed skin with clay and paints. Their hair is dark, ranging from black to light brown, though occasionally silvery white. While the Kagonesti do not initiate attack on others, they are by no means pacifist. The Kagonesti keep deer and dogs for pets, and eat a variety of food including fruits, vegetables and wild game.

See also Races, Elf, Elves

Kender

Kender are small enough to resemble human children. Males usually stand about 3' 7" tall and weight around 75 lbs. Females are slightly smaller. Hair styles are usually long, with a variety of braids and ponytails being common. Kender are fair skinned, and have pointed ears, similar to elves. A fine set of wrinkles appears on all Kender's faces about the age of 40. A race of inborn childlike innocence, they are also labelled the thieves of Krynn, as their wandering hands often dipping unnoticed into nearby pouches and purses. They are known for being so curious to a point of being completely fearless.

Kendar get a dodge bonus to armor class and additional gold from mob kills when they make the killing blow.

See also Races, Classes

KI Strike

Usage: automatic

This ability allows the monk's bare-handed strikes to perform as if it were an enhanced weapon. When the skill is gained, it is considered as an exceptional weapon. At level 22, it is treated as a superior weapon, and at level 30, it is treated as a phenominal weapon.

Kick

Warriors, Knights, Barbarians, and Rangers only.

Usage: kick <victim>

The success of a kick depends upon how well you are learned. The higher level you reach the harder you kick. There is one small catch -- whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' -- so be sure that you do not need to flee!

See also Bash, Rescue, Martial Arts

Kill

Also: Hit

Usage: kill <victim>
       hit <victim>

A good way to start a fight. Not a good idea to hit other players.

See also Flee, Wimpy

Kill Lists

Kill lists are a list of the last 100 mobs you've killed. The more often a mob appears on this list, the less exp you will get for it. As you kill a mob, it will be placed at the beginning of the list, and the last mob on the list will be deleted.

Thus in order to maximize the experience you get for your kills, you must travel and kill different things.

See also Experience, Death, Fates

Kiri-Jolith

Also: Kirijolith, Kiri Jolith

Kiri-Jolith is the god of honorable combat and war in general, although not of battle or blood lust. He is the favored God of Paladins and other warriors of virtue. His clerics tend to wear white robes with brown trimming, styled with the symbol of the bison's horns on the chest. The dwarves have come to use the symbol of a horned battle-axe in its stead. Kiri-Jolith is known under different names throughout Krynn. Among these are Corij (Ergoth), Kijo (Thorbardin) and Jolith (Kharolis). His constellation is that of a bison's head and seems to threaten that of Takhisis, The Dark Queen. He is a member of The Triumvirate, the Patron Gods of the Knights of Solamnia.

See also Gods of Krynn, Gods of Good

Kiss

Well can't you guess?

Klar

These wild dwarves are rendered insane from their use of the false metal, Quicksilver, or tamex. When a Klar needs to think, he often gathers a handful of tamex and passes it back and forth between his palms. Klar are ill-tempered, unpredictable, and when angry are immune to the affects of logic or pain. They are recognize as a full thane however, mostly due to their skill in battle. They make excellent scouts, and are ferocious when attacking. Before Thorbardin, the Klar lived as nomads, roaming the mountains and seeking shelter as they went. Tufa Bloodeye is the thane of the Klar.

See also Dwarf, Dwarves

Knight

Also: Knights

This is the class of mounted warriors. This class believes in chivalry and honor. They are unparalleled in their ability to fight while on horseback, and have superior skills while on foot. They possess no skill for magic however, and if fact distrust it severely. Knights will use all but the crudest forms of weaponry and armor. Most Knights enter combat using either a large two-handed weapon, or sword and shield. Knights must be well rounded in areas both physical and mental.

See also Classes, Races

Knights of Solamnia

The Knights of Solamnia are a group bound together in both brotherhood and common beliefs of Honor and goodness. They have lived by ethics that many on Krynn have never understood, but have respected.

The Oath and Measure have been the foundation of the Knighthood since its beginning. However, as the Measure became more complicated and resulted in a multi-volume set of ideals no Knight could live up to, the Knights have begun to understand that obedience to the spirit of the Measure is the chief goal of the Knighthood. The heart and honor of each individual Knight is where this true spirit lies, not in a set of dusty books. The Knights still live vigorously by their Oath "Est Sularus Oth Mithas" which when translated means "My Honor is My Life."

Throughout its history, the Knighthood has been respected by all of Krynn's people. However, that has not lately been the case as the mighty Cataclysm was blamed on the Knights and most of them must work in secret, to their dislike. Currently, they are beginning to once again gain that respect as they are the only defense against the advancing armies of Takhisis. The Knighthood is divided into three Orders of the Crown, Sword and Rose. The qualities that each order exemplifies is listed as follows, along with a listing of each Order's High Knight. The Knights of Solamnia are ruled by a High Council and a Grand Master, usually chosen from the High Knights.

Knight of the Crown: Loyalty and Obedience; High Knight: High Warrior

Knight of the Sword: Heroism and Courage; High Knight: High Clerist

Knight of the Rose: Wisdom and Honor; High Knight: High Justice

See also Dragonlance, Role Playing, Knight, Paladin, Fighter, Alignment

Know Alignment

Usage        : cast 'know alignment'
Save         : None

Allows the caster to detect the alignment of those around them. Evil will show as a red aura, good in a blue aura, and neutral will show none.

Leadership

The ability to lead others is something that is well respected everywhere. Even those who do not have excellent social skills can learn to organize people so that they perform better in combat and other situations. The leadership skill does just thant, as it allows a person to lead more people in a group than they would be able to otherwise.

Leave

Usage: leave

If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside.

Levels

Usage: levels

Lists the levels of your class and the experience required to attain each level.

Levitate

Usage        : cast 'levitate' <target>

This spell will cause the target to float slightly above the ground. The benefit to this is that walking is not as tiring, and the person can then walk further than normal.

This spell requires a small feather to cast.

Libraries

Also: Library, Newspaper, Books

In the major cities of Ansalon there are large libraries available to the public. Within these libraries are texts of all varieties, written by scholars, historians, explorers, mercenaries and diplomats. In fact the bodies of work inside these libraries are written by virtually any literate being with the desire to write.

These libraries are available to everyone who wishes to visit them. For this reason it is illegal to remove books from the library, you must read them inside or make your own copy (Log using a MUD client, cut and paste in windows, or hand copy). Breaking this rule can result in punishment from the Gods.

Players may write their own books if they wish to. These books must be written in a role playing sense (ie. no technical information) and must be mostly factual. Should a player like to write such a book they may post on the boards and/or send mud mail to Takhisis, who is running the libraries. The purpose of this is to clarify the idea for the book. Takhisis will inform you whether or not the idea can be done as a book or if it should be done in the newspaper.

The newspaper is a body of short writings written by the players of the MUD. It will also include major storyline information, such as what is going on in Krynn at the particular time period. Newspaper articles must be written entirely "in character". The content need not be factual, it can simply be a story of adventures, an interview with another player or an NPC, or virtually anything desired.

For more information, visit the library in Palanthas or Sanction and read "The Krynnish Author's Handbook".

See also Role Playing, Dragonlance

Lightning Bolt

Usage        : cast 'lightning bolt' <target>
Save         : vs. reflex for half damage

This spell calls a bolt of lightning from the sky, striking the victim with electric energy.

Link

A lot of players have problems with their links to the game. This can be very hazardous to your health in the middle of a battle, of course.

I. If your link is broken, you will automatically attempt to flee each time someone attempts to hit you. If you manage to flee, then you will be saved by divine forces, and put in a safe place until you reconnect to the game.

II. If your link jams (freezes), you have a problem. The only solution we can give is that you break your link as quickly as possible. By breaking the link you can hope that the above procedure is initiated. Do not try to get out of a fight by breaking link. You will be not reimbursed for any experience or equipment if you purposefully cut your link.

Please refer to the policy board for more information on links and how it affects the MUD.

List

Usage: list [item type]

If you'd like to see what items a shop has for sale, take a look at the list. The list contains all of the items currently for sale and in what quantity. The price for each item is also listed. If you are interested in a particular type of item, you can specify which items to list.

Examples:

> list             (list all items for sale)
> list sword       (list all swords for sale)

See also Buy, Sell, Shops, Value, Try

Locate Object

Usage        : cast 'locate object' <object>
Save         : None

If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects.

This spell will cycle through NPC-held items before it cycles through PC-held items.

One can be more specific by combining multiple keywords with a peroid. Example: cast 'locate object' black.onyx.wand

Locate Person

Usage        : cast 'locate person' <target>
Save         : None

This spell calls upon the casters god to bring forth a vision. When cast this powerful divination spell allows the caster to see his intended victim over great distances.

Long Description

This description should include words used in your short description that define the appearance of your character. Where the short description is displayed while performing an action, the long description describes your character in an idle state. Make sure this description is a single, complete sentence, and it should all fit on one line. You should also not make implications, such as "He fills your soul with terror as you gaze upon him". Nor should you put in anything about how powerful the character might be, such as, "He absently tosses a fireball between his hands." This is true for all descriptions.

The following are some examples that would be accepted: A stern, knightly figure surveys the area. A dark, menacing half-elf sneers in your direction. An overweight, jolly holy man is here.

NOTE: Do not include your name in any of your descriptions

See also Title, Short Desc, Main Desc, Descriptions

Look

Usage: look
       look [in | at] [the] <item>
       look <direction>

For studying your surroundings.

Examples:

> look
> look AT the angel
> look IN the bag
> look south (May give some information as to what is south)

Note that if you LOOK AT CORPSE you will not see its inventory. To see what's inside a container (i.e. a corpse) use LOOK IN <object>.

See also Examine, Get, Read, Take

Lore

Spellcasters often use components as part of their spell preparation and casting. One's knowledge of spell lore greatly affects his ability to intuitively determine which spell components are required for the casting of spells.

NOTE: The lore command is tied to the BARDIC KNOWLEDGE help file.

See also Spells, Memorize, Cast

Lunitari

Lunitari is the goddess of neutral magic. She affects the use of all illusionary and alteration magic on Krynn. There are no clerics of Lunitari, although she is still revered in certain cultures and by some individuals. Mostly her followers are the scholars of magic who seek to use their powers to further the cause of magic and maintain the balance on Krynn. Followers of Lunitari generally wear crimson robes, sometimes trimmed with silver or gold. Occasionally the symbol of a red circle or sphere is embroidered upon these robes or worn around the neck on a pendant or medallion. Lunitari has numerous names throughout Ansalon, including Luin (Ergoth), Red-Eye (Goodlund) and Night Candle (Thorbardin). Lunitari is the crimson moon, and it's waxing and waning affects the use of all magic upon Krynn, though mostly in her own dominant spheres.

See also Gods of Krynn, Gods of Neutrality, Conclave of Wizards, Mages, Moons

Magic

Also: Sorcery

Magic is a loosely defined term which deals with unnatural or supernatural powers unachievable through natural methods. The powers of magic can be achieved in a number of ways. First, magic is the primary study of wizards and as such they are the most adept at it's use (or misuse). Second, magic is granted to extremely devout followers of the Gods, such as Clerics, Druids, Paladins and Rangers. Finally, magic can be used through a number of arcane objects found throughout Krynn. Note that some magic is not usable by all races and professions, regardless of the nature of the magic. Dwarves and Barbarians have a distinct distaste for magic other than through religious means. Minotaurs and Knights of Solamnia also dislike magic, preferring to use the natural abilities found within the spirit. However, Minotaur mages do exist, rare that they are, and the Knights have been known to use and support magic in many cases, depending on its nature. A good example of this would be clerical magic and the dragonlances.

See also Classes, Races, Spells, Mem, Gods of Krynn

Magic Missile

Usage        : cast 'magic missile' <target>
Save         : None

Causes a bolt of magical energy to be thrown from the casters hands at the victim.

Magic User

Also: Wizard, Mage

Those who study the arts of sorcery, and wield it with impressive results. Mages are a mysterious sort, often distrusted by those who do not understand the intricacies of magic. Some of the most powerful men and women from the history of Krynn have been wizards, for good or for evil. Most mages are members of the Conclave of Wizards, an organization created to promote and protect the use of magic in Ansalon. Renegade wizards are fiercely hunted by these wizards for fear of unleashing the overly dangerous and chaotic forces of magic. Mages must possess above average intellect for the complex formulas and mathematics involved in spell casting, as well as average agility to for the manipulation of spell components and performance of somatic gestures.

See also Classes, Races, Conclave of Wizards, Solinari, Lunitari, Nuitari, Mem, Spells, Moons, Spellbook

Magic Vestment

Usage        : cast 'magic vestment' <recipient>
Save         : None

This spell causes the recipient's skin to take on the characteristics of steel, providing the individual with superior protection from physical attacks.

Magical Stone

Usage        : cast 'magical stone' <target>
Save         : vs. reflex for half damage

This spell conjures magical bullets which streak toward their target intent on destruction. The number of bullets is directly dependent to the abilities of the caster.

Main Description

A character's main description is a definition of his physical attributes, and what someone sees when they look at you. It should describe, eye color, hair color, style and length, complexion, physical build, and distinguishing marks, such as tattoos and scars. You may put in limited clothing, but a description composed entirely of clothing will not be accepted. You should also not make implications, such as "He fills your soul with terror as you gaze upon him". Nor should you put in anything about how powerful the character might be, such as, "He absently tosses a fireball between his hands." This is true for all descriptions.

The following is an example of an acceptable detailed description:

Before you stands a man of medium build, and a bushy brown beard. He wears robes of brown which show signs of having traversed the woodlands. He continually scans the skies with eyes as keen as an eagle.

NOTE: Do not include your name in any of your descriptions

See also Title, Short Desc, Long Desc, Descriptions

Majere

Majere is a solemn and wise God. He is widely followed by monks and other nature loving people. The faith of Majere includes meditation, self control and deep thought. Robes of red with copper embroidery are the norm for his followers. Most monks prefer to use the symbol of the copper spider, although the elves have taken liking to using a single rose and Solamnic the mantis. As is common in such a diverse world as Krynn, Majere has several names chosen by different followers. In Ergoth, he is known as Manthus; The Qualinesti prefer to call him Mantis of the Rose, while their Silvanesti Cousins have chosen Matheri. His constellation is that of a single rose.

See also Gods of Krynn, Gods of Good

Major Conjuration

Usage        : cast 'major conjuration'
Save         : None

This conjuration spell calls forth a powerful beast to do the casters bidding. The beast can be controlled using the ORDER command.

See also Order

Mantra of Valor

Usage     : sing mantra-valor

This song is often used by bards to charge a single person into a state of heightened courage and valor. The words of the ballad strengthen the resolve and harden the spirit of the person greatly. In such a state the combatant can enjoy greater abilities in virtually all areas of combat.

See also Sing

Marching Chant

Usage:     sing marching-chant

The marching chant is a simple travelling tune that gives the weary a renewed sense to carry on, revitalizing their bodies and making them able to travel further than they would normally. Great war parties often employ bards to ensure the forced marches go smoothly and without complaint.

See also Sing

Martial Arts

Usage       : kick <target>

The ancient art of combat was studied well by the monks of Majere, and through their efforts they mastered unarmed combat to an extent that no others could match. One who is skilled in martial arts will do significantly more damage in any attempts to strike an opponent without weapons, such as bare handed attacks, or kicking. Martial arts ability may also allow for extra kicks, as well as a faster recovery time when successful.

See also Kick

Memorize

Age of Dragons uses a memorization type of spell casting system. Those character classes that have magic at their disposal should get to know this system very well. This system requires the caster to commit the spells he or she wishes to cast into his or her memory. Let's say your character happens to be a level 1 Wizard. You decide that you are going to go try your skills against a monster and opt to use the Magic Missile spell.

Assuming you have already practiced this skill at one of the many guilds, you would type the following in order to begin memorizing the spell:

>mem 'magic missile'

Age of Dragons will respond with an Okay message and you will begin memorizing this spell. In order to see which spells you have completed memorizing, which spells you are currently memorizing, and which spells you have left to memorize, type mem on a line by itself. Continuing with the above example, if you wanted to confirm that you were indeed memorizing a Magic Missile spell, issue the following command:

>mem

The following information will be displayed: [Spells Memorized] None.

[Spells Being Memorized]

1: (5h)Magic Missile

[Spells Remaining] 1: 1/2 2: 1/1

This tells us that we have no spells currently memorized however we are indeed currently memorizing a Magic Missile spell and it will be completed in 5 game hours. This information also shows us we have one level 1 spell and one level 2 spell that can still be memorized. When you have completed memorizing a spell, the game will inform you with an appropriate message. Once a spell is memorized, it may be cast where appropriate. After a spell has been cast, the spell will automatically begin memorizing the spell again so it may be cast another time. If you wish to remove a spell either from memory or one being memorized, the forget command must be used. If we decide we no longer wish to memorize the Magic Missile spell, we could issue the following command to get rid of it:

>forg 'Magic Missile'

Keep in mind, characters resting will memorize spells faster than those in other positions.

See also Magic, Spells, Tick

Minor Conjuration

Usage        : cast 'minor conjuration'
Save         : None

This conjuration spell calls forth a beast to do the casters bidding. The beast can be controlled using the ORDER command.

See also Order

Minor Heal

Usage        : cast 'minor heal' <target>
Save         : None

This spell will heal most major wounds. It is more powerful than the cure critical spell, but weaker than the heal spell. Diseases, poison and blindness are not cured with this spell.

See also Heal

Minotaur

This race is notable because its members gargantuan size, usually standing well over seven feet tall. They have short fur covering their entire bodies. Their faces are brutish and ugly by most human standards, somewhat reminiscent of a bull. They have short horns which grow from the edge of their foreheads. They come from a culture which holds honor in high value. They believe that "might is right" and in fact their entire society revolves around this belief, and that they are the "children of destiny" born to rule the rest of Krynn. Despite common belief, Minotaurs are an intelligent race. They possess impressive strength and are very robust, although they are lacking in the area of socialization and are rather impulsive as a race.

Minotaurs have a chance each combat round to perform a gore attack on their current target.

See also Races, Classes

Mirror Image

Usage        : cast 'mirror image'
Save         : None

This enchantment causes perfect images of the caster to appear, and mimic the caster's every action, causing some creatures to attack these images.

This spell requires a small, polished hand mirror.

Mishakal

Mishakal is perhaps the most revered of all the Krynnish Gods and Goddesses. As the Goddess of Healing, she is well liked and often worshiped in communities of all sizes across Ansalon. Her faith also includes fertility and knowledge, and so is also often revered, though rarely worshiped, by druids and scholars. Her clerics usually wear Plain Sky Blue robes with a night blue infinity sign upon its chest. As one of the most worshiped gods, she has attained many names in the varying lands. Some of these are Ka-Mel-Sha (Tarsis), Mesalax (Thorbardin), Meshal (Icewall), Mishas (Ergoth), Quenesti Pah (Silvanesti), Quen (Qualinesti), Skymistress (Goodlund) and The Blue Lady (Balifor & Highlo). Her constellation is that of the infinity sign, two twin tear drops connecting at their tips.

See also Gods of Krynn, Gods of Good

Monk

Monks are the masters of unarmed combat and have learned to discipline not just their body, but their minds, with the goal of perfecting both. They excel in unarmed combat, eventually able to perform more attacks per round than any other class. They gain resistance to both damage, and a variety of other effects as they improve and gain levels. They also obtain a number of utility abilities and gain far more movement points than other classes, representing their ability to reach supernatural movement speeds from their intense training.

See also Classes, Races

Monk AC Bonus

Usage: automatic

This ability allows the monk to benefit from their wisdom score on their armor class bonus. The bonus they may obtain is capped at a certain amount, which increases as the monk levels up.

Moonbeam

Usage        : cast 'moonbeam' <target>
Save         : vs. reflex for no effect

This spell causes a ray of pure moonlight and extreme heat to descend from the very moon itself. The ray will envelop and sear the flesh of the target. The strength of the ray is dependent of the weather conditions at the time. The cloudier it is, the less powerful the ray will be. Obviously, this spell cannot be cast indoors or during the day.

Moons

If outdoors and it is night-time you may look at the position of the moons by typing "look moons". Only evil mages can see the dark moon, Nuitari. All others will see only the positions of Solinari and Lunitari. The position of the moons affect the power of mages. If their patron moon is waxing, their spells will be more powerful. If it is waning, they will be less powerful.

See also Mages, Conclave of Wizards, Solinari, Lunitari, Nuitari

Morgion

Morgion is the God of Disease, Decay and Plague. His followers are of a secretive cult who privately work to promote the wishes of Morgion. They wear deep brown or black robes and a holy symbol of a hood bearing two bright red eyes. It is said that all who lie on the death bed from plague or disease are confronted by Morgion, and offered a second chance at life in return for their pledge of service to him. Morgion is known under several names throughout Ansalon, among them being H'rar (Ergoth), Gormion (Tarsis) and Morgax the Rustlord (Thorbardin). His constellation is that of an empty hood with two eyes.

See also Gods of Krynn, Gods of Evil

Motd

Usage: motd

Displays the message of the day. Contains important information regarding the status of the MUD. You should be sure to read it when you login. If you miss it at login, just use this command!

Movement

The following commands are used for the various methods of movement and travel on the MUD. You may receive help on each subject as per the normal method.

NORTH SOUTH EAST WEST UP DOWN NEAST NWEST SEAST SWEST LOOK EXITS ENTER LEAVE SLEEP WAKE REST SIT STAND LOCK UNLOCK OPEN CLOSE

Murder

Usage: murder <victim>

Kill command to hit another player. To avoid accidental flagging (i.e. trying to type "kiss Nia" but accidentally typing "kill Nia").

This command is not currently available, but is under consideration. Please read the policy board for rules on player killing.

See also Flags

Mystic Spirit

Usage        : cast 'mystic spirit' <target>
Save         : None

This enchantment randomly summons the spirit of a creature from the nether world, and imbues it's powers into the target. Because of the enormous strain on the life force and soul of target, only one such spirit may occupy a person at a time.

Neidar

These hill dwarves live outside the kingdom of Thorbardin. The hill Dwarves have a curious nature, and because of this have begun to develop trade with the neighboring populations of humans and elves. During the Cataclysm, the hill dwarves were shut out of Thorbardin, the result of which was a war between the Neidar and their Undermountain kin. This war has left vicious scars for all dwarves, and is still felt today.

See also Dwarf, Dwarves

Newbie

Also: New

First of all I'd like to welcome you to our great mud, Age of Dragons. We hope you will find it an enjoyable place to spend your leisure time. Before you start though, there are a few things you should do. The first thing a player should do is turn on autoexits and the display by typing "autoexit" and "display all". General help for getting started will be given here. The first thing you should do is take a look at the city map you have in your possession upon starting. This will tell you where the major landmarks of the city are located. Next, go to the Central Plaza where the fountain is located if you are not already there, and read the sign there. The signs will give more descriptive help for new players of the specific cities, including detailed descriptions of most landmarks. Once you've finished reading that, refer to your map and go visit the respective shops. You will probably want to buy a few more pieces of armor and possibly a new weapon as well. Alternatively, you can use the 'kit' command. Don't forget to make sure you have plenty of food and water. While not necessary, ensuring you are full and non-thirsty will increase the rate at which you regain lost hit or move points. Once you've equipped yourself to a satisfactory extent, or as much as you can afford to, you should head to one of the low level zones. These are located on the map and described on the city plaza signs. You may also refer to "help areas", or type areas, and check out the zones there. You can find the closest direct path to an area using the findzone command. Finally you may want to turn on some of the other 'quality of life' enhancements, such as autoloot, autogold and autoassist. These will ensure you automatically loot items from your kills, coins from your kills, and automatically join the battle whenever someone you are grouped with, and in the same room as you, enters or starts a battle.

It is also extremely important that you read all of the help files in the main help screen (type "help" by itself). In addition to those, please read the following help files, that dictate certain unique aspects of our mud.

There is a special channel in the game meant strictly for new players. Please see "help prayer" for information about this channel.

HELP INTRO - Information on introductions (people you know).
HELP CHAT - Information on the global chat channel.
HELP RENT - Information on saving equipment.
HELP EGO - Information on equipment value and limits.
HELP ROLEPLAYING - Information on Role Playing.
HELP DRAGONLANCE - Information on Dragonlance.
HELP CONCLAVE OF WIZARDS - Information for mages.
HELP GODS OF KRYNN - Information about the Gods of Krynn.
HELP DEVOTE - Info on devoting yourself to a God, and its benefits.
HELP COINS - Information on the monetary system.
HELP ALIGNMENT - Information on the various alignments.
HELP MEM - Vital information for spellcasters.
HELP TICK - Definition of a game hour.
HELP AREAS - List of the various zones on the mud.
HELP PALANTHAS - Information to help you get started in Palanthas.
HELP SANCTION - Information to help you get started in Sanction.
HELP SOLACE - Information to help you get started in Solace.
HELP SKILLS - Information on player skills.
HELP SPELLS - Information on player spells.

If you meet anyone during your travels, try to spark up a conversation with them, role play a bit. This is after all a social game, and many believe that two heads are better than one. In any event, be careful, have fun, and if all else fails.... blame it on Uncle Trapspringer.

Norepeat

Usage: norepeat

This command toggles whether or not you see your communication echoed back to you (i.e., from commands such as SAY, SHOUT, etc.) Useful if you have a slow connection or if it just annoys you.

See also Toggle

North

Also: South, East, West, UP, Down, Neast, Nwest, Seast, Swest

Usage: north
       south
       east
       west
       up
       down
       neast
       nwest
       seast
       swest

To travel in a given direction.

Nosummon

Usage: nosummon

This flag is usually attained through a spell, potion or object. While in effect you can not be the target of a summon or portal spell.

You can remove your nosummon ability by typing "summonable".

See also Summon, Portal, Toggle

Nosummon

Usage        : cast 'nosummon' <target>
Save         : None

This spell prevents the recipient from being the target of magical summoning and portals. Currently there is no option to negate the effects voluntarily, although research is being done by the Conclave of Wizards to remedy this.

See also Summon, Portal

Note

Usage:
note (will list all note categories, number of posts & number unread)
note list (same as note)
note list <category> (will list all messages in the specified category)
note read <message id #> (will display the message specified)
note write <category keyword> <subject> (Will enter editor to write a new note)

Notes are the In-Game Forum/Board system. They can be written from anywhere at anytime. We ask that people write bugs, typos, ideas, and so forth as notes instead of trying to bring them to the attention of online staff. We won't remember what you tell us a week later, so if you don't write it down for us, we probably won't get it done until we realize it ourselves at some point down the road.

Nuitari

Nuitari is the God of Dark magic. He has control over the destructive and necromantic sorcery. He has no clerics, his only followers being the dark scholars of magic. These men and women wear jet black robes, occasionally with the symbol of a black circle or sphere lined in silver threading. Nuitari is the black moon, and is known only to astrologers and his own followers,as it can only be seen when it blots out the stars and planets. The waxing and waning of the black moon influences the casting of magic on Krynn.

See also Gods of Krynn, Gods of Evil, Conclave of Wizards, Mages, Moons

Objects

The following commands are used in the use and interaction of objects on the MUD. Help is available on each command via the normal methods.

GET DROP PUT GIVE WEAR GRAB INVENTORY EQUIPMENT REMOVE EXAMINE POUR EAT DRINK SIP TASTE FILL QUAFF READ RECITE WRITE

Ode of the Partisan

Usage:     sing ode-partisan

This song pays tribute to the many guards and sentries that protect the cities and villages of Ansalon from viscious attack. It's deeply invigorating chords leave a solid mark on the soul of it's intended target leaving them feeling proud and able. Such strength of emotion greatly improves the defensive capabilities of the target making them a true sentinel by any standards.

See also Sing

Offer

Also: Rent

Usage: offer
       rent

For use in the receptions of inns.

Offer makes the innkeeper tell you the cost of storing your belongings for one day. Rent stores you belongings and exits you from the game. When you re-enter, you will start where you rented.

If you will not be around for a while, and wish to go into long term rent, please contact an immortal.

See also Inn, Reception

Open

Also: Close, Lock, Unlock

Usage: open | close | lock | unlock <door> [direction]

To open, close, lock, and unlock doors, of course.

Examples:

> open portal
> lock door
> unlock door south
> close gate

Some doors require that you have a specific key in order to lock or unlock them.

See also Enter, Leave

Order

Usage: order <character> <command>
       order followers <command>

Used for ordering pets and charmed people to do your evil bidding. You can order everyone under your command with "order followers".

Examples:

> order puppy eat bread
> order cityguard sleep

Until the problem is properly coded, it is illegal to force charmed players to quit the game or rent. Please refer to the policy board.

See also Charm

Paladin

Also: Paladins

These are the holy and unholy warriors of the Gods. They hold similar views of honor as knights and cavaliers, and in fact many of them are just that. They will fight solely and fiercely for the beliefs and causes of their God, with little thought for their own desires. Paladins will use all but the most crude forms of armor and weaponry. Those who have reached the highest statures are granted some minor spells by their God. Paladins must possess decent physical attributes, and must also have an above average clarity of thinking as well as excellent social skills.

See also Classes, Races

Paladine

Paladine is the ancient God of Good, one of the first to come to Krynn from the beyond. He embodies all that is good. His teachings include rulership and guardianship, as he is indeed both the ruler and guardian for the Gods of Good. His clerics tend to wear pure white robes with silvery embroidery. Emblazoned on the chest of such robes is the symbol of Paladine, the silver triangle. The elves have been known to use a pine tree to symbolize Paladine, and the dwarves using an anvil. Although he is known as Paladine across Ansalon, several races and cultures have chosen their own name for him. Some include Draco Paladin (Ergoth), Skyblade (Goodlund), E'li (Silvanesti), Thak (Thorbardin) and The Great Dragon (Solamnia). His constellation is that of a monstrous platinum dragon, and opposes that of The Dark Queen, Takhisis, in the star filled sky. He is the founding member of The Triumvirate, the Patron Gods of the Knights of Solamnia.

See also Gods of Krynn, Gods of Good

Paralyze

Also: Paralyse

Usage        : cast 'paralyze' (target)
Save         : save vs. fortitude for no effect.

This spell, when successful, paralyzes the victim, making them unable to move, attack, use abilities or cast spells.

Parry

This skill allows the warrior to parry attacks made against him or her, thereby deflecting attacks entirely or reducing the amount of damage done. A weapon must be wielded to parry successfully.

See also Skills, Shield Block

Pass Without Trace

Usage:     pass

Rangers and druids are well known for their abilities in the wild. They know how to survive outside of civilization better than any others. This skill is a representation of their ability to move in the wild without leaving any trace of their passing. Using this skill allows them to be untrackable for several hours. Though any man can try to attempt to cover their tracks, this skill has divine origins, and is a gift bestowed by the diety of he who uses it. As such it can only be used once per day.

Peek

Subtelty is a requirement for those who seek to excel in the ranks of rogues. This ability allows a rogue to examine someone without them noticing, often allowing the rogue to obtain information that will give them an edge should combat ensue.

Pentagram

Usage        : cast 'petrify'
Save         : None

This spell creates a protective area around the caster and all the members of the caster's group. This protection attempts to keep extra-planar creatures from harming persons within the pentagram. One must stay within the area to remain protected.

Perfect Self

Usage: automatic

The monk becomes one with their surroundings and is able to dissipate kinetic, elemental, and most other types of energy insomuch that the damage they receive is moderately reduced.

Petrify

Usage        : cast 'petrify' <target>
Save         : vs. fortitude for no effect

This spell when cast successfully turns the victim to stone.

Photosynthesis

Usage        : cast 'photosynthesis'
Save         : None

This spell draws upon the forces and energies of nature itself to increase the casters recuperative and healing rates. It must be cast while outdoors, although its effects will remain while indoors.

Pick Locks

Thieves only.

Usage: pick <lock name> [direction]

For picking locks. Not all locks can be picked.

Examples:

> pick door south
> pick safe

See also Open, Close, Lock, Unlock

Plant Phase

Usage        : cast 'plant phase' <target>
Save         : None

By use of this spell, the caster is able to phase between plants near himself and a plant near a creature or another person he has targeted.

Plant Portal

Usage        : cast 'plant portal' <target>
Save         : None

By use of this powerful spell, the caster is able to create a portal for a short time between plants near himself and a plant near a creature or another person he has targeted.

Poison

Usage        : cast 'poison' <victim/food/drink>
Save         : vs. fortitude for no effect

Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking.

Polar Midnight

Usage        : cast 'polar midnight'
Save         : special

This druid spell causes a globe of darkness to fall upon the druid's enemies potentially causing blindness and paralyzation for a short period.

Policy

Also: Policies, Rules, Laws

Please note that all policies are handled on an individual basis. Ignorance is not an excuse. You may receive leniency for ignorance, but not pardoning. It is your responsibility to know the rules of the game. When we mention that something is frowned upon, it means you risk being punished if you go against the rule.

You must read the following help files if you are to play here at Age of Dragons. The following help files are also available on the various policy boards throughout Ansalon.

HELP POLICY CHARACTER SHARING - Policy on Sharing Characters.
HELP POLICY CHARACTER SEPARATION - Policy on separating characters.
HELP POLICY MULTI-PLAYING - Policy on playing more than on character at a time
HELP POLICY PKILLING - Various policies on killing other players.
HELP POLICY PSTEALING - Policy on stealing from other players.
HELP POLICY LINKLESS CHARACTERS - Policy on linkless characters.
HELP POLICY WRITING CHARACTERS - Policy on writing characters.
HELP POLICY SUMMONING MOBS - Policy on summoning mobs.
HELP POLICY ABUSING BUGS - Policy on abusing bugs.
HELP POLICY NUISANCE CHARACTERS - Policy on playing nuisance characters.
HELP POLICY REIMBURSEMENTS - Policy on getting reimbursed for objects.
HELP POLICY BOTTING - Policy on using "bot triggers".
HELP POLICY KEYS - Policy on giving keys to mobs.
HELP POLICY ROOM SPAM - Policy on spamming rooms with objects, mobs or text.
HELP POLICY HOARDING - Policy on hoarding objects.
HELP POLICY SHOPKEEPERS - Policy on acting against shopkeepers.
HELP POLICY DROPPING LINK - Policy on dropping link to avoid death or norent.

Questions on any of these policies can be directed to an immortal or posted on the policy board.

Policy 15 Minute Rule

15 Minute NoRent Rule

After attempting a pkill, you must wait 15 minutes before renting or dropping link. This includes renting to change recall locations. Unstable servers will be dealt with on an individual basis. There is currently a flag that prevents you from renting, however it obviously cannot prevent a player from dropping link, thus the statement of this policy.

Repeated offense of killing for experience points will be dealt with using jail time or more extreme measures. A repeat offense is more then once.

See also Policies, Policy Dropping Link, Policy Pkilling

Policy Abusing Bugs

Abusing Bugs

Knowing and abusing a bug is illegal and will result in heavy penalties. If you know of a bug, report it to the imms and leave it alone. This includes crashing the mud on purpose. If you aren't sure something is a bug, ask an immortal. If there isn't an immortal around, then if it doesn't make sense it is probably a bug. Breaking this rule will result in a punishment anywhere from death and equipment stripping to nuking, and even as far as site banning, all depending on the nature of the bug.

See also Policies

Policy Botting

Using Triggers

The use of triggers on AoD is definitely allowed. However, there are limits as to what we allow with triggers. You cannot use triggers that make your character operate without you being at the keyboard.

This is a rather controversial subject, but there are to be no "Bots" used on Age of Dragons. Using a "bot" will result in jail time and possibly death and stripping of equipment, depending on the severity and situation.

A bot is defined as any group of triggers that allows your character to operate while away from the keyboard. You may use "bot-like" triggers, such as ones that force you to stand & sit, eat food, etc... but you must be at the keyboard. We realize some people have slower connections, and when in large groups, "bot-like" triggers such as these make things much easier. However, it must be kept within reason, and the player must show evidence of being at the keyboard. In any case, it is your risk. If we feel that "botting" is occurring we will take action.

See also Policies

Policy Character Seperation

Character Seperation

Character separation is highly frowned upon on Age of Dragons. This policy means that your characters do not share equipment, money, or anything else. It is acceptable to have your alternate character know the same people your primary character might know, but it has to role played, and it cannot result in power-levelling or power-equipping. If you choose not to separate your characters you risk punishment, possibly jail, possibly stripping of eq.

See also Policies

Policy Character Sharing

Sharing Characters

Sharing characters on Age of Dragons is illegal. Sharing characters is defined as anyone besides the original player using the character to play the game. First offense may be a verbal warning, or it may be jail, depending on the situation. A further incident beyond jail will involve purging and being stripped of equipment.

See also Policies

Policy Deathtraps

Using Deathtraps

You may not use a deathtrap in any way to kill a mob or a player. You also may not use one to hide in if you are being hunted, and/or if you have a norent flag.

See also Policies, Policy Pkilling

Policy Dropping Link

Dropping Link and Abusing Board Rooms

Pstealing from, pkilling, charming, or blinding a character that is linkless is illegal on Age of Dragons. The penalty is jail and possible death. Several offenses could result in deletion.

Furthermore, a character who is writing should be considered linkless for this rule.

A strong aspect of this rule is that players may not drop link or begin a post to avoid these restrictions. In this case, the immortals will not intervene to stop the killing/theft/etc, and will punish the character that dropped link/started a post.

We are aware that sometimes links drop without being detected by the mud. We will handle these cases on an individual basis.

See also Policies, Policy Pkilling

Policy Group Killing

Pkilling in Groups

Groups of pkillers are also frowned upon on both sides of the law. It is more heavily frowned upon is done by the instigating party. Those claiming vengeance or justice are given more leniency on this rule. This is due to the fact that pkillers are often extremely difficult to deal with. The immortals will try to leave this issue up to the mortals to handle, but we stress the importance of roleplaying. If the mud balance appears to be at stake, the immortals will step in. Be warned that when we do take measures, they will be swift.

See also Policies, Policy Pkilling

Policy Hoarding

Hoarding Equipment

At the current time, holding 4 or 5 of an item to max it and keep it from loading for others is frowned upon. In other words, If you are asked to get rid of a few items you should do it, else it might be done for you.

See also Policies

Policy Keys

Giving Keys to Innkeepers

Keys should be accessible in the game because mostly they only load once or twice. This should be an obvious thing. Giving keys to a mob so they cannot be gotten by the general public will result in the punishment of death.

See also Policies

Policy Killing for Exp

Killing Other Characters for Experience

It is illegal to kill character for experience points. You may not have a friend bring on a character so you can kill him for exp. This breaks both the sharing character laws and the pkilling for experience law. You may not bring on one of your other characters to kill one for experience points, since this breaks the pkilling for exp law, and the multi-playing law. Finally, you may not let another character kill your character for experience points. All these offenses are punished by the deletion of both characters. The harshness of this penalty is due to the fact that if this policy is broken, several policies are broken.

See also Policies, Policy Pkilling

Policy Killing Newbies

Killing Newbies

Pkilling newbies is heavily frowned upon on Age of Dragons and always has been. Roleplaying is encouraged but if your only resort in roleplaying is pkilling, then another mud may be for you.

A character who creates a newbie to specifically insult another is not free to do as he wants without repercussions however. A character such as this is a nuisance character, and will be dealt with following the rules posted in POLICY NUISANCE CHARACTERS.

More then one offense in a reasonable period of time may result in multiple deaths, nuking, or a site ban. It is not easy to get started here sometimes without friends, and when players leave because they tried to rp and got killed, that is not acceptable.

See also Policies, Policy Pkilling, Policy Nuisance Characters

Policy Multi-Killing

Killing a Character Multiple Times

Repeated killing of a single character is illegal on Age of Dragons and could result in jailing. A pkilled victim may not be killed again until they leave the inn they are residing in. Once they live the inn they are fair game. Breaking this rule is as severe as breaking the 15 minutes rule and will result in both death, heavy jailing, or possible character deletion. For Any Inn this means the inn structure itself, not just the guestcheck but the board rooms also. In Solace this does not include the staircase or the rope. If the player leaves the inn he/she is fair game and can be killed once again, even if they return to the inn.

Fating a character, if implemented, will not be tolerated, unless the character has been a menace to the mud in general. For example, a pkill character would be allowed to be hunted to fate. Personal vendattas will will not be tolerated in this fashion, whether from law makers or law breakers.

One possible exception is a long time, roleplayed, rivalry. Two characters who have been enemies for a long time would possibly be exempt from this rule.

See also Policies, Policy Pkilling

Policy Multi-Playing

Multi-Playing

Multi-playing on Age of Dragons is illegal. Multi-playing is defined as having more than one character on the mud at any time. That includes linkless characters and any character at the login screen. If there is a problem where the player feels multi-playing might be necessary, they are to consult an imm. First offense is a warning. Second offense is 2 ( or more) days in jail. Third offense might be extended periods in jail, character death and/or stripping or nuking. Depending on the character and the situation.

See also Policies

Policy Norent Items

Using Norent Items to Pkill

Giving !rent objects to victims before attempting to kill them is illegal. You may not prevent a players ability to rent in any way, whether it be by blinding the innkeeper or giving the person a norent item. The exception here is blinding the player and similar fair tactics. If you have a question on a specific tactic please contact an immortal or post the question on the policy board.

See also Policies, Policy Pkilling

Policy Nuisance Characters

Dealing With Nuisance Characters

Nuisance characters are jailed upon the first incident. They are killed upon the second, and nuked upon the third.

This penalty is given to the highest character of the player of the nuisance character because penalizing a character the person does not care about is not a real penalty. Progressive problems will result in site banning. People who have a character to be a nuisance and a character to mud normally will find themselves with no characters. Repeatedly killing of newbies is considered a nuisance character offense.

Defining a nuisance character in a strict sense is difficult. If a player feels a character is being a nuisance character, they should report him or her to an immortal. We will deal with it.

See also Policies

Policy Pkill Characters

Playing a Pkiller

Because of the stress on roleplaying, pkillers whose characters only log in to pkill and then leave when their 15 minutes are up are also frowned upon. If this occurs repeatedly, penalties such as jail, death, or even deletion will follow. Pkillers should spend as much time not killing as they do killing.

See also Policies, Policy Pkilling

Policy Pkilling

Killing Other Characters

Pkilling is not illegal on Age of Dragons, but neither is it promoted. Pkilling is defined as attacking a character for the purpose of killing him. On Age of Dragons we strongly prefer that all pkilling related deaths are the result of a roleplaying-oriented matter. Personal vendettas are discouraged and for experience or equipment is heavily frowned upon. With this in mind, immortals will not to interfere in the affairs of the mortals provided the balance of the mud is not at stake, and the policies, for clarity, are stated in later posts. Please do not bring your problem to an immortal unless you feel a policy is broken. It is up to the mortals to define the laws of the land and to enforce them (aside from these policies of course).

There are many points to cover for the policy on pkilling, thus please refer to these mores specific policies on the matter:

POLICY 15 MINUTE RULE - Policy regarding norent flag. POLICY GROUP KILLING - Policy regarding pkilling in groups. POLICY MULTI-KILLING - Policy on killing a person multiple times. POLICY PKILL CHARACTERS - Policy on player pkiller characters. POLICY KILLING FOR EXP - Policy on pkilling for exp. POLICY DEATHTRAPS - Policy regarding deathtraps. POLICY KILLING NEWBIES - Policy regarding killing newbies. POLICY NORENT ITEMS - Policy regarding norent items. POLICY DROPPING LINK - Policy regarding dropping link and board rooms.

See also Subdue, Policies, Policy Pstealing

Policy Pstealing

Stealing Objects or Coins from Other Characters

Pstealing is defined as any attempted theft from another player on Age of Dragons. It is handled in a similar fashion to pkilling, though not as severely. The 15 minute rule applies to pstealing. Breaking this rule results in jail, death, or deletion. This is dependent on the situation.

As with pkilling, most cases are left for the mortals to deal with. Only if the balance of the mud becomes as issue, or the policies are broken will the immortals interfere. The exception are nuisance characters which are described under POLICY NUISANCE CHARACTERS.

See also Policies, Policy Nuisance Characters

Policy Reimbursements

Requesting a Reimbursement

Reimbursements will only be given in the case of a game problem or a bug. Special items and quest items will be reimbursed on a case by case basis. They will usually be returned if they are proper for the player's level that is receiving them.

Lag is not a reimbursable problem unless it is mud lag. In this case, a reimbursement will only be given if there is an immortal on at the time of the lag, it is truly deemed mud lag, and it is confirmed that the player died during the lag.

When posting a request for a reimbursement, use the following format:

  • State the reason the equipment was lost and all the circumstances around it.
  • List the equipment, with one piece of equipment on one line.

For example,

a heavy sword
chainmail hose (x2)
a tiny black potion (x3)
etc.

Exp and money are not reimbursed. Please save often.

It is very important that you save as often as possible. If you find or are given an item, and do not save, you will not be reimbursed if the mud crashes. For those of you who use mud clients I highly recommend the following trigger:

Policy Room Spam

Spamming Rooms

Please do not drop large quantities of items such as bread and balls of light in rooms to the point where it spams out those walking into rooms. Repeated offenses will be dealt with. This also loosely ties to spamming a room with text without proper reason.

See also Policies

Policy Shopkeepers

Shopkeepers, Innkeepers, Couriers and Bankers

Shopkeepers, Inn Keepers, Couriers, and the other NPCs which serve a purpose in this land are not to be slain. They serve a vital purpose, and disallowing other players the chance to rent, receive mail, shop, deposit money, etc. Is not permitted. This is a matter of convenience for other players, and in the future, shopkeepers will be made so that they are unable to be attacked to avoid this problem. But until then, just don't kill them.

See also Policies

Portal

Usage        : cast 'portal' <target>
Save         : None

By use of this powerful spell, the caster is able to create a shimmering portal for a short time between himself and a creature or another person he knows.

Pour

Usage: pour <from container> <to container>
       pour <from container> out

If you want to pour some liquid from one container to another. Pouring out simply empties the contents of the container onto the ground.

Examples:

> pour canteen cup
> pour cup out

See also Fill

Practice

Also: Practise

Usage: practice [skill or spell name]

Practice is the way you improve your spells and skills. You can only do so in your guild, where your guildmaster can help you train. Type "practice <skill>" to improve your abilities while in your guild. You can only practice a certain amount for each level you gain. Unused practice sessions will accumulate for use in future levels.

If you type practice anywhere other than in your guild, you will get a list of all of the spells and skills you know and your level of proficiency at each.

For the time being, any class may practice in any guild.

Most skills and spells can only be practiced to a certain point. Once this point is reached, the skill or spell will increase only through use. Note that there is a maximum number of skill/spell raises through use per given time, and that skills will only improve through use if they are fully practiced.

Prayer

Usage        : cast 'prayer'
Save         : None

This spell will imbue all within the casters group with the effects of the bless and armor spells. It is not cumulative with spells that bless and/or armor are not cumulative with, and will fail if one of these spells is currently in effect for a member of the group.

Precision Tracking

Usage: None (passive)

Rangers can gain the ability to not only discern which direction their target went, but also a general sense of how far away they are.

See also Track

Prismatic Spray

Usage        : cast 'prismatic spray' <target>
Save         : vs. willpower for no effect

This very powerful spell combines a variety of spells into one enormous prismatic burst of magic, causing damage as well as blinding, silencing, cursing, slowing, weakening and scaring those who fail their saves. A separate saving throw is made against each effect.

See also Blind, Cripple, Curse, Silence, Weaken, Web

Protection From Evil

Usage        : cast 'protection from evil'
Save         : Will

This enchantment protects the caster from evil by improving their ac when fighting an evil opponent.

If cast on a non-good target, and that target fails a will save, they will suffer a penalty to hit roll.

Protection From Good

Usage        : cast 'protection from good'
Save         : Will

This enchantment protects the caster from good by improving their ac when fighting a good opponent.

If cast on a non-evil target, and that target fails a will save, they will suffer a penalty to hit roll.

Purity of Body

Usage: automatic

This ability offers immunity to certain debiliating effects, such as the wither, contagion, weaken and cripple spells.

Put

Usage: put <item> <container>
       put all.<item> <container>
       put all <container>

For putting items into containers.

Examples:

> put bread bag
> put all.bread bag
> put all chest

See also Get

Qualinesti

The Qualinesti are exiles from the Silvanesti High Elves. They are smaller and darker then the Silvanesti, with eyes of blue or brown, and hair ranging from honey-brown to blonde. They prefer earth-toned clothes. They are more tolerant that the Silvanesti, but share most of their prejudice and forbid inter-racial marriage. They are more aggressive then the Silvanesti, but are not as tactically sophisticated. They enjoy a wide range of foods, particularly venison, fresh fruits, and strong ales.

See also Races, Elf, Elves

Qui

Also: Shutdow

Just to prevent accidental quittings and/or shutdowns. This command doesn't DO anything, it simply is.

See also Quit

Quit

When you get tired of playing, you can leave the game by typing 'quit'. Note that, although you will not lose items by quitting, renting instead will allow you to accumulate 'rested experience' which will increase your experience gains for a time based on how long you were rented.

See also Inn, Offer, Rent

Quivering Palm

Usage: quiveringpalm (target)

This ability allows the monk to make a special attack, which, if it connects will disrupt their target's very physical mass, causing severe damage or killing them outright. Those who survive suffer penalties to their constitution for a time.

Races

Krynn is populated by a large variety of cultures and creatures. Many of the intelligent humanoid races have built vast empires of their own, from shoreline to shoreline and beyond. It is said in legend that the first races on Krynn were the Ogres, the Humans and the Elves. Many tales describe the creation of the other races, most of them including, in some shape or form, an artifact known as the Greystone of Gargath.

See also Humans, Elves, Half-Elves, Dwarves, Kender, Gnomes, Minotaurs, Goblins

Ranger

Also: Rangers

These are the men and women of the wilderness, striving for the defense and flourishing of nature. They are superb woodsmen and excel at such skills of the wild. Also able warriors, rangers will use most weapons, save the most cumbersome and intricate, preferring the subtlety of nature. They will wear no armor heavier than chain mail, and even then usually prefer the lightest mesh possible. Rangers are, like paladins, holy warriors although of a different sort. The most adept of their kind receive some spells from their patron God. Rangers must have above average physical skills and must also possess more wisdom and worldliness than the norm.

See also Classes, Races

Ray of Frost

Also: Acid Splash, Shocking Bolt, Fire Bolt, Cantrips

Usage        : cast 'ray of frost' <target>
             : cast 'acid splash' <target>
             : cast 'shocking bolt' <target>
             : cast 'fire bolt' <target>
Save         : Reflex

Ray of frost is a cantrip for wizards, that does a small amount of direct damage to the victim, should they fail a reflex save. As a cantrip, it can be cast unlimited times and does not need to be memorized.

As a wizard rises in power and ability, more powerful cantrips become available to him.

Read

Usage: read <object>
       read <board message number>

When you want to read something.

READ is also used to read messages on bulletin boards; type HELP BOARDS for more information.

Example:

> read note

See also Boards

Read Lips

Usage: automatic

Veteran rogues are often used as scouts and spies by the various organizations they might serve (if any). Thus they need to be able to pick up information without alerting anyone to their presence. As they gain skill they often pick up the ability to read lips of people talking quietly or privately nearby. By using this skill a rogue will be able to see what other say when they whisper, ask or use group communication.

Read Magic

This skill allows spellcasters to read magical writings such as scrolls, spell books, prayer books and runes. Without this skill, these writings will appear as garbled nonsense.

See also Skills, Recite

Recite

Also: Scroll, Scrolls

Usage: recite <scroll> [Target]

Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself). You must have the ability to read magical writings to recite scrolls.

See also Spells, Read Magic

Redirect

This skill allows the user to change the target they direct their attacks against if multiple foes are being fought.

See also Skills

Refresh

Usage        : cast 'refresh'
Save         : None

This spell will invigorate all members of the casters party, removing fatigue and allowing them to continue their travels without need of rest.

See also Rejuvenate

Regeneration

Usage        : cast 'regeneration' <target>
Save         : None

The use of this spell will offer the recipient increased fortitude, and will speed up the natural healing rate significantly. The skin also becomes somewhat rubbery, thereby offering a slight defensive bonus.

See also Photosynthesis

Rejuvenate

Usage        : cast 'rejuvenate' <recipient>
Save         : None

This enchantment invigorates the recipient, giving the individual the ability to travel great distances without becoming overly tired.

Remove

Usage: remove <item>
       remove all
       remove all.<keyword>

If you tire of wearing some armor or wielding a weapon.

Examples:

> remove boots
> remove sword
> remove all
> remove all.bronze

See also Grab, Hold, Wear, Wield

Remove Curse

Usage        : cast 'remove curse' <target/object>
Save         : None

Will remove a curse on carried objects or any person.

Remove Poison

Usage        : cast 'remove poison' <target/food/drink>
Save         : None

Will remove the affects of poison from a victim or an object.

Reorx

Reorx, The Forge, is the God of Weapons and Technology. He is the highest revered God by dwarves. It is Reorx who swung hammer to create the stars and molded the globe which is now known as Krynn. His followers wear robes of slate gray cloth sometimes trimmed in red. They wear a holy symbol bearing the symbol of either a forging hammer or a dwarven hammer. He is represented in the heavens by a light brown star which astrologers claim to be another planet.

See also Gods of Krynn, Gods of Neutrality

Reply

Usage: reply <message>

This command will send a reply to the last person to send you a message using TELL. It works just as if you had typed 'tell <player> <message>' but makes it a bit easier. It can also be very useful in case someone invisible sends you a message, or if you do not have the person's intro.

Example:

Ras tells you, 'Hi!'
> reply hey
You tell Ras, 'hey'
>
Someone tells you, 'I am your secret admirer.'
> reply Who are you?
You tell someone, 'Who are you?'

See also Tell, Notell

Rescue

Rangers, Knights, Barbarians, and Warriors Only.

Usage: rescue <victim>

This command is useful if you want to try and make an attacker hit you instead of your poor friend who is being pummeled. You can only 'turn' one monster for each rescue attempt. This is very useful when playing in groups, of course.

Example:

> rescue Yankee

Restore Life

Also: Minor Restore Life, Major Restore Life

Usage        : cast 'minor restore life' <recipient>
             : cast 'restore life' <recipient>
             : cast 'major restore life' <recipient>
Save         : None

These spells are only functionally on the recently deceased. When cast upon a person who has recently died, it will remove the recently dead penalties and restore an amount of experience lost from the death. The amount of experience restored is based upon the spell being cast, with minor being the least and major being the highest.

Retreat

Usage: retreat <direction>

Through the use of this command, a character is able to escape from combat without turning and fleeing. This is very useful so as to avoid dropping your valuable belongings when you panic and flee. You must specifiy a direction in which to retreat to.

> retreat north
> retreat southwest

See also Practice

Returning Players

Also: What's New, New Features, Old Players

If You're a returning player to Age of Dragons from prior to 2013 or so, we've put together a summary of the most impactful changes that have occured since you've last played. If you find any help files on any of the below lacking, or otherwise have any questions about it, please feel welcome to contact Steve Squires / Gicker at gickerlds@gmail.com.

WIZARD CANTRIPS - These spells can be cast unlimited times without needing to be memorized. CHARMIES - Any time a charmie makes the killing blow, it will be treated as if the charmies owner did it. Thus grouping charmies is not necessary. CRITICAL HITS - Anyone can critical hit now. Fighter skills make criticals occur more often. SPELL EFFECTS - When a buff spell is cast upon someone already under that effect, the buff is reapplied with the duration reset, instead of the casting failing. STRENGTH - Strength ability scores are now scaled so that 'moderate' scores, such as between 10 and 15, have a percentage chance to proc a hitroll bonus, instead of having no effect on hitroll at all. The same concept is applied to damroll, and higher strength scores now have a percentage chance to be more than +1 to hit or damroll. RACIAL BENEFITS - - Added racial benefits as follows: - KENDER: Dodge ac bonus & increased gold rewards from mob kills. - GOBLIN: Dodge ac bonus & improved combat initiative bonus. - HALF-ELF: Natural infravision & gains spells/skills 1 level sooner. - HUMAN: Increased skill/spell success chance and gets skill gains quicker. - DWARF: Natural infravision and reduces all incoming damage by 1. - ELF: Natural infravision and +1 to all weapon/unarmed attack rolls. - MINOTAUR: Chance to receive a free gore attack each combat round. - GNOME: Access to the tinker ability, to improve weapons & armor. - Help files updated for all races plus the tinker command. CLASS SKILLS AND ABILITIES - Classes have had additional spells and skills added across the board. Type abilities to see the spells and skills your class gets and when. PALADINS - They now have more mem slots at high levels. CLANS - The MUD has a fully functional clan system. Contact an immortal to get set up in a clan and/or as a clan leader, or to have a new clan added. Email Steve Squires / Gicker at gickerlds@gmail.com if you cannot track down an immortal. FAST TRAVEL - Added carriages and airships for fast travel between major cities, and zones within their boundaries. MORE PRACTICES - With the addition of many new spells and skills we have increased the number of practices all classes get by +1/level. Existing characters, please contact an immortal for retroactive rewarding. AUTOREST - We have added this toggleable effect so that persons who are multiplaying with a caster class in their 'slave' window, the character will automatically rest after a number of seconds, and will aut-stand if the person they are following moves, or if they cast a spell. BARBARIANS - They can now use items that are flagged 'MAGIC'. They can also wield *all* two handed weapons regardless of any other restriction on the item, including class, race or alignment. WARRIOR CLASSES - Knights have been made more defensive oriented, Barbarians more offensively oriented, and Fighters more of a balance between the two as well as some utility abilities. DEITIES - You can now use the devote command to devote yourself to a specific deity. All deities now also offer additional abilities usable with the deity command, with additional abilities unlocked as you level. RENT - The rent system has been changed. You can now rent for free with the frent command. The rent command works as the ltrent command does, and offers 'rested exp' bonus, based on how long you've rented, capped at 48-hours. All characters may now also rent in the wilderness using the 'camp' command, which acts as frent, except on a timer before you are logged out. RECALL - There is now a recall command usable out of combat, on a cooldown timer. QUALITY OF LIFE COMMANDS - We've added autoassist, autoloot and autogold commands. STATIC HP & MOVES - We've made hp and move bonuses static based on class and constitution. You can use the 'relevel' command to update your hp and moves to this static amount if desired. BARDS - Previously disabled bard songs have been re-enabled, and cooldowns reduced. COINS - They no longer have weight. No need to constantly drop copper or visit the bank to deposit. KILL LISTS - We've removed this system. You can now 'camp' a zone as long as you want without suffering exp loss over time. FATE SYSTEM - We've removed this system as well. Your character will never be deleted based on too many mob or pkill deaths. ABILITIES - We've added the 'abilities' command which tells you what skills/spells your class gets, and when. FINDZONE - We've added the 'findzone' command, which will give you the closest path to the zone you specify. See help HELP FINDZONE help file for more info. KIT - We've added a 'kit', which will give you basic, unenhanced gear appropriate for your level to assist higher level characters who find themselves without gear, to re-equip. ASSASSINS - This class has been removed, with several assassin-only abilities given to the rogue class. CHAT - We have a global out-of-character channel called chat. Discuss anything out-of-character here, while still abiding by the game's rules. WHO LIST - Everyone online is now displayed on the who list, with un-intro'd characters showing their short desc instead of their name/title. GROUPING - There's no limit on grouping now. Level 1 can group with level 30. The greater the difference between the highest and lowest level character the less exp *all* characters will receive. LIBRARIES - Mage spells up to tier 6 can now be added to your spellbook at a library by paying coin and using the 'research' command. Currently the only library is the Great Library of Palanthas. CHARACTER APPROVAL - Is no longer necessary to begin playing a new character. If you desire a custom description, please contact an immortal. EXP TABLES - All classes now use the same experience table to determine exp needed to level. GEAR BACKUP - You can now create a backup of your equipment file by typing 'backup'. This allows an immortal to reimburse all of your gear with a single command. We advise not having this occur on a trigger, or you could overwrite it with a blank file after dying. Whenever you obtain something new of significance, including a new spellbook spell, we recommend using this command. EGO - The ego system has been redone so that it only counts against equipped items. Ego tables have been adjusted accordingly. There is no more losing gear to ego. FOOD AND DRINK - These are no longer required, however staying full on food and drink will give a boost to hp and move regen rates. You can turn off hunger/thirst messages by typing 'nohunger'. AGE - Age no longer has any statistical effect. Healing regen rates are now flat across the board in terms of age.

See also News, Motd

Rogue

Also: Rogues

Rogues in Krynn may be thieves, troubleshooters, jacks-of-all-trades, or scouts. Thieves are more commonly found in large cities where the pickings are better than in rural areas and thieves guilds provide support and protection. Rogues rarely have much spiritual inclination, but many whisper quick prayers to Branchala or Hiddukel to keep their steps silent and their movements undetected.

Every race has its rogues, though their place in society can vary widely from the despised to the exalted. Kender rogues exist outside the normal rules of thievery, and are called .handlers..

See also Classes, Races

Role Playing

Also: RP, Roleplaying

This file is to inform players of the type of roleplaying that is encouraged on Age of Dragons. It is not a rules file, and unless otherwise stated no policies are written here.

The first aspect of roleplaying that we wish to see is the separation of characters. One of the main purposes of the MUD is roleplaying, and we do not feel that the mingling of character personas is consistent with our philosophies as a MUD.

By character separation we mean that one character of yours does not know anything that your other character knows. For instance, the friends of one character are not the friends of another character; your characters do not share money or equipment; your actions reflect the roleplayed personality of your current character. There are strict policies regarding character separation. We advise you to learn them by typing "policy" and then refer to each separate policy, or read them on one of the various policy boards located throughout Krynn.

The second point we would like to offer for consideration is a philosophy of the Dragonlance world. Picture 4 points called A, B, C, and D. Points A, B and C form a triangle. A represents good, B represents evil, and C represents chaos. D is a shifting point moving between the three, representing the balance of the world. Players attempt to shift point D to best fit their goals of the world. On Age of Dragons a good strategy is to develop your character along these lines. Choosing goals for him/her based on his view of the world represented by the three points for good, evil and neutral.

Third, we do not wish to explain to you how to roleplay and it is fine if you wish to roleplay to an extent with mobs. However, we do not feel that the killing of a mob is a reason to go after someone (meaning to pkill or threaten), or even to argue with them about doing so. Roleplaying with mobs is generally a controversial topic. The primary reason for this is that mobs don't roleplay back. This may appear obvious to some players, but for others we thought some clarification may save several arguments.

Note: Alignment is static and does not change with the mobs you kill.

Fourth, you should always maintain your alignment. This is the first case where we are setting a policy for the extreme cases. A character that is constantly switching alignment or not playing his selected alignment may find that an Immortal will switch his alignment to one more suited to the character's actions or personality. In most cases a warning will come before any action, but be weary for we will be looking for this sort of thing and one warning is all you shall receive. A penalty shall also ensue when your alignment is changed. Most likely this penalty will result in the loss of 1 full level. (Note: This policy is used in extreme cases. Feel free to explore playing a spy or dual personality, but be sure the primary motive is roleplaying.)

Fifth, Age of Dragons is a MUD of atmosphere. A quality we find truly unique and one which we wish to preserve. If it be a character's wish to hack and slash their way through the game, we have no set policy against it. However, when one's hacking and slashing takes other would-be-roleplayers away from their character personas and causes them to become hack and slashers, then actions may ensue from the immortal staff. Please be reasonable when action ensues for this. Trying to work out problems with the staff will most often result in a solution that is to the benefit of all parties involved, while digging your feet in the ground and not cooperating may lead to less then desirable alternatives.

Sixth, I would like to clear up an issue about the MUD regarding Dragonlance. Age of Dragons is a MUD based on the Dragonlance world. However, it is not feasible, and probably less fun, to go completely and 100% by the books. Our atmosphere and developments of action are based on the elements of Dragonlance (such as the time period being before the War of the Lance) but moreso these are affected directly by the players, meaning you. If you find a conflict with Dragonlance feel free to discuss the issue with an immortal, but realize it probably isn't something we have missed but rather is an element which we feel adds to the game overall instead of detracting from it, and therefore has been added.

Seventh, is addressing the various communication channels. As far as the game is concerned, all channels are considered in-character. The reason for this is that in-character actions result from using these channels. If you wish to use a channel as out-of-character that is fine, however, place a (ooc) in there to let the receivers of the message know it is out-of-character. This is up to you of course, however, regarding policies and role-playing anything that does not have a (ooc) will be considered in-character by the immortals. The exception here is the "ooc" channel which is obviously always out-of-character.

Finally, we plan to have some sort of reward system and a possible penalty system to encourage roleplaying. Players who we feel exemplify our philosophical beliefs about roleplaying may receive experience rewards. The penalty system has not been yet discussed in full. Your input on this point is welcome and encouraged. (Note: Please use the bug boards with your game ideas and/or comments on this and any issue you feel strongly about. We do read the boards often.)

Thank you,

The Age of Dragons staff

Sanctuary

Usage        : cast 'sanctuary' <recipient>
Save         : None

This spell casts a magical aura about the intended recipient, protecting him from heavy damage.

See also Armor, Bless

Sargonnas

Also: Sargas

Sargonnas is the God of Vengeance and Dark Combat. He has a distinct liking for deserts, volcanos and fire. It his said that he is the consort to the Queen of Darkness and second in power only to her in the evil pantheon. His followers generally wear black robes trimmed with red embroidery, with a holy symbol of a crimson condor. The dwarves symbolize Sargonnas with a red fist. Sargonnas is known throughout Krynn under several names. Some of the are Argon (Ergoth), The Firebringer (Highlo), Misal-Lasim (Tarsis), Gonnas the Willful (Icewall), Sargonax the Bender (Thorabardin), Kinthalas (Silvanesti) and Kinis (Qualinesti). Sargonnas is symbolized by the constellation of a large condor in the heavens.

Sargonnas is unique among the Gods in a certain respect. The Minotaur society has a God by the name of Sargas, the God of Conquest, Battle, Strength and Honor. Many humans argue that Sargas and Sargonnas are one and the same but Minotaurs vehemently state it as a lie. Indeed the two descriptions sound rather different; the Minotaurs not even acknowledging Sargas as a God of Evil. But most humans believe that to be a Minotaur misconception. Minotaurs do not take such human beliefs lightly. In any case Sargas and/or Sargonnas has never revealed to his followers the truth of the matter.

See also Gods of Krynn, Gods of Evil

Save

Usage: save

Save your persona. This includes experience points, strength, gold, etc. Your equipment is also saved in the (unlikely?) event of a crash.

You CANNOT load a saved version if you die -- your persona still exists, but you will lose experience, and all your objects stay in the game, with your corpse.

Note that the SAVE command only saves your equipment in the event of a crash. If you are leaving the game normally, SAVE will NOT save your equipment -- you must find an Inn to store your belongings.

It is suggested that you save your character often. Reimbursements will not be given to characters who failed to save their character. Please refer to the policy board for more information.

See also Inn, Rent

Saving Throws

Your saving throws decide whether are not you are affected by the ever-present dangers throughout the world of Krynn. There are three types of saving throws, detailed below.

Note : Higher saving throws are better

Fortitude : Fortitude protects you from things that directly harm you physically. Examples are : poison, disease, petrification. Your fortitude is modified by high or low constitutions.

Reflex : Good reflexes will save you from a large variety of effects. They normally come into play when you need to dodge something. Examples are : dodging a lightning bolt, skipping over a pit trap, avoiding a web spell. Your reflexes are modified by a high or low dexterity.

Willpower : Willpower is necessary to avoid a large variety of magical effects. Your will power comes into play when someone is attempting to bend you to their will, whatever the effect. Examples include : avoid blindness, negate charms, avoid curses. Will power is modified by wisdom and charisma.

Spells    :  A bonus to your spell save will make any spells you cast
           harder to resist.

See also Ability Scores

Say

Also: Tell, Ask, Whisper, Shout

Usage: say | shout <string>
       tell | whisper | ask <player> <string>

If you consider communicating with other beings, you might be understood better if you start your sentences with either say, tell, whisper or shout.

Examples:

> say Hey, does anyone know how to get to Oz?
> tell catje hi, how are you?

You can use ' as a shorthand for say, as in:

> ' hello there.

Shout broadcasts your message to everyone is your geographic zone.

See also Auction, Gossip, Gsay, Norepeat, Reply

Scare

Usage        : cast 'scare' <target>
Save         : vs. willpower for no effect

This enchantment strikes fear into its intended victim, making them less effective during combat.

See also Fear

Score

Usage: score

Provides useful information on your status such as age, hit points, mana, movement points, armor class, alignment, experience points, gold on hand, how long you've been playing, and your level.

See also AC, Experience

Scribe

              [------- source -------]    [-- target --]
Usage: scribe <spellbook> 'spell name'    <spellbook>
       scribe <SCROLL>                    <spellbook>
       scribe 'spell name'                <blank_scroll>

This skill allows a Wizard to copy new spells into his/her spellbook, copy spells from one spellbook to another, and copy spells from memory to blank parchment for later use as a scroll. A very powerful skill indeed, that has a certain degree of danger when performed improperly.

See also Memorize, Recite

Search

Usage: search

Often there can be hidden exits, or items/objects in a room. You cannot find or see these until you have used the search skill and found them.

Sell

Usage: sell [#] <item>
       sell <#>.<item>

If you'd like to sell an item to a shopkeeper, trying selling it to them. Most shops specialize in what they will buy, so you may have to look around to find a buyer for your items.

Examples:

> sell sword       (sell the first sword in your inventory)
> sell 3 sword     (sell the first three swords in your inventory)

See also Buy, List, Shops, Value, Try

Sense Life

Usage        : cast 'sense life'
Save         : None

Allows the caster to sense the presence of a player or monster in the room which is hiding. The true identity will remain hidden however. Invisible persons are also considered hidden.

See also Hide

Serenity

Usage        : cast 'serenity'
Save         : None

This spell affects everyone in the room of the caster except the caster themselves. It places upon everyone a supernatural sensation of severe opposition to violence, so much so, that if they enter combat, they will take supernatural damage every round. It also has the side effect of increasing the charisma of each person under the effect of the spell.

Setcamp

Also: Set Camp, Campfires, Camp Fires

Usage: setcamp

This ability allows the skill user to create a camp fire which will boost the healing and movement point regeneration rates for everyone in the room. The camp fire will decay after 10 ticks.

Shadowing

The ability to shadow someone is to be able to follow them around without the prey's knowledge. Once a target has been located, often through the rogue's ability to track them down, the rogue can follow the target, and if their shadowing attempt is successful, the target will be none the wiser, nor will he or she be able to group the shadower.

The "vis" command disables the shadowing attempt.

See also Track

Shapechange

Usage:  shapechange                -- Lists available animal forms.
                shapechange <animal> -- Change shape into <animal>.
                unchange                   -- Change back to normal form.

This power allows a druid to change forms into that of a wild beast. Because of the time it takes to commune with nature and their God or Goddess, a druid must wait a period of time before they may again change shape. The ability to change into more forms increases as the power of the druid increases.

See also Skills

Shield

Usage        : cast 'shield' <target>
Save         : None

This spell creates an invisible shield of force before the target. This shield will deflect physical attacks as well as having a chance to small missiles and missile based spells. The shield does not protect from the rear.

Shield Block

This skill allows the warrior to block attacks made against him or her with their shield, thereby deflecting attacks entirely or reducing the amount of damage done. A shield must be worn to use shield block correctly.

See also Skills, Parry

Shinare

Shinare is the Goddess of Money, Industry and Wealth in general. She is a favorite Goddess of dwarves and is the matron of merchants and commerce. Her followers wear brown robes with heavily embroidered trimming of intertwining silver and gold. Her holy symbol bears the symbol of a griffon's wing upon it, and is worn by all priests who follow her. She is represented by a gray-blue star in the heavens, which astrologers claim to be another planet.

See also Gods of Krynn, Gods of Neutrality

Shocking Grasp

Usage        : cast 'shocking grasp' <target>
Save         : vs. reflex for no effect

This spells causes your hand to become the source of high-powered static energy. By grasping your victim, you give them a shock of this energy.

Shops

Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end.

See also Buy, Sell, List, Value, Try

Short Description

Your character's short description will be seen by other players when an action is performed. Your character's short description should reflect the way your character will be played. Keep in mind your character will be playing in a fantasy roleplaying environment.

The following are some examples that would be accepted: a stern, knightly figure a dark, menacing half-elf an overweight, jolly holy man

The following are some examples that would not be accepted: a tall fighter (too vague) a cheerful smurf (sound like roleplaying to you?)

NOTE: Do not include your name in any of your descriptions.

See also Title, Long Desc, Main Desc, Descriptions

Shrug IT Off

Usage: shrugitoff

This ability allows the barbarian to completely negate the damage from the next attack against them. It has a cooldown of 3 game hours.

Silence

Usage        : cast 'silence' <target>
Save         : vs. willpower for no effect

This spell renders the victim unable to speak or utter any noises, rendering them incapable of speaking, and thus, casting spells.

Silvanesti

Of all races of elves known, the Silvanesti are the oldest. They are fair- skinned, with light-brown to blonde-white hair and eyes that are hazel. They prefer loose garments, flowing robes, and billowing capes. They are a proud and arrogant race, and have little use for other races, including other elves. They are able fighters, and use their surrounding terrain for maximum concealment and protection. Most of their appetite is for fruits and grains, but small game such as venison and rabbit are not uncommon in their diets.

See also Races, Elf, Elves

Sing

Usage:     sing (lists songs or performs social)
           sing <song>

Throughout the ages there have been minstrels and bards, each of them carrying on the culture and history of Ansalon through song. Though every man can carry a tune to some extent, the entertainers of Krynn excell at such tasks, and through their learnings they are able to incite others greatly whether for better or for worse. The ability to inspire ones compainions has won many battles, and surely will win many more.

Sirrion

Sirrion is the God of Fire and Natural Power. His followers focus on the power of nature, such as the violence of an earthquake or the subtlety of rejuvenating rain. His followers usually wear clothing, often robes, of bright red cloth and embroidered with gold trimming. Sirrion is known as the Flowing Flame and the Alchemist across Ansalon. He is represent by a bright red star in the heavens which astronomers claim to be another planet.

See also Gods of Krynn, Gods of Neutrality

Skills

Skills are various abilities used by characters to serve their purposes, whatever they may be. Skills come in a variety of natures, from combat oriented, to stealth, to obtaining information.

You must practice your skills at a guild or trainer. Your skills will only increase to a certain maximum based on your class and intelligence. After this you can only improve your skills by using them. There is a maximum number of increases you may get for certain skill based on hours played.

Below are the various skill rating levels:

not learned
awful
bad
poor
lacking
average
fair
good
very good
excellent
superb

See also Spells

Sleep

SLEEP is both a command and the name of a spell.

The SLEEP command puts you to sleep, allowing you to regain your health more quickly. You will be largely unaware of your surroundings while asleep. You can awaken yourself with the WAKE command.

The SLEEP spell forces the victim into a magical sleep such that they cannot be awakened until the spell wears off.

Usage   : cast 'sleep' <victim>
Save            : versus spell for no effect

This spell causes the victim to fall into a deep sleep for a period of time, determined by the power of the spellcaster.

A person who is affected by sleep can only be awakened if attacked.

See also Wake

Sleep

Usage        : cast 'sleep' <target>
Save         : vs. willpower for no effect

This spell causes the victim to fall into a deep sleep for a period of time, determined by the power of the spell caster.

This spell requires a pinch of fine sand.

Slow

Usage        : cast 'slow' <target>
Save         : vs. willpower for no effect

Upon a successful casting of this spell, the targets limbs will seem much heavier and their actions will be slowed significantly, thereby decreasing their ability to successfully strike an opponent.

This spells to requires a small bottle of treacle.

Slow Fall

Usage: automatic

This ability allows a monk to reduce the speed that they fall to such a degree, that they are essentially considered to be levitating whenever they find themself somewhere that they'd normally fall down without magical assistance, such as a cliff edge, well, and so forth.

Smile

Whenever you feel like smiling...

Sneak

Assassins and Thieves Only.

Usage: sneak

Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you're actually sneaking. If you successfully sneak, then you'll continue to sneak for a little while.

See also Hide

Sneak Attack

Usage       : automatic

This ability allows rogues to have a small chance that increases with level to perform a backstab during battle. They begin with a 10% chance per round, at level 10 and this increases by 1% every three levels thereafter. To accomplish the backstab attack, they must proc this chance as well as succeed at a sneak attack skill check. They must also be wielding a piercing weapon. They will then perform a full-powered backstab.

See also Backstab, Encircle

Socials

Usage: <social> [<victim>]

Socials are commands used to show your affective state to others. The actor, victim and bystanders may receive different messages. Generally, social commands are used only to express emotion and not to take action, but it is possible that some mobs (or players) will take action based on the social. (Slap a dragon lately?)

Example:

> shake homer
> applaud marge
> stare

The SOCIALS command generates a canonical listing of all available socials.

> socials

See also Emote

Solinari

Solinari is the god of white magic. He teaches that magic should be used to further the causes of good and virtue. There are no clerics of Solinari. Instead his followers are the scholars of magic. The white robed mages usually wear white robes with silver trimming. The crest of a silver sphere is usually embroidered onto the shoulders and hood. Solinari is known under different names throughout Ansalon. Among them are Solin (Ergoth), White-Eye (Goodlund, Balifor), Gods-Eye (Thorbardin) and Ivory Disk (Highlo). Solinari joins his two siblings of magic in the sky of Krynn as the Silver Moon. The Waxing and Waning of the Silver Moon has influence on the casting of all magical spells.

See also Gods of Krynn, Gods of Good, Mages, Conclave of Wizards, Moons

Song of Arcania

Usage:     sing song-arcania

The song of arcania directly displays the bard's interest in magic. This minor cantrip, combined with the harmonious chords of song incite the bard's companions and sharpens their wits, making them very resistant to all forms of indirect attack. Their agility and reflexes become superb, their bodies, more stout and firm and their will becomes stronger as the tune lifts their spirits and souls.

See also Sing

Song of Command

Usage:     sing song-command

This simple song has great benefits to the intelligent bard. With it he can use the subtleties of his trade to sway a target into doing his will. If successful, the bard will be able to issue any one command to the target, ensuring his will be done with utmost urgency. However, in such a state, the target is open to virtually any ideas, and should someone else be quicker to act, the command will be given to the first who orders it.

See also Sing

Song of Despair

Usage:  sing song-despair <victim>

This discordant song greatly lowers the resistance of a single opponent to spells and other magical effects. The dissonant sounds of this song become excruciatingly cacophonous in the listener's ears, making concentration and resistance very difficult. Thus, for the duration of this song, the targeted opponent will become less agile and less physically and mentally resilient. This makes it much easier for many of the bard's magical skills to take effect.

See also Sing

Song of Renewal

Usage:     sing song-renewal

This song is a direct representation of the Bard King, Branchala's favor with his entertaining troubadours. The song, while simple in nature, bestows the gift of Branchala upon each member of the bard's party, healing their wounds and revitalizing their spirits. As it is as much a prayer as a song, the Bard King only allows limited use of this ability, though often it is just enough to keep hardy warriors fighting on.

See also Sing

Special Training

Also: Spectrain

The special training system allows a character to spend platinum coins on upgrades to their character. Each upgrade has a certain number of ranks and a cost per rank.

The following special training is available:

spell memorization time  10 ranks   25 platinum per rank
healing amount           20 ranks   10 platinum per rank
spell damage             10 ranks   25 platinum per rank
melee damage             5  ranks   500 platinum per rank
free attack              10 ranks   50 platinum per rank
spell success            5  ranks   50 platinum per rank
reflex saving throw      5  ranks   25 platinum per rank
fortitude saving throw   5  ranks   25 platinum per rank
willpower saving throw   5  ranks   25 platinum per rank
weapon accuracy          5  ranks   100 platinum per rank

To view info on a certain training type, enter: spectrain (training type) Eg. spectrain melee damage

To improve a special training type, enter: spectrain learn (training type)

Special training can be done at Brime in Solace, Vichtor in Palanthas and the high priest of Takhisis in Sanction.

Spellbook

In order for a wizard to memorize a spell, it must be available in one of her spellbooks. Spellbooks are large and heavy, but they are the most import- ant piece of equipment for any wizard. Without her spellbook, a wizard is nearly helpless. To memorize a spell, the wizard must be either holding or have in her inventory a spellbook that contains the desired spell, and she must have learned that spell (from a trainer), and be of sufficient ability to cast it.

In order to get new spells into her spellbooks, a wizard must scribe a copy from another source. Typically this occurs when the wizard comes across a rare scroll while adventuring, and scribes that spell into her spellbook.

See also Wizard, Spells, Memorize, Scribe, Practice

Spells

Some classes have the ability to cast spells, whether through the study of magic or from powers granted by the Gods. These spells have various properties, all of them impressive and powerful in their own use.

The Spells command will list all of the spells currently available to you.

See also Mem, Cast, Skills, Moons

Spiritual

Also: Hammer

Usage        : cast 'spiritual hammer'
Save         : None

While casting this spell, the priest raises his/her hand extended outward to the sky invoking the power of their deity. If the deity answers, a spiritual hammer fades into exsistance and fights by the side of the priest.

Split

Usage: split <amount to split>

Split is used to split money among people in your group who are in the same room as you. If you are in a group with 4 other people, all of whom are in the same room with you, and you type SPLIT 100, you will give each of the other 4 group members 20 coins each. (100 coins is split 5 ways; you keep your share and give everyone else their share).

See also Follow, Group

Steal

Thief Only.

Usage: steal <item> <victim>

Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep.

Examples:

> steal gold drunk
> steal sword mercenary
  (If it's wielded, only possible if he is sleeping)

See also Flags

Stealth

This ability allows a ranger or druid to pass through wilderness areas without detection. It will not work inside or in cities, as their ability is limited to their knowledge of moving silently through the outdoors.

See also Skills, Sneak, Camouflage

Sticks to Snakes

Usage        : cast 'sticks to snakes'

This spell, if cast outside, changes the nearby sticks and twigs into writhing serpents that follow the caster and assist him in any battles he might get into. The snakes also have a small chance of poisoning the foes that they combat.

Still Mind

Usage: automatic

This ability allows the monk greater resistance against mind-affecting spells and abilities, such as charm, sleep, fear and others.

Stinking Cloud

Usage        : cast 'stinking cloud'

This spell fills the room with toxic gas that causes those affected to succumb to crippling nausea. This naseau can cause them to be unable attack at times during combat.

Stone Body

Usage: (Passive)

This ability allows the barbarian to shrug off 2 points of damage each time they take damage.

Stoneskin

Usage        : cast 'stoneskin' <target>
Accumulative : Yes
Save         : None

This spell causes the skin of the target to become covered in a thick layer of a flexible stone-like substance,effectively increasing their defense against physical attacks by a considerable amount. The stoneskin will eventually be chipped away, thereby reducing it's effectiveness and eventually removing it altogether.

Storm of Vengeance

Usage        : cast 'storm of vengeance'
Save         : vs. reflex for half damage

This druid spell creates a random type of storm that ragings with devastating effect for a single round, which deals damage to all non-group-members in the room and leaves an additional effect for five rounds after, based on the type of storm.

Lighting : 33% chance each attempt to be unable to deal damage, strength reduced
Ice      : reduced ability to hit and dexterity reduced
Acid     : takes acid damage for each melee attack and constituion reduced

Strain of Disruption

Usage:     sing strain-disruption <victim>

This song allows a bard to demoralize his opponent. The dark tune of this strain penetrates deep into the opponent's spirit and wastes away his confidence and combat abilities. Many a man has lost a battle because he wavered in his inner strength and this song brings this fact to a point.

See also Sing

Strength

Usage        : cast 'strength' <recipient>
Save         : None

Increases the strength of the intended recipient depending on the caster's power.

Stunning Fist

Usage: stunningfist

This ability allows the monk to gather their chi energies and release it in their next attack, potentially stunning the enemy for 1-2 combat rounds. If the target succeeds on a fortitude saving throw, or the attack misses or otherwise fails to connect, the chi energies dissipate harmlessly.

This ability is on a cooldown timer that reduces as the monk gains levels.

Subdue

Usage : subdue

The subdue flag can be toggled by typing "subdue". When on, it will prevent you from killing a player, instead stunning them for several hours. All equipment and coins then goes to the subdued player's inventory. Subdue does not work on mobs.

Summon

Usage        : cast 'summon' <target>

Will summon a person of the name spoken. It is not possible to summon someone of greater power.

A holy book must be held to cast this spell.

Summon Swarm

Usage        : cast 'summon swarm'
Save         : vs. fortitude for half damage

This spell calls forth a huge swarm of biting and stinging insects which will advance over the area attempting to absorb anything that crosses their path, including living beings. The swarm will not bother the caster or any who accompany him /her.

Sunray

Usage        : cast 'sunray' <target>
Save         : vs. reflex for half damage

This spell causes a ray of pure light and extreme heat to descend from the very sun itself. The ray will envelop and sear the flesh of the target. The strength of the ray is dependent of the weather conditions at the time. The cloudier it is, the less powerful the ray will be. Obviously, this spell cannot be cast indoors.

Tackle

Usage: automatic
Save:  vs. reflex to negate

Those who hunt down living prey often do not want their quarry to escape should they let their guard down. Thus they have developed the skill of tackling their quarry when it makes particular movements indicating a desire to retreat. The method depends wholely on the user. Sometimes it is an elaborate leg sweep, other times it is a brutal lunge at the target, throwing them to the ground. In any event, a successful tackle will put the quarry in a prone position often long enough for the hunter to subdue or finish them off.

See also Flee, Retreat

Takhisis

Takhisis, The Queen of Darkness, is the supreme Goddess of Evil, Night, Hatred and Evil Dragons. She constantly uses her resources to attempt a physical manifestation on Krynn so that she can rule it for her own. To this point all of her attempts have been thwarted. Her followers usually wear jet black robes with little or no decoration. A holy symbol bearing a black crescent is worn around their neck. Takhisis is perhaps the most infamous Gods of all history, and most definitely among the most powerful. She has many names across Ansalon including the Dragonqueen (Silvanesti, Ergoth), She of the Many Faces (Highlo), Mai-tat (Tarsis), Nilat the Corruptor (Icewall) and Tamex the False Metal (Thorbardin). Her constellation is that of a massive five headed dragon and opposes that of Paladine, the Platinum Dragon in the heavens.

See also Gods of Krynn, Gods of Evil

Teleport

Usage        : cast 'teleport' <target>
Save         : None

This spell transports the wizard to a targeted location almost instantly. Although it's not always as accurate as it should be for a beginner.

Theiwar

The Theiwar are the only dwarves who claim any proficiency in magic use. Through their savants, who are often freakishly deformed, they maintain a potent source of fear that the freely use to intimidate dwarves of other clans. Among the Theiwar themselves, the savants are repulsed and feared, even as they are obeyed. The member of this sub-race are selfish and malicious, deriving cruel pleasure from the sufferings of others. Realgar is the thane of the Theiwar.

See also Dwarf, Dwarves

Thief

Also: Thieves

Thieves are known to have very special qualities, that no other class offers. Their specialty tends to be in the darker, sneakier art. Many of these qualities can come in handy in many situations, such as picking locks. Thieves are generally not known as warriors, preferring subtlety to direct force. They often find a great of success using this tactic, as their skills are built around this fact. Thieves can use most one-handed weapons but will only don the lightest of armor for as much freedom of movement as possible. Thieves must have at least average agility and dexterity for the intricate and stealthy crafts of their trade.

See also Classes, Race

Thornflesh

Usage        : cast 'thornflesh' <target>
Save         : None

This spell causes long and thick thorns to sprout from the skin of target. As a result, there is both a small defensive and offensive bonus for physical attacks only.

Tick

Also: Hour

A "tick" or (in character) hour is a set length of time in which game events happen, such as healing, memorizing spells and zone resets. One hour on Age of Dragons is approximately 72 seconds.

See also Mem

Time

Usage: time

Gives you the current game time. Your initial reaction to the output of this command may be one of surprise, but you'll get used to it. You'll have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the shops, for example.

Tinkering

Usage : tinker (item to tinker)

This ability, usable only by gnomes, allows them to improve weapons and certain pieces of armor.

In the case of weapons, a successful tinker will improve its general weapon quality, being either normal, exceptional, superior and phenominal. A phenominal weapon cannot be improved with tinkering.

In the case of armor, the armor must be wearable on one of the folllowing positions: body, head, legs, feet, hands, arms and shield. The item itself must be of the item type armor. 'Worn' or 'Other' item types cannot be improved. Successful attempts will improve the defensive benefit of the armor piece.

For each tinker attempt there is a flat success rate. Whether successful or not, the item cannot be tinkered again. There is also a small chance that the item will be completely destroyed in the process, if the attempt fails.

Title

Usage: title <new title>

Sets the title people see on the WHO list and when you're in the room with them. You can't use parentheses (the "(" and ")" characters) because those are reserved for flags.

You cannot set your own title. You are required to ask an immortal to change it for you.

See also Flags, Who

Title

You cannot set your own title on Age of Dragons. You must ask an immortal to set it for you. Inappropriate titles will not be accepted, and they must fit the character being played for alignment, race and class. For example, an evil elven assassin would not be allowed to have the title "Dirk, Solamnic Knight of the Crown" But a good aligned human paladin would. Of course if that person was not actually a Knight of Solamnia, some offense could be taken.

Toggle

Usage: toggle

TOGGLE shows you the current values of various toggles available on the MUD. This command CAN NOT be used to change these values (see related commands.) All of these toggles remain the same until you change them; i.e. they are saved when you quit or rent.

See also Brief, Compact, Display, Noshout, Nosummon, Notell, Quest Repeat, Wimp

Toughness

Warriors are well known for their skill with a blade, even while wearing the heaviest of armors. It takes a hardy man (or woman) to master the warrior arts indeed. As they improve as a fighter they also learn tricks that will help them absorb blows so well, that they are negated altogether. As a result, it is almost as if the fighter has gained some kind of natural armor. Since their knowledge is limited to that of melee and ranged combat, they cannot use this ability to dodge magical attacks.

See also Damage Reduction

Track

Also: Tracking

Usage: track <victim>

Used for finding the first step on the shortest route to a monster or player.

Example:

> track knight
You sense a trail south from here!

See also Precision Tracking

Triple

Also: Attack

This skill allows the warrior to attack with great skill, precision and speed so that in effect they get an additional attack with their primary weapon. Due to the extreme complexity of this skill, none have yet been able to master it's use.

See also Skills, Double Attack, Dual Wield

Trips

This skill allows the adventurer to trip their opponent, keeping them off their feet and preventing them from performing many actions for a brief period of the combat. Failure results in the user stumbling and falling themself, until they can regain their footing and stand back up.

See also Skills, Bash

Try

Usage: try <item name>
       buy #<item number>

Used to determine whether you are able to use an item before spending the money to purchase it.

Examples:

> try sword        (try the first sword on the list)
> try #3           (try the third item on the list)
> try 4.sword      (try the fourth sword on the list)

See also List, Sell, Shops, Value

Tumble

Rogues are known throughout Krynn for their amazing feats of agility, and their ability to perform acrobatics is an excellent example of this attribute. They have honed their reactions so well that their dextrous nature allows them to tumble out of the way of incoming attacks, often rolling out behind their target, catching their opponent offguard.

See also Dodge, Parry, Shield Block, Expertise

Turn Undead

Also: Improve Turning

Usage: turn <victim>

The Pantheon of Krynn bestows upon their followers many gifts to help apply their will in the world of mortals. Through cursed black magic are the undead "born", and each faith has a different outlook on how they should be treated or used. Their ability to turn undead reflects these intentions, whether it be to destroy or dominate them through submission.

Using this skill will damage the undead creature targeted by a range which varies depending on the power and charisma of the priest. A charismatic follower will also find they may turn undead more often than one without much leadership ability.

A cleric with the improved turning ability will have their damage increased even more.

Ungroup

Usage: ungroup [group member]

UNGROUP can be used by group leaders to disband the entire group, or to kick a specific group member out of the group (and stop him/her from following the leader).

Examples:

> ungroup
> ungroup homer

See also Group

Use

Also: Wand, Staff, Staffs, Wands

Usage: use <staff>
       use <wand> <Target>

Using a staff will automatically target everybody (or everything) in a room, except yourself. Therefore staffs are naturally very powerful, and yet may be very dangerous to use around other players.

Using wands require that you point it at a target, which can be either a character or an object.

Both staffs and wands must be HELD in the hand prior to use! (Use the grab or hold commands). You must still supply the name of the staff or wand to avoid confusion.

See also Recite

Utilities

The following are miscellaneous commands used for various purposes on the MUD. Help is available for each topic via the normal methods.

! BUG TYPO IDEA QUIT SAVE BRIEF COMPACT TITLE COMMANDS DISPLAY ALIAS COLOR CLEAR ORDER PRACTICE SPLIT

Value

Usage: value <item>

Before selling an item to a shop, you can ask the shopkeeper how much he or she is willing to pay for it. Example:

> value bread

See also Buy, List, Sell, Shops

Vampiric Touch

Usage        : cast 'vampiric touch' <target>
Save         : vs. fortitude for half damage

This necromantic invocation will drain the life force from the target and imbue it upon the caster, thus healing any wounds he/she might have. It will not cure any ailment past a regular physical wound. The caster must successfully touch the victim for the spell to succeed.

Visible

Usage: visible

Use this command to break your spell of invisibility before it expires.

See also Invisibility

Wake

Also: Sleeping, Rest, Sit, Stand

For changing your position. If you feel weary, it's probably a good idea to sit and rest for a while, or maybe even take a nap.

Warcry

Also: War Cry

Usage: warcry

The barbarians and plainsman from all lands in Krynn have perfected the art of savage combat. With that knowledge comes their powerful warcry. A barbarian in battle can summon forth their primal predatory animal insticts into a powerful warcry called as they surge forward in battle. The warcry, when properly done, improves the warrior's ability to hit and deal damage, although it does sap their energy as a result.

See also Berserk, Barbarian

Warrior

Also: Fighter

Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they possess skills of violence and fighting unequaled by the members of any other class. However, they lack the ability to use magic of any sort. However, as they often have had need to use versatility and resourcefulness in their travels, fighters will use virtually any item they come across. Warriors must posses at least an average strength for the use of the heavy weapons and armor that are commonly used in combat.

See also Classes, Races

Weaken

Usage        : cast 'weaken' <target>
Save         : vs. fortitude to negate effects

This spell will reduce the physical strength of the target if a saving throw versus spells is failed.

Wear

Usage: wear <item> [location]

If you want to wear some clothes, armor or the likes.

Also, to wear everything in your inventory (or at least try to, as wearing things like loaves of bread is not a good way to win friends and influence people) you can type "wear all".

Optionally, you can specify what part of your body to wear the equipment on.

Examples:

> wear boots
> wear all.bronze
> wear all
> wear ring finger

See also Equipment, Remove

Weather

Usage: weather

If you're uncertain whether the sun is shining or the rain is pouring down. You'll have to be outside in order to tell however.

See also Control Weather

Web

Usage        : cast 'web' <target>
Save         : vs. strength for no effect

This spell covers the target in strong, sticky webs so thick that they are unable to move, aside from stretching the webs a few inches in each direction. If strong enough, and if luck is with them, the target can pull free of the webs before they have time to bond to their skin. Also, The stronger the victim, the faster they will be able to break free of the webs. Like all webbing, these webs are extremely susceptible to flame.

This spell requires a bit of spider web.

Where

Usage: where <monster | player>

Tells you the location of a monster, a player or an object.

Mortals can only "where" monsters or players, and only from their own zone.

Immortals may type 'where' without arguments to see where everybody is.

Example:

> where
> where torch
> where dragon

Whirlwind

Usage: whirlwind

The whirlwind attack is quite possibly the best display of swordsmanship in Krynn. A master ranger can enter a state of mind that enhances his agility, accuracy and flexability, giving him amazing abilities to whirl and spin his weapons in a dazzling dance of pure skill. Through this effort, the ranger can temporarily make an extra attack in combat. The execution of such an ability is quite taxing, both on the mind and body. Because of this, the ranger's energy is significantly reduced and he or she must allow the mind to rest in order to prepare itself for the next whirlwind attack.

See also Ranger

Who

Usage: who [minlev[-maxlev]] [-n sname] [-c classlist] [-s] [-o] [-q] [-r] [-z]

Lists the people currently in the game. Some people may be invisible. Command-line options can be used to limit the listing. The parameters can be specified on the command-line in any order.

minlev, maxlev : list only people whose level is at or above minlev, and optionally, at or below maxlev -n : list only people whose names or titles contain sname -c : list only people of a certain class, where classlist is any combination of the letters w, m, c, and t -s : list names in the short form (4 columns of names, without titles or flags) -o : list only outlaws (i.e. people with a killer or thief flag) -q : list only people who are on the Quest -r : list only people who are in your room -z : list only people in your zone

Examples:

> who -c wc -s -l 20
List, in short form, warriors and clerics at or above level 20
> who 15-25 -o -z
List all outlaws between levels 15 and 25 who are in your zone.

Who

Typing who will give you a list that looks something like this:

Immortals
---------
Takhisis, The Queen of Darkness
Reorx, Master of the Forge
Solinari, The Silver Moon
Mortals
-------
Thoran Khadgar, Solamnic Knight of the Sword
Valos D'Raden, Archmage of the Red Robes
Szordrin Edain, Solamnic Knight of the Sword
Gamaliel, High Priest of Paladine
Tristan Kendrick, Solamnic Knight of the Rose

Immortals: 2
Characters playing: 7

It will show you a list of the gods that are currently online and visible. It will show you and your title, plus the people that you know that are online and that can be seen (In case they are invisible and you cannot see invisible creatures). It will also display the number of people online that you can see. (Not invisible people if you cannot see invisible creatures)

See also Flags, Intro

Whoami

Usage: whoami

Displays your character's name, if you want to be sure you are who you think you are.

Wholeness of Body

Usage: wholeness

This ability allows the monk to gather their chi energy and heal themselves. The amount healed is based on the monk's wisdom and their monk level. The ability can be used once every 6 game hours.

Wield

Usage: wield <weapon>

When you get tired of bashing monsters with your fists, you might consider wielding a weapon.

Example:

> wield sword
> wield 3.sword    (Wield the third sword in your inventory)

See also Equipment, Remove, Wear

Wimpy

Usage: wimpy [hp]

Use the WIMPY command to automatically flee once your health drops below a certain level.

Examples:

> wimpy 35    will make your character automatically flee a fight
              if you have less than 35 hit points.
> wimpy 0     will turn off wimpy mode.
> wimpy       will show you your current wimp status.

See also Flee, Toggle

Winds of Vengeance

Usage       : cast 'winds of vengeance'
Save        : none

This druid spell gives the caster the ability to levitate and also surrounds them with a shield of raging winds that will lash out and damage any who attempt a melee attack against the druid.

Wither

Usage       : cast 'wither' <target>
Save        : vs. fortitude for no effect

This powerful spell ages the target many years leaving them frail and weak. While in such a state, their strength is sapped, they are significantly less agile, and their fortitude is decreased as well. There is also a small chance that their strength fails them when trying to attack, nullifying their attempt altogether.

Wizlist

Also: Immlist

Usage: wizlist | immlist

Lists the most powerful beings on the MUD. These are the people responsible for administering the system.

See also Implementor

Word of Recall

Usage        : cast 'word of recall' <target>
Save         : None

The target will be transferred back to his home town sanctuary.

Wrathful Mantle

Usage: cast 'wrathful mantle'

This spell increases all saving throws by 6 for the duration.

Write

Usage: write <object>
       write <title of board note>

In order to write a note, you need a piece of blank paper (or similar), and a pen of some sort. You can then type something like "write on the paper with the pen", whereupon you'll be asked to type in your note at the keyboard.

WRITE is also used to post messages to bulletin boards. Type HELP BOARDS for more information.

See also Boards, Mail

Zakhar

Little is known of this race of dwarves, except the rumors that circulate through taverns. It seems they have little respect for the life of anyone outside their sub-race, and live in isolation, even from other races of dwarves.

See also Dwarf, Dwarves

Zeboim

Zeboim is the violent Goddess of the Sea and Undead Sea Races. She is a rather fickle god and extremely vile tempered. Many sailors of all all alignments worship her simply to be spared of her wrath, which can be great indeed. Her clergy wear green robes with red trimming and a holy symbol shaped like a turtle shell. Zeboim is known as Rann in Ergoth, Zyr in Tarsis, Zebir Jotun (Icewall) and Bhezomiax in Thorbardin. Her constellation is that of a giant sea turtle.

See also Gods of Krynn, Gods of Evil

Zivilyn

Zivilyn is the God of Infinite Wisdom. It is said that Zivilyn exists in all times and all lands, and possesses the combined wisdom of every plane of existence. His followers tend to be scholars and philosophers, whether by trade or at heart. They wear deep green robes embroidered with golden trimming and a holy symbol bearing the symbol of a great golden tree. Most cultures call him as Zivilyn, but the elves have dubbed him the World Tree and the Tree of Life. Zivilyn is represented by a pale blue star in the heavens, which astrologers claim to be another planet.

See also Gods of Krynn, Gods of Neutrality

Zone

Also: Sanction, Slums

Zone Authors

-={Gicker}=-
Fireside & Cultists
Darken Wood (I, II & III)
Palanthas (I, II & III)
Forces of Whitestone Camp
The Onyx Obelisk (I, II & III)
The Plains of Dust (I, II, III & IV)
Bethel Island
City of Morning Dew (I && II)

-={Reorx}=-
Solace (I & II)
Bugbear Cave
Goblin Camp
Red Moon Festival
Que-Shu Village (I & II)

-={Hiddukel}=-
Marsh Temple (I & II)
Para Elemental Planes
Thieves Guild
UDA

-={Izual}=-
Black Dragonarmy Camp
Caergoth
Wyvern's / Sea Tavern
Tarsis (I & II)

-={Sargonnas}=-
Cult/Grove
Vingaard Keep
Neraka
Dargaard Keep

-={Sicarius}=-
Shadowpeople City
Huerzyd Temple
Wenfyr Mansion
Luerkhisis Temple

-={Branchala}=-
Training Pit
Seeker Outpost
Para Elemental Plane of Magma

-={Eben}=-
Sewers of Sanction
Slave Market / Plains

-={Habbakuk}=-
Xak Tsaroth (I && II)

-={Majere}=-
Thelgaard Keep (I & II)

-={Paladine}=-
Qualinost (I & II)

-={Areste}=-
Undomesticated Island

-={Cae}=-
Merchant Caravan

-={Chemosh}=-
Woodland Grove

-={Chislev}=-
Chrystalmir Lake

-={Dark}=-
Village of Keiflore

-={Duncan}=-
Cadre

-={Jim}=-
Kendermore

-={Mishakal}=-
Goblin Camp

-={Tenega}=-
The Infected Forest

-={Xergon}=-
Gypsy Travelers

-={Zeph}=-
Otik's Cellar

IF YOU SEE ANY MISSING OR ERRONEOUS ENTRIES PLEASE EMAIL GICKERLDS@GMAIL.COM

LISTINGS ARE ORDERED BY NUMBER OF 100 ROOM ZONES DONE FROM HIGHEST CONTRIBUTOR AND DOWN.

Zone Chislev's Grove

Chislev's Grove

This small grove is little more than a legend. Popular rumor says it was created long ago, in the Age of Dreams by Chislev's elven followers. The myth says that it is populated by many strange creatures, servants of Chislev and a statue of the Goddess itself, which, if legend is correct, carries artifacts created by the goddess of nature herself.

See also Areas

Zone Crystalmir Lake

Crystalmir Lake

Crystalmir lake is a favorite of the people of Solace, who enjoy spending their liesure time bathing and swimming in these cool refreshing waters. However, they are quite cautious about venturing near the far side of the lake, as there are rumors both of a sea monster and of a bandit group nearby.

The lake itself, however, is teeming with life, and the residents of Solace enjoy a thriving lobster trade from the lake's strangely giant specimens. Swimmers beware though! The lake is also filled with electric eels... more than one child has died after swimming out too far into the waters depths, and had gotten shocked by one of these eels.

See also Areas, Solace, Zone Solace

Zone Cultists of Morgion

The Cultists of Morgion

This cult is little more than a rural legend. Legend has it that a young druid, by the name of Kalalan Shal-Hazaar founded this cult, after being afflicted by the crimson plague, before the cataclysm. Shal-Hazaar has long since passed away, but legend is the cult remains somewhere in the forest near the FireSide Tavern, and that his spirit guards his grave, well hidden in the same woods.

See also Areas

Zone Darken Wood

Darken Wood

Darken wood is a forest full of myths and secrets. Somewhere in time, a group of knights swore to protect the wood for it's inhabitants, and died in failure. Thus the legend has it, their spirits guard the entrance to the wood, and let no being pass them, thus they fulfill their oath in undeath.

Aside from this there are many stories, both from the common folk of Abanasinia and of the ancient Qualinesti elves, that the forest is home to a clan of centaurs, and many other "mythical" wood folk, such as unicorns, sprites and treants. Most of these tales are usually told over a cold ale near a fireplace, thus their validity is questionable.

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Zone Druid Temple

The Tainted Temple of Zivilyn

This secluded forest temple was once a serene location for the druids of Zivilyn to pray and go about their daily lives. However, somewhere in time, no one is sure when, all of the druids of the temple went insanely mad. Perhaps a curse or plague of some sort. In any case, even the forest creatures seem afflicted as well, and all who have gone near the temple have been chased off by the animals and tainted druids alike. Many of Solace's young adventurers have repeatedly tried to drive off or cure the druids, but they have had no success yet.

See also Areas, Solace, Zone Solace

Zone Fireside Tavern

FireSide Tavern

This tavern was built shortly after the cataclysm between Solace and Longridge. It is located along the NewSea Road, in a small, but dense forest. The forest surrounding it is so dense, that all but the best hunters and woodsmen can easily get lost within them. However, the trip is well worth it, as the service and ale are excellent. With complementary stabling for riders, it is one of Abanasinia's most popular rest stops.

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Zone Gardens of the Blue Phoenix

Gardens of the Blue Phoenix

The gardens of the blue phoenix are one of Palanthas' most beautiful landmarks. It is an area rich with vegetation, beautiful flowers and ancient trees. Many of Palanthas' residents prefer the gardens for their relative isolation from the crowded, white tiled streets. Aside from rats and other vermin, it is the only place where wildlife is rich within the walls of the city.

See also Areas, Zone Palanthas, Palanthas

Zone Goblin Camp

The Goblin Camp

In the forests east of Solace, a clan of goblins has overtaken an old fortress and claimed it as their own. Unusual for the dumb beasts, the fortress is well guarded and organized, and hijacking along the roads near Solace is not uncommon. The High Theocrats have placed a high bounty for anyone who can cleanse the area of the goblin's presence. However, all attempts thus far have been unsuccessful, due to the ever-regenerative numbers of the fell creatures.

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Zone Palanthas

Palanthas

Palanthas is by far the largest city in Solamnia, and also it's capital. It is a beautiful city of immaculate white marble, and the home of many of Solamnia's nobles. It is one of the few locations on Ansalon that was untouched by the cataclysm, and thus the residents believe it to be the holy city of Paladine.

The city is located at the mouth of the Bay of Branchala in northern Solamnia. It is a busy port and, aside from Caergoth, quite possibly the largest producers of exports and imports in Solamnia. The city is divided into two parts; The old city is located within a large, fortified wall, and houses the majority of Palanthas' landmarks including the Great Library, which is renowned around Krynn for it's fame and of the residence of Astinus, the ageless scribe who has documented Krynn's history since the beginning of time. Also within the boundaries of Old Palanthas are the Palace of Lord Amothus, the extremely busy market square and the cursed Tower of High Sorcery.

The Knight of Solamnia make their home here in the Knight's House, where they also offer to train Palanthas residents in their respective professions.

Palanthas is well protected to the east and west by the Vingaard mountains, to the north by the Bay of Branchala and to the south by the famous High Clerist tower, which has never been breached by an opposing army. It is unfortunately one of the largest attractions to kenders in their wanderlust due to it's rich history and landmarks.

See also Areas, Palanthas

Zone Palanthas Dockyards

The Dockyards of Palanthas

The dockyards of Palanthas is perhaps the busiest port in all of Ansalon. The piers are used by everyone, from fishermen to merchant vessels, to warships and ferries to various locations in western Ansalon. The sailors tend to be a rather rough sort, but situations rarely get to a point where the militia must intervene. Dozens of warehouses line the city walls at the southern end of the dockyards, filled with various imported goods and those waiting to be exported.

See also Areas, Palanthas, Zone Palanthas

Zone Palanthas Sewers

The Sewers of Palanthas

The sewers of Palanthas are, quite obviously, a dirty and grungy place. Over the years it has become a haven for lepers, gully dwarves, and all sorts of disgusting creatures. Rumors have it that small crocodiles have somehow made their way into the grungy limits of filth. Some say also that there is a hidden entrance to the Palanthas thieves guild, although no one has ever returned form the sewers to verify this myth.

See also Areas, Palanthas, Zone Palanthas

Zone Palanthas Thieves Guild

The Palanthas Thieves Guild

The thieves of Palanthas are perhaps the most well organized and successful thieves across Ansalon. Their efforts range from minor pickpocketing to the raiding of the noble manors of Palanthas. It is very rare that these men and woman are caught by the militia, a very unsettling fact for Lord Amothus and his magistrates. Many merchants are rumored to pay tithes to these thieves to protect their wares from theft. There is a myth that the thieves make their home somewhere in the sewers of Palanthas, although no one has ever verified this fact.

See also Areas, Palanthas, Zone Palanthas

Zone Palanthas Wizard Academy

The Palanthas Wizard Academy

The wizard academy of Palanthas is one of the few known places to study the basics of magic outside of the Tower of High Sorcery in the forest of Wayreth. It is also the only place in Solamnia where the rigid Knights of Solamnia reluctantly allow such practice. Apprentices of all assumed robes can be found in the academy, also a rarity of the Knight's behavior, to allow black robes within the city. In any case, it is a popular spot for mages across Solamnia and central Ansalon both for the availability of magical teaching and for the magical shop which is one of the best stocked shops for magical reagents, spell components, and various scrolls and potions.

See also Areas, Zone Palanthas, Palanthas

Zone Para-Elemental Magma

The Para-Elemental Plane of Magma

This portal is also similar to the other para-elemental planes (see ZONE PARA-ELEMENTAl PORTALS), save the portal that was created has become stable, and is located in the northwestern plains of Abanasinia. They are believed to have been created by the same renegade who created the other links, however, it is not known which of the two came first.

The plane is populated by creatures of pure magma, and is quite similar to the plane of lava. In fact, some Conclave scholars believe them to be one and the same. However, the magma plane boasts rumors of a large fortress guarded by a fire elemental and a fearsome efreeti. This is very interesting to scholars, as it proves extra-planar intelligence in these highly enigmatic planes. Some suggest a diplomatic mission to the planes, although thus far the Conclave has denied such action until further research can be performed

See also Areas, Zone Para-Elemental Portals

Zone Para-Elemental Portals

The Para-Elemental Portals

These portals are an accident of renegade magic. Rumor has it that a renegade of the Conclave of Wizards was attempting to summon forth a being from another plane of existence for an augury concerning the actions of the Conclave against him. Due to the wild nature of renegade magic, his efforts failed, and instead created an instable, moving portal to three of the para-elemental planes.

These planes are unknown to all except for the highest orders of the conclave, and the select few adventurers or wayward travelers that have happened upon them since the vortex connected Krynn to them. It is said that creatures made completely of smoke, lava and mist dominate these planes, and that while most are impassive to extra-planar presence, some have been known to attack without warning.

The portals have since come under review by the conclave, however, all efforts in closing them thus far have resulted in failure. This is all the better for adventurers seeking to explore these planes and to the few kender who have heard of them through rumor, and simply cannot bear to live without seeing such wondrous creatures and sights.

See also Areas, Zone Para-Elemental Magma

Zone Sanction Sewers

The Sewers of Sanction

Beneath the dark city of Sanction, the sewer system is composed of dozens of dimly lit corridors. Rumor has it that somewhere in one of these corridors, a secret passageway to a civilization of shadow people lies. Very few citizens of the city care to attempt to substantiate these rumors, as many who enter the underbelly of Sanction never see daylight again.

See also Areas, Sanction, Zone Sanction

Zone Seeker Outpost

The Seeker Outpost

The seeker outpost, now becoming obsolete with the arrival of Goldmoon and the truth of the return of the old Gods, lies a few miles east of Solace. The seekers, their backs against the walls, no longer practice their preaching or tithing of the common folk. In fact they have gone so far as to fortify their outpost and are leery any who would seek entrance. They have not given up however, and still welcome those who follow their heathen ways for services.

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Zone Slave Market

The Slave Market of Lord Grismold

Hidden deep within the grassy plains of Solamnia, a slave market is rumored to exist. Little is known about this establishment, other than its extreme distaste and lack of trust for new customers. If somehow stumbled upon, adventurers are advised to use caution at all times when dealing with it's patrons.

See also Areas

Zone Solace

Solace is a small village nestled high in Vallenwood trees.

Zone Solace Caves

The Caves of Solace

In the hills near Solace are a series of caves and tunnels that some believe were created by, and ultimately abandoned by a clan of Hylar Dwarves. The caves have since become a refuge for all sorts of nocturnal animals and supposedly of a kobold clan as well. Many young adventurers seek to cure the plague of the bandit kobolds, however, not many return from their first adventure.

See also Areas, Solace, Zone Solace

Zone Solace Training Pits

The Solace Training Pits

The training pits of were first set up with the coming of Goldmoon and the truth of the return of the old Gods. Animated skeletons, zombies, rats and snakes were created to train the population of Solace and the surrounding Abanasinia should the Dragonarmies find their way to Abanasinia. It is here that many a great warrior or spellcaster began their training and ultimately their life in the world of Krynn.

See also Area, Solace, Zone Solace

Zone Temple of Chemosh

The Temple of Chemosh

The temple of Chemosh is no more than a legend of the people of Solamnia. There are however, those who undeniably state the existence of such a fell blight on the land. Some say it is occupied by the followers of the dark god of death and undeath, and these myths state not all of them are alive.

These legends are no more than rural myths however, as aside from a few obvious pranksters, none have returned from the temple with proof of it's existence.

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Zone the Onyx Obelisk

The Onyx Obelisk

Very little is known about this strange monolith in the northern plains of dust, save that it has been in existence since the beginning of recorded history. There are several rumors surrounding the landmark, among them being a portal to the realm of death, a tomb of the ancient Irda race, and a ritual center for druids before the cataclysm. In any case, no one has ever found proof of any of these, although the bards of all history have spun many a tale and song about it.

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Zone the Palace of Palanthas

The Palace of Palanthas

Widely known throughout Solamnia for its enormous size and beauty, the Palace of Palanthas stands proudly in the center of the city. Numerous political and social events take place here throughout the year. Within the palace walls, Lord Amothus and the city magistrates work tirelessly to enact and enforce the laws of Palanthas. It is said that the windows in the map room on the top floor of the palace offer one of the best views available of the city and its surrounding lands.

See also Areas, Palanthas, Zone Palanthas

Zone Thelgaard Keep

Thelgaard Keep

Thelgaard Keep is one of Solamnia's largest fortresses, surpassed in size and population only by the highly famed Vingaard Keep. The Keep can be found in the west-central area of Solamnia, at the southern tip of the Vingaard mountain range. It is highly populated by Knights of Solamnia and commoners alike, and since the cataclysm has begun to thrive as an area of trade and training.

The keep is ruled by Lord Azerol, a high ranking Knight of the Rose. He and his knights guard the people of Solamnia from possible attacks from the south, and southeast. It is close to the Solamnic cities of Solanthus and Kaolyn, and a couple days of travel from Caergoth and the NewSea crossing.

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Zone Village of Keiflore

The Village of Keiflore

Careanin Keiflore reached his arms towards the heavens. For a moment he stared at one cloud in the sky. This lone cloud as white and pure as a fresh snowfall caught his eye. Careanin scanned the rolling hills beneath this magnificent cloud. He stood up on his wagon and shouted, "This is the place, Paladine has spoken to me." Careanin Keiflore looked at his wife of fifteen years and stared into her stunning blue eyes.

This land is where Careanin Keiflore, a middle-classed businessman from Tarsis, decided to raise his family. Careanin, his wife, and thirteen children started a communal lifestyle. They farmed wheat, raised small livestock and produced grain.

Keiflore's wheat and grain became known throughout Solamnia as some of the finest for producing exquisite breads and robust, wheat ales. As time grew on Careanin's children married and continued producing grain. The knighthood saw this land as a valuable asset. Lord Mouscelle offered to purchase Careanin's land for a deal he couldn't refuse.

Lord Mouscelle had a large manor built next to the farmlands. He also built a large mill so that an increase in grain production could supply more profit for his lands.

By this time, Careanin Keiflore had passed on, several smaller thatch roofed homes were built in the village. Right around this time, the cataclysm ravaged Ansalon. The Knights of Solamnia were accused as the reason for the gods anger. Lord Mouscelle became crazed and isolated. He began to neglected the residents of Keiflore The farmlands lay fallow for close to fifty years.

A few generations of Lord Mouscelle's family lived in isolation at the manor. That is until a young, promising, and kind Knight from Thelgaard Keep was offered the Mouscelle land. This Knight, Lord Rosenthorn, brought life back to Keiflore. Since his ownership of these lands, Keiflore has once again become one of Solamnias finest producers of grain.

Rumor has it that the Mouscelle inbred for the entire time they lived within the manor walls. When the family was driven from the manor. Mild deformities could be seen on Lord Mouscelle's offspring. Employees of Lord Rosenthorn say the manor is inhabited by spirits moan in the night.

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Zone Xak Tsaroth

Xak Tsaroth

Xak Tsaroth was once a great city in what is now referred to as Abanasinia. After the cataclysm it has been reduced to a series of ruined building. As such, none save a few adventurous individuals have bothered to go to the ruins. Lately however, all that have mustered the courage and treasure-lust to go there have not returned. Whatever that reason may be remain a mystery to this day.

See also Areas