Skip to content
DARK
PAWNS

A Multi-User DungeonEST. 1994

Information

Look up Dark Pawns information commands and topics in the game's original help text, with the wording, examples and warnings kept intact.

Look up a command or topic below. The help text keeps the game's wording, including its examples and warnings.

ABILITIES

Verbatim in-game help.

Usage: abilities
This command will display your current ability scores in the following
format:
Your current ability scores:
Strength: (excellent)
Dexterity: (decent)
Intelligence: (decent)
Wisdom: (fair)
Constitution: (good)
Charisma: (bad)
There are not any numeric representations of ability scores on Dark Pawns.

CLEAR CLS

Verbatim in-game help.

Clears the screen.
Note that in most clients, this typically erases scrollback.

COMMANDS

Verbatim in-game help.

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

FINGER WHOIS

Verbatim in-game help.

Usage : finger <player name>
whois <player name>
Lists the level, class, name and title of <player name>, if they exist.

GLANCE

Verbatim in-game help.

Usage: glance <victim>
Use GLANCE to get a rough estimate of how wounded your opponent is.
See also: DIAGNOSE

HELP ?

Verbatim in-game help.

Usage: help [command]
? [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.
> ? help
will give you this help file
See also: COMMANDS, SOCIALS

HOUSE

Verbatim in-game help.

Usage: house guest <player name>
house transfer <player name>
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.
The HOUSE command can also transfer ownership of the house from one player
to another. If you do this and wish to retain access to the house, make
sure the transfering character is on the guest list before you transfer!
Typing 'house guest' with no arguments gives a list of the people currently
on your house's guest list. Typing 'house guest' 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.
See also: CASTLES, QUEST

INFO NEWS POLICY VERSION FUTURE

Verbatim in-game help.

These commands show you important information about Dark Pawns. It is a good
idea to read them every once in a while.
info - useful information about the game for beginners
faq - even more of the same useful information
news - latest changes to the code and areas
policy - policies on topics like player killing, multis, etc.
credits - DikuMUD credits
version - displays the current Dark Pawns release number
future - what new things are coming down the line
See Also: INFOBAR

LEVELS

Verbatim in-game help.

Usage: levels
Lists the levels of your class and the experience required to attain each
level.
See also: CLASSES

LOOK

Verbatim in-game help.

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>.
Looking in directions will show you either a description of the door
in that direction (if any), a generalized one line description of what
lies in that direction, or the actual room itself. Players may turn off
full room listings while using look [direction] by playing in BRIEF mode.
See also: EXAMINE, GET, READ, TAKE, RACE, BRIEF

MOTD

Verbatim in-game help.

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!
See also: INFO, NEWS

NEWBIE

Verbatim in-game help.

Newbie is a term used to describe people who are new to MUDding, and sometimes
just one particular MUD. As a newbie you start out with a few choice pieces
of equipment and enough food to last until you gather enough money to buy
more. The INFO and POLICY commands will tell you the rules and basics of
Dark Pawns, and the NEWS file will keep you updated on various added features.
Also, check out help FAQ, which has the answers to some of frequently asked
newbie questions.
You will start out in the Temple of your home town. The first thing you should
do is find your GUILD and PRACTICE your starting skills. After that, investigate
the training areas available in your city. The Guard Barracks in Kir Drax'in is
one of the best places to start. Once there you will be able to kill things for
EXPERIENCE so you can gain levels and become more powerful.
Renting here is free, but only in certain areas, the main one being the Temple
and Altar in the city of Kir Drax'in. The HELP MAP file will show you a map of
Kir Drax'in, and the locations of all the stores, guilds and sub-areas within.
Once you get on your way, you'll probably want to check out information on
MULTIplaying, which the mud is designed for.
See also: FAQ, NEWS, POLICY, MULTI, MAP, CLASSES, RACES

QUEST

Verbatim in-game help.

Usage: quest
This simple toggle command merely informs the Powers that Be that you
wish to participate in the currently running Quest. If an immortal
is running a Quest and needs to know who wishes to participate, he/she
will ask players to turn on their Quest flags using this QUEST command
if they are interested in the Quest. It also allows you to listen in on
the quest channel and receive information specific to the quest.
See also: QSAY

REPORT

Verbatim in-game help.

Usage: report
This command sends a report of your current health, as well as other
general statistics, to everyone in the room that you are currently in.

REVIEW

Verbatim in-game help.

Usage: review
Lets you review the last 25 gossips.
See also: GOSSIP

SCORE

Verbatim in-game help.

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, SPELLS, ABILITIES

TIME

Verbatim in-game help.

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.
Also listed is the phase of the moon; this is important to VAMPIREs and
WEREWOLVES, as the fullness of the moon decides the bonuses they get (mana
and hit points, respectively.) During the nights of a full moon, they are
forced to TRANSFORM. Moon phase also affects MOONGATES.
See also: WEREWOLF, VAMPIRE, TRANSFORM, MOONGATE, GATE

WEATHER

Verbatim in-game help.

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"

WHO

Verbatim in-game help.

Usage: who [minlev[-maxlev]] [-n sname] [-c classlist] [-s] [-o] [-q]
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, t, n, m, a, p
-s : list names in the short form (4 columns of names, without titles or
flags)
-o : list only outlaws
-q : list only people who are on the Quest
Examples:
> who -c wc -s -l 20
List, in short form, warriors and clerics at or above level 20
> who 15-25 -o
List all outlaws between levels 15 and 25.

WHOAMI

Verbatim in-game help.

Usage: whoami
Displays your character's name, if you want to be sure you are who
you think you are. Useful if you get confused between all your MULTIs.
See also: MULTIPLAY, WHO, FINGER

WIZLIST IMMLIST

Verbatim in-game help.

Usage: wizlist | immlist
Lists the most powerful beings on the MUD. These are the people
responsible for the background operation of Dark Pawns.
See also: IMPLEMENTOR

AC ARMOR

Verbatim in-game help.

"AC" is your armor class.
Items often have one of two effects: ac-apply, or "armor". These two are
inverses of one another; ac-apply 10 = armor -10;
You can get a rough idea of what your current armor class is in SCORE.
See also: SCORE

AFK

Verbatim in-game help.

Usage: afk
AFK means "away from keyboard". Use this command when you're going afk to
get a beer, smoke a cigarette, etc. It simply lets people who TELL to you
know you are AFK and might not get the message. Type AFK again to toggle
it off.

AGE

Verbatim in-game help.

Age is the game mechanic that measures how old your character is in
game terms. Most characters start in their teens and gradually grow
older from there. You can see how old your character is in SCORE.
See also: SCORE

ALIGNMENT GOOD EVIL NEUTRAL

Verbatim in-game help.

Alignment is the measure of how Good, Evil or Neutral you are, relative
to the rest of the world. In effects what kind of spells you can cast,
what types of equipment you can wear, whether certain creatures act
aggressively towards you, etc. You can see your relative current
alignment in SCORE.
See also: SCORE

AREAS

Verbatim in-game help.

Yep, there are some, go find 'em. The world is designed to be contiguous;
each zone buffing up against another in a logical way. The best way to find
new areas is to ask other players, or just go out into the world and explore
some. Make sure you are adequately prepared first though.

ASSASSIN ASSASSINS

Verbatim in-game help.

Assassins are cold and deadly killers for hire, whose knowledge of
subterfuge, stealth and the Black Arts makes them extremely efficient,
extremely deadly opponents. Assassins are found worldwide, although they
are usually concentrated in cities. Because of the nature of their work,
the assassin class is barred from using shields of any kind. Because of
the skill, knowledge, and experience that is required to be an assassin,
this class is remort only.
Skill list:
1 peek
1 backstab
1 compare
2 blindness
2 sneak
3 steal
3 palm
4 pick lock
4 sharpen
5 hide
5 search
7 appraise
8 circle
9 trip
10 groinrip
12 shadow
15 subdue
16 smokescreen
17 evasion
20 cutthroat
25 disembowel
See also: REMORT

ATTITUDE ATTITUDES 24 ATTI

Verbatim in-game help.

At level 24, certain high-level mobs start paying a lot more attention to
you, in a bad way. Essentially, they "cop an attitude" and attack you.
Avoid them, kill them, or be killed.

AVATAR AVATARS

Verbatim in-game help.

Avatars are the emissaries of the Holy Forces in the land, deriving their
awesome power from those entities. Although they can heal and protect like
clerics, the reason that the Avatars exist is to strike down the Unholy
Forces in the land, and their masters have given them powerful magicks to
aid them to this end. Because of the intensity of belief required to be an
avatar, this class is remort only.
Skills and Spells:
1 turn
1 cure light
2 create food
2 create water
3 detect poison
4 detect align
4 cure blind
5 bless
5 holy ward
6 blindness
7 poison
8 protection from evil
8 protection from good
9 cure critical
10 glyph of summoning
10 summon
10 remove poison
11 holy shield
12 word of recall
13 word of intellect
14 dispel evil
14 dispel good
15 sanctuary
16 heal
22 group heal
23 mass heal
25 invigorate
26 remove curse
27 vitality
29 group recall
30 divine intervention
See also: REMORT

BFT

Verbatim in-game help.

'Bout Fucking Time

BOARDS

Verbatim in-game help.

Bulletin boards are the forum of inter-player communication on the MUD.
There are different bulletin boards for different purposes -- for example,
a standard mortal board, a board for immortals, a board for fun "social"
messages, etc. Naturally, not all players may be allowed to read all
types of boards.
Type "LOOK BOARD" to see the messages already posted on a board. Type
"WRITE <subject>" to post a message to a board; terminate a message with
a '@' as the first character on a line. Type "READ <number>" to read a
post. Type "REMOVE <number>" to remove your own messages.
Example:
> look at board
> write Am I using these boards correctly?
[writes the message; terminates with a '@']
> look at board
> read 6
> remove 6
See also: MAIL, READ, WRITE

BRIBE HIRE

Verbatim in-game help.

Mercenaries can be hired, the current market rate is about 100 coins.
Guards can be bribed; the price varies from guard to guard, but they
don't come cheap.
To bribe or hire someone, just GIVE <amount> coins <person>
Examples:
> give 101 coins mercenary
> give 200 coins guard

BROADCAST BROADCASTS NOBROAD

Verbatim in-game help.

The Broadcast channel displays arena fights live as they happen
to the whole world. To turn on/off Broadcast, type NOBROAD.

CASTLE CASTLES

Verbatim in-game help.

On Dark Pawns, castles are a generic term for structures owned
and maintained by clans of players. They can be anything from
small fortresses to hidden mountain strongholds to a secret
back room at the local pub!
After a clan has gained sufficent strength and noteriety in the
land, they may petition the staff for a castle. Please note
that there are no castles available for individuals, or groups of
individuals who are not in a clan.
&cWhat it all costs:&n
Carving your own permenant niche in Dark Pawns is not easy. The
following list is a break down of castle features, and their cost.
Note that some features may also require a quest to be performed,
and that only the basic features have been listed.
&cLand:&n
An initial investment of 100,000 gold coins buys you the basic
set up, which is 3 rooms, an entrance, foyer, and main room.
Additional rooms are 75,000 each.
Castle locations will be chosen by the gods, though your preferences
will be taken into consideration.
&cFacilities:&n
Lockable doors, grates, portculli, etc. are available for an installation
charge of 15k. They come with one key. Additional keys are 10k. Those
of you looking for greater security should consider installing a reinforced
door, which is 30k and comes with one key.
Statues and Fountains are 10k each.
Banking facilties are 20k.
Informational boards are 15k.
Local priests can be called in to bless certain chambers in your castle
for 80k per chamber.
&cCastle Staff:&n
Butlers, maids, slave girls, guards etc, are 1k per level, with a
10k minimum each. Please note that the staff of Dark Pawns cannot
take responsibilty for your failure to adequately defend your property.
&cAdditional Issues:&n
Over time, there will be associated upkeep costs that go in to maintaining
your property. These costs will be deducted directly from your clan bank
account.
&cExample Castle and prices:&n
Initial Land: 100,000
Reinforced Door (w/ 1 key) 30,000
2 extra keys 20,000
2 level 30 guards 60,000
1 Butler 10,000 (min)
1 Fountain 10,000
-----------------------------------------------
Grand Total: 230,000

CHANGE CHANGES

Verbatim in-game help.

Too many things have changed on Dark Pawns 2.2 for them to be listed here.
When in doubt, try the help files. If you still can't find what you are
looking for, typo it and we'll add it to help asap.
Here is a brief list of things that have changed and have updated help
files: REMORT, RANGER, MYSTIC, ASSASSIN, AVATAR, PALADIN, MAGUS,
DRAGON KICK, TIGER PUNCH, SCOUT,SLEEPER, TRACK,
HIDE, KUJI-KIRI, NECKBREAK, CONJURE ELEMENTAL, AMBUSH, WATERBREATHE,
FLAME STRIKE, METEOR SWARM, MIRROR IMAGE, SOUL LEECH, LAY HANDS,
HOLY WARD, HOLY SHIELD, DIVINE INTERVENTION, MASS DOMINATE, SHIFT REALITY

CHARISMA WISDOM INTELLIGENCE STRENGTH DEXTERITY CONSTITUTION STATISTICS STATS

Verbatim in-game help.

Statistics affect more facets of the game than can be listed.
Heres a short run-down of some of what they affect, and definitions.
Strength: How strong you are. Affects the amount you can carry and how
Hard you hit.
Intelligence: How smart you are. Affects how fast you learn.
Wisdom: How wise you are (common sense). Affects how many times you can
practice.
Dexterity: How nimble you are. Affects how often you hit and get hit.
Constitution: How healthy you are, in general. Affects hitpoint gain per
level.
Charisma: How likeable you are. Affects how some monsters treat you
(like shopkeepers), and how many pets you can have.
Don't let your statistics get below because bad things can happen.
You can see your current statistics with the ABILITIES command.
See also: ABILITIES

CIRCLEMUD

Verbatim in-game help.

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:
-- Gekke Eekhoorn, Jeff Fink, Chris Epler, Eric Green, and Chris Herringshaw,
and Stefan Wasilewski for extensive beta-testing, bug reporting, and code
submissions for Circle 3.0.
-- Furry (Alex Fletcher), for single-handedly managing Circle's world files.
-- Jean-Jack Riethoven, for porting the code to the Amiga.
-- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
code and area submissions for Circle 2.x.
-- 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.
-- Bill Bogstad and Tim Stearns, for allowing Circle to exist at JHU CS.
...plus everyone else in the Circle community who has submitted code, areas,
utilities, suggestions, and otherwise supported CircleMUD in one way or
another. I absolutely couldn't (and wouldn't) do this if it wasn't for all
of your help. Thanks everyone!
Anonymous FTP: ftp.cs.jhu.edu:/pub/CircleMUD
Author's Email: jelson@jhu.edu
URL: http://www.cs.jhu.edu/~jelson/circle.html
Mailing List: circle@pvv.unit.no
Type 'credits' to see the DikuMUD credits.

CITIZENSHIP

Verbatim in-game help.

You can buy citizenship in several cities in Dark Pawns for a small fee.
Citizenship allows you to quit out in the safe room of that city and
Return there upon re-entering the game. You can only be a citizen of one
city at a time.
The "safe rooms" in the cities are generally the Temples or common
Meeting places of the city.
See also: HOMETOWNS, QUIT, REALLYQUIT

CLASS CLASSES

Verbatim in-game help.

See help on individual classes: THIEF CLERIC WARRIOR MAGE NINJA PSIONIC
There are also six additional remort-only classes: PALADIN, AVATAR,
MAGUS, ASSASSIN, RANGER, MYSTIC.
See also: REMORT

CLERIC CLERICS

Verbatim in-game help.

Clerics have an ancient belief in not carrying sharp weapons. Hence,
they can only wield bludgeoning weapons. This class gives you the wisdom
of peace, blessing and healing, though it is possible to learn more
violent spells.
You can improve your spells by using the practice command.
1 turn
1 cure light
2 create food
2 create water
3 detect poison
4 detect align
4 cure blind
5 bless
6 holy ward
6 blindness
8 protection from evil
8 protection from good
9 cure critical
10 glyph of summoning
10 summon
10 remove poison
11 holy shield
12 word of recall
13 poison
14 dispel evil
14 dispel good
15 sanctuary
16 heal
22 group heal
23 mass heal
25 invigorate
26 remove curse
27 vitality
29 group recall
See also: PRACTICE, SPELLS, CLASSES

CODE CODING

Verbatim in-game help.

The source code that runs Dark Pawns was originally based on CircleMUD
version 3.0 beta (pl11). It has evolved considerably since then, largely
due to the efforts of the following people:
dkarnes Derek L. Karnes Serapis
stevet Stephen Thompson Orodreth
rparet R. E. Paret Frontline

COMBAT

Verbatim in-game help.

Combat is the very essence of Dark Pawns, when it is just the player or
players against the mob in the field of battle. To that end, most of
the SPELLS in the game are designed to aid you in combat in some way.
Combat on Dark Pawns takes the form of standard rounds. During
each round, you have the opportunity to hit your opponent, and he or
she has the opportunity to hit you. Different things can affect the
rounds of combat, of course. As you get higher in level, most classes
will gain extra ATTACKS to help you in battle. You may also use the
combat skills you gain from leveling in battle, but be aware that some
of these skills will "lag" you, causing you to miss rounds of combat.
There are also multiple skills to "lag" your opponent. These rounds of
combat continue until either the player is dead, the mob is dead, or one
of you decides to FLEE from battle.
Combat is the chief way to gain experience, levels, and equipment on
Dark Pawns.

COVERED COVER GLOW GLOWING HUM HUMMING

Verbatim in-game help.

If you see something in your EQUIPMENT list that has "covered" by it, it
means just that: you have another piece of equipment covering it. I.e.,
gloves cover rings on your fingers. People looking at you can't see items
that are covered.
Humming and glowing equipment mean exactly what they say, too. The
equipment hums (makes a vibrating noise) or glows with a faint light
(not enough to see by, but enough to be seen in the dark).

CREDITS

Verbatim in-game help.

The 'credits' command lists the DikuMUD credits.
For CircleMUD credits, type 'help circlemud'.
For Dark Pawns-specific credits, type 'help darkpawns'.

DAMAGE RACE_SLAYER

Verbatim in-game help.

Some equipment is identified as: "Does extra damage to race: <xxx>"
These items, known as race slayers, are both coveted and hated. Although
the damage bonus they give is powerful, the user of such weapons becomes
hated and marked for death by all members of the target race.
See also: RACE

DARKPAWNS

Verbatim in-game help.

------------------------------------------------------------------------------
D A R K P A W N S 2 . 2
Dark Pawns version 2.2 is the result of over five years of work by many
talented people. The current developer wishes to express his gratitude to
all of those who have supported him in his development of Dark Pawns, as well
those who laid the groundwork for his current work.
Pre Version 2.0 Credits:
Conceived, masterminded, and skillfully developed by Derek L. Karnes (Serapis).
World design and conception by Oddity.
Thank you to Bhang, Hardcase, Farthammer, Raven, Commax, Scythe, Skarash,
Skullcrusher, Grimmy, and Daniel Muller for their code, ideas, time, areas and
general coolness.
A special thank you to Nimos for his fantastic areas and insight into mud design.
Post Version 2.0 and Beyond:
Conception, Design, and Code
R.E. Paret (Frontline)
Admin Support, Tech Support, Personal Support, and Code
S. Thompson (Orodreth)
World Design and Implementation
R. "Tarrant" Martin (Aralius)
Player Administration and Game Theory
H. Beckmann (Hulk)
Thank you to Delirium, the Dark Pawns playtest crew, Derek Karnes for trusting me
with his game, the players for sticking with us through downtime and server changes,
Oro for keeping the box up and running and generally being a cool guy, Ara for running
the areas aspect of the game so smoothly that I don't have to worry about it (much),
Emily for emotional support, Kate for understanding, and last but not least...
Dark Pawns was originally based on CircleMUD 3.0 beta patch-level 09, developed
by Jeremy Elson. Without Jeremy and the fine example his code was to build on,
Dark Pawns would never have existed. Thank you very much, Jeremy.
See also: CODE, WIZLIST, IMMLIST

'DEATH TRAP' DT

Verbatim in-game help.

A "death-trap" is a place in the world which upon entering you are
instantly slain, loosing all equipment. You do not loose EXP for
dying in a DT. You cannot RETRIEVE your corpse if you die in a DT.
Since hitting a death trap is considered one of the worst fates
that can befall a player character, there are no death traps that
are hidden or unmarked in Dark Pawns.
See also: EXP, DEATH, RETRIEVE

DELETE

Verbatim in-game help.

If you wish to delete your character, you may do so from the main menu,
Which is displayed before entering and after quitting the game.

DIE DEATH CONDIE

Verbatim in-game help.

When you die, you come back into the game in the temple. (Unless you own
a CASTLE, in which case you come back into the game there.) All equipment
and gold remains in your corpse at the place you died. To retrieve your
objects, go back to where you died and get them from your body.
Alternatively, you could RETRIEVE your corpse from the Mortician.
Every time you die, there is a chance you will lose 1 point of
CONSTITUTION.
If your constitution drops below 1, you will be dead forever. There are
places within the game where constitution can be bought.
See also: CASTLE, CONSTITUTION, RETRIEVE

DREAM DREAMS NIGHTMARE NIGHTMARES

Verbatim in-game help.

When you sleep on Dark Pawns, there is a good chance that you might DREAM.
Most people in the world consider DREAMS to be harmless, but many mystics
and oracles consider dreams to be very important, even prophetic. DREAMS
that occur in the Wyldlands are considered especially meaningful.
It is rumored that in the magick-rich Wyldlands DREAMS have the power
to physically effect the dreamer, in essence, the DREAMS become real.
Some DREAMS are known to be savage and twisted in nature. These DREAMS
are normally referred to as NIGHTMARES, and like their counterpart DREAMS,
are more intense in the Wyldlands. Many adventurers report that their
NIGHTMARES are most intense after they have been recently reincarnated.
See Also: SLEEP

DWARF

Verbatim in-game help.

Dwarves are a noble race of demihumans who dwell under the earth, forging
great cities and waging massive wars against the forces of chaos and evil.
Dwarves also have much in common with the rocks and gems they love to
work, for they are both hard and unyielding. It's often been said that
it's easier to make a stone weep than it is to change a dwarf's mind.
Standing an average of four-and-a-half feet tall, dwarves tend to be
stocky and muscular. They have ruddy cheeks and bright eyes. Their skin
is typically deep tan or light brown. Their hair is usually black, gray,
or brown, and worn long, though not long enough to impair vision in any
way. They favor long beards and mustaches as well.
See also: RACES

ELF

Verbatim in-game help.

Though their lives span several human generations, elves appear at first
glance to be frail when compared to man, due to their delicate and finely
chiseled features. Elves have very pale complexions, which is odd because
they spend a great deal of time outdoors. They tend to be slim, almost
fragile, standing on average between five-and-a-half to over seven feet
tall. Though they are not as sturdy as humans, elves are much more agile.
Elves have learned that it is very important to understand the creatures,
Both good and evil, that share their forest homes.
See also: RACES

ENCUMBRANCE WEIGHT ENCUMBERANCE PTS

Verbatim in-game help.

Encumbrance is a three-dimensional assessment of mass, weight, and
occupied space. Basically it's an assessment of how difficult something
is to carry around. i.e. 2-foot lead pole and a 10-foot wooden pole have
about the same encumbrance; the lead due mostly to weight; the wooden due
mostly to the awkward length.
Encumbrance affects spell casting, and is measured in "points" for lack
of a better unit.

EXPERIENCE XP

Verbatim in-game help.

Whenever you kill a monster, 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 at low levels, 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
See also: GROUP, SCORE

FAQ

Verbatim in-game help.

New players: The guard barracks on the Street of Swords is designed
to help get you off to a good start in the world of Dark Pawns.
Initially you are going to want to try to level just in there and the
other newbie areas in Kir Drax'in. (Type HELP MAP for info on getting
around the city)
Be sure to read the board in the Temple. It contains a lot of
information about the game, and current events.
You also are going to want to read HELP POLICY (for the rules)
and HELP NEWBIE (for any "newbish" questions)
******FAQ:(and the help files to read to find the answers)******
(Words in CAPITALS means type HELP <word-in-capitals> to see the
help file)
&cHow can I find out my skills/spells I have currently avaiable? &n
PRACTICE
&cHow can I find ALL the skills/spells available to my class? &n
Get HELP on your class (ie: help WARRIOR, help THIEF, etc)
&cI'm broke and hungry.. help? &n
EAT CARVE
If you are just hungry, try the bakery 1e1n of Market Square.
&cI'm a psychopath.. help? &n
BEHEAD
&cWhere's the donation room?&n
south, west, south of the temple in Kir Drax'in.
&cAre there subclasses?&n
No.. but you can REMORT to a different class when you
reach level 30.
Also, VAMPIREs and WEREWOLVES are available for all races.
&cIs there a map?&n
HELP MAP
&cIs there rent?&n
No rent, but you must QUIT in the temple to keep your equipment.
If you are a resident of another HOMETOWN besides Kir Drax'in
you can quit in that towns quit room (generally, where you
started)
&cIs there a way to automate things, such as looting corpses and gold?&n
AUTO
&cWho is this "Someone" person?&n
When you see something like "Someone says, 'Hi there.'" That is
an invisible person speaking to you. You would be able to see
them if you had the DETECT INVISIBILITY spell cast upon you. If
it bothers you to talk to an invisible person, you can always
request that they go VISIBLE.
&cWhat is everyone talking about on gossip?&n
You can type REVIEW to get the text of the last 25 gossips, so if
you have just logged on you can figure out what has been going on
lately in the game.
&cI'm so lost! Where do I go to get a good start?&n
Well, first of all, type RECALL. That will put you back in the
temple of Kir Drax'in. From there, go down and open the door
south into the guard training centre. This is where you are
going to begin honing your skills and advancing your levels.
Killing mobs in the city when you are a newbie is NEVER a good
idea, your best bet is to stay down in the centre for awhile.
If you get lost, use the RECALL command to put you back in the temple.
Also, read the NEWS for recent changes.
See also: HELP, HELP NEWBIE, NEWBIE

FLAGS

Verbatim in-game help.

Players sometimes have FLAGS after their names in the WHO list. These
flags are always in parentheses, not brackets or braces.
FLAG MEANING
----------- ---------------------------------------------------------
(CHOSEN) Player is the Chosen of the Gods.
(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.
(deaf) Player has chosen not to hear shouts.
(notell) Player has chosen not to accept tells.
(quest) Player is participating in a quest currently being run by
the gods.
(AFK) Player may be Away From the Keyboard and may not hear
anything.
(OUTLAW) Player is an OUTLAW.
See also: NOSHOUT, NOTELL, QUEST, STEAL, VISIBLE, OUTLAW

GOD GODS

Verbatim in-game help.

The Gods of Dark Pawns are a mysterious lot, preferring to remain
obfuscated and mysterious to the mortal population. It is known that
they do speak to some mortals, however.
See also: WIZLIST, IMMLIST

GUILD GUILDS

Verbatim in-game help.

The Guildhouse is the place where mortals may go to escape the troubles
and perils of a cruel world. Each guild is heavily guarded, so that only
members may enter the building. Guilds are also the places where people
come to learn and practice the skills of their trade.
&cGuild locations in Kir Drax'in: (see help MAP for more info)&n
&cThieves Guild&n - On the southern wall road.
&cWarriors Guild&n - On the Street of Swords
&cClerics Guild&n - Inside the Temple of the Cross
&cMages Guild&n - On the Street of Wizardry
&cPsionic Guild&n - On the Avenue of the Gods
&cNinja Guild&n - On the Avenue of the Gods
See also: PRACTICE

HITROLL HR DAMROLL DR 'SAVING SPELL' 'SAVING THROW' THROW SAVING

Verbatim in-game help.

Hitroll, Damroll and Saving Throws are some of the raw mechanics
of Dark Pawns. A few brief definitions:
Hitroll: Your chance to hit someone during combat, as applied to
their AC. Plus hitroll is good, minus hitroll is bad.
Damroll: The amount of damage you do in addition to the average
per round damage of your weapon. Again, plus is more
damage, minus, less damage.
Saving Throws: How well your character is protected against
certain specialized attacks, like spells, breath
weapons, and petrification. Minus saving throws
indicates better protection against a certain
type.

HOMETOWN HOMETOWNS

Verbatim in-game help.

Your hometown is the city that you have residence in. Being a citizen in
Your hometown entitles you to quit there for free. Anyone can quit for
free in the Temple in the free city of Kir Drax'in. Other hometowns may
require you to pay a fee to become a citizen there.
Your hometown is displayed in the SCORE listing. When you recall, you
Will recall to your hometown. If you quit out in your hometown, you will
start there, if you quit out someplace else (like in Kir Drax'in) you
will start there.
See also: RECALL, WORD OF RECALL

HUMAN

Verbatim in-game help.

Humans are the most common race on this world, and come in all sorts of
shapes and sizes. The appearance of humans are not the only thing that
varies about them, though, some are evil as sin, while others are good
as good can be, but most you shall find on your adventures are neutral,
and will just mind their own business and pay no attention to the affairs
of adventurers. Also, humans are the only race that can become ninjas,
the dangerous oriental mercenaries. They adapt easily to most climates,
allowing them to build cities in almost any location.
See also: RACES

IDENTIFY IDENTIFIER

Verbatim in-game help.

Ferrenx the Identifer, whose shop is located off of Main Street in the
City of Kir Drax'in, will identify equipment, for a price.
See also: MAP

IMPLEMENTOR

Verbatim in-game help.

The most powerful being in existence.
See also: IMMLIST, WIZLIST

INN INNS CRYOGENIC CRYO RECEPTION

Verbatim in-game help.

There is no Rent on Dark Pawns, so just quit in the Temple in your home
town, and your equipment will be saved.
See also: RENT, HOMETOWN, QUIT, REALLYQUIT

JAIL GUARDS GUARD CITYGUARD

Verbatim in-game help.

Kir Drax'in Law states that no violence is allowed in the city. Offenders
Are thrown in jail for a short period of time -- very short, due to the
Number of offenses in a given day.
Be warned that cityguards are given leeway to kill offenders in protection
of their own lives, and of course are always to rid the city of WEREWOLVES
and VAMPIRES.
See also: BRIBE

KENDER

Verbatim in-game help.

Kender are small, kind, but somewhat annoying, elf-like beings that have
recently spread across the globe. They do not seem to have any sort of
kingdom and most are found just wandering throughout the lands, exploring.
Although some are trained thieves, the whole of the kender race seems to
have a knack for stealing, and occasionally, without even noticing it
sometimes, they have been known to steal from friends and enemies alike.
They act much like humans, but four things make a kender's personality
drastically different from that of a typical human. Kender are utterly
fearless, insatiably curious, unstoppably mobile and independent, and
will pick up anything that is not nailed down.
See also: RACE

LEG LEGEND LEGENDS

Verbatim in-game help.

These are gods that have contributed a lot to the world that is Dark Pawns.
They have decided, for whatever reason, to move onto new and better things.
Respect them, because the rest of the Pantheon does.

Verbatim in-game help.

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.

LYCANTHROPY WEREWOLF WEREWOLVES LYCANTHROPE

Verbatim in-game help.

Werewolves (also known as lycanthropes) are part man and part wolf, known
for their excessive appetites and superior strength.
Werewolves are created by the darkest of magicks, or (more commonly) the
BITE of another werewolf. Lycanthropy is almost like a disease, spreading
through populations and transforming them entirely into werewolves who
soon crowd themselves into extinction by devouring the available food
supply -- and each other.
Lycanthropes can harness the power of the moon, TRANSFORMing at night to
assume their werewolf form. Based on the phase of the moon, the werewolf
gains up to two times normal hitpoints (Quarter moon being the smallest
gain, full moon being the largest.) Werewolves can not transform if there
is no moon in the sky (i.e. in the new moon phase).
Although they can be killed like any other creature (by depleting their
hitpoints), the quickest way to kill one is with a silver SPIKE through
the chest. A successful spike removes all vestiges of lycanthropy from
the player when they re-enter the game.
Cityguards take a disliking to lycanthropes in their cities.
Werewolves have an increased metabolism (get hungry more often than normal
mortals) but can eat corpses, even though it's not a pretty sight.
Werewolves are forced to TRANSFORM during full moons.
See Also: SPIKE TRANSFORM BITE TIME

'MAGIC USER' WIZARD MAGE MAGES WIZARDS

Verbatim in-game help.

This is the class of powerful and violent magick, but the magic user does
not control nature, and can therefore not bless and protect.
You can improve your spells by using the practice command.
Spell list:
1 flame arrow
1 infravision
2 acid blast
2 detect invisibility
2 detect magic
3 chill touch
4 invisibility
5 burning hands
6 strength
7 shocking grasp
8 sleep
9 lightning bolt
9 blindness
10 detect poison
11 color spray
12 sense life
12 waterwalk
13 energy drain
14 curse
15 fireball
20 hellfire
21 metalskin
22 waterbreathe
24 enchant armor
25 disintegrate
26 enchant weapon
28 globe of invulnerability
See also: PRACTICE, SPELLS, CLASSES, MAGICK

MAGICK MAGIC

Verbatim in-game help.

Magick is defined as the energy field that surrounds the world, giving
it existence. Mortals skilled in the magickal arts are able to manipulate
this energy to their own benefit, either through sorcery, the violent magick
of wizards, or through prayers to an idol or deity spirit, as clerics and avatars
do. The civilized world fears sorcery and sorcerers for their destructive powers,
but they have no problem with religious magicks. Thus, clerics and other religious
powers dominate modern civilization's societal government.
See also: WIZARD, CLERIC

MAGUS

Verbatim in-game help.

The Magus represents the extreme power of magickal spellcraft, wielding
power on a cosmic scale, able to create, destroy, or shape realities at
whim. Because of the destabilizing effect magic has on the humanoid
psyche, as well as the intense lifelong training and study, the class of
Magus is remort only.
Spell list:
1 flame arrow
1 infravision
2 acid blast
2 detect invisibility
2 detect magic
3 chill touch
4 invisibility
5 burning hands
6 strength
7 shocking grasp
8 sleep
9 lightning bolt
9 blindness
10 detect poison
11 color spray
12 waterwalk
12 sense life
13 energy drain
14 curse
15 fireball
20 gate
20 hellfire
21 metalskin
22 waterbreathe
22 fly
23 group invisibility
23 flame strike
24 enchant armor
25 disintegrate
26 enchant weapon
27 ray of disruption
28 globe of invulnerability
29 conjure elemental
30 meteor swarm
See also: REMORT

MANA

Verbatim in-game help.

Mana is used when casting spells. You must have a certain amount of mana
in order to cast any particular spell. If you do not have enough mana to
cast the spell you must rest until you gain enough points to cast.
See also: SPELLS, MAGICK

MAP

Verbatim in-game help.

*-----*-----*-----*-----*-----*-----*
| |
| |
* *--*--*--*--*--*--*
| | |
| | |
* *--WG * *
| | | |
| | * |
* * M-* * | *
| | | | AP-*-MG |
| | *-1-* | |
* GB--* | | | *--LM *
| | * | CG | |
| | | | |
* AA *------T-------* Z CT *
| | | | | | | |
| | | | | | | |
*--*--*--*--*--*--*--*------*-------*--*--*--*--*--*--*
| | | | | | | |
| * P D | | | |
* A *--I B RO NG LG PG *
| | J | | | | |
| | | | | | | |
--*---*---*---*--*--*--*------*-------*--*--*--*--*--*--*--
| | | | | | | | | | |
| | | | | | | | | | |
* * TP * G * W ID Bk Jl *
| | |
| | |
* * *
| | |
| | |
* * *
| | |
| | |
* *--* *
| | | |
| | | |
* TG * Sl DD S *--*
| | | | | |
| | | | | |
*---*---*---*--*--*--*------*-------*--*--*--*--*--*--*
|
|
AP = Apothecary
B = Bakery
Bk = Bank
CG = Clerics Guild
D = Donation Room
DD = Dump
G = Goods Store
GB = Guard Barracks (new players should train here)
ID = Ferrenx the Identifier
J = Jeweller
Jl = Jail
LG = Leon's Leather Goods
LM = Lawana's Mystical Devices
M = Morgue
MG = Mages Guild
NG = Ninja's Guild
PG = Psionic's Guild
S = Stables
Sl = Slums
TG = Thieves Guild
W = Weaponsmith
WG = Warriors Guild
Z = Zoo

MINOTAUR

Verbatim in-game help.

Minotaurs are either cursed humans or the offspring of minotaurs and
humans. They are usually found dwelling in underground labyrinths, for
they seem to have an innate ability to maneuver in these places, and do
not often lose their sense of direction. Minotaurs are huge, well over
seven feet tall, and their broad bodies ripple with muscles. They have
the head of a bull but the body of a human male, there have been accounts
of female minotaurs, but they are rare. The color of their fur ranges
from brown to black, while their body coloring varies, as would a normal
humans. Although they usually dwell in mazes beneath the earth, it is
noted that they also see very well in forests.
See also: RACES

MOB MOBILE NPC MOBS

Verbatim in-game help.

Generic term for any Non-Playing Character in the game.. i.e. "monsters".

MOONGATE MOON

Verbatim in-game help.

There exists an extraordinary cosmic association between the gravity of
The moon and the delicate fabric of time and space. As though pulling the
strings of some cosmic marionette, the moons cause radiant moongates to
appear on the land below. Step through one of these shimmering corridors
of light and you will be transported to a new time or place. Moongates
generally appear at locations where fragments of extraterrestrial rocks
called 'moonstones' have been buried. There are at least two types of
moongates -- blue and red.
Blue moongates, generated by moonstones, generally focus on the
destinations in but a single world -- the world in which they appear.
Red moongates, generated by the powerful Magi of the land, are summoned
by magicks, and thus can be opened at any time, even during the day.
See Also: TIME ENTER GATE

MUSHROOM

Verbatim in-game help.

Magic mushrooms are created by clerics with the "create food" spell. The
mushroom given to new players at the start of the game is edible and not
poisonous.

MYSTIC MYSTICS

Verbatim in-game help.

The Mystic is an esthetic, a psionicist who has achieved a level of peace
and enlightenment unknown to other mortals. The Mystic is a true master of
time and space with his amazing mental powers, and can be quite a deadly foe
if enraged. Mystics tend to lead a detached, intellectual lifestyle, but
some have decided to use their considerable mental prowess to fight for
Good or Evil. Because of the intense training needed to attain their
enlightened state, the class of Mystic is Remort only.
Powers:
1 mind poke
1 flesh alter
2 psychic shield
3 lesser perception
4 mindsight
5 mind attack
6 chameleon
7 adrenaline
8 levitate
9 mind blast
11 change density
13 dream travel
15 shift reality
16 greater perception
19 dominate
21 cell adjustment
22 mirror image
24 mental lapse
25 psiblast
26 mind bar
28 mass dominate
30 haste
See also: REMORT, CLASSES, PSIONIC

NINJA NINJAS

Verbatim in-game help.

The ninja is a member of the oriental society of mercenaries; A master
of the ancient secret stealth combat style called ninjitsu. They have
abilities that no other class can offer. Ninja have no remort class.
Because of the stealthy style of their combat, Ninjas are barred from
using shields of any sort. Ninjas may only be human.
Skills list:
1 strike of revenge
2 kuji-kiri kyo
3 stealth
4 serpent kick
5 escape of the mongoose
5 kuji-kiri sha
7 kabuki
8 kuji-kiri zai
9 kuji-kiri kai
11 tiger punch
12 kuji-kiri retsu
13 subdue
15 kuji-kiri toh
17 evasion
18 kuji-kiri rin
20 dragon kick
22 kuji-kiri jin
25 kuji-kiri zhen
26 cutthroat
28 neckbreak
29 smokescreen
30 soul leech
See also: CLASSES

NOBITS

Verbatim in-game help.

The term "NOBITS" is mud slang for "Has no bits". What it means,
essentially, is that the item has no special affects to it. It
doesn't do anything remarkable.

NUMBER ATTACKS

Verbatim in-game help.

All classes get a chance for a third attack at level 30, warrior and
fighter-type classes get it a bit sooner. The chance for second attack
is reached around level 15 to 20, depending on class.

OBSIDIAN

Verbatim in-game help.

Obsidian is a spell REAGENT, used in the flame arrow spell.
See Also: REAGENT

OUTLAW OUTLAWS

Verbatim in-game help.

You are an OUTLAW on Dark Pawns if you have pkilled or stolen from another
player. Outlaws are generally not well liked and are known to be hunted
to the death by many blood-thirsty and vengeful adventurers.
Note: A player who wishes to become an OUTLAW should think long and hard
about the choice, as the consequences for being an OUTLAW are as severe as
one might expect.
See also: PK, PSTEAL

PALADIN

Verbatim in-game help.

PALADINS
The Paladin is the warrior of the church, sent out to further the church
interests across the land in a provisional sense. Paladins are also the
leaders of the churches armies, and are typically fanatical and deadly
fighters who have mastered their art. Because of the large amount of
training and religious study that are involved, the class of Paladin
is remort only.
Skills and Spells:
1 kick
3 bash
3 rescue
4 sharpen
5 detect alignment
5 retreat
7 bearhug
8 berserk
9 track
10 lay hands
12 sleeper
13 parry
14 dispel evil
14 dispel good
15 headbutt
17 slug
20 smackheads
23 charge
25 protection from evil
25 protection from good
30 disarm
See also: REMORT

PK 'PLAYER KILLING' PKILL PKILLING PKILLER

Verbatim in-game help.

Player killing is allowed on Dark Pawns but, as in life, there can be
serious consequences to killing another intelligent being.
If you kill another player, you will be flagged as an OUTLAW.
OUTLAWS are not well liked by the "civilized" city-states on Dark
Pawns, and they are likely to take measures to keep OUTLAWS out
of their cities.
In addition, some vigilante-type mobs are known to hunt OUTLAWS for
bounties, or just for fun.
Werewolves and Vampires are not considered "mortal" and thus can be staked
without any flagging. Also, there is no flagging for killing an OUTLAW
character.
Players under level 10 are protected from being pkilled, and they are
also prohibited from pkilling.
Stealing items from another players corpse is prohibited. The only
situation that this is allowed in is with the case of recovery of an item
which has been stolen by the killed player. If this is the case, expect to
be able to prove it.
See also: PSTEAL, OUTLAW

PSIONICIST PSIONICS PSIONIST PSIONIC PSIONICS

Verbatim in-game help.

A Psionicist (Psionic) is the master of the mind. The amazing mental
abilities of this class can be a very powerful assistant in battle.
List of Powers:
1 mind poke
1 flesh alter
2 psychic shield
3 lesser perception
4 mindsight
5 mind attack
6 chameleon
7 adrenaline
8 levitate
9 mind blast
11 change density
13 dream travel
15 shift reality
18 greater perception
20 dominate
22 mirror image
23 cell adjustment
25 mental lapse
26 psiblast
28 mind bar
See also: WILL, CLASSES

PSTEAL 'PLAYER STEALING' PSTEALING

Verbatim in-game help.

Stealing from other players is allowed on Dark Pawns.
To steal from other players, you must be flagged as an OUTLAW.
All the gorey details of this flag are listed in its help file.
You may NEVER junk equipment that you have stolen from other characters.
Junking of stolen equipment represents an irreplacable loss to the
character whose item it was. If you junk equipment you steal,
you will be removed from the game.
If you decide to move stolen items from your OUTLAW character to
one of your non-outlaw multis, expect your multi to be flagged
OUTLAW. Repeated abuses of this will likely result in your deletion.
You can only steal from other players who are +/- 3 levels from you.
Stealing items from other players corpses is prohibited. However, if you
swipe someone's gear and they kill you and take it back, you've got no room
to complain.
See also: PK, OUTLAW

PUDDLE PUDDLES

Verbatim in-game help.

Puddles are formations of liquid occurring from rain or other liquid
Collecting in one spot. They dry up and disappear after a short time,
or after their contents are consumed.

RACE RACES

Verbatim in-game help.

Your race is pretty much class independent; Certain things are affected,
Such as:
The type of terrain you survive best in:
RAKSHASA: desert MINOTAUR: forest
ELF: forest DWARF: mountains
KENDER: fairly good everywhere. HUMAN: fairly good everywhere.
SSAUR: swamp
Magick resistance: Elves and Dwarves are a bit heartier in this area.
Attitudes: Humans abound, so they are often suspicious of other races and
give preferential treatment to their own kind.
Kenders have a tendency to 'acquire' things unwittingly, and
make excellent thieves.
Each race has its own language.
See also: RSAY MINOTAUR RAKSHASA ELF DWARF KENDER HUMAN SSAUR

RAKSHASA

Verbatim in-game help.

Rakshasas are a race of malevolent spirits encased in flesh that hunt and
torment humanity. No one knows where these creatures originate, some say
they are the embodiment of nightmares. The only way to describe their form
is that they are humanoid tigers, with hands whose palms curve backward,
away from the body. Most of the worlds rakshasa are evil, but recently
many have decided to stop their tyrannical living and become adventurers,
although they still retain their fondness towards the great sandy wastes
of their homeland.
See also: RACES

RANGER RANGERS

Verbatim in-game help.

Rangers are the warriors and guardians of the wilderness. They are
skilled in tracking and hunting, and make very good guides. Rangers can
be found worldwide, in deserts, swamps, or any other type of open,
undeveloped land. Rangers hail mainly from races whose cultures are
agrarian instead of urban, and they detest the smell of cities and industry.
Because of the skill required to master their environment, the class of
Ranger is a remort class only.
Skill list:
1 kick
2 scrounge
3 bash
4 sharpen
5 rescue
6 first aid
6 retreat
7 bearhug
8 search
9 track
10 hide
11 sense life
12 sleeper
13 parry
15 headbutt
17 slug
19 scout
22 charge
23 ambush
26 shoot
30 disarm
See also: REMORT, CLASSES

REAGENT REAGENTS COMPONENTS COMPONENT

Verbatim in-game help.

Reagents (or spell components) are used to cast (or enhance the casting)
Of magickal spells. Some very powerful spells can only be perfected by
obtaining the correct components.
The reagents necessary for spells can be found throughout the world, and
documentation on their use is in various scattered spell books. Reagents
for widely known spells can be found at Apothcaries in any major city.

REIMBURSE REIMBURSEMENT

Verbatim in-game help.

If you loose your equipment as a result of a crash or other game
error, a god will most likely reimburse you. To get a reimbursement,
simple put something along the lines of "needs to Talk to a God" in
your TITLE. Reimbursements are not offered if you are looted by another
player, or are looted by a mob.
See also: POLICY

REMORT IMMORT REMORTING IMMORTING IMMORTALITY

Verbatim in-game help.

Remorting:
Once you reach level 30 (and find the remorter) you can remort, becoming
A level 1 again, and you will be a member of a remort class. Remorts
gain special bonuses, including some or all of: higher
hit-points/mana/moves, no thirst, no hunger, higher statistics, and
improved skills. Remorts keep all of their equipment, gold, and
statistics.
This is the progression chart for first time remorts:
Original Class Remort Class
Warrior -------> Paladin or Ranger
Cleric -------> Avatar
Thief -------> Assassin
Mage -------> Magus
Psionic -------> Mystic
There is no remort class for ninjas. Players who choose to remort a
second or third time will gain no new remort class, but they will
reap the benefits of further increased abilities and other special
bonuses. Remorting will raise two of your statistics in the following
order: Constitution, Strength, Wisdom, Intelligence, Dexterity,
Charisma. When you have "perfect" statistics, you will no longer
need food or drink.
Immortality:
In most cases, immortality will not be offered until you have remorted at
least once. Should immortality be offered to you, the details and
conditions of godhood will be explained at that time. If you wish to
immort, let a god know. Only a certain number of positions are available.
See also: GODS, WIZLIST, IMMLIST

SHOPS

Verbatim in-game help.

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

SOMEONE

Verbatim in-game help.

When you see something like:
Someone gossips, 'Anyone want to group?'.
or
Someone says, 'Hey there!'.
This means that the person that is speaking is INVISIBLE to you, you
cannot see them for whatever reason.

SPELL SPELLS

Verbatim in-game help.

Spells are cast with the command CAST, in the form:
CAST '<spell name>' <target name>
Examples:
cast 'armor' me
cast 'fireball' troll
Damage, duration and effectiveness depends on a number of factors, from
caster's level, to victim's saving throw. See help on the individual
spell names for more information.
See also: CAST MAGICK

SSAUR

Verbatim in-game help.

Ssaurs are a relatively new race in the world. They are a more evolved
type of lizardman, and most are more intelligent than their aggressive
ancestors, and for that are shunned from the lizardman tribes, and the
few that are born into those tribes are cast out almost as soon as they
are hatched. Other than the intelligence, they appear to be the same as
lizardman, although less evil-looking. Ssaurs spend most of their lives
in swamps and marshes, but some have been known to adventure far away
from their homes.
See also: RACES

TANK

Verbatim in-game help.

The tank is defined as "the person being hit by the person you are
fighting."
See also: COMBAT

TATTOO TATTOOS TATOO TATOOS

Verbatim in-game help.

Tattoos are available from tattooists in most major cities, plus various
traveling magi knowledgeable of the art. LIST lists available tattoos,
BUY <tattoo number> starts the (rather painful) process.
Some tattoos give a bonus to statistics, other cast spells (usable once
per day). Tattoos are permanent until you die, or removed by a god (via
a quest).
Due to the magickal nature of tattoos, only one tattoo can be worn at a
time.

THIEF THIEVES

Verbatim in-game help.

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. Because of their sneaky nature, the thief class is
barred from using shields of any sort.
Skill list:
1 peek
1 backstab
1 compare
2 sneak
3 steal
3 palm
4 pick lock
5 hide
7 appraise
8 search
9 trip
11 subdue
15 circle
18 groinrip
20 cutthroat
27 disembowel
See also: CLASSES

TITAN

Verbatim in-game help.

These beings have moved beyond mere immortality, and into godhood...
See also: WIZLIST, IMMLIST, GODS

TWINK

Verbatim in-game help.

Twink is a state of mind.
See also: PAW

VAMPIRISM VAMPIRE VAMPIRES

Verbatim in-game help.

Notorious for their sharp fangs and aversion to wooden STAKEs and garlic,
vampires are night creatures that live off of the blood of others.
Any race can become a vampire, either by certain dark incantations or
(more commonly) the bite of another vampire.
Vampires can be killed just like any other creature (by depleting their
hit-points) or by being staked. A wooden stake through the heart of a
vampire is a sure-fire death, albeit a risky one... Vampires usually
don't take kindly to failed attempts at staking them. A successful
stake removes all vestiges of vampirism from the player when
they re-enter the game.
Vampires can TRANSFORM at night to assume their vampiric form... gaining
a substantial amount (up to 2 times normal!) of mana points, based on the
phase of the moon. (New moon being the weakest gain, full moon being the largest.)
At dawn, the vampire can transform back to their normal shape.
While in vampire form, vampires can BITE a victim to drink their blood,
or pass on their vampirism. Biting while fighting does damage, otherwise
it only causes damage if you fail to bite successfully. A vampire's
hunger and thirst at night can only be sated by blood.
Cityguards take a disliking to vampires in their cities.
See Also: STAKE TRANSFORM BITE TIME

WARRIOR FIGHTER WARRIORS

Verbatim in-game help.

Warriors are known to have more strength than the average class. 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.
You can improve your skills by using the practice command.
Skill list:
1 kick
3 bash
4 rescue
5 retreat
7 bearhug
8 berserk
9 track
12 sleeper
13 parry
15 headbutt
17 slug
20 smackheads
23 charge
See also: PRACTICE, ATTACKS, CLASSES