BACKSTAB

(Mostly) thieves only.

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.

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

You'll be unable to do anything for two fight-rounds after a backstab, so if you want to stab something, be sure you mean it.

CRITICAL HITS

Thieves only.

At their guilds, thieves can be offered training in human and animal physiology. This enables them to score double (or even triple) damage with hits from time to time, and the chances of this happening rises with level. Don't be surprised if it happens only infrequently at low levels, then, even if you are well-versed in this skill.

CAST

For "magical" people (clerics and magic-users), this is the spell delivery mechanism.

Example:

Note that the name of the spell must be enclosed by apostrophes ( ' ). See Also: QUAFF, RECITE, USE, SPELLS, PRACTICE, help on each individual spell, for example:

DROP

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

Example:

If you feel like getting rid of all your earthly possessions, you may use "drop all", which drops everything except your gold.

See Also: GET

ORDER

This command is used to tell one of your thralls what you want them to do next. To order *all* of your thralls to do something, use "order followers ".

Example:

BUY SELL VALUE LIST

Commands for the shops -- very useful too!

Examples:

See Also: SHOPS

WEATHER

If you're uncertain whether the sun is shining or the rain is pouring down.

Example:

READ

When you want to read something non-magical. For scrolls, the command to actually invoke them is RECITE.

Example:

See Also: RECITE

REMOVE

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

Example:

SHOPS

Shops are places where adventurers may purchase equipment for their quests, and where they may sell their treasure if they 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 people; 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

SOCIALS

This command shows a list of the commands for social interaction. Minimum prefixes are capitalized.

COMMANDS

A mechanical listing of the known non-social verbs.

Minimum prefixes are capitalized.

GAMESIZE

This command tells about certain parameters of the game, so you can see just how HUGE Mudde Pathetique is getting.

WARRIOR 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, including the ability to sneak in multiple attacks during combat. However, they lack the ability to cast spells, and many magic items are unusable by them.

Warriors currently may learn the following skills:

See Also: PRACTICE

THIEF

Thieves are known to have very special qualities that no other class offers. Many of these qualities can come in handy in many situations, such as picking locks. Their excellent knowledge of human physiology also allows them to cause enormous amounts of damage from time to time.

Thieves currently may learn the following skills:

See Also: PRACTICE

CLERIC

Clerics have an ancient belief in not carrying sharp weapons. This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells.

See Also: PRACTICE, CAST

MAGIC-USER WIZARD MAGE

This is the class of powerful and violent magic, but the magic user does not control nature, and can therefore not bless and such. Also, magic users have strong item restrictions; most metal armour and weapons interfere with the flow of magical energy.

See Also: PRACTICE, CAST

PRACTICE PRACTISE

Practice is the way you improve your spells and skills. You must go to your guildmaster to let him/her help you improve. If you type practice, you will see which skills you can improve upon, and how good you already are at these. You can then use practice , to practice the appropriate skill. You can only practise a certain amount for each level you gain, and you do not have to use your practice sessions as you gain them, they can be accumulated.

Typing "practice all" shows all of the skills you could possibly learn. This is useful for spellcasters, to see what spells are learnable at higher levels.

Examples:

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.

Example:

LEAVE

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

ENTER

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".

TIME

Gives you the current "gametime". Certain things in the game depend on this particular notion of time; the opening hours of the shops, for example.

See Also: RTIME, CALENDAR

RTIME

This gives you the actual time. You can use this game as a clock, if you like. This is mostly for scheduling things -- if I post that the game will be down starting at 5:00pm, this is how you find out what I mean by 5pm.

See Also: TIME

BUG TYPO IDEA

For making useful suggestions to the maintainers of the game.

Examples:

Help me out with these -- I've gotten the few good ideas in this game from my players. I reward good suggestions with gold.

QUIT

When you get tired of playing, you can leave the game by typing "quit". Note that whatever stuff you might be carrying with you is simply left on the ground; your gold, however, you keep. If you wish to have your equipment put away until you are able to come back, you'll have to find an inn.

See Also: DEATH, INN, RENT

INN INNS

Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, you may use inns to store your gathered equipment while you are not playing the game (we all have to sleep sometimes, there is no shame in that). See Also: OFFER, RENT

OFFER RENT

For use in the receptions of inns. The command "offer" will make the innkeeper tell you the cost of storing your carried items for one day. "rent" will store the items and make you leave the game. The next time you enter, you'll start out in the reception where you left. The inn will store your items as long as you have the gold to pay the rent on your person. See Also: INN

GET TAKE

If you find something interesting on the ground, you may use "get" to pick it up.

Examples:

See Also: DROP, PUT

PUT

For putting stuff in containers. Example: > put dagger in bag See Also: GET, DROP

EXAMINE

May give you some valuable information about an item.

Example:

See Also: LOOK

WRITE

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.

NEWS

This command will show you the current edition of "the DikuMUD Herald", a publication dedicated to news and useful information about this world. It's a very good idea to check it out once in a while.

SLEEPING WAKE REST SIT STAND

For changing your position. If you feel weary, it's probably a good idea to sit and rest for awhile; or maybe even take a nap. You regain hit points, mana and movement back faster the more relaxed you are.

For information on the "sleep" spell, do ' help sleep_spell'.

POUR

If you want to pour some liquid from one container to another.

Examples:

See Also: FILL

FILL

You use this to fill one container from another.

Example:

See Also: POUR

GRAB HOLD

For getting a good grip on something; a torch, for example. See Also: WEAR, WIELD, REMOVE

FOLLOW

If you happen to be going in the same direction as someone else, why not simply follow that person? If you are following someone and you wish to stop doing that, then all you've got to do is follow yourself: "follow ". Or, you may use "follow" with no arguments.

Examples:

  • > follow joe
  • > follow

See Also: GROUP

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 harm's 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: TOGGLE (WIMPY)

IMPLEMENTOR

The most powerful beings in existence. Benedict, in this case.

GUILD

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, so long as the guard lives. Guilds are also the places where people come to learn and practice the skills of their trade.

See Also: PRACTICE

INFO

Gives you some useful hints and information about the game.

WHERE

Tells you the location of a monster, a player or an object. Without arguments, "where" may be typed without arguments to see a list of players' locations. For mortals, this command is restricted to players and monsters within one's current zone.

Examples:

  • > where torch
  • > where dragon
  • > where

LEVELS

Lists the levels and titles of a class. Your own class is the default.

Examples:

  • > levels
  • > levels cleric

BRIEF COMPACT WIMPY SELFECHO VICIOUS

These commands have been replaced by the single TOGGLE command (q.v.).

TOGGLE

This is the interface to all of the player toggles. Currently, toggles supported are:

  • BRIEF: when you are in brief mode, you don't see room descriptions (unless you do "look"). This is useful when you're going over a familiar area, but the first few times through a section, it's wise to examine things in non-BRIEF mode. There are often vital clues tucked into the descriptions.

  • COMPACT: if you have a small screen, you might consider using COMPACT. It inhibits some of the blank lines the DikuMUD puts after each command. On the other hand, if your screen is big enough, COMPACTed text tends to look cramped.

  • WIMPY: if you are wimpy, you automatically try to flee whenever you take damage and are at less than 20% of your full hit points. Quite useful if you want to live, but remember that running away costs experience points.

    See Also: FLEE

  • SELFECHO: this toggle bounces back everything you say. I don't know why players want this, but they do.

    See Also: SAY, TELL, SHOUT

  • VICIOUS: you are normally given a chance to spare the life of an opponent when the foe is incapacitated. If you feel that you have no use for mercy, you can toggle VICIOUS on, and you will continue hitting, until your adversary is dead, without having to re-attack it.

  • SAVENOTIFY: notify when an autosave is performed.

  • BEEP: send a "beep" (ASCII BELL) when something happens (actually, when a prompt is sent). Useful if you're away from your terminal.

!

Repeat the last command typed at the keyboard.


Copyright 1994-1995 The Mudde Pathetique

25 March 1995 - - - stenor@zeemud.org