BACKSTAB or BS
BACKSTAB is a useful way to start a fight, in that it does more damage if you hit with it. BS is a synonym for BACKSTAB.BERSERK
BERSERK will make you strike out at every creature in the room. It will hit players as well as mobiles, so it's a good idea not to use this skill while you are grouped.BLINDFOLD
BLINDFOLD places a blindfold over the eyes of the target player, who must first be tied up. The blindfold can also be removed with this command. A player can only remove a blindfold from themself if they are no longer tied up. Unsurprisingly, blindfolded players cannot see.CONSIDER
CONSIDER tells you what your chances are of killing a character, taking into account hitroll, damroll, armour class and hit points, and giving you an overview of your chances. If you are considering a player, you will also be informed how skilled they are with their weapon/s, and which stance they are currently using (if any) and how good they are at it. Please remember that this is only a rough estimate.CRACK
While holding a head in either your left or right hand, typing 'crack' will crack the head open, spilling the brains out onto the floor.DAMAGE
When someone attacks someone else, a damage message is displayed to give you an idea of how much damage you have caused. The following messages represent the following amounts of damage.
If you missed, then you did 0 points of damage.
If you lightly hit, then you did 1 to 25 points of damage.
If you hit, then you did 26 to 50 points of damage.
If you hit hard, then you did 51 to 100 points of damage.
If you hit very hard, then you did 101 to 250 points of damage.
If you hit extremely hard, then you did 251 to 500 points of damage.
If you hit incredibly hard, then you did 500 or more points of damage.
Your final blow will be a death move, depending on your weapon type.
DEATH
When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment. Your gold stays with you.
Any spells which were affecting you are canceled by death. Following and groups are not affected by death.
Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time).
DECAPITATE (DECAP)
Do this to another avatar when they are mortally wounded, and you will suck out some of their lifeforce (represented by 1000exp). You may also loot their corpse, of course, and if you are hungry you can even eat their head ;)
Decapitation alone is not enough to completely destroy another avatar however, for their head will retain their remaining lifeforce. To truly kill them, you must crack open their head and eat (or in some other way destroy) their brain.
DIAGNOSE
This will show you any injuries received by the target player or mob. If that person is bleeding to death, this will also be shown.DISARM
DISARM is an auxiliary fighting command to disarm your opponent. You must be wielding a weapon to use disarm.ESCAPE
This command allows you to transport to the temple of midgaard when mortally wounded. Unfortunately, it also reduces both your mana and move to 0, and informs everyone else on the mud that you are lying defenseless at recall...so be careful how you use it.EXPERIENCE
Your character advances in power by gaining experience. You gain experience by being part of a group that kills someone/something. You lose experience by dying or being decapitated.
The experience you get from a kill depends on several things: how many players are in your group; your alignment versus your opponent's alignment; how many of this monster have been killed lately (if they are an NPC); and some random variation.
FIRST AID
First target may be used on a resting character. It will mend or clot any one of their injuries.FLEE/RESCUE
Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you.FOLLOW
FOLLOW starts you following another character. To stop following anyone else, just FOLLOW yourself.GAG
GAG places a gag over the mouth of the target player, who must first be tied up. This command will also remove a gag. A player can only remove a gag from themself if they are no longer tied up. It is not possible to talk or use any of the channels while gagged.GROUP
GROUP 'character' makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL command. If anyone in your group is attacked, you will automatically join the fight.
If the character is already a member of your group, then GROUP character will kick out the character from your group. Characters can also leave your group by using a FOLLOW command to stop following you.
GROUP with no argument shows statistics for each character in your group.
HURL
This ability allows you to hurl the target into walls, through exits, or through doors. Hurling someone through an exit does a little damage. Hurling them into walls does twice as much, and hurling them through doors does three times as much. If you don't specify a direction to hurl the target, it will be random (north, south, east or west). You cannot hurl someone who is already injured.KICK
KICK will inflict damage during a fight.KILL
KILL starts a fight, and, hopefully, kills something.PUNCH
PUNCH will inflict a small amount of damage, and stun your opponent for a short period of time. It also has a chance of breaking your opponents nose or jaw.SKILL
This shows the target player's skill with the weapon they are currently wielding and the stance they are in (if it's a specialised stance).Weapon skill Stance skill 1) Totally unskilled. 1) Totally unskilled. 2) Slightly skilled. 2) An apprentice. 3) Reasonable. 3) A trainee. 4) Fairly competent. 4) A student. 5) Highly skilled. 5) Fairly experienced. 6) Very dangerous. 6) Well trained. 7) Extremely deadly. 7) Highly skilled. 8) An expert. 8) An expert. 9) A master. 9) A master. 10) A grandmaster. 10) A grandmaster.Note that these are only rough estimates; one master might well be slightly more skilled than another master, and so on.
STANCE
See STANCES SECTIONSTATUS
This represents the 'danger' of the player. You only have a status if you are level 3. It grants no extra powers, but is a good measure of how deadly that player is in combat. Each time you decapitate someone with status within 5 of yours, your status goes up by one and their status goes down by one (to a minimum of zero). A useful command in this case is "who status". (It will tell you who you can kill for status.)
Remember, if your status is 1 or more you gain nothing for decapitating an Avatar (except a free loot, a head, and an enemy).
TIE
TIE allows you to tie up another player, who must be stunned, incapitated, or mortally wounded. While tied up, a players actions are limited - they cannot move, quit, or do many other commands.UNTIE
UNTIE will untie a player who is currently tied up. A player cannot untie themself.WIMPY
WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy.STANCES SECTION
STANCE
In combat, the stance of the fighter plays a very important role; you can't just stand there and exchange blow for blow unless you are very confident of your ability. Each fighting stance has advantages and disadvantages, the basic outline of which follows:
VIPER: A very fast and aggressive style of combat, concentrating on striking your opponent before they have the chance to avoid or block you.
CRANE: A wide, sweeping style of combat, which concentrates on a very strong blocking defence.
CRAB: A low, defensive fighting stance which uses agile footwork and rolling with attacks in order to reduce your injuries.
MONGOOSE: A light-footed stance, which relies on leaps and acrobatics to ensure that by the time your opponent makes their attack, you've moved out of the way.
BULL: A low aggressive stance which concentrates purely on physical power.
ADVANCED STANCES
Advanced stances can be learned after you have become a grand master in two normal stances. These stances are much better than the others.
MANTIS: Requires CRANE and VIPER before it can be learned. This stance combines a very strong defence with lightning fast counter attacks.
DRAGON: Requires BULL and CRAB before it can be learned. This stance uses very powerful attacks, as well as protecting the fighter from injury.
TIGER: Requires BULL and VIPER before it can be learned. Probably the most aggressive of all the stances, this style utilizes very powerful and lightning fast attacks.
MONKEY: Requires CRANE and MONGOOSE before it can be learned. The only affect of this stance is to completely nullify the advantages of your opponents stance.
SWALLOW: Requires MONGOOSE and CRAB before it can be learned. This is the most defensive of all the stances, combining agile dodges with the ability to 'roll' with an attack, helping prevent injury.
SUPER STANCES
Super stances can only be learned after you have become a grand master in all basic and advanced stances. These stances are far superior to the others and are customisable by typing setstance.
The minimum and maximum costs for the superstances are as follows:
1st superstance: 2.5 - 5 million exp
2nd superstance: 2.5 - 5 million exp
3rd superstance: 5 - 7.5 million exp
4th superstance: 7.5 - 10 million exp
5th superstance: 10 - 15 million exp
STANCE TABLE
The following table is a rough comparison of stances, giving a value between 10 and -10, where the higher the number the better your chance of victory. Cross-reference your stance from the left with your opponents stance from along the top. Please remember these are only rough estimates, and may not be completely accurate...
None Vipr Cran Mmgs Bull Crab Mnts Tigr Drgn Mnky Swlw
None 0 -4 -5 -5 -5 -5 -9 -9 -10 0 -10
Viper +4 0 +3 +3 -2 -2 -2 -7 -9 0 -4
Crane +5 -3 0 0 +2 +2 -8 -6 -1 0 -3
Mongoose +5 -3 0 0 +2 +2 -8 -6 -1 0 -3
Bull +5 +2 -2 -2 0 +2 -5 -3 -3 0 -5
Crab +5 +2 -2 -2 -2 0 -5 -5 -7 0 -7
Mantis +9 +2 +8 +8 +5 +5 0 -3 0 0 +3
Tiger +9 +7 +6 +6 +3 +5 +3 0 -2 0 +1
Dragon +10 +9 +1 +1 +3 +7 0 +2 0 0 -2
Monkey 0 0 0 0 0 0 0 0 0 0 0
Swallow +10 +4 +3 +3 +5 +7 -3 -1 +2 0 0