# Player Help ## CoffeeMud 5.9
COLORS AARAKOCRAN ABJURER ABOVE ACCOUNT ACHIEVEMENTS ACTIVATE AFFECT AFFECTS AFK AFT AFT_PORTSIDE AFT_STARBOARD AIM ALIAS ALIGNMENT ALTERER ANSI APOTHOCARY APPRENTICE ARCANIST ARCHON AREAS AREA_COINS AREA_CURRENCY AREA_MONEY ARMORED_DEFENCE ARRESTED ARTISAN ASK ASSASSIN ASSIST ASTROENGINEER ATLAS ATTACK_POINTS AUCTION AUCTIONS AUTOAFFECTS AUTOASSIST AUTODRAW AUTOEXITS AUTOFORWARD AUTOGOLD AUTOGUARD AUTOIMPROVEMENT AUTOINVOKE AUTOLOOT AUTOMAP AUTOMELEE AUTONOTIFY AUTORUN AUTOSAC AUTOWEATHER BABY BANK BARBARIAN BARD BATH BEACON BEASTMASTER BELOW BID BLESSINGS BOARD BOATS BORROW BRIEF BROKEN BUG BUNDLE BURGLAR BUY CAST CENTAUR CHANNEL CHANNELS CHANTS CHANWHO CHARIOT CHARISMA CHARLATAN CITIZENSHIP CLANACCEPT CLANAPPLY CLANASSIGN CLANCREATE CLANDECLARE CLANDETAILS CLANDONATESET CLANEXILE CLANEXP CLANEXPERIENCE CLANHOMESET CLANKILLS CLANLIST CLANMORGUESET CLANPREMISE CLANPVPKILLS CLANQUAL CLANREJECT CLANRESIGN CLANS CLANTAX CLANVOTE CLANWHO CLAN_EQUIPMENT CLAN_EXP CLAN_EXPERIENCE CLASS CLERIC CLIMATE CLOSE CODE COFFEE COINS COLORSET COMBAT_PROWESS COMMA COMMANDS COMMONER COMMON_SKILLS COMMUNICATION COMPARE COMPRESS CONFIG CONJURER CONQUEST CONSIDER CONSTITUTION CORPSE COURT CRAWL CREDITS CRIME CURRENCIES CURRENCY CURSED DAMAGE DAMAGE_THREAT DANCER DEACTIVATE DEITIES DELVER DEMOTE DEPOSIT DESCRIPTION DESTROY DEXTERITY DIETIES DIG DISEASED DISEMBARK DISMOUNT DISPEL DISPELL DISPLAY DIVINER DOOMSAYER DOWN DRAW DRESS DRINK DROP DROW DRUID DUEL DUERGAR DWARF EAST EAT ELF EMAIL EMOTE EMPLOYMENT EMPTY ENCHANTER ENCUMBRANCE ENTER EQUIPMENT EVOKER EXAMINE EXCHANGE EXCLAMATION_POINT EXIT EXITS EXPERIENCE EXPERIENCE_POINTS EXPERTISES FACTIONS FATIGUE FEED FIGHTER FILL FIRE FLEE FOLLOW FOREWARD FOREWARD_PORTSIDE FOREWARD_STARBOARD FORMATION FORUM FRIENDS GAIAN GAIN GAOLER GCONSIDER GET GITHYANKI GIVE GNOLL GNOME GO GOBLIN GRAPPLES GROUP GROUPING GTELL HALFELF HALFLING HEALER HEATED HELP HELPLIST HIDDEN HIRE HITCH HIT_POINTS HOLD HOMES HUMAN HUNGER I3 I3_INFO I3_LIST I3_LOCATE I3_WHOIS IDEA IDLE IGNORE ILLUSIONIST IMC2 IMC2_CHANNELS IMC2_INFO IMC2_LIST IMC2_LOCATE IMMORTALS INFORMATION INTELLIGENCE INTERMUD INVENTORY JAIL JESTER JOBS JOURNALS JUSTICE KILL LADDER LAMP LANGUAGES LANTERN LEARN LEAVE LEGAL LEVEL LEVELS LEVEL_CHANGER LICH LIEGE LIGHT LINEWRAP LIST LIZARD_MAN LOAD LOCAL_COINS LOCAL_CURRENCY LOCAL_MONEY LOCK LOGOFF LOOK MAGE MAGIC_MISSLE MANA ME MEANINGOFLIFE MER MERFOLK METAMSGCOMMAND MINDFLAYER MINSTREL MISSIONARY MONEY MONIES MONK MORGUE MOTD MOUNT MOVEMENT MUD MULTICLASS MULTIPLAY MULTI_PLAY MXP NAGA NECROMANCER NEWS NOANSI NOBATTLESPAM NOCHANNEL NOFOLLOW NOMXP NOPOSE NORTH NORTHEAST NORTHWEST NOSOUNDS NOTEACH NOTES OBJECTS OBSERVATION_SCORE OGRE OOC OPEN ORACLE ORC ORDER OUTFIT PACKAGE PAGEBREAK PALADIN PAROLE PARTY PASSWORD PAST_LIFE PERFUME PETS PIRATE PIXIE PLAYERKILL POLITICS POLL POOF PORTSIDE POSE POUR POWERS PRACTICE PRACTICES PRAY PRAYERS PROMOTE PROMPT PUBLIC_SHAMING PULL PURGE PURIST PUSH PUT PUT_OUT QUALIFY QUEST QUESTCHAT QUESTS QUEST_POINTS QUIET QUIT RACE RACES RANGE RANGER READ REBUKE RELIGION REMORT REMORTING REMOVE REPAIR REPLAY REPLY REPORT REPUTATION REQUEST RESIZE REST RETIRE REVOLT RIDE RITUALS ROLEPLAY ROOM_ID ROPE RUINED RULES RUN SAILING SAILOR SAVES SAY SAYTO SCHOLAR SCORE SELL SERVE SERVICES SETTINGS SHAMAN SHARE SHEATH SHIP_COMBAT SHOPPING SHOW SING SIT SKILLS SKYWATCHER SLAVE SLEEP SOCIALS SONGS SOUNDS SOUTH SOUTHEAST SOUTHWEST SPEAK SPELLNAME SPELLS SPLIT STAND STARBOARD STARVE STAT STATS STRENGTH SUICIDE SVIRFNEBLIN SWIM SWITCH TAKE TANK TEACH TELL TEMPLAR THIEF THIRST THROW TIME TITLE TOP TOPICS TORCH TRAIN TRAINERS TRANSLUCENT TRANSMUTER TRAPPER TROPHIES TYPE TYPO UNDRESS UNLOAD UNLOCK UNWIELD UP VALUE VASSALS VERSION VIEW VISIBLE WAGON WAKE WANDS WEALTH WEAR WEATHER WEST WHERE WHISPER WHO WHOIS WIELD WILLQUALIFY WIMPY WISDOM WITHDRAW WIZARD WIZLIST WORLD_CURRENCIES WORLD_CURRENCY WORLD_MONEY WORLD_MONIES WORSHIP YELL | COLORS
    Command : COLORSET
    Usage   : COLORSET (DEFAULT)
    Example : colorset
    Short(s):
    Change some of the system colors to match your preferences.
AARAKOCRAN
    Race Name : Aarakocran (Avian)
    Stat Mods.: Dexterity+2, constitution-1, charisma-1, max dexterity adj.+2,
                max constitution adj.-1, max charisma adj.-1, save vs
                overlooking+50
    Abilities : Eagle Eyes(50%), Winged Flight(100%), Hunting(50%)
    Languages : Bird Speak(100%)
    Life Exp. : 45 Years
    Immunities: Lycanthropy
    Equipment :
    Desc.     :
    Aarakocran are bipedal birdmen, with hands incorporated into their wings.
    Aarakocran are a little taller than humans, but much lighter due to their bone
    structure.  They are adept flyers with superior vision.
ABJURER
    Char Class: Abjurer (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Abjuration as levels
                advance.  At 10th level, receives double duration on your
                Abjuration magic, and half duration from malicious Abjuration
                magic.
    Limits    : Unable to cast Enchantment/charm spells.  Receives penalty damage
                from Enchantment/charm as levels advance.  Receives double
                duration from malicious Enchantment/charm magic, half duration on
                other Enchantment/charm effects.
    Desc.     :
    Abjurers are specialist mages who concentrate their studies towards the mastery
    of protective magic.  So adept have they become that they automatically gain
    every known abjuration spell when they gain levels, including spells which only
    the abjurer may master.

    Although the Abjurer will not have the benefit of Enchantment spells, they are
    still formidible foes.  Their protective magic lasts much longer than that of
    other mages, and they still have access to many of the most dangerous spells.
ABOVE
    Command : ABOVE
    Usage   : ABOVE
    Example : above
    Short(s):
    Travel above deck from the room or location.
ACCOUNT
    Command : ACCOUNT
    Usage   : ACCOUNT
    Example : account
    Short(s):
    If this mud supports accounts, this command will show you a list of your
    characters, and your account expiration date, if applicable.  You can also use
    LOGOUT to return to the account menu, or SWITCH to quickly change between
    characters on the same account.
ACHIEVEMENTS
    Command : ACHIEVEMENTS
    Usage   : ACHIEVEMENTS (PLAYER/ACCOUNT) (ALL/NOW/ANNOUNCE) ([PLAYERNAME])
    Usage   : ACHIEVEMENTS (AWARDS/REMORT/FUTURE/RETIRE) ([PLAYERNAME])
    Example : achievements
    Example : achievements all
    Example : achievements bob
    Example : achievements player now
    Example : achievements account announce bob
    Example : achievements future bob
    This command shows the player all their notable achievements in the game. If
    the optional NOW parameter is given, then all achievements in which the player
    has made any progress is shown. If the optional ALL parameter is given, then
    all Possible achievements are shown, along with any progress the player has
    made towards them. If ANNOUNCE is specified, then the player will announce the
    achievements to the room.  If a player name is specified, then the achievements
    of that player are shown instead.  If the optional player or account parameter
    is specified, then the achievements will be limited to player or account
    specific achievements, if your mud supports accounts.

    The AWARDS parameter will show all awards, from all sources, that the current
    or given target has received.
    The FUTURE parameter will show all account awards that would be received by the
    next character created on this player account.
    The RETIRE parameter will show all awards that would be received by this player
    account should the current or given player retire immediately, including
    previously earned awards.
    The REMORT parameter will show all awards that would be received by the current
    or given player should they remort immediately, including previously earned
    awards.

    Some achievements are evaluated only once an hour, but this command will also
    force your achievement tracker to do an evaluation.
ACTIVATE
    Command : ACTIVATE
    Usage   : ACTIVATE ([COMMANDS]) [ITEM]
    Example : activate phazer
    Example : activate console
    Example : activate stun phazer
    This multi-purpose command is used to turn-on electrical devices, and, in some
    circumstances, cause the device to perform its function. (by including optional
    parameters), and operate computer consoles.
AFFECT
    Command : AFFECTS
    Usage   : AFFECTS
    Example : affects
    Short(s): AFF
    List your present disposition, as well as any spells or other affects that your
    character is currently under the influence of.
AFFECTS
    AFFECT
AFK
    Command : AFK
    Usage   : AFK ([OPTIONAL MESSAGE])
    Example : afk
    Example : afk I am eating.
    Short(s):
    Notifies the system that you are away from your keyboard.  Entering AFK again,
    or just entering a new command will reset this status. You may enter an
    optional message to give to those who attempt to TELL you something.
AFT
    Command : AFT
    Usage   : AFT
    Example : aft
    Short(s):
    Travel towards the rear of a ship.
AFT_PORTSIDE
    Command : AFT PORTSIDE
    Usage   : AFT PORTSIDE
    Example : aft portside
    Short(s):
    Travel towards the rear left of a ship.
AFT_STARBOARD
    Command : AFT STARBOARD
    Usage   : AFT STARBOARD
    Example : aft starboard
    Short(s):
    Travel towards the rear right of a ship.
AIM
    In combat, you do not normally need to aim.  Your weapon will automatically
    attack the target of your kill command or your current enemy.  In ship tactical
    combat, however, the AIM command must be used to aim a specified siege weapon
    at some distance ahead of an enemy ship.  See help on SHIP_COMBAT for more
    information on ship tactical combat.
ALIAS
    Command : ALIAS
    Usage   : ALIAS
    Example : alias
    Short(s):
    This command will allow a player to manage a list of alias command strings.
    Any command string a player enters which begins with one of the listed alias
    names will be replaced with the given alias value. This allows players to
    create shorter keywords for activating commands which might normally require
    longer strings.  Multiple commands may be combined by putting a tilde ~
    character between them.  You may also prefix an entire alias command string
    with the word NOECHO to prevent the commands from being echoed.
ALIGNMENT
    Your alignment represents your moral fiber, with Good representing selfless
    benevolence, Evil representing selfish maliciousness, and Neutral representing
    the balance of the two.

    In combat, the amount of experience you receive from the vanquishing of a foe
    depends partially on your alignment versus that of the creature you have
    killed.  In general, if you are Good and you kill a Good creature, or Evil and
    kill an Evil creature, or Neutral and kill a Neutral creature, you receive
    least experience.  The amount of experience can vary depending upon how close
    to perfect Goodness, perfect Evil, or pure Neutrality you are.  In addition to
    receiving the least amount of experience for violating this rule, you will find
    your characters alignment slowly changing with each repeat offense.

    For some classes, alignment can have other affects.  Paladins must always be
    good, and will find that their spellcasting ability disappears with their
    goodness.  Clerics may be good or evil, but their spell choices can profoundly
    impact their alignment.  A Good Cleric or Paladin who casts malicious spells
    will soon find themselves becoming evil.  Evil Clerics can suffer the same fate
    for using benevolent spells.
ALTERER
    Char Class: Alterer (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Alteration as levels
                advance.  At 10th level, receives double duration on your
                Alteration magic, and half duration from malicious Alteration
                magic.
    Limits    : Unable to cast Invocation/evocation spells.  Receives penalty
                damage from Invocation/evocation as levels advance.  Receives
                double duration from malicious Invocation/evocation magic, half
                duration on other Invocation/evocation effects.
    Desc.     :
    Alterers are specialist mages who concentrate their studies in the mastery of
    altering the world around them.  Their all-purpose skills serve them
    wonderfully in combat, in the maintenance of their own health and equipment,
    and in becoming successful adventurers.  So skilled are they in the alteration
    of the universe that they gain all known alteration spells, including some
    which only the alterer may gain.

    The Alterer suffers from a lack of access to the Evocation school of magic, the
    long duration and heavy impact of their spells plus the general usefulness of
    their school makes them a good choice for all mages.  Since they have their own
    kind of destructive magic, they will find they don't miss evocations at all.
ANSI
    Command : ANSI
    Usage   : ANSI (OFF)
    Example : ansi
    Example : ansi off
    Short(s):
    Turns color output on or off.  NOANSI or NOCOLOR or the OFF argument to turn it
    off. See also COLORSET.
APOTHOCARY
    A common misspelling for APOTHECARY.
APPRENTICE
    Char Class: Apprentice (Commoner)
    Max-Stats : Others (18)
    Qualifiers: Wisdom 5+, Intelligence 5+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18)-1 per level
    Practices : 5 +[(Wisdom/6)+5 per lvl]  Trains    : 6 +1 per level
    Hit Points: 20 +[(Con/9)+(1d4) /lvl]   Mana      : 100 +[(Int/10)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 10 level(s)
    Weapons   : Must use dagger-like or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Gains lots of xp for training to a new class, and gets bonus
                common skills.
    Limits    :
    Desc.     :
    An Apprentice may not go past level 1, and qualifies only for the games most
    common non-combat skills.  You are free to move around in the game like anyone
    else, in order to learn some of the ropes before choosing a more permanent
    career.  When you have decided which of the main classes to go to, you may use
    the TRAIN command with an appropriate teacher to become the class of your
    choosing.  If you can't find an appropriate teacher, remember that a player of
    the proper class may be able to help you.  Be sure to save yourself a training
    point for this purpose!
ARCANIST
    Char Class: Arcanist (Thief)
    Max-Stats : Intelligence (22), Dexterity (22), Others (18)
    Qualifiers: Dexterity 9+, Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/5)+(1d3)/lvl]
    Movement  : 100 +[8X(Str/18) /lvl]     Damage Pts: +1 damage per 5 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear leather, cloth, or vegetation based armor.
    Bonuses   : Magic resistance, 1%/level.  Huge discounts when buying potions
                after 5th level.  Ability to memorize spells learned through
                SpellCraft. Can see wand charges at level 30.
    Limits    :
    Desc.     :
    Also known as the Arcane Rogue, the Arcanist is the thief who has become
    fascinated with all things arcane, but has little or no innate magical power.
    He is an accumulator of wands and scrolls; making good use of his limited
    knowledge to create, improve, and most especially use these items to his
    devious ends.  Arcanists are also just knowledgable enough to learn spells
    simply by observing their usage, although, lacking any innate power, he forgets
    them as soon as they are used.
ARCHON
    An Archon is a being of ultimate power.  Do not mess with them.
AREAS
    Command : AREAS
    Usage   : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE])
    Example : areas
    Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
    Example : areas $med_alignment >= 7500
    Example : areas $med_alignment >= 7500 sort=med_level
    Short(s):
    This command will list all the areas in the known world of the game.

    You can also filter the list by entering a expression that tests various
    statistics about the area in order to help find the one you want.  You can use
    any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,
    and can combine expressions using "and" or "or".  Use parenthesis to affect the
    order of evaulation.  Most importantly, you can test any of the following
    variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,
    $MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,
    $TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS
    You can sort the list by the same variables that can be filtered, which will
    cause the display to show the value of that stat alongside the area name. You
    can also sort by REVERSE (name), LEVEL, and AUTHOR.

    You may also enter HELP [AREA NAME] to get more help on the areas you see
    listed with this command.
AREA_COINS
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
AREA_CURRENCY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
AREA_MONEY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
ARMORED_DEFENCE
    The level of protection your character has from being hit by ordinary weapons.
ARRESTED
    When happens to you when an officer accuses you of a crime, and is able to
    subdue you.  See also HANDCUFF.
ARTISAN
    Char Class: Artisan (Commoner)
    Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution
                (22), Charisma (22), Wisdom (22), Others (18)
    Qualifiers: Strength 9+, Dexterity 9+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18)-1 per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/10)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use dagger-like or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Gains experience when using common skills and no common skill
                limits.
    Limits    :
    Desc.     :
    An Artisan is a professional tradesman who specializes in the common skills
    that make civilization work.  Although his fighting weakness makes him a poor
    choice for exploring those monster filled dungeons, the Artisan is still able
    to advance by using his skills and gaining experience while he does! Artisans,
    like Apprentices, may still choose to go into a more adventurous profession,
    but like Apprentices, they are unable to go back.
ASK
    Command : ASK
    Usage   : ASK ([MOB NAME]) [MESSAGE]
    Example : ask Where am I?
    Short(s):
    Causes your character to speak to one or more characters or mobs in the same
    room as yourself.  You may specify the mob to speak to, or just speak in
    general.
ASSASSIN
    Char Class: Assassin (Thief)
    Max-Stats : Dexterity (22), Wisdom (22), Others (18)
    Qualifiers: Dexterity 5+, Wisdom 5+
    Races     : All
    Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/6)+(1d3)/lvl]
    Movement  : 100 +[8X(Str/18) /lvl]     Damage Pts: +1 damage per 5 level(s)
    Weapons   : May use any weapons.
    Armor     : Must wear leather, cloth, or vegetation based armor.
    Bonuses   : Strong resistance to all poisons at 21st level.
    Limits    :
    Desc.     :
    Assassins reflect the darkest and most wicked side of the rogue.  The dealing
    of death becomes a goal in itself, the epitomy of evil.  The assassin becomes
    so centered on this art that he begins to slow his pace, learning and
    contemplating each "mark" as the best method of killing them becomes clear.
    They also learn skills in keeping track of and tracking down their marks, as
    well as other means of making life for the targeted miserable, and short. The
    assassin can use any weapons, unlike the standard thief, though his armor is
    still restricted.
ASSIST
    Command : ASSIST
    Usage   : ASSIST [REQUEST]
    Example : assist I'm stuck here and I can't get out!
    Short(s):
    Use this command to make requests of the Archons.
ASTROENGINEER
    Sorry, but this is Not Yet Implemented
ATLAS
    Try the AREAS command.
ATTACK_POINTS
    The combat prowess of a player.  Try the SCORE command.
AUCTION
    Command : AUCTION
    Usage   : AUCTION UP [ITEM] ([OPENING BID])
    Usage   : AUCTION BID [AMOUNT]
    Usage   : AUCTION LIST
    Usage   : AUCTION INFO
    Usage   : AUCTION CLOSE
    Usage   : AUCTION CHANNEL [MSG])
    Example : auction up ring
    Example : auction up ring 100
    Example : auction bid 150
    Example : auction channel the ring is really great!
    Example : auction close
    Example : auction list
    Example : auction info
    Short(s):
    This versatile command is used by players wishing to auction items at real time
    over the AUCTION channel, as well as by those wishing to bid on items up for
    auction.  To start an auction, the player enters AUCTION UP plus the name of
    the item, and an optional starting bid.  If there is no other auction going on
    at the time, the auction will begin.  Auctions last for a silent 5 minutes,
    plus 1 minute for each going once/twice/sold.  If no bids have been received
    after the first 3 minutes, the item will proceed directly to the going
    once/twice/sold period. The person putting on the auction may, at any time,
    close the auction without penalty by entering "auction close", or communicate
    on the auction channel (to give a better item description perhaps) using
    "auction channel [message]".

    To place a bid on an auction that is ongoing, a player need only enter "auction
    bid [amount]".  Where amount is the maximum amount the player will pay for the
    item.  A proxy bidding system is in place for all auctions.  The current bid on
    the item will always be less than or equal to the bid of the high bidder, and
    at least 1 gold more than the bid of the previous high bidder.  This means
    that, if the current bid on an item is 5, and a player bids 10, the new bid
    will become 6 (one more than the previous high bid).  If another player then
    bids 20, the new bid will become 11.

    Players can also get information on a live auction while it is going on by
    entering AUCTION INFO or AUCTION LIST.

    When an auction ends, the system will attempt to automatically complete the
    transaction for both the bidder and the auctioneer.  The proper money will be
    transferred (in converted notes) from the high bidder to the auctioneer.  The
    item up for auction will be automatically transferred from the auctioneer to
    the high bidder.  The auction house may take a cut both when then auction is
    placed up, and on the final price.

    See also help on AUCTIONS
AUCTIONS
    Auctions are a system whereby players can buy and sell items from each other
    using an open bidding system.  In this system, a bidder places a bid which
    represents the most they will pay for the item.  However, a bidder must only
    end up paying an amount equal to the most anyone ELSE would also pay, so long
    as it is less than their own maximum bid.

    This game supports two kinds of auctions.  One is a multi-game-day auction,
    which requires that you find an auctioneer mob and use commmands like BUY,
    SELL, VIEW, and BID. The game also supports a live auction system, which is
    managed using the AUCTION command.  Only one such live auction is allowed at
    any one time.  See help on the above commands for more information.
AUTOAFFECTS
    Command : AUTOAFFECTS
    Usage   : AUTOAFFECTS
    Example : autoaffects
    Short(s): aaf
    List the skills or other auto-invoked affects that your character is currently
    under the influence of.
AUTOASSIST
    Command : AUTOASSIST
    Usage   : AUTOASSIST (ON/OFF)
    Example : autoassist
    Example : autoassist off
    Short(s):
    Toggles whether or not you automatically assist fellow group members who have
    entered combat.
AUTODRAW
    Command : AUTODRAW
    Usage   : AUTODRAW (ON/OFF)
    Example : autodraw
    Example : autodraw off
    Short(s):
    Toggles whether or not you automatically draw a weapon from a sheath before
    combat and automatically sheath your weapons when no longer in combat.
AUTOEXITS
    Command : AUTOEXITS
    Usage   : AUTOEXITS (ON/OFF)
    Example : autoexits
    Example : autoexits off
    Short(s):
    Toggles whether or not the exits to any room are automatically displayed
    whenever you look.
AUTOFORWARD
    Command : AUTOFORWARD
    Usage   : AUTOFORWARD (ON/OFF)
    Example : autoforward
    Example : autoforward off
    Short(s):
    Toggles whether or not email sent to your players email address
    (playername@mudhost) will be forwarded to the email address you have on file
    with your player.  See help on the EMAIL command also.
AUTOGOLD
    Command : AUTOGOLD
    Usage   : AUTOGOLD (ON/OFF)
    Example : autogold
    Example : autogold off
    Short(s):
    Toggles whether or not you automatically collect any gold from the corpses of
    vanquished foes.
AUTOGUARD
    Command : AUTOGUARD
    Usage   : AUTOGUARD (ON/OFF)
    Example : autoguard
    Example : autoguard off
    Short(s): guard
    By default, all players and mobs will literally follow from room to room
    whoever is the leader of their group.  By toggling on AUTOGUARD, a player or
    mob will stay put, even when the leader leaves the room.
AUTOIMPROVEMENT
    Command : AUTOIMPROVEMENT
    Usage   : AUTOIMPROVEMENT (ON/OFF)
    Example : autoimprovement
    Example : autoimprovement off
    Short(s):
    Toggles whether or not you are automatically notified whenever your proficiency
    goes up in one of your skills/spells/prayers/chants/songs/etc..
AUTOINVOKE
    Command : AUTOINVOKE
    Usage   : AUTOINVOKE
    Example : autoinvoke
    Short(s):
    This command allows the player to manage their auto-invoking skills. These are
    skills, like Dodge or Healing Aura, which, once learned or gained, are
    automatically activated for the player for an indefinite duration.  This
    command will allow the player to deactivate or reinvoke these skills.
    The name of the skill to modify may optionally be modified with a starting or
    ending asterisk (*) to match multiple skills, and may be preceded by the word
    INVOKE or UNINVOKE to specify an action other than toggle.
AUTOLOOT
    Command : AUTOLOOT
    Usage   : AUTOLOOT (ON/OFF)
    Example : autoloot
    Example : autoloot off
    Short(s):
    Toggles whether or not you automatically collect any items from the corpses of
    vanquished foes.
AUTOMAP
    Command : AUTOMAP
    Usage   : AUTOMAP (ON/OFF)
    Example : automap
    Example : automap off
    Short(s):
    If this mud supports the feature, then this command toggles whether or not you
    automatically see a mini-map of your immediate surroundings when you enter a
    new room.
AUTOMELEE
    Command : AUTOMELEE
    Usage   : AUTOMELEE (ON/OFF)
    Example : automelee
    Example : automelee off
    Short(s):
    Toggles whether or not you automatically advance towards an opponent who is out
    of range of your weapon.  When turned off it will allow a mage to stand back
    and use ranged spells without entering melee combat, or allow a player with a
    ranged weapon (such as a bow) to use an attack to retreat to a ranged position
    from a melee position.  This is turned on by default, and should be toggled
    with care.
AUTONOTIFY
    Command : AUTONOTIFY
    Usage   : AUTONOTIFY (ON/OFF)
    Example : autonotify
    Example : autonotify off
    Short(s):
    Toggles whether or not you are automatically notified whenever one of the users
    on your FRIENDS list logs on.  See the FRIENDS command for more information on
    this.
AUTORUN
    Command : AUTORUN
    Usage   : AUTORUN (ON/OFF)
    Example : autorun
    Example : autorun off
    Short(s):
    Toggles whether or not you automatically run when using the standard movement
    commands. Running consumes movement points far more quickly than standard
    movement does.
AUTOSAC
    Sacrifice is a Clerical prayer, along with its evil counterpart Desecrate, and
    the neutral version Bury.
AUTOWEATHER
    Command : AUTOWEATHER
    Usage   : AUTOWEATHER (ON/OFF)
    Example : autoweather
    Example : autoweather off
    Short(s):
    Toggles whether or not you automatically see weather information along with the
    room descriptions.
BABY
    Babies are what come from the physical union of a male and a female.  See help
    on remorting.  Carry them around and keep them safe.  Put them in a bathtub
    when they soil themselves, or just take them into a river and swim around.
BANK
    The Bank is where money and items can be deposited and withdrawn using the
    DEPOSIT and WITHDRAW commands.  You can also borrow money using the BORROW
    command. Use LIST to see interest and balance information.
BARBARIAN
    Char Class: Barbarian (Fighter)
    Max-Stats : Strength (22), Constitution (22), Others (18)
    Qualifiers: Strength 9+, Constitution 9+
    Races     : All
    Prime Stat: Strength                   Attack Pts: +(Str/18) per level
    Practices : 3 +[(Wisdom/6)-1 per lvl]  Trains    : 4 +1 per level
    Hit Points: 20 +[(Con/2)+(2d7) /lvl]   Mana      : 100 +[(Int/8)+(1d2)/lvl]
    Movement  : 100 +[13X(Str/18) /lvl]    Damage Pts: +1 damage per 30 level(s)
    Weapons   : May use any weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Damage reduction 1pt/5 levels.  A 1%/level resistance to
                Enchantments.  Receives bonus conquest and duel experience.
    Limits    :
    Desc.     :
    Barbarians are the wild warriors of the frontier.  Their ability to deal large
    amounts of damage in combat, as well as inspire combative behaviors in others
    makes them especially ferocious.  They are fond of mastering numerous weapons,
    and building up their bodies, though they distrust metal armors, and may not
    wear them without difficulties.

    How to play: Barbarian combat skills make them desirable as group members.
    While their non-metal armor restriction can sometimes hurt their nomination as
    tanks, their ability to deal and absorb large amounts of damage can more than
    make up for anything lacked.  Because of this, the Barbarian flourishes as well
    alone as in groups.

    The Barbarian is every bit as strong a fighter as a pure Fighter, and has that
    extra combative edge that many players look for in a Class.  Players who
    dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
    Barbarian's simple destructive style.
BARD
    Char Class: Bard (Bard)
    Max-Stats : Charisma (25), Others (18)
    Qualifiers: Charisma 9+
    Races     : Duergar, Dwarf, Elf, Half Elf, Halfling and Human
    Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(2d6) /lvl]   Mana      : 100 +[(Int/6)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 10 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Receives group bonus combat experience when in an intelligent
                group, and more for a group with players.  Receives exploration
                and pub-finding experience based on danger level.
    Limits    :
    Desc.     :
    Bards are traveling singers, whose "songs" can possess powerful magic.  They
    are highly desired group members for the inspiration they bring to their team
    members, and the great stings they provide to their enemies.  They possess the
    same weapon and armor restrictions as thieves, but also qualify for many thief
    skills.

    Bard is the basis for numerous sub-classes which the player may choose to gain
    levels in at any time.  These sub-classes include the Charlatan, Dancer,
    Minstrel, and the Jester.

    How to play: The great strength of the bard is in his wide assortment of
    skills, and in his powerful songs.  The bard may try his hand as the lonesome
    traveler, but will find his skills still put him behind his peers.  It is in
    the company of other, more powerful classes, that the bard will flourish. And
    because of the unique nature of his magic, and how his skills will always
    affect groups, that groups will always want to have a bard along.

    Bards are as weak as thieves in combat, and lack their general sneakiness, so
    in the company of others must the bard find his path to greatness, filling any
    skill gaps in almost any group with the appropriate magic or ability.
BATH
    What you need to do if you start stinking.  If you can't find a bathtub, just
    hop in a river or shallow water.  Enter the social BATHE and the grime will
    begin to disappear.  Even treading water will make you cleaner.
BEACON
    A beacon is where you recall to.  See help on the RECALL skill.
BEASTMASTER
    Char Class: Beastmaster (Druid)
    Max-Stats : Dexterity (22), Constitution (22), Others (18)
    Qualifiers: Dexterity 9+, Constitution 9+
    Races     : Duergar, Dwarf, Elf, Half Elf and Human
    Prime Stat: Constitution               Attack Pts: +(Con/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/2)+(2d7) /lvl]   Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 15 level(s)
    Weapons   : Must use wooden, plant-based, or leather weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : When leading animals into battle, will not divide experience
                among animal followers.  Can create a druidic connection with an
                area.  Benefits from animal/plant/stone followers leveling.
                Benefits from freeing animals from cities.
    Limits    : Must remain Neutral to avoid skill and chant failure chances.
    Desc.     :
    Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
    jungle, being both the guardian and master steward of the animal kingdom.
    Unlike the other druids then, the beastmaster takes great pride in his animal
    changing abilities, and receives many more animal forms as he progresses in
    level.  The beastmaster is also more accutely aware of the dangers of the wild,
    and is thus a much more physical and able fighter than other druids tend to be.

    How to play: The Beastmaster is the perfect loner druid class, though he is
    never truly alone with all the animals he can summon to his side. He also has
    numerous ways of enhancing his own innate fighting ability through magical
    chants, making him formidable even when adventuring without animal companions.
BELOW
    Command : BELOW
    Usage   : BELOW
    Example : below
    Short(s):
    Travel below deck from the room or location.
BID
    Command : BID
    Usage   : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME])
    Example : bid 100 sword
    Example : bid 100 sword mrauctioneer
    Example : bid "100 golden notes" "sword of the ancients" mrauctioneer
    Short(s):
    When an auctioneer is present in the same room or area as your character, this
    command will allow you to place a bid on an item from that auctioneer.  Placing
    a bid automatically removes coin from your person.

    If your maximum bid is beat by another bidder (you are outbid), then you will
    automatically receive a refund.  You must then return to the auctioneer to
    place another bid.

    If you win the auction, you will be notified after the auction ends.  You must
    then return to the auctioneer and use the BUY command to claim your
    merchandise.  You will not be charged for claiming an item you won in auction.
    If the item sold for less then your maximum bid, the auctioneer will give you a
    refund of the difference when you claim the item.

    See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.
BLESSINGS
    Blessings are what a deity bestows upon you for performing the required ritual.
     Clerics receive all the blessings of their gods, while mere worshippers
    receive a random one.
BOARD
    Command : BOARD
    Usage   : BOARD [RIDEABLE ITEM]
    Example : board canoe
    Short(s): ride
    Your character attempts to board a boat, or other rideable creature, carriage,
    horse, or item.  Once boarded, the item can be navigated around by use of the
    normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.
BOATS
    Boats are craft which may be ridden over water.  See the MOUNT command.
BORROW
    Command : BORROW
    Usage   : BORROW [AMOUNT] ([BANKER NAME])
    Example : borrow 1000
    Example : borrow "10 gold coins" "Joe Banker"
    Example : borrow "500 archon notes" banker
    Short(s):
    When a banker is present in the same room or area as your character, this
    command will allow you to borrow money from that banker.  You must first have
    deposited enough items with the banker to provide sufficient collateral against
    your loan amount.  Money is thenceforth automatically withdrawn from your bank
    account every month to service the loan.  Failure to have enough money in your
    account to provide for the loan may result in your items being put up for sale
    by the banker. You should use the LIST command to review your account balance
    from time to time.
BRIEF
    Command : BREIF
    Usage   : BRIEF (ON/OFF)
    Example : brief
    Example : brief off
    Short(s):
    Toggles whether the room descriptions are shown as you move around. See also
    the COMPRESS command.
BROKEN
    If a limb should become broken for whatever reason, the path to healing begins
    with getting the bones set, using either the bandaging skills, or some sort of
    healing prayer.  This will enable the bone to begin healing on its own.  Some
    broken limbs are little more than an inconvenience, while others can cause
    serious problems with movement, or even with manipulating items.
BUG
    Command : BUG
    Usage   : BUG [BUG REPORT]
    Example : bug every time i cast a spell, i get logged off!
    Short(s):
    Please use this command to submit bugs against the CoffeeMud codebase.
BUNDLE
    Several of the common skills let you bundle raw resources like wood or ore.
BURGLAR
    Char Class: Burglar (Thief)
    Max-Stats : Dexterity (22), Charisma (22), Others (18)
    Qualifiers: Dexterity 9+, Charisma 9+
    Races     : All
    Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/6)+(1d3)/lvl]
    Movement  : 100 +[8X(Str/18) /lvl]     Damage Pts: +1 damage per 5 level(s)
    Weapons   : Must use sword, daggers, flailed, blunt, or natural weapons.
    Armor     : Must wear leather, cloth, or vegetation based armor.
    Bonuses   : Bonus experience for using certain skills.
    Limits    :
    Desc.     :
    The burglar is the thief who has made the accumulation of wealth and power his
    center of being, to the detriment of all else.  The taking of the property of
    others by stealth, wits, or even charm makes him the bane of the rich and
    lawful alike.  This most purist of thieves also has superior skill at being
    undetected in the performance of these dastardly deeds, though he stands at a
    slight disadvantage to better trained thieves if caught.
BUY
    Command : BUY
    Usage   : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME])
    Example : buy sword
    Example : buy sword weaponsmith
    Example : buy sword weaponsmith for bob
    Short(s):
    When a shopkeeper is present in the same room or area as your character, this
    command will allow you to purchase an item from that shopkeeper, or close an
    auction you started.

    The price for the item, as well as the availability of certain items can be
    determined by using the 'LIST' command. If more than one shopkeeper is in the
    room, you may have to specify the shopkeeper name in the parameters.  You may
    also purchase items for someone else by adding the "for" syntax to the end of
    the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.
CAST
    Skill    : CAST
    Usage    : CAST [SPELL NAME] [TARGET NAME]
    Example  : cast sleep orc
    Short(s) : CA
    Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical
    abilities using the cast command.  Some spells require that you direct the
    spell at a target, while others only apply to the caster.  For help on a
    particular spell, enter help and then the name of the spell.
CENTAUR
    Race Name : Centaur (Equine)
    Stat Mods.: Strength+1, intelligence+1, charisma-1, wisdom-1, max strength
                adj.+1, max intelligence adj.+1, max charisma adj.-1, max wisdom
                adj.-1
    Abilities : Infravision, Buck(50%), Hardiness(100%), Foraging(50%)
    Languages : Elvish(75%)
    Life Exp. : 78 Years
    Immunities:
    Equipment :
    Desc.     :
    Centaurs are large creatures with the body of a horse and the upper torso,
    head, and arms of a human. Their class choices are limited, but they excel at
    forestry, and make excellent rangers and druids.
CHANNEL
    Command : [CHANNEL]
    Usage   : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE]
    Example : [channel] hello everyone!
    Example : [channel] ,smile bob
    Example : [channel] ,does a high five!
    Example : [channel] last 30
    Short(s):
    This command is for global communication with all users online. The parameter
    is a simple message to send to everyone online. You can use a comma and a
    social name to use a social over the channel.  You can use a comma and an emote
    string to emote over the channel.  The "LAST" command can be used to view
    previous messages you may have missed.  Use the NO[CHANNEL] command to silence
    this channel and turn if off for you.  When turned off [CHANNEL] can turn it on
    again.[EXTRA]
    See also: CHANNELS, SOCIALS
CHANNELS
    Command : CHANNELS
    Usage   : CHANNELS
    Example : channels
    Short(s):
    List all the available channels, along with their status.  Do HELP GOSSIP for
    more information on how to use Channels.
CHANTS
    Command : CHANTS
    Usage   : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL])
    Example : chants
    Example : chants plant control
    Example : chants ?
    Example : chants barkskin
    Short(s):
    Lists any druidic chants that you know, along with your proficiency in them.
    Can also be qualified to list your chants by domain, or use ? to list domains.
    You can get your level and proficiency for a particular chant by listing it by
    name. A level parameter may be given to show chants only up to that level.
CHANWHO
    Command : CHANWHO
    Usage   : CHANWHO [CHANNEL NAME]
    Example : chanwho gossip
    Example : chanwho gossip@anotherMud
    Short(s):
    Lists all users listening on a particular channel.  The channel name may be
    followed by an @ sign and the name of an I3 mud as well.
CHARIOT
    A transport, usually ridden in battle, and pulled by one or more horses.
CHARISMA
    Grace, charm, followers, and the ability to get better prices from merchants is
    reflected in Charisma.
CHARLATAN
    Char Class: Charlatan (Bard)
    Max-Stats : Charisma (22), Wisdom (22), Others (18)
    Qualifiers: Charisma 9+, Wisdom 9+
    Races     : Gnome, Half Elf and Human
    Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(2d6) /lvl]   Mana      : 100 +[(Int/3)+(1d6)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 10 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Receives 2% resistance per level to mind affects, 4% resistance
                per level to divination spells.  Non-class skills become cheaper
                at 30th level.  Gains a random non-class skill or spell every
                other level! Receives exploration and pub-finding experience
                based on danger level.
    Limits    :
    Desc.     :
    The Charlatan is the master of deception and disguise.  Often praised  because
    of his natural acting ability, as well as his highly social nature, the
    Charlatan can be quite antisocial if he chooses, and extremely annoying to
    other players almost without trying.

    How to play: The Charlatan is also a natural spy in muds with numerous players,
    and has an extremely wide assortment of skills.  More than any other class, the
    Charlatan can taste the powers of all other classes, sometimes with real skill,
    and sometimes only in seeming.  For this reason, the Charlatan is ideal for
    those who want a taste of all classes, or at least to seem like he is.  He is a
    natural group member, being able to fit almost any role by using his varied
    skills, or by tricking his group members into thinking he belongs in the role
    they require.
CITIZENSHIP
    Various cities throughout the world may offer the ability to become a citizen
    of those great cities by talking to the mayor. As a citizen, you may RECALL to
    that cities recall location, allowing easy access to get back home. Other
    benefits may be presented in various cities, as well. Some cities have certain
    racial, religious, or alignment prejudices, so choose your home city wisely.
CLANACCEPT
    Command : CLANACCEPT
    Usage   : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]
    Example : clanaccept bob
    Short(s):
    Accept an applicant for membership to your clan.
CLANAPPLY
    Command : CLANAPPLY
    Usage   : CLANAPPLY [CLAN NAME]
    Example : clanapply my clan
    Short(s):
    Apply to a clan for membership.
CLANASSIGN
    Command : CLANASSIGN
    Usage   : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME]
    Example : classassign bob treasurer
    Short(s):
    Promote or Demote a member to the listed position.  Positions include: boss,
    applicant, treasurer, lieutentant, member, leader, and others depending upon
    the type of clan you have.
CLANCREATE
    Command : CLANCREATE
    Usage   : CLANCREATE
    Example : clancreate
    Short(s):
    Attempts to found a new clan, which players may then apply to.
CLANDECLARE
    Command : CLANDECLARE
    Usage   : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [WAR/HOSTILE/FRIENDLY/ALLY]
    Example : clandeclare otherclan ally
    Example : clandeclare "my clan" myenemy war
    Short(s):
    Allows the boss to declare a new relationship with another clan.  Members of
    clans in a state of war with each other will automatically be able to
    playerkill each other in accordance with the muds general playerkilling
    guidelines.  Members of clans in alliance with a clan at war are able to assist
    in the killing.
CLANDETAILS
    Command : CLANDETAILS
    Usage   : CLANDETAILS ([CLAN NAME])
    Example : clandetails
    Example : clandetails my clan
    Short(s): CLAN
    Gets some details on the clan.
CLANDONATESET
    Command : CLANDONATESET
    Usage   : CLANDONATESET ([CLAN NAME])
    Example : clandonateset
    Short(s):
    Sets the current room to the clans Donation room for the purposes of the Clan
    Donate spell.
CLANEXILE
    Command : CLANEXILE
    Usage   : CLANEXILE ([CLAN NAME]) [MEMBER NAME]
    Example : clanexile bob
    Short(s):
    Exile an applicant for membership to your clan.
CLANEXP
    See the CLANTAX command for information on clan experience taxing. See help on
    SPELL CLANEXPERIENCE for information on the spell/clan benefit.
CLANEXPERIENCE
    See the CLANTAX command for information on clan experience taxing. See help on
    SPELL CLANEXPERIENCE for information on the spell/clan benefit.
CLANHOMESET
    Command : CLANHOMESET
    Usage   : CLANHOMESET ([CLAN NAME])
    Example : clanhomeset
    Short(s):
    Sets the current room to the clans Home room for the purposes of the Clan Home
    spell.
CLANKILLS
    Command : CLANKILLS
    Usage   : CLANKILLS ([CLAN NAME])
    Example : clankills
    Shows the members of your clan in the order of who has killed the most mobs
    and/or players of a rival clan, such as during a war or a conquest.
CLANLIST
    Command : CLANLIST
    Usage   : CLANLIST
    Example : clanlist
    Short(s):
    Gets a list of available clans.
CLANMORGUESET
    Command : CLANMORGUESET
    Usage   : CLANMORGUESET ([CLAN NAME])
    Example : clanmorgueset
    Short(s):
    Sets the current room to the clans Morgue room, where the corpses of dead clan
    members are magically transported.
CLANPREMISE
    Command : CLANPREMISE
    Usage   : CLANPREMISE ([CLAN NAME])
    Example : clanpremise
    Short(s):
    Allows the boss to describe the premise of his or her Clan.
CLANPVPKILLS
    Command : CLANPVPKILLS
    Usage   : CLANPVPKILLS ([CLAN NAME])
    Example : clanpvpkills
    Shows the members of your clan in the order of who has killed the most players
    of a rival clan, such as during a war or a conquest.
CLANQUAL
    Command : CLANQUAL
    Usage   : CLANQUAL ([CLAN NAME])
    Example : clanqual
    Short(s):
    Enter the encoded qualifications for applying to your clan.  The following
    codes are allowed:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage  -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage  -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
CLANREJECT
    Command : CLANREJECT
    Usage   : CLANREJECT ([CLAN NAME]) [MEMBER NAME]
    Example : clanreject bob
    Short(s):
    Reject an applicant for membership to your clan.
CLANRESIGN
    Command : CLANRESIGN
    Usage   : CLANRESIGN ([CLAN NAME])
    Example : clanresign
    Short(s):
    Resign as a member of a clan.
CLANS
    Clans are a group of players banded together for some common purpose, or due to
    common lineage or fellowship.  Clans are created using the CLANCREATE command,
    and listed using CLANLIST.  Once created, CLANPREMISE can be used to describe
    the clan.  Potential members apply to clans using CLANAPPLY, and are either
    accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after
    listing the applicants names using CLANDETAILS. Bosses can set up autorejecting
    qualifications to the clan using CLANQUAL. Once accepted, members can be
    removed using CLANEXILE or promoted to other offices using CLANASSIGN.  Members
    can leave on their own using CLANRESIGN. Offices like Treasurers can deal with
    special Clan bankers and postmen on their Clans behalf.  Members can cast "Clan
    Donate" to their clans after the boss has used CLANDONATESET to set a donation
    room for their clan.  Members can share their experience points with the clan
    if the bosses have set up an experience tax rate using CLANTAX. Members also
    have access to the spell "Clan Home" which they can use to recall to the room
    set by the boss using CLANHOMESET. Clan activity is very important.  If the
    minimum number of members is not maintained, then pending or inactive clans may
    be deleted by the system. Once there are several active clans, the bosses may
    use CLANDECLARE to declare relations between their clan and others, and members
    can use CLANKILLS or CLANPVPKILLS to keep track of how their members fair in
    war.

    There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,
    THEOCRACY, ANARCHY, and FAMILY.  See the HELP entry for each of these clan
    types for more information.
CLANTAX
    Command : CLANTAX
    Usage   : CLANTAX ([CLAN NAME]) ([NUMBER])
    Example : clantax
    Short(s):
    Allows the boss to set the percentage of member experience which is taken by
    the clan.  This experience can then be spent by those with Clan Crafting and
    Clan Enchanting spells.  Experience is also taken at this rate from areas
    controlled by the clan via Clan Flags.
CLANVOTE
    Command : CLANVOTE
    Usage   : CLANVOTE ([CLAN NAME]) ([NUMBER]
    Example : clanvote
    Short(s):
    Allows a voting member of a clan to cast a vote on a pending matter.
CLANWHO
    Command : CLANWHO
    Usage   : CLANWHO ([CLANNAME])
    Example : clanwho
    Example : clanwho myclan
    Short(s): clwh
    Shows who is online from your clan or one of your clans by name.
CLAN_EQUIPMENT
    Clan Equipment is regular equipment that is enchanted with the power of a clan
    using up clan experience.  Weapons do additional damage when striking. Armor
    add resistances to the wearer.  Staves and wands gain magical powers to do
    damage to targets.  Shields will do magical damage against melee attackers. Be
    aware though - attempts at use by the wrong hands will disperse the magic.
    These affects can only be applied by the appointed clan enchanter with the
    right skills.
CLAN_EXP
    See the CLANTAX command for information on clan experience taxing. See help on
    SPELL CLANEXPERIENCE for information on the spell/clan benefit.
CLAN_EXPERIENCE
    See the CLANTAX command for information on clan experience taxing.  See help on
    SPELL CLANEXPERIENCE for information on the spell/clan benefit.
CLASS
    Try HELP FIGHTER, THIEF, BARD, CLERIC, MAGE, APPRENTICE, or DRUID. For help on
    multi-classing, try HELP MULTICLASS.
CLERIC
    Char Class: Cleric (Cleric)
    Max-Stats : Wisdom (25), Others (18)
    Qualifiers: Wisdom 9+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Evil must use polearm, sword, axe, edged, or daggers.  Neutral
                must use blunt, ranged, thrown, staff, natural, or sword.  Good
                must use blunt, flailed, natural, staff, or hammer.
    Armor     : May wear any armor.
    Bonuses   :
    Limits    : Using prayers outside your alignment introduces failure chance.
    Desc.     :
    Clerics are the great vassals of the Gods.  Through them the wonders of both
    good and evil are possible.  Clerics possess great magical abilities in their
    numerous "prayers".  While their weapon choices are limited to their alignment,
    they may wear any type of armor.

    The Cleric is the general of priests, appeasing all the gods equally, or
    choosing to focus on one at his whim.  However, should the cleric wish to show
    true devotion, he can gain levels in specialist classes which may or may not be
    available to him, depending on his disposition. These classes include: Templar,
    Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.

    How to play: The first, last, and greatest strength of the good Cleric is in
    his ability to heal, just as the ability to harm aids the evil Cleric.  A
    Cleric is unique in his ability to flourish either alone or in groups, being
    moderately skilled in combat, and having the healing ability to last a long
    time in a tough fight.  Clerics are highly desired for groups, however, as the
    lead fighter in the group will want the Cleric's healing touch in battle.

    The only weakness of the Cleric is offensively, which the evil Cleric will make
    up for with harmful magic, and the good Cleric will compensate for with healing
    spells to last out the battle.  With a balanced approach, the Cleric can gain
    experience with the efficiency of a fighter.
CLIMATE
    A climate is the weather tendencies of a given area.  Climates may be warm or
    cold, wet or dry, or any combination of these.
CLOSE
    Command : CLOSE
    Usage   : CLOSE [ITEM/DIRECTION NAME]
    Example : close chest
    Example : close east
    Example : close door
    Short(s):
    Tries to close an item, door, or any other entity specified.
CODE
    Java
COFFEE
    Coffee is a black, bitter liquid usually served hot.  It is made by taking the
    dried, crushed beans from the coffee plant and soaking them in water until
    saturation is reached.  Java is a common slang word for coffee.
COINS
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
COLORSET
    Command : COLORSET
    Usage   : COLORSET (DEFAULT)
    Example : colorset
    Short(s):
    Change some of the system colors to match your preferences.
COMBAT_PROWESS
    The amount of skill your character has in hitting enemies with ordinary
    weapons.
COMMA
    Another way to perform a social.  E.g.:
    ,smile
    You smile.
    See SOCIALS for more information.
COMMANDS
    Command : COMMANDS
    Usage   : COMMANDS
    Example : commands
    Short(s):
    Gives a list of all valid commands, excepting SOCIALS.

    Players can also enter COMMANDS CLEAR to empty this users command queue.
COMMONER
    A commoner is the name given to the set of classes found amongst the regular
    townfolk.  These classes include Artisan, Apprentice, Gaoler, Sailor, and
    Scholar.
COMMON_SKILLS
    Common Skills are the gathering skills, such as Foraging and Mining, and the
    Crafting skills, such as Carpentry and Blacksmithing.
COMMUNICATION
    How do you talk to people?  Gosh!  The channels are a good place to start, like
    GOSSIP, or you can use the TELL command, or SAY if they are in the same room.
    You can mail someone a letter at the post office, or use the EMAIL command.
COMPARE
    Command : COMPARE
    Usage   : COMPARE [ITEM NAME] ([ITEM NAME])
    Example : compare sword mace
    Example : compare shirt
    Short(s):
    Compares the basic deadliness of two weapons, or the basic protectiveness of
    two similar pieces of armor.  If only one item is specified, it will attempt to
    compare it to a worn item, or a similar one in inventory.
COMPRESS
    Command : COMPRESS
    Usage   : COMPRESS (ON/OFF)
    Example : compress
    Example : compress off
    Short(s):
    Toggles whether compressed room and equipment descriptions are shown. See also
    the BRIEF command.
CONFIG
    Command : CONFIG
    Usage   : CONFIG ([FLAG NAME]/PAGEBREAK [VAL]/LINEWRAP [VAL)
    Example : config
    Example : config autodraw
    Example : config pagebreak disabled
    Short(s): AUTO
    Display all of a players configuration flags.  The flags may be changed by
    entering the command words shown (autogold, etc..) as commands, or as arguments
    to config.
CONJURER
    Char Class: Conjurer (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Conjuration as levels
                advance.  At 10th level, receives double duration on your
                Conjuration magic, and half duration from malicious Conjuration
                magic.
    Limits    : Unable to cast Transmutation spells.  Receives penalty damage
                from Transmutation as levels advance.  Receives double duration
                from malicious Transmutation magic, half duration on other
                Transmutation effects.
    Desc.     :
    Conjurers are specialist mages who concentrate their studies in the mastery of
    movement.  They are adept at transporting themselves and other creatures, as
    well as items and entire armies with their powerful spells.  So adept are they
    at conjuration that they gain all known conjuration spells, including some
    which only the conjurers may understand.

    The Conjurer may lack Transmutation abilities, but he does not miss that
    strange magic.  After all, it's always better to be yourself, wherever you
    might find yourself.
CONQUEST
    One or more areas in the realm may be designated as conquerable by clans.

    To conquer an area, or even to discover if an area CAN be conquered, the clan
    must use the Clan Crafting skill to construct a clan Flag.  The Flag must then
    be dropped into any room in the area.  Doing so will tell you if the area is
    conquerable, who controls it if anyone, how many CONTROL POINTS are required to
    control the area, and how many control points any warring clans may presently
    have in the area.  An area not currently controlled by any clan may freely be
    conquered.  An area already controlled by a clan may only be conquered by a
    rival clan if that clan has properly declared War.

    The clan Flag is the most important item in Conquest.  The Flag must be on the
    ground in order for any clan to score control points in an area, or to even
    maintain control once the area has been conquered.  If there is not at least
    one Flag on the ground, a conquered area will revert to neutral status.
    Luckily, any resident citizens in the same room as a conquerer's flag will tend
    to guard the flag from thieves.  Also, Flags can only be removed by a member of
    the clan whose flag it is, or by a rival clan after they have completely
    conquered and control the area.

    Once a flag has been laid down, the clan whose flag it is may LOOK at the flag
    at any time to see the status of their conquest; i.e. the number of control
    points they have scored, and how many they must score to complete the conquest.
     A control point is scored whenever a resident intelligent mob of that area is
    killed, forced (via charm or other methods) to follow a member of the
    conquering clan, or (in the case of a Theocracy) converted to the faith.
    Control points awarded are equal to the level of the intelligent mob killed,
    charmed, or converted. Control points will also fade over time, to reflect a
    restoration of order in the area.

    If an area is already under the control of a clan, the resident mobs will
    resist invasion by rivals.  Once an area is conquered, however, all resident
    mobs will instantly repudiate any previous controlling clan, drop any clan
    items they may be carrying, and swear allegiance to the conquering clan.  At
    this point, any clan members who are designated as having conquerers privileges
    may ORDER any non-animal member of the area to do anything they like.  Control
    points become irrelevant to the conquerers once conquest is complete.  A number
    of days following the conquest of an area, the area will be in dispute as order
    is restored.  During this period, no items left by vanquished clans can be
    retrieved.  Once control is completely established, however, the controlling
    clan may clear out the previous clans items for experience.

    Clan members are unable to gain any experience points inside their own
    conquered areas.  However, anyone else gaining experience in a clan controlled
    area automatically pays the clans tax on their experience gain. This makes
    controlling a large number of areas very lucrative for clans.

    A conquered area benefits greatly from items created using Clan Crafting.
    These items can be crafted by a designated Enchanter, given sufficient
    materials and clan experience.  Aside from the direct benefit of putting the
    residents of a conquered area to work, clan crafted items in the hands of a
    conquered areas residents also makes those residents happy.  Keeping such items
    in the hands of a sufficient number of especially higher level mobs will stave
    off spontaneous revolts, which become possible from time to time in a conquered
    area. During war, clan items can be captured for additional clan experience by
    rival clans who have properly declared war. The types and functions of clan
    items include:

    Book of the Laws - These must be constructed inside the area for which the book
    is intended.  It will allow a properly privileged clan member to read and
    modify numerous aspects of law and order in the area, including the location of
    jails, the types of laws, and the duration of punishments. A Law Book must be
    read by clan member authorized to change law before the Guardbanner and Gavel
    below will begin working.

    Guardbanner - These can be given to mobs in a conquered area to designate them
    as deputys of the area, who are authorized to enforce laws and arrest
    lawbreakers.

    Judges Gavel - This can be given to a mob in a conquered area to designate him
    as the judge of the area, authorizing him to deal out punishments like parole,
    jail time, or death.

    Donation List - This item should be placed inside the official Donation Room
    for a clan.  If this is done, the list will automatically grow to include every
    single addition and removal.

    Pamphlet - These can be given to mobs conquered by RIVAL clans to make them
    disloyal to the conquering clan. Pamphlets will have a tendency to spread over
    time. Pamphlet holders will also drop any rival clan items they have, which
    hurts control.

    Shop Apron - These can be given to mobs conquered by your clan, or to mobs
    permanently stationed at your clan home.  They turn the mob into a shopkeeper,
    who will sell things in their shop inventory, and buy things as their coinage
    allows.  They can be GIVEN things to sell by clan members in proper authority
    over them.  They will not deal with clans with whom your clan is hostile or at
    war.

    Membership Card - These can be given to mobs conquered by your clan to make
    them utterly loyal to your clan.  Mobs with membership cards will never accept
    Pamphlets, and will take them away if they are offered any.

    Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be
    given to mobs to make them work for the clan, performing the Common skill
    associated with the item.  If the mobs with these items are also Mobile, they
    may also carry their resources to other mobs in the same area who need their
    resources in order to use their Crafting items.  Firebuilders are especially
    good at this task, as they will carry wood they find to smiths and light the
    fires that the smiths need to shape the metals.

    Crafting items - Items such as the Tailors Needle and Potters Wheel can be
    given to mobs to make them craft items for the clan, performing the Common
    skill associated with the item.  These mobs can be given example items to use
    as templates for what they will attempt to make, or they can be given nothing
    to make them craft items at random.  For the skill to work, the mob must not
    have anything in its inventory to confuse the skill, such as a Blacksmith item
    holder carrying some smurfberries.  Also, the holder must have the correct
    resource and sufficient quantity in the room to work from, although, they may
    receive assistance gaining the resources they need from mobs with Gathering
    Items.

    Executioners Scales - This item makes the mob a tenacious attacker of evil
    creatures and thieves.

    Assassins Eye - This item makes the mob a tenacious attacker of good creatures
    and paladins.

    Scavengers Sticker - This item makes the mob a scavenger, picking anything up
    they find on the ground.

    Tax Collectors Clipboard - This item makes the mob a collector of tax money
    from anyone who is not also a member of their clan.

    See also Clan Crafting.
CONSIDER
    Command : CONSIDER
    Usage   : CONSIDER [MOB NAME]/[ITEM NAME]
    Example : consider dragon
    Example : consider sword
    Short(s):
    Sizes up a monster or character against your own, so that you can determine
    first whether the creature measures up in experience worth, and then whether a
    fight with such a creature is wise, or just a waste of time.  This command will
    also tell you if you have any skills that might be helpful to the item or
    character. See also HELP GCONSIDER.
CONSTITUTION
    Health, stamina, and the ability to live through harder fights is reflected in
    Constitution.
CORPSE
    A corpse is what you leave behind when you die.  It is a dead body.  If you
    LOOK at a corpse, you might see that it has equipment on it.  You can GET that
    equipment and use it yourself, sometimes.
COURT
    Court is held whenever an officer brings an accused criminal before a judge.
    The judge then pronounces a sentence.
CRAWL
    Command : CRAWL
    Usage   : CRAWL [DIRECTION]
    Example : crawl e
    Short(s):
    Causes your character to drop down and crawl in the given direction.
CREDITS
    Command : CREDITS
    Usage   : CREDITS
    Example : credits
    Short(s):
    See a little message from the folks who wrote CoffeeMud.
CRIME
    A crime is an action which is considered illegal in the area.  Every crime must
    have a witness, either in the same room in which the crime was committed or in
    an adjacent room.  Conviction for a crime requires that the witness still be
    living at the time of the pronouncement of sentence by the judge.
CURRENCIES
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
CURRENCY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
CURSED
    You've been affected by an evil cleric curse.  Well, find another cleric to
    bless you then, or who has Remove Curse.
DAMAGE
    The amount of damage your character does in combat depends mostly upon your
    class and level, though it will also depend a great deal upon your character's
    Strength.
DAMAGE_THREAT
    The damaging ability of a player based on their current weapon.  It does not
    include any damaging ability from spells or skills.
DANCER
    Char Class: Dancer (Bard)
    Max-Stats : Strength (22), Charisma (22), Others (18)
    Qualifiers: Charisma 9+, Strength 9+
    Races     : Elf, Half Elf, Halfling and Human
    Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(2d6) /lvl]   Mana      : 100 +[(Int/6)+(1d2)/lvl]
    Movement  : 100 +[18X(Str/18) /lvl]    Damage Pts: +1 damage per 10 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Receives defensive bonus for high dexterity.  Receives group
                bonus combat experience when in an intelligent group, and more
                for a group of players.  Receives exploration and pub-finding
                experience based on danger level.
    Limits    :
    Desc.     :
    The Dancer is the graceful master of dance, who entertains and leads others in
    the joyous and powerful maneuvers of his craft.  Like the Bard, the Dancer is a
    highly desired group member for his "group affecting" skills, which include the
    magical dances in which he specializes.

    How to play: Due to his weak fighting skill, the Dancer will likely look to
    groups for his primary advancement, much like the other bards.  Dancers also
    gain a select set of powerful fighter skills to prove the worth of their
    diligence in maintaining his body.  This makes them valuable group members,
    even without their powerfully enhancing dances.
DEACTIVATE
    Command : DEACTIVATE
    Usage   : DEACTIVATE ([PARAMS]) [ITEM]
    Example : deactivate phazer
    Example : deactivate console
    Example : deactivate stun phazer
    This multi-purpose command is used to turn-off electrical devices, and cause it
    to stop doing whatever it is it was doing.  For wall panels, this may mean
    disconnecting the panel from the circuitry, effecting all other components in
    the panel.
DEITIES
    Command : DEITIES
    Usage   : DEITIES
    Example : deities
    Short(s): GODS, DEITY
    This command will list all the known deities in your realm, along with some
    information about them, the requirements to worship them, the requirements to
    become a cleric of them, the blessings they bestow, and the rituals required to
    receive those blessings.

    For more information on deities and the worship of them, see the help entries
    for RELIGION, BLESSINGS, SERVICES, and RITUALS.
DELVER
    Char Class: Delver (Druid)
    Max-Stats : Strength (22), Constitution (22), Others (18)
    Qualifiers: Strength 9+, Constitution 9+
    Races     : Duergar, Dwarf, Half Elf and Human
    Prime Stat: Constitution               Attack Pts: +(Con/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/2)+(2d6) /lvl]   Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use stone, crystal, metal, or glass weapons.
    Armor     : Must wear stone, crystal, or metal armor.
    Bonuses   : Can create a druidic connection with an area.  Benefits from
                freeing animals from cities.
    Limits    : Must remain Neutral to avoid skill and chant failure chances.
    Desc.     :
    The Delver is a stolid druid of caves and the underdark, being the guardian of
    the rocks and stone and the cold caverns of the deep.  The Delver is
    unconcerned with plants or the sky or the doings of the weather, or any of the
    creatures that live upon it, relying rather on the solid earth to draw his
    power from.  For this reason, the Delver is particularly at home among the
    rocks, and is able to call upon them to aid him at need.

    How to play: The Delver requires little in the way of precasting or planning,
    so long as he stays in cave or rocky environments.  He is able to instantly
    call upon the rocks and stones to help him in combat, and is friend to golems
    and stone creatures.  For this reason, the Delver is better able to fit into
    groups who wish to adventure in the mountains and the underground, and can be a
    valuable leader when its time to enter the deep dark.
DEMOTE
    Use HELP CLAN to get information on demoting clan members.
DEPOSIT
    Command : DEPOSIT
    Usage   : DEPOSIT [ITEM NAME] ([CLERK NAME])
    Example : deposit 1000
    Example : deposit jewel
    Example : deposit letter
    Short(s):
    When a banker or postal clerk is present in the same room as your character,
    this command will allow you to deposit an item into your account with that
    banker, or to deposit a letter or item to ship with the postal clerk. See also
    LIST, BUY, SELL, WITHDRAW, VIEW, BID.
DESCRIPTION
    Command : DESCRIPTION
    Usage   : DESCRIPTION [NEW DESCRIPTION TEXT] ...
    Example : description A handsome adventurer with lots of buckles.
    Short(s):
    Changes your description to the text specified.  The description is the text
    seen when someone LOOKs at you.
DESTROY
    Command : DESTROY
    Usage   : DESTROY [ITEM NAME] ...
    Example : destroy cup
    Example : destroy letter
    Short(s):
    Take an item out of your carried inventory and destroy it.  This mundane
    destruction only works on things very easily destroyed, such as glass, liquids,
    or paper.  Other kinds of things must be destroyed using fire or magic.
DEXTERITY
    Agility, critical damage, and the ability to dodge blows is reflected in
    Dexterity.   If you were looking for help on the Song of Dexterity, try HELP
    SONG DEXTERITY.
DIETIES
    DEITIES
DIG
    Usage    : DIG (STOP)
    Example  : dig
    Example  : dig stop
    This command lets the player dig a hole in the ground.  The hole is best dug
    proper tools, but smaller ones can still be dug with hands and elbows. The more
    often this command is used, the larger the hole will be.  Items can be placed
    in the hole by the player who uses the hole, and filled back in by anyone using
    the CLOSE or FILL commands.  If a hole is not filled in when the players leave,
    it will be filled in if empty, and hidden from view otherwise. A hole with
    items can be uncovered by anyone by using the DIG command in the same room.
    Items placed in holes will persist, but foods and liquids will rot faster.
    This can be aborted by entering dig stop.
DISEASED
    If you can't a disease, find a cleric who can cure it.  If your food is bad or
    diseased, then throw it away for goodness sake!
DISEMBARK
    Command : DISEMBARK
    Usage   : DISEMBARK
    Example : disembark
    Short(s): DISEM, DIS
    If your character is presently riding in a boat, this command will cause you to
    get out of the boat.
DISMOUNT
    Command : DISMOUNT
    Usage   : DISMOUNT ([WHAT])
    Example : dismount
    Example : dismount wagon
    Short(s): DISM, DIS
    If your character is presently riding a horse, this command will cause you to
    dismount from the horse. If you specify an item, it will also dismount the item
    from whatever it is mounted to. See also MOUNT, LEAVE, BOARD.
DISPEL
    See HELP on REVOKE or SPELL DISPEL MAGIC
DISPELL
    See HELP on REVOKE or SPELL DISPEL MAGIC
DISPLAY
    What you are looking at right now.
DIVINER
    Char Class: Diviner (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Divination as levels
                advance.  At 10th level, receives double duration on your
                Divination magic, and half duration from malicious Divination
                magic.
    Limits    : Unable to cast Illusion spells.  Receives penalty damage from
                Illusion as levels advance.  Receives double duration from
                malicious Illusion magic, half duration on other Illusion effects.
    Desc.     :
    Diviners are specialist mages who have mastered the arts of unconvering
    secrets, and obtaining knowledge.  The entire world is an open book for them,
    just waiting for the pages to be turned.  So adept do these mages become at
    divination that they gain all known divination spells, including some which are
    even secrets to the other mages!

    The Diviner's love of knowledge means he loses the knack of casting spells of
    illusion.  However, they make up for this by being the most popular of advisors
    and group members when strange and amazing treasures are uncovered, or some
    secret needs to be told.
DOOMSAYER
    Char Class: Doomsayer (Cleric)
    Max-Stats : Strength (22), Wisdom (22), Others (18)
    Qualifiers: Strength 9+, Wisdom 9+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use polearms, axes, swords, daggers, or edged weapons.
    Armor     : May wear any armor.
    Bonuses   : Receives 1 pt damage reduction/level from fire attacks.
    Limits    : Always fumbles good prayers, and fumbles all prayers when
                alignment is above 500.  Qualifies and receives evil prayers.
                Using non-aligned prayers introduces failure chance.  Vulnerable
                to cold attacks.
    Desc.     :
    Doomsayers are very special servants of the gods, whose proclaimations of fire
    and brimstone give them resistance to fire attacks, as well as special powers
    controlling it.  The Doomsayer is an evil aligned class, meaning that he will
    always fumble on good prayers, and does not qualify for good prayers.  However,
    the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets
    numerous special prayers that only the doomsayer can claim.

    How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
    the Clerics.  He is also the most social of the evil clerics, being a clear
    rival to the Healer.  He is best played as a loner in cities, bringing the
    wrath of his God wherever he goes.
DOWN
    Command : DOWN
    Usage   : DOWN
    Example : down
    Short(s): D
    Try to travel downward, whether it be down a ladder, downstairs, or down to the
    ground when flying.
DRAW
    Command : DRAW
    Usage   : DRAW ([WEAPON NAME]) ([SHEATH NAME])
    Example : draw
    Example : draw sword
    Example : draw sword sheath
    Example : draw sheath
    Short(s):
    Takes one or more weapons from the sheaths you are wearing and either wields or
    holds the item as appropriate.  In combat, a sword does you no good in its
    sheath, so this is a good command.  See SHEATH.
DRESS
    Command : DRESS
    Usage   : DRESS [MOB NAME] [ITEM NAME]
    Example : dress joe tunic
    Short(s):
    Allows the player to put a piece of armor, clothing, barding, or whatever on
    the target mob.  The target mob must be a follower of the player for this to
    work.
DRINK
    Command : DRINK
    Usage   : DRINK ([ITEM NAME])
    Example : drink cup
    Short(s):
    Take a drink from some drinkable source, such as a wineskin, cup, or bottle.
    Specifying a drink source is not necessary if you are in a freshwater location,
    such as a river. Drinking is necessary to remove the "You are thirsty"
    messages.  Thirst can also hurt combat capabilities, and can eventually kill
    you.
DROP
    Command : DROP
    Usage   : DROP ([NUMBER]) [ITEM NAME] ...
    Example : drop cup
    Example : drop 3 berries
    Short(s):
    Take an item out of your carried inventory and place it somewhere in the room
    or area where your character is located.
DROW
    Race Name : Drow (Elf)
    Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs
                magic+30, max intelligence adj.+1, max dexterity adj.+3, max
                constitution adj.-4, max charisma adj.-3
    Abilities : Darkvision, infravision, Taint of Evil(100%), Light
                Sensitivity(100%), Darkness Globe(100%), Faerie Fire(25%)
    Languages : Drowish(75%), Undercommon(25%)
    Life Exp. : 430 Years
    Immunities: Poison Ivy, Syphilis
    Equipment : A delicate black shirt, a pair of sandals, some delicate
                leggings, a knitted weapon belt
    Desc.     :
    Drow are the dark cousins to elves.  Their existence living underground had
    radiated their bodies with dark magic and give them advantages in the cold,
    dark world.  However, they hurt plenty when exposed to light.  They have the
    ability to see in the dark, and can prove to be fiercesome fighters.  All Drow
    start off with the ability to cast darkness and faerie fire.
DRUID
    Char Class: Druid (Druid)
    Max-Stats : Constitution (25), Others (18)
    Qualifiers: Constitution 9+
    Races     : Duergar, Dwarf, Elf, Half Elf and Human
    Prime Stat: Constitution               Attack Pts: +(Con/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/2)+(2d7) /lvl]   Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use wooden, plant-based, or leather weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Will gain random qualified chants. When leading animals into
                battle, will not divide experience among animal followers.  Can
                create a druidic connection with an area.  Benefits from
                animal/plant/stone followers leveling.  Benefits from freeing
                animals from cities.  Benefits from balancing the weather.
    Limits    : Must remain Neutral to avoid skill and chant failure chances.
    Desc.     :
    Druids are mystical guardians of the natural world, and the wielders of natures
    grandest powers.  They may not wear metal, and can only use a small set of
    natural weapons, but their notorious health and magical chants more than make
    up for this.  Like the natural world, Druids are restricted to a neutral
    alignment.

    Druid is the starting point for numerous sub-classes which the player may
    choose to gain levels in at any time.  These sub-classes include: Delver,
    Beastmaster, Gaian, Mer, and SkyWatcher.

    How to play: The druid is the most complex class to play.  Most of his magic
    requires the assistance of numerous spells to bear fruit, but the benefits make
    the complexity well worth it.  The druid is also best fit for travelling with
    animal armies of his own creation.  In groups, the druid can assist with some
    extra fire power at high levels.  For the most part though, it is alone that
    the druid will flourish, forming his own animal groups to make up for his
    weakness in combat.

    Although weak in melee combat, due to equipment and skill limitations, the
    druid is capable of marshaling all the powers of animals and plants to aid in
    the vanquishing of foes for experience.  At higher levels, as the powers of
    weather come into play, the Druid will find their magical prowess unequaled by
    any other class.
DUEL
    Command : DUEL
    Usage   : DUEL [MOB NAME]
    Example : duel karlthedragon
    Short(s):
    Causes your character to either challenge the target player to a duel, or to
    accept a challenge from another player to duel.  A duel is a fight between two
    players that is without consequences.  Neither player can die while dueling,
    nor suffer permanent loss or harm.  Players fight until one flees for longer
    than 30 seconds, or one of them is "killed", at which point the duel ends and
    both players are restored to the pre-duel state of health.
DUERGAR
    Race Name : Duergar (Dwarf)
    Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15,
                save vs water-10, save vs mind+5, save vs poison+10, save vs
                disease-10, max constitution adj.+1, max charisma adj.-4
    Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%)
    Languages : Dwarven(100%), Undercommon(25%)
    Life Exp. : 290 Years
    XP Adjust.: -10%
    Immunities: Syphilis
    Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
                pants, a knitted weapon belt
    Desc.     :
    Duergar are shorter than humans, but much stockier, and sport long black beards
    and bald heads.They receive one bonus Constitution point, but lose four
    Charisma points.  They also have Darkvision, or the ability to see other
    creatures in the dark, and have a talent for Invisibility and Growth.  Duergar,
    like their cousins the Dwarfs, are natural Miners, though their class choices
    will be even more limited.
DWARF
    Race Name : Dwarf (Dwarf)
    Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution
                adj.+1, max charisma adj.-1
    Abilities : Infravision, Stonecunning(100%), Mining(50%)
    Languages : Dwarven(100%)
    Life Exp. : 290 Years
    Immunities: Syphilis
    Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
                pants, a knitted weapon belt
    Desc.     :
    Dwarves are shorter than humans, but much stockier, and enjoy sporting beards
    (including the women).  They receive one bonus Constitution point, but lose one
    Charisma point.  They also have Infravision, or the ability to see other
    creatures in the dark.  Dwarves are natural Miners, though their class choices
    will be limited.
EAST
    Command : EAST
    Usage   : EAST
    Example : east
    Short(s): E
    Travel eastward from the present room or location.
EAT
    Command : EAT
    Usage   : EAT [ITEM NAME] (FROM [CONTAINER])
    Example : eat pie
    Example : eat rice from bowl
    Short(s):
    Take a bite from some edible source, such as a ration, pie, or other food
    source.  Eating is necessary to remove the "You are hungry" messages.  Hunger
    can also hurt combat capabilities, and can eventually kill you.
ELF
    Race Name : Elf (Elf)
    Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity
                adj.+1, max constitution adj.-1
    Abilities : Infravision, Keenvision(100%), Foraging(50%)
    Languages : Elvish(75%)
    Life Exp. : 430 Years
    Immunities: Poison Ivy
    Equipment : A delicate green shirt, a pair of sandals, some delicate
                leggings, a knitted weapon belt
    Desc.     :
    Elves are slightly shorter and more slender than humans, but are quick and
    agile.  They receive one bonus Dexterity point, but lose one Constitution
    point. Elves have Infravision, are skilled at Foraging. Though their class
    choices are more limited than humans, they have the broadest choices of all
    demi-humans.
EMAIL
    Command : EMAIL
    Usage   : EMAIL (BOX ([NUM]))/([PLAYER NAME])
    Example : email
    Example : email box
    Example : email box 10
    Example : email Joe
    Short(s):
    Entering this command without any parameters will guide the player through the
    process of re-entering the email address on file for the player.  If the
    AUTOFORWARD config flag is on, emails sent to the player address will be
    forwarded to this email address.

    Entering this command with the parameter of BOX will allow the player to read
    any email on file, for cases when the player has their AUTOFORWARD config flag
    off. A number may be appended to limit the number of newer messages shown.

    Entering this command with the name of a player will allow an email to be sent
    which, depending upon that players settings, will either be forwarded to their
    real email address, or only available within the mud.
EMOTE
    Command : EMOTE
    Usage   : EMOTE [ACTION DESCRIPTION] ...
    Example : emote whistles at the big Dragon.
    Example : emote whistle(s) at /dragon.
    Example : : whistle(s) at /dragon saying Look at /dragon-m!.
    Short(s): :
    Causes a message to be displayed which will describe your character as
    performing the action described by the given emote message.  For instance, the
    first example, if done by an adventurer named "Bob" would tell everyone else in
    the room that "Bob whistles at the big Dragon."

    You can use contextual pronouns by inserting special codes into your strings.
    These codes begin with a forward slash, followed by the name of a mob or item
    that is visible in the room, followed optionally by one of the following:
    -h : singular possessive pronouns "his" or "her"
    -m : singular personal pronoun "him" or "her"
    -s : name alone, or reflexive pronoun "himself" or "herself"
    -e : subjective case personal pronoun "he" or "she"
    's : possessive contraction john's, your
    -ms: reflexive/intensive pronouns "himself" or "herself" or "yourself"
    * While many codes may be used, only one unique name is allowed per string!

    You can also end verbs with (s) or (es) to make contextually correct.
EMPLOYMENT
    See the HIRE command.
EMPTY
    Command : EMPTY
    Usage   : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE)
    Example : empty sack here
    Example : empty sack chest
    Short(s):
    Attempts to empty the contents of a container, either into your inventory, onto
    the floor, or into another container.
ENCHANTER
    Char Class: Enchanter (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Enchantment/charm as
                levels advance.  At 10th level, receives double duration on your
                Enchantment/charm magic, and half duration from malicious
                Enchantment/charm magic.
    Limits    : Unable to cast Abjuration spells.  Receives penalty damage from
                Abjuration as levels advance.  Receives double duration from
                malicious Abjuration magic, half duration on other Abjuration
                effects.
    Desc.     :
    Enchanters are specialist mages who can always seem to bring out the best
    magical aspects of whoever or whatever they turn their attention to.  And when
    angered, the Enchanter can also twist their enemies to their will.  So adept
    are they at this art of change that they gain all known enchantment spells,
    even those which only the enchanter may learn.

    Enchanters love change so much that they neglect the protective magic of
    abjuration, and find themselves unable to use that magic.  However, the
    Enchanter does not fear the snake's poison, or the dragon's breath, especially
    when he can snap his fingers and make them both his pets!
ENCUMBRANCE
    Your ratio of equipment weight being carried over the maximum amount of weight
    you may carry.  The amount of stuff you can carry depends on your weight and
    Strength.
ENTER
    Command : ENTER
    Usage   : ENTER [EXIT OR ROOM NAME]
    Usage   : ENTER [EXIT OR ROOM NAME]
    Example : enter door
    Example : enter portal
    Moves the player or creature through some exit or portal as specified by the
    EXITS command.  Can be an alternative to the standard N,S,E,W,U,D commands.
EQUIPMENT
    Command : EQUIPMENT
    Usage   : EQUIPMENT (LONG)
    Example : equipment
    Example : equipment long
    Short(s): eq
    List the items you are wearing, wielding, holding, or are allowing to float
    nearby.  Use the LONG modifier to also see wearing positions you may not have
    occupied, and anything being worn at other layers, including piercings and
    tattoos.
EVOKER
    Char Class: Evoker (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Invocation/evocation as
                levels advance.  At 10th level, receives double duration on your
                Invocation/evocation magic, and half duration from malicious
                Invocation/evocation magic.
    Limits    : Unable to cast Alteration spells.  Receives penalty damage from
                Alteration as levels advance.  Receives double duration from
                malicious Alteration magic, half duration on other Alteration
                effects.
    Desc.     :
    Evokers are specialist mages who can bring from nothing the powers of light and
    darkness, heat and cold, lightning and ferocious wind.  So adept are these
    mages are the creation of these magical elements that they automatically gain
    all evocation/invocation spells, even those known only to evokers.

    Evokers are so impatient to create from nothing that they have neglected the
    study of the alteration of already existing things, and will find themselves
    unable to use alteration magic.  However, the Evoker is the horror of all
    specialist mages, death in both fingers, and is envied by all for his power.
EXAMINE
    Command : EXAMINE
    Usage   : EXAMINE [ITEM NAME]
    Example : examine shelf
    Example : examine door
    Example : look
    Short(s): EXAM, EXA, LONGLOOK, LL, ID
    Take a must closer look at the item, mob, or other entity specified. If no
    entity is specified, this command will take a careful look around the room or
    area your character is presently in.  This command takes longer to execute, but
    can sometimes deliver more information than a standard LOOK, depending upon the
    players intelligence.
EXCHANGE
    Players can exchange items using the GIVE command, the Marketeering skill,
    Auctioneers, and by DROPing stuff.
EXCLAMATION_POINT
    Command : !
    Usage   : !
    Example : !
    Short(s):
    Repeats the last command you entered.
EXIT
    Command : EXIT
    Usage   : EXIT
    Example : exit
    Short(s):
    If your character is presently riding or sleeping in or on something, this
    command will get you out.
EXITS
    Command : EXITS
    Usage   : EXITS (SHORT/BRIEF)
    Example : exits
    Example : exits brief
    Short(s): ex
    List the exits available to your character from the current room or area. The
    "brief" (or "short") qualifier will leave out the exits details and just show
    you the directions.
EXPERIENCE
    Command : EXPERIENCE
    Usage   : EXPERIENCE
    Example : experience
    Short(s): exper, xp, exp
    List the amount of experience earned, and the number of hours played.
EXPERIENCE_POINTS
    Gaining experience points is the way in which your character gains in levels.
    Experience points are gained in many different ways, with the most popular
    being the defeat of monsters of or near your level.
EXPERTISES
    Command : EXPERTISES
    Usage   : EXPERTISES
    Example : expertises
    Short(s): exps
    This command will list any expertises you have gained.  Expertises are specific
    areas of knowledge your character has learned about, and usually enhance skills
    in one way or another.  See also the QUALIFY and GAIN command.
FACTIONS
    Command : FACTIONS
    Usage   : FACTIONS
    Example : factions
    Short(s): fac
    This command shows all Factions you have standing with.  It shows what level of
    standing you have and how close you are to gaining or losing that level of
    standing.  See also help on REPUTATION.
FATIGUE
    From time to time, your character may get fatigued.  If this happens, then you
    get some sleep to alleviate the fatigue. Failing to do so will affect your
    characters attack and defensive capabilities.
FEED
    Command : FEED
    Usage   : FEED [MOB NAME] [ITEM NAME]
    Example : feed joe "pot pie"
    Example : feed joe waterskin
    Short(s):
    Allows the player to feed the target mob a piece of food or drink from the
    players inventory.  The target mob must be a follower of the player for this to
    be successful.
FIGHTER
    Char Class: Fighter (Fighter)
    Max-Stats : Strength (25), Others (18)
    Qualifiers: Strength 9+
    Races     : All
    Prime Stat: Strength                   Attack Pts: +(Str/18) per level
    Practices : 3 +[(Wisdom/6)-1 per lvl]  Trains    : 4 +1 per level
    Hit Points: 20 +[(Con/2)+(2d7) /lvl]   Mana      : 100 +[(Int/8)+(1d2)/lvl]
    Movement  : 100 +[12X(Str/18) /lvl]    Damage Pts: +1 damage per 30 level(s)
    Weapons   : May use any weapons.
    Armor     : May wear any armor.
    Bonuses   : Receives bonus conquest experience and bonus duel experience.
    Limits    :
    Desc.     :
    Fighters are brutish weapon masters, skilled in the art of killing.  They may
    specialize in any weapon type, and learn numerous new fighting techniques as
    they advance in level.  Fighters receive more hit points and attack bonuses per
    level than any other class, and are invaluable in a close melee.

    Fighter is the starting point for numerous sub-classes which the player may
    choose to gain levels in at any time.  These sub-classes include: Monk, Ranger,
    Paladin, and Barbarian.

    How to play: The fighters strength is in his domination of pure combat. When
    playing alone, a fighter is fully capable of gaining the necessary experience.
    However, the fighter may choose to lead a group to gain an even greater
    advantage.  As the tank (primary melee combatant) in a group, the fighter will
    give the group the benefit of his superior armor and fighting skill, while
    benefitting from the healing spells of a cleric, or the magical aids of a mage.

    The fighters greatest weakness is his inability to move secretly, or get into
    or out of tricky spots.  For this reason, the fighter outside of a group should
    steer towards simple combat areas, and be content only with the treasures
    obtains from his kills.
FILL
    Command : FILL
    Usage   : FILL [CONTAINER NAME] ([DRINK SOURCE])
    Example : fill bottle spring
    Short(s):
    Attempts to refill a liquid container, such as a bottle or a cup, from the
    given source.  In many cases, containers can be refilled from other containers.
     If no source is specified, and the player is at a source of fresh water, then
    the fill will occur from the freshwater source.
FIRE
    Something that is really hot.  See FIREBUILDING, or SPELL FIREBALL, or CHANT
    CONTROL FIRE.
FLEE
    Command : FLEE
    Usage   : FLEE ([DIRECTION])
    Example : flee
    Short(s):
    While in combat, your character may need to quickly disengage and flee the
    room.  A direction may be specified, but if one is not specified, a direction
    will be chosen for you.  Fleeing from combat can cause you to lose experience
    points in many cases, so use this command sparingly.  If all of your opponents
    are asleep, paralyzed, or bound, however, no loss is recorded for using this
    command.
FOLLOW
    Command : FOLLOW
    Usage   : FOLLOW [MOB NAME]
    Example : follow gunther
    Short(s): FOL
    In order to form adventuring groups, one or more characters may choose to
    follow a leader character.  The leader then becomes the group leader, and is
    able to lead his or her followers around the map without their intervention.
    Followers may also come to the defence of a leader who is attacked, or who
    attacks another MOB.  Lastly, leaders have the privilege of the ORDER command,
    to keep the followers in line.  The number of followers one may have depends
    upon their Charisma score.

    Use FOLLOW SELF to stop following someone else.
    To force a follower to stop following you, use NOFOLLOW <MOBNAME>

    See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.
FOREWARD
    Command : FOREWARD
    Usage   : FOREWARD
    Example : foreward
    Short(s):
    Travel towards the front of a ship.
FOREWARD_PORTSIDE
    Command : FOREWARD PORTSIDE
    Usage   : FOREWARD PORTSIDE
    Example : foreward portside
    Short(s):
    Travel towards the front left of a ship.
FOREWARD_STARBOARD
    Command : FOREWARD STARBOARD
    Usage   : FOREWARD STARBOARD
    Example : foreward starboard
    Short(s):
    Travel towards the front right of a ship.
FORMATION
    Command : FORMATION
    Usage   : FORMATION ([MOB NAME] [ROW NUMBER])
    Example : formation
    Example : formation joe 2
    Short(s):
    When a player has followers, this command can be used to show where in the
    group order the player is located.  The "front line" is considered row 0. The
    lead player must always be on a row ahead or on the same row as his followers.
    When formations are used in conjunction with AUTOMELEE, it can effectively aid
    archers and mages with ranged spells in battle.  The range of the group members
    in formation, with respect to enemies, is always relative to the initial range
    of the lead player in combat.  That is to say, if a group member is set to be
    at row #1, and the leader uses a bow to start off at range 3, then that group
    member will be at row #4 instead (1 off from the leaders position).
    Any member of a group can enter the FORMATION command without parameters to
    view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and
    GTELL.
FORUM
    A place to leave longer messages that other players can read. There are many
    forums, each with their own subject matter.  Forums are available from the web
    site at  http://:27777/forums.html
FRIENDS
    Command : FRIENDS
    Usage   : FRIENDS (ADD/REMOVE [PLAYER NAME])
    Example : friends
    Example : friends list
    Example : friends add bob
    Example : friends remove bob
    Short(s):
    This command allows the player to add or remove names from his or her friends
    list.  The friends list consists of some number of other players by name.
    Names on this list are subject to the AUTONOTIFY command, and are also
    filterable with the WHO command.  For the spell of this name, use HELP SPELL
    FRIENDS.
GAIAN
    Char Class: Gaian (Druid)
    Max-Stats : Constitution (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Constitution 9+
    Races     : Elf, Half Elf and Human
    Prime Stat: Constitution               Attack Pts: +(Con/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/2)+(2d7) /lvl]   Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use wooden, plant-based, or leather weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Attains Greenskin (sunlight based bonuses/penalties) at level 5.
                At level 30, becomes totally undetectable in wilderness settings
                while hidden.  Can create a druidic connection with an area.
                Benefits from animal/plant/stone followers leveling.  Benefits
                from freeing animals from cities.
    Limits    : Must remain Neutral to avoid skill and chant failure chances.
    Desc.     :
    The Gaian is the druid of the green earth, watching over the plants, trees and
    all growing things.  The gaian has a very special relationship with the plants
    and trees, having special abilities to make almost any location he steps into a
    sanctuary for his leafed friends.  So in tune with green things is the gaian
    that sunlight can actually give his green tinted skin additional powers, though
    the darkness will slightly weaken his chanting stamina.  The gaian can also
    call on the plants and trees around him to aid in him combat, to hide him from
    foes, or even to provide him with the things one would normally have to seek
    civilization for.

    How to play: The Gaian, so long as he stays around green plants, is a
    formidable foe to all enemies of nature.  The gaian can call all aspects of the
    plants to his aid, and can always find sanctuary in the green plants during
    times of trouble.  The gaian is weak in native combat abilities, like the other
    druids, but can make up for it with creative pre-casting, and good use of the
    power of nature during combat.
GAIN
    Command : GAIN
    Usage   : GAIN [SPELL NAME]
    Example : gain blunt specialization
    Short(s):
    Gain is a command, supported in most DikuMUD derivatives, which allows you to
    gain new abilities from certain kinds of mobs capable of teaching them.  In
    CoffeeMud, *anyone* can TEACH an ability to another, provided the student is
    qualified to learn. However, since there are a few MOBs in CoffeeMud with the
    MOBTrainer behavior, it should be noted that, so long as the request is phrased
    as a SAY command, this command will still work.
GAOLER
    Char Class: Gaoler (Commoner)
    Max-Stats : Strength (24), Dexterity (24), Others (18)
    Qualifiers: Strength 5+, Dexterity 5+
    Races     : All
    Prime Stat: Strength                   Attack Pts: +(Str/18)-1 per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/10)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 5 level(s)
    Weapons   : Must use flailed weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Gains experience when using certain skills, the screams of
                victims from certain skills per hr, sleeping by an occupied cell,
                feeding innamtes bad food.
    Limits    :
    Desc.     :
    The Gaoler (pronounced like Jailer), is the ancient dungeon keeper.  He
    specializes in those implements and activities which reflect the worst and most
    sadistic side of human nature.  Although not much use as an adventurer, a
    player with a Gaoler background can be a valuable member of a clan, or a
    man-for-hire.
GCONSIDER
    Command : GCONSIDER
    Usage   : GCONSIDER [MOB NAME]
    Example : gconsider dragon
    Short(s):
    Sizes up a monster or character against your group, so that you can determine
    whether a fight with such a creature is wise, or just a waste of time.  Unlike
    consider, this command will take into account the damage which your entire
    group will do against the creature, while limiting the creatures return attacks
    only against the leader of your group.
GET
    Command : GET
    Usage   : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME])
    Example : get all dagger backpack
    Example : get all body
    Example : get pie
    Example : get all
    Example : get pie.2
    Example : get all.pie container.3
    Example : get 5 pie
    Example : get 5 from bundle
    Example : get 10 from package
    Short(s):
    Places an item that is presently not in your carried inventory into your
    inventory.  If the item is inside a specified container, it will be retrieved
    from the container.  If it is in the room or area you are occupying, it will be
    retrieved from there.
GITHYANKI
    Race Name : Githyanki (Humanoid)
    Stat Mods.: Dexterity+1, wisdom+1, save vs mind+10, max dexterity adj.+1, max
                wisdom adj.+1
    Abilities : Darkvision, Hide(25%), Astral Step(5%)
    Languages :
    Life Exp. : 260 Years
    XP Adjust.: -20%
    Immunities: Planar Instability
    Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
                belt
    Desc.     :
    Githyanki are planar travelers from an ancient race whom have taken residence
    in the Astral Plane.  They are tall and gaunt, but also quite powerful.  They
    use their knowledge of the planes to take brief jaunts around obstacles,
    appearing to teleport into well protected areas.
GIVE
    Command : GIVE
    Usage   : GIVE (ALL) [ITEM NAME] [MOB NAME]
    Example : give all dagger Gunther
    Example : give all Gunther
    Example : give pie Gunther
    Short(s):
    Takes an item from your carried inventory and transfers it to the inventory of
    another MOB.
GNOLL
    Race Name : Gnoll (Canine)
    Stat Mods.: Strength+2, intelligence-3, wisdom-2, save vs fire-10, save vs
                cold+15, save vs mind-10, save vs poison+10, save vs disease+20,
                max strength adj.+2, max intelligence adj.-3, max wisdom adj.-2
    Abilities : Infravision, Devour Corpse(50%)
    Languages : Orcish(75%)
    Life Exp. : 64 Years
    Immunities:
    Equipment : A loincloth
    Desc.     :
    Gnolls are vicious anthropomorphic hyena-men.  They stand 6 feet to 7 and a
    half feet tall, are lean and violent.  Gnolls enjoy displays of cruelty and
    mercilessness, often pulling limbs from their living prey.  They hunt creatures
    of all sorts, but particularly enjoy hunting intelligent species.
GNOME
    Race Name : Gnome (Gnome)
    Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence
                adj.+1, max wisdom adj.-1, save vs overlooking+10
    Abilities : Infravision, Burrowspeak(100%), Gem Digging(50%), Burrow Hide(25%)
    Languages : Gnomish(100%)
    Life Exp. : 260 Years
    XP Adjust.: 5%
    Immunities: Syphilis
    Equipment : A small patchy tunic, a pair of small shoes, a pair of small
                patchy pants, a knitted weapon belt
    Desc.     :
    Gnomes are curious and quick-witted folk, resembling small dwarves.  They
    receive one bonus Intelligence point, but lose one Wisdom point due to their
    carelessness.  They also have Infravision, are skilled at Gem Digging, though
    their class choices will be limited.
GO
    Command : GO
    Usage   : GO ([NUMBER]) [DIRECTION] (etc..)
    Example : go east
    Example : go east north
    Example : go 4 north 2 east
    Short(s):
    Allows your player to automatically travel in the given path.  Multiple
    directions may be specified.
GOBLIN
    Race Name : Goblin (Goblinoid)
    Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1,
                max strength adj.-1, max intelligence adj.+1, max dexterity
                adj.+2, max charisma adj.-1, max wisdom adj.-1
    Abilities : Infravision, Mining(75%), Excavation(25%)
    Languages : Goblinese(100%), Orcish(50%)
    Life Exp. : 63 Years
    Immunities:
    Equipment : A small ratty tunic, a cotton loincloth, a knitted weapon belt
    Desc.     :
    Goblins are small twisted creatures, quick on their feet, and natural tinkerers
    with all manner of wicked traps and devices  Their class choices are limited,
    but they excel at thieving, and make great miners and delvers.
GRAPPLES
    Grapples are primarily used to connect two ships together so that neither can
    sail away.  To use grapples, HOLD them in your hand and THROW them at the other
    ship when it is in range. Once connected, the grapples can be ENTERed to
    quickly board the other ship.  Once picked up, the grapples no longer connect
    the ships.
GROUP
    Command : GROUP
    Usage   : GROUP
    Example : group
    Short(s):
    Lists the members of any group to which you may belong.  See the FOLLOW,
    NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups.
    See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.
GROUPING
    A group is formed when a player uses the FOLLOW command to follow another
    player.
GTELL
    Command : GTELL
    Usage   : GTELL
    Example : gtell So when do we kill this thing?
    Example : gtell last 10
    Short(s):
    Sends a private message to the members of your characters group. If the first
    parameter is "last" and a number X follows, this command will show you the last
    X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.
HALFELF
    Race Name : Half Elf (Elf)
    Stat Mods.: Justice save+5, save vs magic+5
    Abilities : Infravision, Fishing(50%), Cultural Adaptation(50%)
    Languages : Elvish(50%)
    Life Exp. : 137 Years
    Immunities:
    Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
                belt
    Desc.     :
    Half Elves are a mixture of humans and elves, possessing human drive and elven
    grace.  They have Infravision, are skilled Fishermen, and have almost as many
    class choices as normal Humans.
HALFLING
    Race Name : Halfling (Halfling)
    Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.-1,
                max dexterity adj.+1, save vs detection+10
    Abilities : Infravision, Cooking(75%), Sling Proficiency(25%), Fast
                Slinging(25%)
    Languages : Elvish(25%)
    Life Exp. : 120 Years
    Immunities:
    Equipment : A small tunic, some small pants, a knitted weapon belt
    Desc.     :
    Halflings are a very short fur-footed folk.  They receive one bonus Dexterity
    point, but lose one point of Strength.  They have Infravision, make excellent
    Cooks, though their class choices will be limited.
HEALER
    Char Class: Healer (Cleric)
    Max-Stats : Charisma (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Charisma 9+
    Races     : Dwarf, Elf, Half Elf and Human
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use hammers, staves, flailed, natural, or blunt weapons.
    Armor     : May wear any armor.
    Bonuses   : All healing prayers give bonus healing.  Attains healing aura
                after 30th level.
    Limits    : Always fumbles evil prayers.  Qualifies and receives good
                prayers.  Using non-aligned prayers introduces failure chance.
    Desc.     :
    Healers project the most benevolent aspects of their gods by bringing life and
    good health to those around them.  The Healer is so adept at these arts that
    his or her healing prayers are more powerful than those cast by any other
    cleric.  The Healer is a good aligned class, meaning that he will always fumble
    on evil prayers, and does not qualify for evil prayers.  The Healer also gets a
    few special prayers known only to the Healer, including the great Aura of
    Healing at 30th level.

    How to play: More than any other cleric, the Healer is a most desirable group
    member.  There is no ailment, no weakness, no problem almost that the Healer
    can not cure through the power of his god.  In the heat of battle, or in the
    periods in between, the Healer is a valued friend to those who take the brunt
    of battle.  The Healer can also try it alone if he likes, if he is willing to
    use patience and plenty of cure spells to outlast his opponents.
HEATED
    Means something is hot -- maybe not too hot to touch, but there's only one way
    to know for sure.
HELP
    Command : HELP
    Usage   : HELP [COMMAND NAME]
    Example : help commands
    Short(s):
    Shows you a description of the commands and terminology used in the CoffeeMud
    system.  Each command is broken into five parts.
    Command : Shows you the proper command name.
    Usage   : Shows you the formal usage information.  Words in
    Usage   : parenthesis () are not required.  Words in brackets
    Usage   : [] should not be typed as is, but describe the kind of
    Usage   : thing to type in.
    Example : Gives a command example of how the command is typed in.
    Short(s): If a command has a shorter version, they will be listed here.
    Finally, the description, a summary of what the command actually does.
HELPLIST
    Command : HELPLIST
    Usage   : HELPLIST [STRING PATTERN]
    Example : help pray
    Short(s):
    Shows you a list of all help entries matching the given string pattern.
HIDDEN
    How well your character is hidden from sight.  This score appears when hiding,
    or when under the affect of a spell which conceals you from sight. It is based
    on your Dexterity, proficiency in your hiding skill/spell, and your height.
HIRE
    Command : HIRE
    Usage   : HIRE ([MOB NAME])_
    Example : hire larry
    Short(s):
    A placeholder for the ability to ask a mob whether or not they are for hire.
HITCH
    See the MOUNT command for how to hitch a wagon to a horse.
HIT_POINTS
    The amount of damage your character may absorb before he dies. This number will
    go up as your character advances in level.  Resting will replenish lost hit
    points.
HOLD
    Command : HOLD
    Usage   : HOLD (ALL) [ITEM NAME]
    Example : hold lantern
    Short(s):
    Places an item that is presently in your carried inventory into one of your
    free hands for holding.  Some items only work when they are being held.
HOMES
    Players may purchase and develop property of their own to serve as their online
    home away from home.

    The first step in this process is for the player to find a property that is for
    sale.  Such properties will typically include a message such as "This lot is
    for sale.".  After finding such a property, the player should enter LOOK ID to
    discover the properties unique lot number identifier.  Write this down!

    The next step is to find the local Property dealer for that area.  He shouldn't
    be too far away!  Some property dealers deal in player property, and some only
    deal with Clans.  Make sure you find the right one to buy your lot from.  When
    the property dealer is found, you can use your lot number to purchase the
    correct lot from the dealer.

    Once the property is purchased, you will need to develop it.  Skills such as
    Masonry, Construction, and Locksmithing are used to develop the properties you
    purchase.  If you don't have these skills, or don't want them, you might be
    able to find mobs nearby which you may HIRE to perform these tasks.
HUMAN
    Race Name : Human (Humanoid)
    Stat Mods.: Justice save+10, trains+2
    Abilities : Diligent Studying(100%), Wood Chopping(50%)
    Languages :
    Life Exp. : 78 Years
    Immunities:
    Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
                belt
    Desc.     :
    Just like you and me!  Humans are versatile and successful adventurers.  They
    receive 2 bonus training points at first level, make powerful lumberjacks.
    Humans also have the broadest class choices.
HUNGER
    From time to time, your character may get hungry.  If this happens, then you
    should find something to eat to satiate that hunger. Failing to do so will
    affect your characters attack and defensive capabilities, and may eventually
    lead to death.  If you were looking for help on the Spell Hunger, try HELP
    SPELL HUNGER.
I3
    This refers to the InterMud3 system, which may or may not be available on your
    system.  Enter I3 by itself for a list of available commands.  For more help,
    enter HELP I3 LIST, HELP I3 LOCATE, HELP I3 WHOIS, or HELP I3 INFO.
I3_INFO
    Command : I3 INFO
    Usage   : I3 INFO [MUD NAME]
    Example : i3 info coffeemud
    Short(s):
    Give some special information about the InterMud3 mud listed.
I3_LIST
    Command : I3 LIST
    Usage   : I3 LIST
    Example : i3 list
    Short(s):
    Lists all the muds available on the InterMud3 channels.
I3_LOCATE
    Command : I3 LOCATE
    Usage   : I3 LOCATE [NAME]
    Example : i3 locate bob
    Short(s):
    Sends a player locate message to the InterMud3 router, which will hopefully
    respond some day with the name of a mud where a player of the given name is
    located.
I3_WHOIS
    Command : WHOIS
    Usage   : WHOIS [NAME]@[MUD NAME]
    Usage   : WHOIS @[MUD NAME]
    Example : whois bob@coffeemud
    Example : whois @coffeemud
    Short(s):
    If the InterMud network is enabled on your mud, this command can be used to
    retrieve a list of players at the given mud, and to retrieve more information
    about a particular player on a mud.  Use I3 LIST to see a list of all InterMud3
    muds, or IMC2 LIST to see a list of IMC2 muds.
IDEA
    Command : IDEA
    Usage   : IDEA [REPORT]
    Example : idea I want a spell that kills everything everywhere.
    Short(s):
    Please use this command to submit ideas for the MUD.
IDLE
    The amount of time since someone has entered a command into CoffeeMud.  See
    also AFK.
IGNORE
    Command : IGNORE
    Usage   : IGNORE (ADD/REMOVE [PLAYER/ACCOUNT NAME])
    Example : ignore
    Example : ignore list
    Example : ignore add bob
    Example : ignore remove bob
    Short(s):
    This command allows the player to add or remove names from his or her ignored
    players list.  The ignored list consists of some number of other players by
    name.  A player will never receive channel messages from players on this list,
    nor will they receive any TELL messages from players on this list.
ILLUSIONIST
    Char Class: Illusionist (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Illusion as levels
                advance.  At 10th level, receives double duration on your
                Illusion magic, and half duration from malicious Illusion magic.
    Limits    : Unable to cast Divination spells.  Receives penalty damage from
                Divination as levels advance.  Receives double duration from
                malicious Divination magic, half duration on other Divination
                effects.
    Desc.     :
    Illusionists are specialist mages who have mastered the art of deception and
    illusion.  They can make anyone believe anything, and can fool the senses into
    believing whatever they wish.  Illusionists are sly and playful, and so adept
    at their art that they gain all known illusion spells, even those known only to
    illusionists.

    So lost in their dreamworld is the Illusionist, that he forgets what is true,
    and finds himself unable to remember his divination spells.  However, the
    Illusionist is the greatest and most fun of the social mages, with a nice mix
    of defensive magic that can save him in times of need.
IMC2
    This refers to the InterMud Chat 2 system, which may or may not be available on
    your system.  Enter IMC2 by itself for a list of available commands.  For more
    help, enter HELP IMC2 LIST or HELP IMC2 INFO.
IMC2_CHANNELS
    Command : IMC2 CHANNELS
    Usage   : IMC2 CHANNELS
    Example : imc2 channels
    Short(s):
    List all the channels potentially available to this mud.
IMC2_INFO
    Command : IMC2 INFO
    Usage   : IMC2 INFO [MUD NAME]
    Example : imc2 info coffeemud
    Short(s):
    Give some special information about the IMC2 mud listed.
IMC2_LIST
    Command : IMC2 LIST
    Usage   : IMC2 LIST
    Example : imc2 list
    Short(s):
    Lists all the muds available on the IMC2 channels.
IMC2_LOCATE
    Command : IMC2 LOCATE
    Usage   : IMC2 LOCATE [PLAYER NAME]
    Example : imc2 locate bob
    Short(s):
    Find the muds where Player Name is.
IMMORTALS
    See WIZLIST.
INFORMATION
    You need to be more specific.  Try HELP or HELP HELPLIST.
INTELLIGENCE
    Memory and concentration, mana, critical spell/skill damage, and the ability to
    gain greater proficiency in skills and spells through practice are reflected in
    Intelligence.
INTERMUD
    See the I3 and IMC2 commands.  Intermud is one of the communication protocols
    that allows many different muds to share channels and send instant messages to
    each other.
INVENTORY
    Command : INVENTORY
    Usage   : INVENTORY (LONG) ([MASK])
    Example : inventory
    Example : inventory long
    Example : inventory sword
    Short(s): inv
    Lists all the items in your carried inventory.  This does not include any items
    that may be worn.  Use the EQUIPMENT command to view what is being worn.  You
    may include a mask to view a subset of your inventory. The long argument can be
    used to see what's in all containers.
JAIL
    Where you are taken when a judge pronounces a jail sentence as penance for a
    crime committed.  See also COURT and JUSTICE.
JESTER
    Char Class: Jester (Bard)
    Max-Stats : Dexterity (22), Charisma (22), Others (18)
    Qualifiers: Charisma 9+, Dexterity 9+
    Races     : Gnome, Half Elf, Halfling and Human
    Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(2d6) /lvl]   Mana      : 100 +[(Int/6)+(1d3)/lvl]
    Movement  : 100 +[16X(Str/18) /lvl]    Damage Pts: +1 damage per 10 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Receives 2%/level bonus to saves versus poison.  Receives extra
                natural damaging skill. Receives group bonus combat experience
                when in an intelligent group, and more for a group of players.
                Receives exploration and pub-finding experience based on danger
                level.
    Limits    :
    Desc.     :
    The Jester is the joking, annoying, and sneaky fellow that few Bards like to
    claim.  Like the Charlatan, they remain associated with Bards due to their
    highly social nature and their charismatic attitudes.  The Jester is also
    amazingly dextrous and slippery, due to the slapstick style of maneuvers he
    practices and specializes in.

    How to play: As the levels progress, however, few could argue the seriousness
    of the Jesters power, should his goofy smile, for some reason, be turned
    around. The Jester is still, clearly, a group player.  He needs the strong
    tanking of fighters, and other support classes to flourish, though he can still
    hold his own if he manages not to take life too seriously.
JOBS
    See the HIRE command.
JOURNALS
    A journal is a log that you can use to communicate with other people, as long
    as each person has a copy of the journal or has access to the journal in a
    room. Use the WRITE command on the journal to make an entry. Private entries
    can only be seen by the author and the recipient.
JUSTICE
    Justice is that which man contemplates, and the virtuous seek.
KILL
    Command : KILL
    Usage   : KILL [MOB NAME]
    Example : kill dragon
    Short(s):
    Causes your character to attack the mob given with the command.  If you are
    wielding a weapon, it will be used in the attack.  If you have any followers,
    they will also join in on the attack.  The mob being attacked will also likely
    defend itself against you, and try to attack you.
LADDER
    Ladders are things you can use to help with climbing.  See also ROPE.
LAMP
    An item used to generate light in places or times of darkness.  To light a
    lamp, either use the FIRE BUILDING skill, or just hold the lamp to
    automatically light it.  Lamps must periodically be refilled with lamp oil
    using the FILL command.
LANGUAGES
    Command : LANGUAGES
    Usage   : LANGUAGES
    Example : LANGUAGES
    Short(s): LANGS
    Lists any languages that you know, along with your proficiency in them.  To use
    a language type SPEAK [LANGUAGE NAME].
LANTERN
    A light giving object which must be FILLed with oil and then held (HOLD). It
    can be turned off with the "PUT OUT [lantern]" command.
LEARN
    Command : LEARN
    Usage   : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME])
    Example : learn stealthy ii
    Example : learn magic missile Horice
    Example : learn strength from Horice
    Short(s):
    If your character has the necessary training points and/or practice points,
    this command will allow you to request training in the specified skill, spell,
    chant, prayer, attribute, or expertise.  In addition to specifying the ability
    to learn, you may also specify a MOB who is present in the room who can teach
    you in that skill.  See also help on TRAIN, GAIN, and TEACH.
LEAVE
    Command : LEAVE
    Usage   : LEAVE
    Example : leave
    Short(s):
    If your character is presently riding or sleeping in or on something, this
    command will get you out.
LEGAL
    See COURT, JAIL, JUSTICE, ARRESTED, PAROLE
LEVEL
    Leveling is automatic in CoffeeMud.  Just gain the experience, and you will
    gain a level.
LEVELS
    Levels are things you gain when you get enough experience to gain them.  When
    you gain a level, you'll get more hit points, mana, movement, attack ability,
    and access to more skills, spells, prayers, chants, or songs.
LEVEL_CHANGER
    If you see this, it means the item or creature changes power depending on who
    is holding it, or who is in its presence.
LICH
    Race Name : Lich (Undead)
    Stat Mods.: Constitution-4, charisma+6, paralysis save+100, save vs gas+100,
                save vs mind+100, save vs poison+100, save vs undead+100, save vs
                disease+100, max constitution adj.-4, max charisma adj.+6, save
                vs pierce+50, save vs slash+50
    Abilities : Infravision
    Languages :
    Life Exp. : 2147483647 Years
    Immunities:
    Equipment :
    Desc.     :
    Lichs are the most feared of the skeletal undead.  Although they were a normal
    race before they died, the decay and corruption makes their former race hard to
    determine.  Lichs lose some constitution for being dead, but gain charisma for
    their formidable presence.  In fact, they walk around with a weak aura of fear
    at all times.  Like other skeletal undead, they take half-damage from piercing
    or slashing weapons, are never hungry or thirsty, have infravision, stink of
    grime and decay, take damage from positive healing spells, are healed by
    negative energy spells, and are immune to poison, mind, gas, paralysis,
    disease, and negative energy attacks. The most common way to become a lich is
    to study Necromancy and die.
LIEGE
    A liege is a person whom you serve and have sworn fealty to. The liege will
    gain a small amount of experience from all of your actions. A good liege will
    compensate you for this experience with money, experience or training. For more
    information, see help on SERVE and VASSALS.
LIGHT
    See help on either FIRE BUILDING or SPELL LIGHT
LINEWRAP
    Command : LINEWRAP
    Usage   : LINEWRAP [COL NUMBER]/DISABLE
    Example : linewrap 100
    Example : linewrap disable
    Short(s):
    This command will allow the player to disable the default CoffeeMud
    linewrapping system, or to set it to a higher or lower number to accommodate
    their terminal.
LIST
    Command : LIST
    Usage   : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
    Example : list
    Example : list weaponsmith
    Example : list shopkeeper for shield
    Short(s):
    The normal player version of this command will display the items which a
    particular shopkeeper MOB may be selling, along with the prices being offered
    to your characters. If more than one shopkeeper is in the room, you may have to
    specify the shopkeeper name in the parameters.  You may add the key word FOR
    and an item name to the end to filter the results.  See also BUY, SELL,
    DEPOSIT, WITHDRAW, VIEW, BID.
LIZARD_MAN
    Race Name : Lizard Man (Reptile)
    Stat Mods.: Strength+1, intelligence-1, constitution+1, charisma-1, save vs
                water-10, save vs electricity+10, max strength adj.+1, max
                intelligence adj.-1, max constitution adj.+1, max charisma adj.-1
    Abilities : Swim(100%), Long Breath(100%), Hunting(50%), Tail Swipe(25%)
    Languages : Draconic(25%)
    Life Exp. : 78 Years
    Immunities: Lycanthropy, Leprosy
    Equipment : A loincloth
    Desc.     :
    These large, bidedal humanoids stand about a head taller than humans. They have
    a thick three to six foot tail which they use for improved swimming and to
    protect themselves. Lizard men prefer temperate to tropical environments and
    can hold their breath underwater for extended periods.
LOAD
    Command : LOAD
    Usage   : LOAD [AMMUNITION NAME] [WEAPON NAME]
    Example : load arrows bow
    Example : load bolts.2 crossbow
    Short(s):
    Prepares a ranged weapon for use by loading it with its required ammunition.
    This command will attempt to load the weapon up to its capacity.
LOCAL_COINS
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
LOCAL_CURRENCY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
LOCAL_MONEY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
LOCK
    Command : LOCK
    Usage   : LOCK [ITEM NAME]
    Example : lock door
    Short(s):
    Attempts to lock, by ordinary means, the item, door,  or any other entity
    specified.
LOGOFF
    Command : LOGOFF
    Usage   : LOGOFF
    Example : LOGOFF
    Short(s):
    Exit from the mud, back to login/char selection.
LOOK
    Command : LOOK
    Usage   : LOOK [ITEM NAME]
    Example : look shelf
    Example : look door
    Example : look
    Short(s):
    Take a look at the item, mob, or other entity specified. If no entity is
    specified, this command will take a look around the room or area your character
    is presently in.  See also EXAMINE or LONGLOOK.
MAGE
    Char Class: Mage (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   :
    Limits    :
    Desc.     :
    Mages are masters of magic, and wielders of the great elemental powers.  While
    weak in hit points and in fighting skill, their spells are the most widely
    prized and powerful of all the classes.  They may not wear any metal or leather
    armors, or use most weapons.  However, the sting of their magic missiles and
    the armor of magic they wear makes up for any loss.

    Mage is the basis for numerous sub-classes which the player may choose to gain
    levels in at any time.  These sub-classes include: Abjurer, Alterer, Conjurer,
    Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.

    How to play: Mages are among the most versatile of classes, being able to make
    spell choices which carve out the path the Mage would like to take.  For the
    loner Mage, the emphasis on offensive magic will make him a powerful opponent
    in battle.  In groups, the mage may focus on protective magic to make him a
    more desirable companion.  And even the playful mage may focus on the
    role-playing magic to make his mudding as fun as possible!

    The mage is almost useless in weapon combat.  The mage must be smart and
    creative to use his spells to give him the edge.  But the versatility of the
    mage gives him the ability to do just that, using magic and guile to trick
    monsters to their death, granting experience for the mage.
MAGIC_MISSLE
    A common misspelling of MAGIC MISSILE.
MANA
    The amount of energy your character has to use on skills, prayers, spells,
    songs, or chants.  This number will go up as your character advances in level.
    Resting will replenish lost mana.

    If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG
    MANA.
ME
    A name I call myself.
MEANINGOFLIFE
    %0D%0DCoffee, Black.%0D%0DAlso, 42.
MER
    Char Class: Mer (Druid)
    Max-Stats : Dexterity (22), Constitution (22), Others (18)
    Qualifiers: Intelligence 9+, Dexterity 9+
    Races     : Elf, Half Elf and Human
    Prime Stat: Constitution               Attack Pts: +(Con/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/2)+(2d5) /lvl]   Mana      : 100 +[(Int/4)+(1d6)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 15 level(s)
    Weapons   : May use polearms of any kind or other weapons made from wood,
                plant-based materials, or leather.
    Armor     : Must wear non-metal armor.
    Bonuses   : May breathe and cast spells underwater. Attains Tidal Changes
                (tidal phase based bonuses/penalties) at level 5.
    Limits    : Must remain Neutral to avoid skill and chant failure chances.
    Desc.     :
    The Mer Druid is an aquatic nature lover who has mastered the ability to live
    and dwell with sea creatures.  The Mer Druid is most suited for aquatic areas,
    and excels at water and ship combat, using the forces of the ocean with an
    amazing display of power and destruction.  So connected is he to the tides that
    his strength and powers will fluxuate during the day, ebbing and rising with
    the high and low tide.

    How to play: Like a fish, the Mer Druid is nearly useless out of the water.
    But when either above or beneath the waves, the Mer is an unstoppable force.
    Grouping with others on land and taking charge of the situation when the waves
    roll in is the way for a Mer Druid to flourish.
MERFOLK
    Race Name : Merfolk (Fish)
    Stat Mods.: Dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs
                electricity-15, max dexterity adj.+2, max wisdom adj.-2
    Abilities : Infravision, Land Legs(25%), AutoSwim(100%), Swim(100%),
                Fishing(100%)
    Languages : Aquan(25%)
    Life Exp. : 215 Years
    Immunities: Scurvy, Lycanthropy, Sea Sickness
    Equipment : A delicate scaley green shirt, a knitted weapon belt
    Desc.     :
    Merfolk are half-fish, half-humanoid dwellers of the sea.  They can breathe air
    and water, enabling trade with surface dwellers.  Merfolk are the dominant
    underwater race.
METAMSGCOMMAND
    Command : METAMSGCOMMAND
    Usage   : METAMSGCOMMAND
    Example : metamsgcommand
    Short(s):
    Generates the HUH? message.  A command that's not a command.
MINDFLAYER
    Race Name : Mindflayer (Illithid)
    Stat Mods.: Strength-4, intelligence+4, constitution-2, charisma+2, save vs
                mind+100, save vs magic+50, max strength adj.-4, max intelligence
                adj.+4, max constitution adj.-2, max charisma adj.+2
    Abilities : Darkvision, Mind Suck(100%), Combat Precognition(30%), Detect
                Sentience(50%), Mind Fog(100%), Charm(50%)
    Languages : Undercommon(25%)
    Life Exp. : 430 Years
    XP Adjust.: -25%
    Immunities:
    Equipment : Grey robes, a knitted weapon belt
    Desc.     :
    Mindflayers, or Illithid, are alien humanoids with a smooth, leathery face with
    four tentacles surrounding and protecting their mouths.  They are taller than
    humans, but lighter and more frail due to millennia of reliance upon
    mind-controlled slave labor to do their manual work.
MINSTREL
    Char Class: Minstrel (Bard)
    Max-Stats : Intelligence (22), Charisma (22), Others (18)
    Qualifiers: Charisma 9+, Intelligence 9+
    Races     : All
    Prime Stat: Charisma                   Attack Pts: +(Cha/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(2d6) /lvl]   Mana      : 100 +[(Int/6)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 10 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Receives group bonus combat experience when in an intelligent
                group, and more for a group of players.  Receives exploration and
                pub-finding experience based on danger level.
    Limits    :
    Desc.     :
    The Minstrel is the master of instruments and musical tools.  So capable is a
    minstrel in this art that he or she is able to draw forth magical and wonderous
    powers from the instruments played.  The Minstrel is able to craft and draw
    unique powers from any of dozens of different musical instruments, with the
    only drawback being how the chosen instrument impacts fighting or speaking
    ability while it is being played.

    How to play: The Minstrel is as social of a bard as the others, but due to his
    many hours of lonely practice, the Minstrel also has an almost arcane like
    ability to use instrumental magic for more solitary or unique benefits than the
    simple Bard or Dancer.  In the end, the Minstrel may become an orchestra of
    power unto himself, capable of bringing tremendous benefit and joy to his
    group, or terrible retribution to his foes.  Therefore, if a player is looking
    for a bard to play when groups are not available, this is the one to pick.
MISSIONARY
    Char Class: Missionary (Cleric)
    Max-Stats : Dexterity (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Dexterity 9+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use swords, staves, natural, ranged, or blunt weapons
    Armor     : May wear any armor.
    Bonuses   : Never fumbles neutral prayers, and receives 1pt/level luck bonus
                to all saving throws per level.  Receives 1pt/level electricity
                damage reduction.
    Limits    : Using non-neutral prayers introduces failure chance.  Vulnerable
                to acid attacks.
    Desc.     :
    Missionaries are the crusading adventurers for the gods, exploring and
    spreading the good word of their deity far and wide.  So energetic and mobile
    are the Missionaries that they seem like the wind, and in fact gain many powers
    of wind and electricity.  The Missionary is a neutral aligned class.

    How to play: Although Missionaries can flourish with other missionaries, they
    do their best work alone, bringing the word of their god, as well as his wrath
    when necessary, to the unwashed masses.  Missionaries will sometimes be asked
    to join groups so as to deliver some of that "olde-tyme neutral punch", and can
    even be useful to them if he strikes a careful balance with the good and evil
    prayers he qualifies for.
MONEY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
MONIES
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
MONK
    Char Class: Monk (Fighter)
    Max-Stats : Strength (22), Dexterity (22), Others (18)
    Qualifiers: Strength 9+, Dexterity 9+
    Races     : Elf, Half Elf and Human
    Prime Stat: Strength                   Attack Pts: +(Str/18)+1 per level
    Practices : 3 +[(Wisdom/6)-1 per lvl]  Trains    : 4 +1 per level
    Hit Points: 20 +[(Con/3)+(2d7) /lvl]   Mana      : 100 +[(Int/8)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 20 level(s)
    Weapons   : May use any weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Receives defensive bonus for high dexterity.  Receives unarmed
                attack bonus.  Receives bonus attack when unarmed.  Has Slow Fall
                ability.  Receives trap avoidance.  Receives bonus conquest and
                duel experience.
    Limits    :
    Desc.     :
    Monks are the agile and graceful masters of their own bodies.  Combining quick
    reflexes with intense study of the martial arts makes them a powerful and
    intimidating opponent.  Although Monks may use weapons, most of their power and
    unique ability comes when they are completely unarmed.  And since they depend
    so heavily on their agility, they will find themselves wearing only light cloth
    armors.

    How to play: Either alone or in groups, the Monk is a dizzying class to play.
    Capable of more pure attacks than any other class, and loaded down with dozens
    of Monk-specific physical feats makes the Monk almost mage-like in complexity.
    In fact, the player who loathes worrying about staying up-to-date on equipment,
    but who enjoys the pure fight may be especially attracted to Monk.

    Like all fighters, the Monk will gain experience principally through the
    vanquishing of foes.  Although the armor restriction can seem daunting, the
    Monks extra dexterity bonus to armor, and the wide variety of attacks and
    defences makes them every bit as powerful (if not much more) than the other
    fighter classes.
MORGUE
    The place where ones body is when one dies.
MOTD
    Command : MOTD
    Usage   : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN)
    Example : motd
    Short(s):
    Allows the player to review the news and daily messages.  Using ON and OFF, you
    can also set whether or not you see the message of the day when you log in to
    the mud.  Using AGAIN will re-show the current new daily message, while
    PREVIOUS will show all the old daily messages, with an optional limit.
MOUNT
    Command : MOUNT
    Usage   : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME])
    Example : mount horse
    Example : mount cart horse
    Short(s): ride
    Your character attempts to mount a horse, or other rideable creature, carriage,
    boat, or item.  Once mounted, the creature can be navigated around by use of
    the normal N,S,E,W navigation commands.  Some rideables may also be mounted on
    others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,
    BOARD. Bound creatures can be mounted onto beds or chairs against their will
    with this command also.
MOVEMENT
    The amount of energy your character has to use on moving around, using movement
    based skills, or retreating in combat.  This number will go up as your
    character advances in level.  Resting will replenish lost movement.
MUD
    Stands for Multi-User Dungeon.  It's also a common word for dirt saturated with
    water.
MULTICLASS
    Each class was designed to reach it's peak of gainable skills at level 30.
    Changing to another class is done by going to your respective guild and
    training in the class of your choice. The classes you can become are listed
    when you type QUALIFY.  Changing to another class is done using the TRAIN
    command.

    When multiclassing, always keep in mind the classes you want to become and how
    far you would want to go in them. Some classes affect others in a negative way.
    If you plan to get to level 30 with three subclasses, train in the first before
    your first level of the game. This ensures level 30 status with all the
    classes.

    Just keep track of how far you feel like taking each class, whether it is to a
    certain skill or to it's full potential. It is not required, but can add a
    dimension to playing.
MULTIPLAY
    Better ask an Archon before you try it!
MULTI_PLAY
    Better ask an Archon before you try it!
MXP
    Command : MXP
    Usage   : MXP (OFF)
    Example : mxp
    Example : mxp off
    Short(s):
    Turn MXP (MUD Exchange Protocol) tags on or off.  This command will auto-detect
    whether your client supports the tags by sending the <VERSION> tag.  Use NOMXP
    or OFF argument to disable this feature.
NAGA
    Race Name : Naga (Ophidian)
    Stat Mods.: Dexterity+5, save vs poison+100
    Abilities : Stigma(100%)
    Languages : Draconic(100%), Snake Speak(100%)
    Life Exp. : 42 Years
    Immunities:
    Equipment :
    Desc.     :
    A sharp-featured humanoid head crowns the powerful, sinuous body of this
    snake-like monstrosity.Two slender arms extend from the body of the Naga just
    below the head.
NECROMANCER
    Char Class: Necromancer (Cleric)
    Max-Stats : Constitution (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Constitution 9+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use polearms, axes, swords, daggers, or edged weapons.
    Armor     : May wear any armor.
    Bonuses   : Can sense deaths at Necromancer level 15, and becomes a Lich upon
                death at 30.  Undead followers will not drain experience.
    Limits    : Always fumbles good prayers.  Qualifies and receives evil
                prayers.  Using non-aligned prayers introduces failure chance.
    Desc.     :
    Necromancers are the dark lovers of death and the dead, serving the gods in
    this special and little appreciated realm.  The Necromancer is an evil aligned
    class, meaning that he will always fumble on good prayers, and does not qualify
    for good prayers.  However, the Necromancer can use many dangerous edged
    weapons, any kind of armor, and gets numerous special prayers known only to the
    Necromancer, such as the ability to animate all kinds of wicked undead, even at
    low levels. Eventually, the Necromancer may even become a Lich himself!

    How to play: Unlike most clerics, the Necromancer is not a good group player.
    He does best alone with the friends he "makes" out of the dearly departed, so
    long as he is careful to keep them magically Fed and Healed long enough to gain
    useful levels. The necromancer is hated in towns, and may even be arrested if
    he brings his undead "friends" to town for a visit.  If the Necromancer keeps
    his charisma high, he can lead a truly formidable army before which all others
    will surely tremble.
NEWS
    Command : NEWS
    Usage   : NEWS (ON/OFF/AGAIN/PREVIOUS)
    Example : news
    Short(s):
    Allows the player to review the news and daily messages.  Using ON and OFF, you
    can also set whether or not you see the message of the day when you log in to
    the mud.
NOANSI
    Command : NOANSI
    Usage   : NOANSI
    Example : noansi
    Short(s):
    Turn off ANSI color output.  Use ANSI to turn this feature on again.
NOBATTLESPAM
    Command : NOBATTLESPAM (ON/OFF)
    Usage   : NOBATTLESPAM (ON/OFF)n
    Example : nobattlespam
    Example : nobattlespam on
    Short(s):
    Changes whether you see normal combat messages, including standard weapon hits
    and misses, and most damage messages.  When turned on, the player will only
    receive a brief summary of all damage taken by each combatant. By itself, this
    command will toggle the state of the flag.  Use ON or OFF to specify whether
    the flag is on or off.  See also CONFIG.
NOCHANNEL
    Command : NO[CHANNEL]
    Usage   : NO[CHANNEL]
    Example : no[channel]
    Short(s):
    This command turns off the [CHANNEL] channel.  See [CHANNEL] for more info.
NOFOLLOW
    Command : NOFOLLOW
    Usage   : NOFOLLOW ([NAME])
    Example : nofollow
    Example : nofollow my dog
    Short(s):
    When used without a parameter, this command toggles whether or not your
    character will accept new followers.  When a name is specified, this command
    causes a follower of that name to no longer follow you.  See also REBUKE,
    GROUP, FOLLOW, FORMATION, ORDER, and GTELL.
NOMXP
    Command : NOMXP
    Usage   : NOMXP
    Example : nomxp
    Short(s):
    Turn off MXP (MUD Exchange Protocol) tags.  You may use the MXP command to turn
    them on, if your mud client supports them.
NOPOSE
    Command : NOPOSE
    Usage   : NOPOSE
    Example : nopose
    Short(s):
    Turns off your current pose.  See the POSE command.
NORTH
    Command : NORTH
    Usage   : NORTH
    Example : north
    Short(s): N
    Travel northward from the present room or location.
NORTHEAST
    Command : NORTHEAST
    Usage   : NORTHEAST
    Example : northeast
    Short(s): NE
    Travel northeastwardly direction from the present room or location.
NORTHWEST
    Command : NORTHWEST
    Usage   : NORTHWEST
    Example : northwest
    Short(s): NW
    Travel northwestwardly direction from the present room or location.
NOSOUNDS
    Command : NOSOUNDS
    Usage   : NOSOUNDS
    Example : nosounds
    Short(s):
    Turn off MSP (MUD Sound Protocol) sound codes.  You may use the SOUNDS command
    to turn them on, if your mud client supports them.
NOTEACH
    Command : NOTEACH
    Usage   : NOTEACH
    Example : noteach
    Short(s):
    This command toggles whether you can teach, practice, or train, or be taught,
    practiced with, or trained.  It does not affect the auto-gains in skill
    proficiency.
NOTES
    See the IDEA, BUG, or TYPO commands.  If you are looking for general message
    areas, you may have to find a standing board, or a journal you can carry
    around. If you wish to leave a note for a player who isn`t online, see JOURNAL.
OBJECTS
    Objects are items you can GET, PUT, DROP, GIVE, REMOVE, WEAR, WIELD, HOLD,
    DESTROY, etc.
OBSERVATION_SCORE
    Your ability to see hidden things.  This score appears when searching, or when
    under the affect of a spell which allows you to see hidden. It has based on
    your Wisdom, proficiency in your detection skill/spell, and your height.
OGRE
    Race Name : Ogre (Giant-kin)
    Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs
                mind-10, save vs poison+10, max strength adj.+4, max intelligence
                adj.-1, max dexterity adj.-2, max charisma adj.-1
    Abilities : Bad Reputation(100%), Butchering(75%)
    Languages : Gigantic(100%), Orcish(50%)
    Life Exp. : 148 Years
    Immunities:
    Equipment : A large patchy tunic, some torn leggings, a knitted weapon belt
    Desc.     :
    Ogres are the less enlightened kin to the giants, possessing great strength and
    ferociousness at the expense of their intellect and dexterity .  As they are
    naturals at ripping things apart, they make excellent butchers.  Their class
    choices are limited, but any kind of Fighter or Barbarian would suit an ogre
    very well.
OOC
    An acronym for "Out of Character" as well as a chat channel on some muds. Use
    CHANNELS to get a list of chat channels here.
OPEN
    Command : OPEN
    Usage   : OPEN [ITEM/DIRECTION NAME]
    Example : open chest
    Example : open door
    Example : open east
    Short(s):
    Attempts to open, by ordinary means, the item, door,  or any other entity
    specified.
ORACLE
    Char Class: Oracle (Cleric)
    Max-Stats : Intelligence (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Intelligence 9+
    Races     : Dwarf, Elf, Half Elf and Human
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use hammers, staves, flailed, natural, or blunt weapons.
    Armor     : May wear any armor.
    Bonuses   : Receives a non-class skill at 30th level, and every Oracle level
                thereafter.
    Limits    : Always fumbles evil prayers.  Qualifies and receives good
                prayers.  Using non-aligned prayers introduces failure chance.
    Desc.     :
    Oracles are those who seek the infinite wisdom of their god, forever probing
    the vastness of divine knowledge.  So knowledgable are the Oracles that they
    actually begin to gain arcane divination spells in addition to their assortment
    of prayers.  The Oracle, being a seeker of truth and knowledge, is a good
    aligned class, meaning that they will always fumble evil prayers, and do not
    qualify for them.  Beyond 30th level, the Oracle begins to gain skills from
    other classes previously unknown to him, as the mysteries of the universe begin
    to be revealed.

    How to play: The Oracle is an often consulted player, much like the Arcane
    diviner, for his ability to see beyond the obvious to the important truths
    around him.  For this reason, the Oracle may be often picked for grouping.  The
    Oracle himself, however, will need to determine if such a course is divinely
    inspired.
ORC
    Race Name : Orc (Porcine)
    Stat Mods.: Strength+2, intelligence-1, charisma-1, wisdom-1, save vs
                water-10, save vs poison+10, max strength adj.+2, max
                intelligence adj.-1, max charisma adj.-1, max wisdom adj.-1
    Abilities : Infravision, Taint of Evil(100%), Butchering(50%), Vicious
                Blow(25%)
    Languages : Orcish(100%), Undercommon(25%)
    Life Exp. : 220 Years
    Immunities:
    Equipment : A tattered tunic, a pair of tattered pants, a knitted weapon belt
    Desc.     :
    Orcs are powerful, brutish porcine humanoids that take great joy in the agony
    of others.  Their society is dictated by the strongest, most-vicious alphas of
    the tribe, who often band together to create great war-parties to destroy other
    species? civilization.
ORDER
    Command : ORDER
    Usage   : ORDER
    Example : order dog flee
    Short(s):
    If your character has any followers, whether characters or mobs, this command
    will allow you to force that follower to perform any command listed in the
    COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and
    GTELL.
OUTFIT
    Command : OUTFIT
    Usage   : OUTFIT
    Example : outfit
    Short(s):
    Should your character ever be without clothing or weapon (usually due to
    death), this command will give your character some newbie equipment to get by
    with.
PACKAGE
    Command : PACKAGE
    Usage   : PACKAGE [NUMBER] [ITEM NAMES]
    Example : package 10 daggers
    Example : package all bottles
    Short(s):
    This command packages together several identical items.  Thus grouped, the
    items may be easier to sell to shopkeepers and easier to carry.  The items must
    all be exactly the same.  Currency may not be packaged.  Raw resources, such as
    wood or ore metals, may be packaged, but will not then be available for use by
    crafting skills.  To do that, you would need to bundle the resources instead.
    Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]
    syntax.
PAGEBREAK
    Command : PAGEBREAK
    Usage   : PAGEBREAK [LINE NUMBER]/DISABLE
    Example : pagebreak 25
    Example : pagebreak disable
    Short(s):
    This command will allow the player to disable the default mud page break
    system, or to set it to a higher or lower number to accommodate their terminal.
PALADIN
    Char Class: Paladin (Fighter)
    Max-Stats : Strength (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Strength 9+
    Races     : Human
    Prime Stat: Strength                   Attack Pts: +(Str/18) per level
    Practices : 3 +[(Wisdom/6) per lvl]    Trains    : 4 +1 per level
    Hit Points: 20 +[(Con/2)+(2d6) /lvl]   Mana      : 100 +[(Int/8)+(1d3)/lvl]
    Movement  : 100 +[12X(Str/18) /lvl]    Damage Pts: +1 damage per 30 level(s)
    Weapons   : May use any weapons.
    Armor     : May wear any armor.
    Bonuses   : Receives bonus conquest and duel experience.
    Limits    : Must remain good to avoid spell/skill failure chance.
    Desc.     :
    Paladins are holy fighters, possessing many of the traits of both Fighters and
    Clerics, though in less intensity than either class alone.  They may learn
    Cleric spells at higher levels, and possess numerous fighting techniques.
    Their weapons and armor choices are unlimited, but Paladins are restricted to a
    good alignment.

    How to play: Paladin's have the potential of being the most powerful of
    classes, and the most desired of group members.  Their powerful combat skills
    and auras of power make them the perfect tanks for groups, especially since
    their Cleric healing abilities can allow them to fill this gap in a group.
    Alone, they can also flourish, vanquishing evil with the efficiency of the
    fighter.

    The only weakness of the Paladin is his reliance on goodness.  In most muds,
    this limits his adventuring choices greatly.  However, his strengths for
    lasting and winning in combat are so broad, he will quickly advance.
PAROLE
    Parole is a sentence someone receives instead of jail time.  A player that is
    paroled may not leave the area, and is restricted from Recall and other similar
    spells for the duration of the parole.  A paroled player may not flee combat.
PARTY
    An adventuring party is formed when a player uses the FOLLOW command to follow
    another player.
PASSWORD
    Command : PASSWORD
    Usage   : PASSWORD
    Example : password
    Short(s):
    Allows you to change your characters password.
PAST_LIFE
    When a character REMORTs, they gain achievement(s) based on the classes and
    levels in those classes that they have at the instance before REMORTing. Remort
    achievements are numbered to display how many times a character must remort at
    or above the level requirement to gain that achievement (and the associated
    benefits). All Remort benefits are cumulative, so a level 90 character with 60
    levels of fighter and 30 levels of barbarian would gain a fighter past life
    achievement, a fighter savant past life achievement and a barbarian past life
    achievement. Remorting a subsequent time in the same class would increment the
    Past Life number, so a player will receive the benefits of Past Life II on the
    next REMORT after receiving the Past Life I achievement from a particular
    class. The bonuses from each of those achievements are also cumulative, so if
    two achievements each offer a Attack +2 bonus, then all subsequent characters
    on the account would gain Attack +4. Skills and Expertises are granted for free
    at the level indicated. For specific achievement rewards from remorting, see
    help (class) past life I, (class) savant past life I, and prodigal (class) past
    life I.
PERFUME
    Perfume is something that makes you smell pretty.  You WEAR it.
PETS
    Players, especially at lower levels, may wish to purchase or charm animals or
    other creatures to follow them.  These creatures are called pets, and will
    usually assist the player in combat.  This can aid a player who has trouble
    surviving, though pets will also siphon off some experience the player would
    otherwise receive alone. Rangers and Druids adventuring with pets are not
    hindered in this way, however.  The number of pets or followers you can have
    depends on your Charisma score.
PIRATE
    Char Class: Pirate (Thief)
    Max-Stats : Dexterity (22), Charisma (22), Others (18)
    Qualifiers: Dexterity 5+, Charisma 5+
    Races     : All
    Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/6)+(1d3)/lvl]
    Movement  : 100 +[8X(Str/18) /lvl]     Damage Pts: +1 damage per 5 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear leather, cloth, or vegetation based armor.
    Bonuses   : Bonus XP in ship combat, and combat bonus for each fake limb.
    Limits    : Get less leniency from the law, no limb recovery after death, and
                can be paid to leave combat.
    Desc.     :
    The Pirate is a rogue and scourge of the high seas, a master of ship combat,
    and ruthless to those who refuse to surrender their booty. The Pirate is most
    suited for combat from the deck of huge sailing ships, being able to get the
    most out of their ship, their weapons, and their landlubber contacts.  Their
    brutal lifestyle even gives them combat bonuses with fake limbs.  However,
    Pirates also get harsher treatment from the law, and are so greedy for gold
    that they can literally be paid to walk away from combat.

    How to play: The Pirate is a middlin' fair rogue on the land, and can survive
    well enough among landlubbers, but absolutely excels in command of a ship in
    pursuit of weak seabound targets.  Clans would do well to keep a
    former-independent Pirate around to captain their ships for when the real ones
    come calling.
PIXIE
    Race Name : Pixie (Fairy-kin)
    Stat Mods.: Strength-6, dexterity+7, constitution-7, charisma+2, save vs
                poison+10, save vs magic+50, max strength adj.-6, max dexterity
                adj.+4, max constitution adj.-4, max charisma adj.+2
    Abilities : Infravision, Winged Flight(100%), Foraging(50%), Improved
                Invisibility(100%)
    Languages : Fey(100%)
    Life Exp. : 430 Years
    XP Adjust.: -10%
    Immunities: Poison Ivy
    Equipment : A delicate green shirt, a pair of sandals, some delicate
                leggings, a knitted weapon belt
    Desc.     :
    Pixies are playful fairy-kin, standing roughly two feet tall.  These pranksters
    rarely venture into society, but sometimes enjoy pranking villagers near their
    woodland habitats.  Pixies have transparent butterfly wings and the innate
    ability to remain invisible as long as they wish.  Pixies are vegetarians and
    eating meat can make them violently ill.
PLAYERKILL
    Command : PLAYERKILL
    Usage   : PLAYERKILL
    Example : playerkill
    Short(s): PKILL PVP
    Toggles whether or not your character may kill, and be killed by other players.
     The area permitting, you may only kill another player when both your
    playerkill flag and the other players playerkill flags are both on.  If you do
    engage in combat with another player, you will not be permitted to logoff or
    turn off your playerkill flag for 5 minutes.
POLITICS
    Use HELP CLAN to get information on Clan Politics
POLL
    Command : POLL
    Usage   : POLL
    Example : poll
    Short(s):
    Lists any polls that the player can participate in, or view the results of.
POOF
    Command : POOF
    Usage   : POOF
    Short(s):
    This command can be used to change your death message to some alternative.
    This is the message seen both by you and others when you die.
PORTSIDE
    Command : PORTSIDE
    Usage   : PORTSIDE
    Example : portside
    Short(s):
    Travel towards the left side of a ship.
POSE
    Command : POSE
    Usage   : POSE [STANDING DESCRIPTION] ...
    Example : pose is standing here talking to himself.
    Short(s):
    Changes the message that is seen when a player is standing passively in a room.
     Use NOPOSE to turn off.
POUR
    Command : POUR
    Usage   : POUR [DRINK SOURCE] [CONTAINER NAME]
    Example : pour spring bottle
    Example : pour waterskin bottle
    Example : pour bottle out
    Short(s):
    Attempts to refill a liquid container, such as a bottle or a cup, from the
    given source.  In many cases, containers can be refilled from other containers.
POWERS
    Powers are what a deity bestows upon Clerics for performing the required
    ritual.  Clerics receive a random power of their god.
PRACTICE
    Command : PRACTICE
    Usage   : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME])
    Example : practice sneak Horice
    Short(s):
    Once your character has acquired some skill or spell, the only way to increase
    the proficiency of your ability is to practice it.  A skill or spell can only
    be practiced with those characters or mobs who already know the skill or spell
    sufficiently.  You must also have at least 1 practice point to practice a skill
    or spell.
PRACTICES
    Practice points are used to improve skills, spells, prayers, chants, or songs.
    They may also be spent on certain new skills.  Use the SKILLS, SONGS, PRAYERS,
    CHANTS, or SPELLS commands to see what skills you may practice.  Use the
    QUALIFY command to see what skills you may gain.

    Skills are improved by going to a player or mob that knows the skill you wish
    to improve, and then using the PRACTICE command.  See HELP PRACTICE for more
    information on how to use this command to improve skills.
PRAY
    Skill    : PRAY
    Usage    : PRAY [PRAYER NAME] [TARGET NAME]
    Example  : pray cure light orc
    Short(s) : PR
    Clerics, and at later levels, Paladins can invoke their magical abilities using
    the pray command.  Some prayers require that you direct the energy at a target,
    while others only apply to the cleric.  For help on a particular prayer, enter
    help and then the name of the prayer.
PRAYERS
    Command : PRAYERS
    Usage   : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL])
    Example : prayers
    Example : prayers healing
    Example : prayers ?
    Example : prayers cure light wounds
    Short(s):
    Lists any prayers that you know, along with your proficiency in them. Can also
    be qualified to list your prayers by domain, or use ? to list domains.  You can
    get your level and proficiency for a particular prayer by listing it by name. A
    level parameter may be given to show prayers only up to that level.
PROMOTE
    Use HELP CLAN to get information on promoting clan members.
PROMPT
    Command : PROMPT
    Usage   : PROMPT ([NEW PROMPT STRING])
    Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N>
    Example : prompt default
    Short(s):
    Display or change your prompt string.  Typing PROMPT DEFAULT will reset your
    prompt to the default setting.  You can enter PROMPT ^N to effectively turn
    "off" your prompt.
    Valid embedded codes for custom prompts include:
    %h :  Display your current hits        %H :  Display your maximum hits
    %m :  Display your current mana        %M :  Display your maximum mana
    %v :  Display your current moves       %V :  Display your maximum moves
    %p :  Action points remaining/tick     %P :  Display maximum action pts
    %x :  Display your current experience  %X :  Display your needed experience
    %g :  Display the value of your money  %G :  Display amount/name of money
    %a :  Display alignment in percent     %A :  Display your alignment as text
    %w :  Display your weight encumbrance  %W :  Display max carryable weight
    %c :  Display item encumbrance         %C :  Display max carryable items
    %e :  Display person under attack      %E :  Display attacked persons state
    %t :  Display the time of day          %T :  Display the hour of the day
    %Kh:  Display the tanks current hits   %KH:  Display the tanks maximum hits
    %Km:  Display the tanks current mana   %KM:  Display the tanks maximum mana
    %Kv:  Display the tanks current moves  %KV:  Display the tanks maximum moves
    %Ke:  Display the tanks name           %KE:  Display the tanks health
    %I :  Display hidden/invis. status     %@ :  Display the weather here
    %d :  Display the range to your victim %D :  Display ammo remaining
    %B :  Go to a new line                 %z :  Display current area name
    %r :  Display name of the room         %R :  Display room number (ADMIN ONLY)
    %y :  Display common skill % progress  %Y :  Display common skill time remain
PUBLIC_SHAMING
    One who is being publicly shamed, and cannot be interacted with, or even
    directly spoken to or about.
PULL
    Command : PULL
    Usage   : PULL [ITEM NAME]/[MOB NAME] [DIRECTION]
    Example : pull door
    Example : pull orc east
    Short(s):
    Gives a hard pull on an item or any other entity specified. A target mob must
    be bound to be pulled successfully without resistance.
PURGE
    If you wish to destroy your character, use the RETIRE command.  If you wish to
    purge something else, and you are an Archon, use the DESTROY command.
PURIST
    Char Class: Purist (Cleric)
    Max-Stats : Charisma (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Charisma 9+
    Races     : Dwarf, Elf, Half Elf and Human
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use hammers, staves, flailed, natural, or blunt weapons.
    Armor     : May wear any armor.
    Bonuses   : Receives 1pt/level cold damage reduction.
    Limits    : Always fumbles evil prayers, and fumbles all prayers when
                alignment is below pure neutral.  Qualifies and receives good
                prayers, and bonus damage from good spells.  Using non-aligned
                prayers introduces failure chance.  Vulnerable to fire attacks.
    Desc.     :
    Purists are the idyllic representatives of the goodness of divinity.  They are
    so strict in their goodness that they seem to many cold and unyielding. This
    nature is so ingrained, in fact, that the purist gains many cold and cold-based
    attacks and defensive prayers.  This includes special powers over water and
    purity.  The Purist is a good aligned class, meaning that he always fumble evil
    prayers.

    How to play: The Purist is a wonderfully social cleric, though only in the
    sense that he is often found with other people.  His strict unyielding prayers
    can sometimes get annoying glances from group members, though the Purist should
    remain resolute in his convictions that he is right.  Overall, the Purist is a
    good balanced cleric who can hold his own, as well as a valued group member (so
    long as he keeps his mouth shut).
PUSH
    Command : PUSH
    Usage   : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION]
    Example : push door
    Example : push orc east
    Short(s):
    Gives a good hearty push on an item or any other entity specified. A target mob
    must be bound to be pushed successfully without resistance.
PUT
    Command : PUT
    Usage   : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME]
    Example : put all dagger backpack
    Example : put all backpack
    Example : put pie backpack
    Example : put pie.2 backpack
    Example : put 4 berries backpack
    Short(s):
    Takes an item from your carried inventory or from the area or room and places
    it into the specified container.
PUT_OUT
    To extinguish something that's on fire.  See help on the PUT command.
QUALIFY
    Command : QUALIFY
    Usage   : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..)
    Usage   : QUALIFY (ILLUSION, POISONING, WARDING, MARTIAL LORE, etc..)
    Example : qualify
    Example : qualify skills
    Example : qualify poisoning
    Short(s): qual
    Lists all of the skills, spells, languages, prayers, and/or songs which your
    character presently qualifies for, but does not know, along with the
    requirements to gain the new skill.  You can use the parameter (spells, songs,
    chants, prayers, thief, skills, common, expertises, crafting, non-crafting,
    etc) to get a more focused list. You can also use a domain name (illusion,
    trapping, blessing, etc) to focus the list in that way.  Specifying the
    expertise parameter will also show you the stat qualifications for each.
QUEST
    Quests are tasks which can be completed by players for prizes, typically quest
    points, experience, money, or all three.  Some quests are driven by Archons,
    while others are automated by the system.  See also QUESTCHAT and QUESTWINS.
    See HELP QUESTS for more information on the QUESTS command.
QUESTCHAT
    QUESTCHAT is the default Questing channel for CoffeeMud.  If you see someone,
    especially a non-player mob, chatting on this channel, it is likely because he
    is announcing the beginning of a quest.
QUESTS
    Command : QUESTS
    Usage   : QUESTS (WON/[QUEST NAME]/DROP [QUEST NAME])
    Example : quests
    Example : quests won
    Example : quests fido quest
    Example : quests drop fido quest
    Example : questwins
    Short(s):
    This command is for listing quests you are either involved in, or were involved
    in.  Entering the command without any parameters will list quests you have
    expressly accepted, excepting those which are competitive, area-oriented, and
    therefore non-personal.

    Using the WON parameter will list quests you are listed as having won in the
    past.  Having a quest on this list does not necessarily mean you can not
    complete it again, but usually it does.

    Using the DROP parameter will let you, usually, drop a quest, so that you can
    start it over again.  This does not work with all quests.

    Enter a quest name as a parameter will attempt to redisplay any pertieant
    information about that personal quest.  The quest name entered here must be on
    listed in the QUESTS command.
QUEST_POINTS
    Quest Points, gained through completing quests, can be spent with special
    shopkeepers who exist for this purpose.
QUIET
    Command : QUIET
    Usage   : QUIET (ON/OFF)
    Example : quiet
    Example : quiet off
    Short(s):
    Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them
    back on, you may issue the GOSSIP, GRATZ command again, or reissue the QUIET
    command to turn them all back on.
QUIT
    Command : QUIT
    Usage   : QUIT
    Example : quit
    Short(s):
    Exit the mud and close your connection.
RACE
    Try HELP: Duergar Dwarf Elf Gnome Half Elf Halfling Human.
RACES
    Try HELP: Duergar Dwarf Elf Gnome Half Elf Halfling Human.
RANGE
    When combat is initiated, CoffeeMud will instantly determine the distance
    between the two combatants.  The initial distance will be based on the size of
    the room the players are in, and the maximum range of the weapon or spell used
    by the initiator of combat.  If either combatant is in a group, the initial
    distance of the group members from their combatant will be based on their
    formation (see FORMATION) if one was specified.

    During combat, if a combatant is out of range of their primary weapon, they
    will automatically advance towards their opponent until they are within the
    minimum range of their primary weapon. If a combatant has AUTOMELEE turned
    *off*, however, they will do the opposite -- they will not advance if they are
    out of range, but WILL spend actions retreating if they are too close to their
    opponent (outside the minimum range of their weapon).  AUTOMELEE should
    therefore be turned on for fighters who use melee weapons and need to make sure
    they constantly advance, and should be turned off for mages using ranged
    spells, or users of ranged weapons like bows.
RANGER
    Char Class: Ranger (Fighter)
    Max-Stats : Strength (22), Intelligence (22), Others (18)
    Qualifiers: Strength 9+, Intelligence 9+
    Races     : Elf, Half Elf and Human
    Prime Stat: Strength                   Attack Pts: +(Str/18) per level
    Practices : 3 +[(Wisdom/6) per lvl]    Trains    : 4 +1 per level
    Hit Points: 20 +[(Con/2)+(2d6) /lvl]   Mana      : 100 +[(Int/7)+(1d3)/lvl]
    Movement  : 100 +[12X(Str/18) /lvl]    Damage Pts: +1 damage per 30 level(s)
    Weapons   : May use any weapons.
    Armor     : May wear any armor.
    Bonuses   : When leading animals into battle, will not divide experience
                among animal followers.  Receives bonus conquest and duel
                experience.  Benefits from animal followers leveling.
    Limits    : Must remain Neutral to avoid chant failure chances.
    Desc.     :
    Rangers are noted primarily for their ability to track their friends and
    enemies, though their knowledge of the natural world has also given them great
    magical strength.  They are a cross between the fighter and the druid, gaining
    druid chants at higher levels, and numerous fighting techniques.

    How to play: Rangers can provide a unique opportunity for experience
    advancement in a mud.  Their combat skills make them desirable as group members
    as tanks. Their ability to use scrolls gives them access to magic that grants
    them some of the mages versatility.  Meanwhile, the druidic chants they learn
    gives them a unique affinity with animals, allowing them to form their own
    groups as well.

    The Ranger, like the Paladin, is not quite as strong a fighter as a pure
    fighter, but makes up for this using his magical animal affinity.  Also, the
    Ranger will have to be careful to maintain a neutral alignment in order for the
    druidic chants to become useful.  In the meantime, the ranger must use scrolls
    and other magical items to supplement his natural fighting skill.
READ
    Command : READ
    Usage   : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME]
    Example : read sign
    Example : read "magic missile" orc scroll
    Example : read 1 cork board
    Example : read all corkboard
    Example : read new corkboard
    Example : read all new corkboard
    Short(s):
    Attempts to read, by ordinary means, the item, door, journal, or any other
    entity specified.  For scrolls, you may specify a particular spell to read off
    of the scroll, thus invoking it.  For scrolls with only one spell, you do not
    need to specify the spell name.  Scroll require that the "Read Magic" spell be
    cast on them before they may be invoked.  For journals (note areas), you can
    either not specify a message number to list all messages, or specify the
    message number as the second parameter in order to read a particular message.
    You can also specify the all flag to see older listings, or the new flag to
    only see new activity entries.
REBUKE
    Command : REBUKE
    Usage   : REBUKE [MOB NAME]
    Example : rebuke brutus
    Short(s):
    This command allows your character to stop serving a liege, or to cause a
    vassal serving you or a follower to no longer do so.  If you are rebuking a
    vassal, they must be in the same room.  If you are rebuking your liege, or a
    follower, you need only enter their full name.  This command can also be used
    to stop worshiping a deity.  See the SERVE and VASSALS commands and the CONVERT
    skill.
RELIGION
    The worship of the gods not only has a role playing aspect to it, but can have
    tangible benefits for players as well.

    The DEITIES command may be used to list the gods, and to learn about the
    blessings given by and the rituals demanded by each deity. Once a player is a
    worshipper of a deity, they may use the rituals to receive one of the listed
    blessings.  Gods may have alignment or other requirements which, if broken, can
    bring their wrath down upon those they rebuke.

    To worship a deity, the player must find a Cleric who can use the CONVERT skill
    to convert the player to the worship of their deity.  Clerics may use the
    CONVERT skill to change their own deity at any time, though they will suffer a
    severe penalty when they abandon their previous deity.

    See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.
REMORT
    Command : REMORT
    Usage   : REMORT
    Example : remort
    Short(s):
    Causes your player to lose all or most of their levels, skills, stats, and
    other personal attributes, without ever losing your equipment, bank accounts,
    properties, or clan affiliation.  This allows you to try a different direction
    with your character.  See also help on PAST LIFE.

    Remorting requirements: Allows only levels greater than 60.
REMORTING
    For direct REMORTING, if your mud supports it, please see help on the REMORT
    command.  Otherwise, remorting requires careful planning and, if you don't have
    the benefits of certain Druidic chants, lots of time.  Legacy remorting is done
    through your children.  Children are created by using the MATE social with a
    member of the opposite sex while the both of you are suitably undressed.  If
    pregnancy occurs in the female, birth will occur some 10 mud-months following
    this, though the time required to give birth is highly race-dependent.  The
    child should remain in the mothers inventory until it can walk, which occurs 9
    mud- months following birth (more or less, depending on race again).  If the
    baby is Christened by a Cleric with a player legal name, and if the child
    remains as a follower of either the father or the mother until it grows up, it
    will become a player, which occurs 18-27 mud-months after birth.  If the child
    does not remain an active follower, or if it is never Christened, it will grow
    up to be a mob, or perhaps not grow up at all! Should the named child grow up,
    the child will cease to be a following mob, and become a player which can be
    logged-in as.  The child may be a mixed breed of the mother and father if one
    of them is a Human and the other is not.  Racial benefits will be split between
    the mother and father, though children will have a bonus to one of their
    maximum stats when they become a player, making them a good choice for playing!
REMOVE
    Command : REMOVE
    Usage   : REMOVE [ITEM NAME]
    Example : remove sword
    Short(s): rem
    Will remove the specified item that is being worn, held, or wielded, and place
    it back into your carried inventory.  See the INVENTORY, WIELD, HOLD, or WEAR
    commands for more information.
REPAIR
    If your equipment falls into disrepair, you may use one of your skills to
    repair the item, or take the item to a repair shop to pay for the work to be
    done.  The skill required to mend an item depends on the type and material of
    the item.  Skills capable of mending include: Leatherworking, Armorsmithing,
    Weaponsmithing, Carpentry, Sculpting, Scrimshaw, Tailoring, and Weaving.
REPLAY
    Command : REPLAY
    Usage   : REPLAY [NUMBER]
    Example : replay
    Example : replay 20
    Short(s):
    Redisplays the last lines of text your player has received.
REPLY
    Command : REPLY
    Usage   : REPLY [MESSAGE]
    Example : reply What did you say?
    Short(s): rep
    If your character is the target of a TELL or SAY command, this will allow you
    to quickly respond with a TELL message to them.
REPORT
    Command : REPORT
    Usage   : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/...])
    Usage   : REPORT ([...LANGUAGES/EXPERTISES/AFFECTS/STATS/ALL])
    Example : report
    Example : report spells
    Short(s):
    Quickly say outloud your hit points, mana, movement, and experience, or list
    out your spells, skills, stats, or other abilities.
REPUTATION
    Reputation refers to the feelings that mobs in particular places, or particular
    races, or with particular names have about each player.  Reputation can be
    gained or lost on a per-Area basis, a per-Race basis, or for each individual
    mob name. By default, players start off with a Neutral reputation, meaning that
    the mobs will not react one way or another towards the player. Player behavior
    towards the mobs, over time, will increase or decrease reputation.

    Reputation is increased from neutral to Liked, Loved, and Hero by the following
    methods:
    1. Peacefully hanging around the mobs for a long time, or within their Area for
    Area-based reputation.
    2. Chatting with mobs who will talk to players will increase reputation even
    faster than simply hanging around them.
    3. Giving mobs money will increase reputation with them, though this benefit
    decreases as the mobs become richer.

    When a players is Liked by mobs, the mobs will be in a brighter mood when
    around the player.  When Loved, the mobs will be more chatty with the player,
    may cast benevolent spells on them, and will seem slightly more charismatic
    (for area based reputation).  When a Hero, the mobs will do all the above, as
    well as guard the player from aggression.  A Hero player will not be attacked
    by aggressive mobs.

    Reputation is decreased from neutral to Disliked, Hated, and Villain by one of
    two methods:
    1. Killing them.
    2. Getting arrested (for area based reputation).

    When a players is Disliked by mobs, the mobs will be in a more sour mood when
    around the player.  When Hated, the mobs will be slightly more aggressive
    towards the player.  When a Villain, the mobs go out of their way to slaughter
    the player, even if normally peaceful.

    See also help on FACTIONS command.
REQUEST
    Try the IDEA, BUG, or TYPO commands.
RESIZE
    Lots of the crafting-style Common Skills let you resize armor or clothing to
    fit a new person.
REST
    Command : REST
    Usage   : REST
    Example : rest
    Short(s):
    Makes your character sit down and take a rest.  When resting, movement, hit
    points, and mana are regained more quickly.
RETIRE
    Command : RETIRE
    Usage   : RETIRE
    Example : retire
    Short(s):
    If you REALLY think there is no hope for your character, this command will
    delete your adventurer from the system forever.  If there is still SOME hope,
    and you qualify, you might consider the REMORT command.
REVOLT
    What a conquered area might do if you don't keep them happy with clan items to
    keep them busy.
RIDE
    See the BOARD or MOUNT commands.
RITUALS
    Actions or steps which must be taken to receive the Blessings or Powers of a
    god. Rituals are also performed to complete religious services.
ROLEPLAY
    Role Playing is pretending that you really are the character in this MUD.  By
    placing yourself in the characters shoes, and entering commands you believe
    such a person would actually do, you are Role Playing.
ROOM_ID
    If you are trying to find out the ID of a room you want to buy, then find a
    room that you believe is for sale and enter LOOK ID.  Write down the number you
    see there, as it will be the number on the title for that property.
ROPE
    Ropes and chains are great for helping with climbing problems, such as being in
    a pit.  Throwing ropes into rooms one must otherwise climb will cause them to
    hang there, allowing people in those rooms, or even in adjacent rooms, to use
    them for climbing.
RUINED
    Items obtained from creatures and mobs can be ruined during combat.  A ruined
    item has no value, and can not be worn or used for its original or obvious
    purpose.
RULES
    Command : RULES
    Usage   : RULES
    Example : rules
    Short(s):
    See a little message listing the rules.
RUN
    Command : RUN
    Usage   : RUN ([NUMBER]) [DIRECTION] (etc..)
    Example : run east
    Example : run east north
    Example : run 4 north 2 east
    Short(s):
    Allows your player to travel in the given path.  Multiple directions may be
    specified.  This is faster than normal travel, but expends movement more
    quickly as well.
SAILING
    The captains of their own large multi-room sea vessels have many commands at
    their disposal for sailing the ship.

    The first thing to know is that, whenever you are on the deck of your ship, you
    can see what is in the waters or port around the ship almost as easily as you
    can see the deck itself.  To do this, you can either use the EXAMINE or
    LONGLOOK command to see both the deck and surrounding space, or LOOK directly
    at one of the exits from the ship.  If there are other ships in the same place
    as yours, you can also look directly at the other ship.

    When your ship is at port, you will want to have the ANCHOR lowered so that it
    can not move around. To do this, use the LOWER ANCHOR command.  When you want
    to get underway again, you'll have to RAISE ANCHOR.  You can lower and raise
    the anchor as often as you like in order to keep your ship in place or in
    motion.

    Friendly ships at sea may want want to exchange cargo or visit each other, and
    this is done by using the TENDER command.  By entering TENDER [OTHER SHIP
    NAME], your ship will offer to connect the ships via their gangplanks.  If the
    captain of the other ship likewise enters the TENDER command, then crews will
    be able to move freely between the ships using the gangplank.  Sailing away or
    combat will disconnect them.  If the friendly is a little boat, then the boat
    can TENDER [YOUR SHIP NAME], allowing you to RAISE [BOAT NAME] in order to get
    the little boat and its cargo onto your deck.  Small boats can be likewise
    lowered back to sea by using LOWER [BOAT NAME].

    To move a sailing ship, the simplest way is to enter SAIL [DIRECTION].  If the
    anchor is up, and the direction is one in which there is water, the ship will
    move in that direction.  For example, SAIL WEST will sail the ship west.

    Your ship can also move under-sail without constant direction using either the
    STEER or COURSE command. To make your ship move constantly in the same
    direction, use STEER [DIRECTION] command.  So long as the anchor remains up,
    and there remains more sea to travel, the ship will continue in that direction.
     If your directions are more complex, you can use the COURSE [DIRECTION]
    [DIRECTION] ... command to give the ship a series of directions to follow
    without supervision.

    See also help on SHIP_COMBAT
SAILOR
    Char Class: Sailor (Commoner)
    Max-Stats : Dexterity (24), Constitution (24), Others (18)
    Qualifiers: Constitution 5+, Dexterity 5+
    Races     : All
    Prime Stat: Dexterity                  Attack Pts: +(Dex/18)-1 per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/9)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 15 level(s)
    Weapons   : May use any weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Sailors earn twice as much XP as other commoners when trawling,
                sea explore xp, and double experience in ship combat.
    Limits    :
    Desc.     :
    Sailors are the workmen of the high seas.  These common folk spend their lives
    gathering resources, traveling, transporting goods, and exploring seas, rivers,
    and lakes.  On large sailing vessels, their skills are unparalleled, and no
    ship should be without plenty of them.
SAVES
    Your saving throws can indeed help you in a pinch.  Every player has them.
    They aid against everything from magic affects to fire damage. Gas attacks,
    Acid burns, Cold chills, Undead magic, Water blasts, Diseases, Poisons,
    Electric burns, Paralysis, Mind influences, and Traps can all be saved from.
SAY
    Command : SAY
    Usage   : SAY ([MOB NAME]) [MESSAGE]
    Example : say Hello all!
    Short(s): '
    Causes your character to speak to one or more characters or mobs in the same
    room as yourself.  You may specify the mob to speak to, or just speak in
    general.
SAYTO
    Command : SAYTO
    Usage   : SAYTO [MOB/ITEM NAME/NOBODY] [MESSAGE]
    Example : sayto orc Hello orc!
    Short(s): '
    Causes your character to speak to one or more characters or mobs in the same
    room as yourself.  You must specify the mob or item to speak to. You can also
    specify nobody, to make sure you aren't addressing anyone or anything in
    particular.
SCHOLAR
    Char Class: Scholar (Commoner)
    Max-Stats : Intelligence (24), Wisdom (24), Others (18)
    Qualifiers: Intelligence 9+, Wisdom 6+
    Races     : All
    Prime Stat: Intelligence               Attack Pts: +(Int/18)-1 per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/9)+(1d3) /lvl]   Mana      : 100 +[(Int/9)+(1d2)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 50 level(s)
    Weapons   : Must use staffs or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Earn experience from teaching skills, making maps, writing books,
                visiting bookstores/libraries, and using certain skills daily.
                Gives bonus profficiency gains for group members.
    Limits    : Earns no combat experience.
    Desc.     :
    Scholars are the researchers, teachers, librarians, curators, students and
    other academians that protect the knowledge of advanced civilizations and pass
    down the wisdom from previous generations. They excel at educating, organizing,
    cataloging, and categorizing.  Fighting? Not so much.
SCORE
    Command : SCORE
    Usage   : SCORE (BASE)
    Example : score
    Example : score base
    Short(s): sc
    Lists some general information about your character, such as level, experience,
    attributes, and other statistics.

    You can add the BASE parameter to see your primary stats as unadjusted base
    scores (what they would be without magical equipment or spells).
SELL
    Command : SELL
    Usage   : SELL [ITEM NAME] ([SHOPKEEPER])
    Example : sell sword
    Short(s):
    If you are in the same room as a shopkeeper who is selling and buying goods,
    this command will sell the specified item in your carried inventory to the
    shopkeeper for the price he names. This is also the command used with an
    auctioneer to auction an item. If more than one shopkeeper is in the room, you
    may have to specify the shopkeeper name in the parameters.

    Shopkeepers will only buy the items they are interested in.  This usually means
    the kinds of items they sell.  Shopkeepers may refuse an item because of its
    low worth, or because the shopkeeper has enough of them.  See the PACKAGE
    command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,
    WITHDRAW, VIEW, BID.
SERVE
    Command : SERVE
    Usage   : SERVE [MOB NAME]
    Example : serve king of the hobgoblins
    Short(s):
    Allows your character to be placed in the service of another mob or character
    in the same room, who may order the vassal.  A player may only serve one liege
    at a time.  A liege will receive 10% of all of your experience gains, which
    should encourage lieges to help them out.  The REBUKE command is used by either
    party to end this relationship.  REBUKE is also used to stop worshipping a
    deity. See also the VASSALS command.
SERVICES
    A service is a ritual performed by a Cleric in the service of a deity. The
    service must be performed in a room which has had holiness infused within it
    with one of the prayers Infuse Holiness, Infuse Unholiness, or Infuse Balance.
    The service must be performed according to the instructions laid out by the
    deity, which may include time and pause requirements, or specific things said
    or done.  When the first step of a service is performed successfully, any npc
    mobs within a particular range from the service location who worship the same
    deity will make their way to the room to hear or even participate in the
    service.  At the end of the service, the cleric performing it will receive
    experience based on the number and levels of the faithful mobs and players
    present.  A service may only be performed in a particular area for a particular
    deity once every 30 minutes.
SETTINGS
    See the CONFIG command.
SHAMAN
    Char Class: Shaman (Cleric)
    Max-Stats : Constitution (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Constitution 9+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use swords, staves, natural, ranged, or blunt weapons
    Armor     : May wear any armor.
    Bonuses   : Never fumbles neutral prayers, receives smallest prayer fumble
                chance, and receives 1pt/level of acid damage reduction.
    Limits    : Using non-neutral prayers introduces small failure chance.
                Vulnerable to electric attacks.
    Desc.     :
    Shaman are those who worship the gods in the most primitive and basic ways of
    the earth.  The Shaman is thus granted special powers over the earth by the
    gods, including resistances to acid attacks, at the expense of vulnerability to
    electricity.  The Shaman is a neutral aligned class, meaning that he will never
    fumble on neutral prayers, and has a much smaller fumble chance on good and
    evil prayers.  The Shaman is restricted to neutral weapons, any kind of armor,
    and gets numerous special prayers known only to Shaman.

    How to play: The Shaman is a typical village priest, having powers from his
    deity well suited to almost any daily concern.  His neutrality shows his
    wisdom, and his power earns him respect.  The Shaman can fill almost any role
    in the game, whether it be as a group member, or a lone adventurer seeking an
    inner peace far from home.
SHARE
    See the SPLIT and AUTOSPLIT commands.
SHEATH
    Command : SHEATH
    Usage   : SHEATH ([WEAPON NAME]) ([SHEATH NAME])
    Example : sheath
    Example : sheath sword
    Example : sheath sword sheath
    Example : sheath holster
    Short(s):
    Takes one or more weapons you are wielding or holding and places them in either
    an appropriate, or the specified sheath.  This is useful for roleplaying, and
    may keep you out of trouble in places where walking around with a weapon in
    your hand is illegal.
SHIP_COMBAT
    Ship combat can be entered into by two or more ships whose captains are in PVP,
    two clans at war, or where one of the ships is driven by mobs.

    To enter into combat, one captain need only use the command TARGET [other ship
    name] to put both ships into tactical combat mode.  In tactical combat mode, a
    ship can no longer simply sail away to the next room, but must navigate the
    local ocean room whose dimensions reflect the size of the body of water.  The
    TARGET command can be used again and again to change the targets of all weapons
    or to get tactical information about another ship. Once in tactical mode, the
    only way to get out of it is to get away from enemy ships by putting as much
    space between your ship and their ship as there is space in the room, while
    sailing towards another ocean room.

    Sailing in tactical mode is very similar to normal sailing, except that ship
    tactical actions are only taken every 8-12 seconds, called tactical rounds,
    instead of the usual 4-second ticks.  You can RAISE and LOWER your ANCHOR to
    prevent movement. You can use STEER to change which way your ship is facing, or
    SAIL to move your ship one space in the direction that your ship is facing.
    The COURSE command is most important for tactical mode, however, as it is the
    only command that will allow you to move and change direction, depending on the
    speed of your ship.  In tactical mode, the last direction given to the COURSE
    command may be a direction change, while all prior directions must be the same
    as the ship is presently facing.  For example, if your ship is facing north,
    and your ship has a speed of 3, you may enter "COURSE north north east" to move
    your ship two north and turn east.

    To attack in tactical mode, you must first build appropriate siege weapons onto
    the deck of your ship.  Then, you need to issue the TARGET command at least
    once to specify which ship your weapons will be aimed at.  Each tactical round,
    you must then also use the LOAD command to load your weapons with ammunition,
    and the AIM command to aim each siege weapon.  The AIM command requires you to
    enter a number which corresponds to how many times you believe your target ship
    will move in their current facing direction.  If you don't believe the ship
    will move at all, you may use 0 as a value.  At the end of each tactical round,
    all sailing instructions are executed, and all weapons that are both loaded and
    aimed will fire at the target ship. A ship that receives damage will begin to
    lose speed as it takes more damage.  A ship that takes complete damage will
    sink.

    Once at sea, a ship can only be boarded by flying to it, through the use of
    grapples from another ship, or by climbing from a smaller rowboat type vessel.

    See also help on SAILING for more information about normal non-tactical
    sailing.
SHOPPING
    See the BUY, LIST, and SELL commands.
SHOW
    Command : SHOW
    Usage   : SHOW (ALL) [ITEM NAME] [MOB NAME]
    Example : show pie Gunther
    Example : show all dagger Gunther
    Example : show all Gunther
    Short(s):
    Shows an item from your carried inventory to another MOB.
SING
    Skill    : SING
    Usage    : SING [SONG NAME]
    Example  : sing lullaby
    Short(s) : SI
    Bards can invoke their magical abilities using the sing command.  Some songs
    require that you direct the energy at a target, while others only apply to the
    bard.  For help on a particular song, enter help and then the name of the song.
SIT
    Command : SIT
    Usage   : SIT ([TARGET NAME])
    Example : sit
    Example : sit chair
    Short(s):
    Makes your character sit down and take a rest.  When resting, movement, hit
    points, and mana are regained more quickly.
SKILLS
    Command : SKILLS
    Usage   : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL])
    Example : skills
    Example : skills stealthy
    Example : skills ?
    Example : skills carpentry
    Short(s):
    Lists any skills that you have, along with your proficiency in them. Can also
    be qualified to list your skills by domain, or use ? to list domains.  You can
    get your level and proficiency for a particular skill by listing it by name. A
    level parameter may be given to show skills only up to that level.
SKYWATCHER
    Char Class: SkyWatcher (Druid)
    Max-Stats : Intelligence (22), Constitution (22), Others (18)
    Qualifiers: Intelligence 9+, Constitution 9+
    Races     : Elf, Half Elf and Human
    Prime Stat: Constitution               Attack Pts: +(Con/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/2)+(2d7) /lvl]   Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use wooden, plant-based, or leather weapons.
    Armor     : Must wear non-metal armor.
    Bonuses   : Attains Lunar Changes (lunar phase based bonuses/penalties) at
                level 5.  Can create a druidic connection with an area.  Benefits
                from freeing animals from cities.  Benefits from balancing the
                weather.
    Limits    : Must remain Neutral to avoid skill and chant failure chances.
    Desc.     :
    The SkyWatcher is the master druid of the stars and heavens, being the very
    powerful steward of the great wheel in the sky.  The SkyWatcher maintains a
    special connection with the moon, and gains numerous special abilities to
    summon great powers from luna.  So connected is he to the moon that his
    strength and powers will fluxuate during the month, following the phase of the
    moon.  A master of wind and weather, the SkyWatcher is also very capable of
    bringing the heavens down upon his enemies at need.

    How to play: More even than the other druids, the SkyWatcher must concern
    himself with pre-casting. That is to say, the SkyWatcher must be aware of his
    environment at all times in terms of weather, time, temperature, and locale,
    and must be fully prepared to alter these conditions to make them favorable to
    the chants he means to use against his enemies in combat.  All SkyWatchers must
    also realize that their effectiveness when not outdoors will be almost nil, as
    practically every chant requires the use of outside conditions and resources.
SLAVE
    A slave is an intelligent mob broken down and sold to a liege master. Once
    enslaved, a mob can be sold to slave traders with the Slave Trading skill,
    brought to the players clan homes or personal homes to remain as permanent
    residents, ORDERed as vassals of the owner, and, of course, command them to
    perform tasks.  Tasks for the slave to perform must be directed to the slave
    with the SAY command, and must begin with the words "I command you to" or "I
    order you to".  The slave will then wander around as in a GEAS trying to
    perform the task.  The slave can be released from the task by saying "cancel"
    to them.  Slaves are different from pets in that they require food and drink to
    survive.  If given the food and water, they will eat and drink as necessary
    from what they have been given.  Slaves eventually lose loyalty as well.  If
    they starve, or if they take damage for any reason, their loyalty will
    decrease, making them more and more likely to leave their masters homes, or
    attack their masters.
SLEEP
    Command : SLEEP
    Usage   : SLEEP ([TARGET NAME])
    Example : sleep
    Example : sleep bed
    Short(s):
    Makes your character lay down and take a nap.  When sleeping, movement, hit
    points, and mana are regained more quickly.

    If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.
SOCIALS
    Command : SOCIALS
    Usage   : SOCIALS
    Example : socials
    Short(s):
    Lists the social commands available in the mud.  Social commands can usually be
    used with targets, such as "KISS Orc".
SONGS
    Command : SONGS
    Usage   : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL])
    Example : songs
    Example : songs singing
    Example : songs ?
    Example : songs flamenco
    Short(s):
    Lists any Bard songs or dances that you know, along with your proficiency in
    them. Can also be qualified to list your songs by domain, or use ? to list
    domains.  You can get your level and proficiency for a particular song by
    listing it by name. A level parameter may be given to show songs only up to
    that level.
SOUNDS
    Command : SOUNDS
    Usage   : SOUNDS (FORCE/OFF)
    Example : sounds
    Example : sounds force
    Example : sounds off
    Short(s):
    Turns MSP (Mud Sound Protocol) sound codes on or off.  Do not turn this on
    unless you know your mud client supports them.  You may use NOSOUNDS or the OFF
    argument to turn the codes off again.

    Enter the optional FORCE parameter if your client does not respond to telnet
    codes, but DOES support MSP.
SOUTH
    Command : SOUTH
    Usage   : SOUTH
    Example : south
    Short(s): S
    Travel southward from the present room or location.
SOUTHEAST
    Command : SOUTHEAST
    Usage   : SOUTHEAST
    Example : southeast
    Short(s): SE
    Travel southeastwardly direction from the present room or location.
SOUTHWEST
    Command : SOUTHWEST
    Usage   : SOUTHWEST
    Example : southwest
    Short(s): SW
    Travel southwestwardly direction from the present room or location.
SPEAK
    Skill    : SPEAK
    Usage    : SPEAK [LANGUAGE]
    Available: All
    Example  : speak orcish
    Example  : speak common
    Use the speak command to select a new default language.  Whenever say or
    channel messages are written, they will be translated into the selected
    language automatically.  Those who know the language will receive the
    translation back to common automatically.
SPELLNAME
    See help on SPELLS, CHANTS, PRAYERS, SONGS, CAST, PRAY, SING, CHANT
SPELLS
    Command : SPELLS
    Usage   : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL])
    Example : spells
    Example : spells conjuration
    Example : spells ?
    Example : spells fireball
    Short(s):
    Lists any spells that you know, along with your proficiency in them.  Can also
    be qualified to list your spells by spell domain, or use ? to list domains.
    You can get your level and proficiency for a particular spell by listing it by
    name. A level parameter may be given to show spells only up to that level.
SPLIT
    Command : SPLIT
    Usage   : SPLIT ([BUNDLE NAME]) [AMOUNT]
    Example : split 50
    Example : split wood 50
    Short(s):
    When specifying only a number, this command will allow the leader of a group to
    split the amount of gold specified evenly amongst the members of your group.
    When a specific item is given, then this command will attempt to split the
    bundle.
STAND
    Command : STAND
    Usage   : STAND
    Example : stand
    Short(s): st
    If your character is SLEEPing or SITing, this command will make them wake up
    and stand up.
STARBOARD
    Command : STARBOARD
    Usage   : STARBOARD
    Example : starboard
    Short(s):
    Travel towards the right side of a ship.
STARVE
    If you don't eat, this will eventually happen, and you may just die.
STAT
    Command : STAT
    Usage   : STAT [STAT_NAME] ([STAT_NAME]...)
    Example : stat hits
    Example : stat hits mana strength
    Short(s):
    This command allows you to quickly and simply view one of more of your stats.
    Enter STAT by itself to see a list of available state to show, which includes:

    HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
    MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
    CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
    MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
    TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
    MAXCHARISMA, MAXWISDOM, AGE, DETECTION, CONVERSION, WEIGHTADJ, RESISTS, LEVEL,
    SENSES, ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, STINK, ABILITY,
    HEIGHT, XP (experience), XPFNL (experience for next level), and XPTNL
    (experience to next level), QUESTPOINTS, TRAINS, PRACTICES, and any factions
    shown in the score command, such as ALIGNMENT.
STATS
    Try HELP STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, or CHARISMA
STRENGTH
    Physical strength and fighting prowess is reflected in strength.  If you were
    looking for help on the Song of Strength, try HELP SONG STRENGTH.
SUICIDE
    See the RETIRE command to destroy your character.
SVIRFNEBLIN
    Race Name : Svirfneblin (Gnome)
    Stat Mods.: Strength+2, intelligence+1, constitution-2, wisdom-1, save vs
                mind+10, max strength adj.+2, max intelligence adj.+1, max
                constitution adj.-2, max wisdom adj.-1, save vs overlooking+10
    Abilities : Darkvision, Untraceable(100%), Gem Digging(50%), Blur(50%)
    Languages : Gnomish(100%), Undercommon(75%)
    Life Exp. : 260 Years
    Immunities: Syphilis
    Equipment : A small patchy scale tunic, a pair of small scaley shoes, a pair
                of small patchy scale pants, a knitted weapon belt
    Desc.     :
    Svirfneblin, or Deep Gnomes, are earthy-toned gnomes that live deep below the
    surface.  They prefer to isolate themselves from other underground societies,
    which are often cruel and conniving by deep gnome standards.
SWIM
    Skill    : SWIM
    Usage    : SWIM [DIRECTION]
    Available: ALL
    Example  : swim e
    This skill allows the character to travel on a water surface.  The amount of
    weight being carried can affect this skill.
SWITCH
    Command : SWITCH
    Usage   : SWITCH [PLAYER]
    Example : switch joe
    Short(s):
    Allows your player to switch sessions with another character on the same
    account.  If the other character is already logged on, then the two players
    will switch sessions/screens; the window that the switch player is typing in
    will now control the other character, and vice versa.  If the other character
    is NOT currently logged in, then this command will log the current player out
    and quickly re-log the other character in, while remaining in the same
    connected session.
TAKE
    Stealing is wrong! Try GET, REMOVE, GIVE, and other less illegal commands.  If
    you're an Archon, try AHELP TAKE.
TANK
    What you call the person in your group who takes all the damage.
TEACH
    Command : TEACH
    Usage   : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME]
    Example : teach Horice sneak
    Short(s):
    This command allows any character who has at least a 25% proficiency at the
    specified skill or spell to teach that skill or spell to another character.
    The student must be of the correct class or race to receive the skill, and must
    be of sufficient level and intelligence to learn the skill or spell. Once the
    skill or spell is gained, the student may then use the PRACTICE command to
    improve proficiency in that skill or spell.
TELL
    Command : TELL
    Usage   : TELL [MOB NAME] [MESSAGE]
    Example : tell Horice Hey dude!
    Example : tell Horice@AnotherMud Hey dude!
    Example : tell last 10
    Short(s):
    Causes your character to speak to the specified character, regardless of what
    room they presently occupy.  If the first parameter is "last" and a number X
    follows, this command will show you the last X tell messages. The @ sign
    followed by the name of a MUD on the InterMud3 network can also be used.
TEMPLAR
    Char Class: Templar (Cleric)
    Max-Stats : Strength (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Strength 9+
    Races     : All
    Prime Stat: Wisdom                     Attack Pts: +(Wis/18) per level
    Practices : 5 +[(Wisdom/6)+2 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/4)+(1d4)/lvl]
    Movement  : 100 +[5X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : May use any weapons.
    Armor     : May wear any armor.
    Bonuses   : Receives Aura of Strife which increases in power.
    Limits    : Always fumbles good prayers.  Using non-evil prayers introduces
                failure chance.
    Desc.     :
    Templar are those who pursue power and glory in the name of their god.  They
    are the great weaponmasters, wielding their arms to conquer the world in their
    gods name.  The Templar can use any weapons and armor, and can specialize in
    many weapons as they increase in levels.  The Templar is an evil aligned class,
    meaning that they always fumble on good prayers, and do not gain any good
    prayers.  However, their Aura of Strife, and their increased number of attacks
    makes them a formidable foe of all who oppose the will of their god.

    How to play: The Templar is a brutal and formidable warrior, who wields death
    and power in the name of his god.  His devastating power makes him a great ally
    for groups, but also a successful glory seeker when alone.
THIEF
    Char Class: Thief (Thief)
    Max-Stats : Dexterity (25), Others (18)
    Qualifiers: Dexterity 9+
    Races     : All
    Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/6)+(1d3)/lvl]
    Movement  : 100 +[8X(Str/18) /lvl]     Damage Pts: +1 damage per 5 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear leather, cloth, or vegetation based armor.
    Bonuses   : Bonus experience for using certain skills.
    Limits    :
    Desc.     :
    Thieves are skillful, sly, and devious. They may only use daggers and swords,
    and may only wear leather armor at best.  However, they come with numerous
    skills allowing them to survive in the dog-eat-dog world, including swiping and
    stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others.
    Thieves also qualify for many devious fighting abilities.

    Thief is the starting point for numerous sub-classes which the player may
    choose to gain levels in at any time.  These sub-classes include: Assassin,
    Arcanist (Arcane Rogue), Burglar, and Trapper.

    How to play: The thieves strength is in his ability to obtain money, and in his
    ability to navigate tricky situations.  By accumulating the wealth of others,
    the thief can stay comfortably equipped with the latest and best money can buy.
    When playing alone, the thief thrives as the only class able to get into and
    out of any secret place without stirring up unnecessary trouble.  Although not
    generally appreciated in groups, a group benefits from these skills, as well as
    the thiefs unique ability to deliver enormous amounts of backstab damage.

    The thief is only moderately skilled at combat, but can make up for it by using
    his wealth to obtain favors, good equipment, and the necessary potions and
    scrolls necessary to survive the experience gaining battles.
THIRST
    From time to time, your character may get thirsty.  If this happens, then you
    should find something to drink to satiate that thirst. Failing to do so will
    affect your characters attack and defensive capabilities, and may eventually
    lead to death.
THROW
    Command : THROW
    Usage   : THROW [ITEM NAME] [DIRECTION/MOB NAME]
    Example : throw rope east
    Example : throw spear orc
    Short(s): toss
    Causes your character to throw something in the specified direction, or at the
    specified target.  The item being thrown must first be held or wielded.
TIME
    Time in CoffeeMud is divided into 6 "hours", each of which is about 10 real
    minutes long.  Hours in CoffeeMud are numbered from 0-5. Dawn is at hour 0,
    dusk is at hour 4, and night at hour 5. There are 20 mud "days" to each month,
    and 8 mud "months" to each year. The months are divided into four seasons.
TITLE
    Command : TITLE
    Usage   : TITLE
    Example : title
    This command allows players who have been awarded 1 or more titles to select
    which title is displayed when their character is seen.
TOP
    Command : TOP
    Usage   : TOP (PLAYERS/ACCOUNTS)
    Example : top
    Example : top accounts
    Short(s):
    See the top 10 players in several statistics over different periods.
TOPICS
    Command : TOPICS
    Usage   : TOPICS
    Example : topics
    Short(s):
    List all of the topics in the help file, alphabetically.
TORCH
    An item used to generate light in places or times of darkness.  To light a
    torch, either use the FIRE BUILDING skill, or just hold the torch to
    automatically light it.
TRAIN
    Command : TRAIN
    Usage   : TRAIN ([ATTRIBUTE/CLASS]) ([TEACHER MOB NAME])
    Example : train strength Horice
    Example : train monk Horice
    Short(s):
    If your character has at least one training point, this command will allow you
    to raise the ability score of the specified trait. In addition to specifying
    the ability to train, you must also specify a MOB who is present in the room
    who can train you in that skill.  The traits abbreviated above refer to the
    following:
    STR  = +1 STRENGTH per 1 training points
    DEX  = +1 DEXTERITY per 1 training points
    INT  = +1 INTELLIGENCE per 1 training points
    WIS  = +1 WISDOM per 1-5 training points
    CON  = +1 CONSTITUTION per 1-5 training points
    CHR  = +1 CHARISMA per 1-5 training points
    * Training up to 18 costs 1 training point, up to 22 costs 2, up to 25 costs 3,
    and above that costs 5.
    HIT  = +10 HIT POINTS per 1 training point
    MANA = +20 MANA per 1 training point
    MOVE = +20 MOVEMENT per 1 training point
    GAIN = +1 TRAINING POINTS per 7 practices
    PRAC = +5 PRACTICES per 1 training point

    In addition to attributes, the train command is used to switch to a new class.
    This costs a single training point, and will give the player a 0 level in the
    chosen class.  From this point on, the player will gain levels in the new
    class, while retaining skills and qualifications from the old class up to the
    level at which the class switch was made.  Use the QUALIFY command to find out
    what other classes you may be able to TRAIN for.

    The TRAIN command, by itself, can also be used to officially gain any deferred
    experience, or just to see how many Training points you have.
TRAINERS
    Mobs or players who know the skills you wish to learn.  See the TRAIN,
    PRACTICE, GAIN, and TEACH commands.
TRANSLUCENT
    Maybe a spirit?  Maybe someone with the PASS DOOR spell cast on them?
TRANSMUTER
    Char Class: Transmuter (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : At 5th level, receives bonus damage from Transmutation as levels
                advance.  At 10th level, receives double duration on your
                Transmutation magic, and half duration from malicious
                Transmutation magic.
    Limits    : Unable to cast Conjuration spells.  Receives penalty damage from
                Conjuration as levels advance.  Receives double duration from
                malicious Conjuration magic, half duration on other Conjuration
                effects.
    Desc.     :
    Transmuters are specialist mages who can transform the likeness and composition
    of anyone they touch.  Transmutation is the most feared of magics, and the
    Transmuter is so skilled at his art that he gains all known transmutation
    spells automatically, including the most secret and ugly of spells only the
    specialist may learn.

    Transmuters care nothing for conjuration, and so they soon neglect that kind of
    magic, being more fascinated with the many shapes of things right here at home.
     Although the Evoker believes himself the king of specialists with his harmful
    beams, the Transmuter is the most feared and hated of specialists for the
    terrible and awesome consequences of his spells.
TRAPPER
    Char Class: Trapper (Thief)
    Max-Stats : Dexterity (22), Constitution (22), Others (18)
    Qualifiers: Dexterity 9+, Constitution 9+
    Races     : All
    Prime Stat: Dexterity                  Attack Pts: +(Dex/18) per level
    Practices : 5 +[(Wisdom/6)+1 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/3)+(1d10) /lvl]  Mana      : 100 +[(Int/6)+(1d3)/lvl]
    Movement  : 100 +[8X(Str/18) /lvl]     Damage Pts: +1 damage per 5 level(s)
    Weapons   : Must use swords, daggers, natural, or ranged weapons.
    Armor     : Must wear leather, cloth, or vegetation based armor.
    Bonuses   : Benefits from animal followers leveling.  Gets experience for
                selling foreign unconjured animals of comparable level.
    Limits    : Sneak and Hide attempts will fail outside of the wild.
    Desc.     :
    The trapper, possibly the most cowardly of thieves, has spent late nights
    tinkering with springs and switches, learning to kill indirectly through the
    devices of his art.  Trappers also view fauna as means to his ends,
    accumulating animals both live and dead with amazing efficiency.  Trappers
    alone have the greatest access to the most deadly traps, as well as exclusive
    access to skills that turn animals into his own personal play things, whether
    it be as items of sale, or as trained devilish pets.
TROPHIES
    Clans can earn one or more of the available trophies by controlling the most
    areas through conquest, controlling the most area control points through
    conquest, or my having the most experience points.  See HELP CONQUEST and HELP
    CLANS for more information.
TYPE
    Command : TYPE
    Usage   : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME])
    Example : type login bob password
    Example : type activate sensors into console
    Short(s): =
    Interacts with an electrical or technical device, such as a computer panel,
    hand-held scanner, or similar devices.  Specifying the device to type is not
    permitted if the user is already seated at a computer console.  Otherwise, the
    user must specify "into" and the name of the device to type commands into.
TYPO
    Command : TYPO
    Usage   : TYPO [REPORT]
    Example : typo nothing is spelled right in this room!
    Short(s):
    Please use this command to submit typos against the MUD.
UNDRESS
    Command : UNDRESS
    Usage   : UNDRESS [MOB NAME] [ITEM NAME]
    Example : undress joe tunic
    Short(s):
    Allows the player to remove a piece of armor, clothing, barding, or whatever
    from the target mob.  The target mob must be a follower of the player for this
    to work.
UNLOAD
    Command : UNLOAD
    Usage   : UNLOAD [AMMUNITION NAME]
    Example : unload bow
    Short(s):
    Removes any readied ammunition from a ranged weapon and puts the loose
    ammunition into the players inventory, so that it can be LOADed into another
    weapon.
UNLOCK
    Command : UNLOCK
    Usage   : UNLOCK [ITEM NAME]
    Example : unlock door
    Short(s):
    Attempts to unlock, by ordinary means, the item, door, or any other entity
    specified.
UNWIELD
    See the REMOVE command.
UP
    Command : UP
    Usage   : UP
    Example : up
    Short(s): U
    Travel upward from the present room or location, whether it be up aladder,
    upstairs, or flying into the sky.
VALUE
    Command : VALUE
    Usage   : VALUE [ITEM NAME] ([SHOPKEEPER])
    Example : value sword
    Short(s):
    If you are in the same room as a shopkeeper who is selling and buying goods,
    this command will get the shopkeeper to tell you how much he or she will give
    for your item.
VASSALS
    Command : VASSALS
    Usage   : VASSALS
    Example : vassals
    Short(s):
    This command will list the players who are in your service.  See the SERVE and
    REBUKE commands for more information.
VERSION
    Command : VERSION
    Usage   : VERSION
    Example : version
    Short(s): VER
    Show the version information for this software.
VIEW
    Command : VIEW
    Usage   : VIEW [ITEM NAME] ([SHOPKEEPER NAME])
    Example : view sword
    Short(s):
    When a shopkeeper is present in the same room or area as your character, this
    command will allow you to ask about an item being sold by that shopkeeper.  The
    level of the item, as well as any available descriptive information will be
    given. If more than one shopkeeper is in the room, you may have to specify the
    shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,
    BID.
VISIBLE
    Command  : VISIBLE
    Usage    : VISIBLE
    Example  : visible
    This command can be used to revoke any spell or skill which makes you
    invisible, hidden, or undetectable.
WAGON
    A transport pulled by horses.
WAKE
    Command : WAKE
    Usage   : WAKE ([TARGET NAME])
    Example : wake
    Example : wake bob
    Short(s):
    If your character is SLEEPing, this command will make them wake up and stand
    up.  If someone else is sleeping, this will wake them up.
WANDS
    Skill    : Wands
    Available: Almost All
    Example  :
    A wand is an holdable item that can be used to create magical affects.

    This skill allows one to effectively use a magical wand or staff.  To invoke a
    wand or staff, it must first be held.  Then the magic word is spoken to the
    target.  For instance, if the magic word is `zuy`, you would enter the
    following to invoke your wand: sayto orc zuy.  Using SAYTO instead of SAY is
    important because SAY might target the wrong person or thing.  You can also use
    SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.

    If the spell on the wand requires extra parameters, then you can include those
    after the casting words.  For a wand of Summon, for instance, you might try:
    say zuy cityguard.
    Wands generally require a small amount of mana to use, and less if the wand
    user is capable of learning the spell cast by the wand.
WEALTH
    Command : WEALTH
    Usage   : WEALTH
    Example : wealth
    Short(s):
    List the amount of money in your pocket.
WEAR
    Command : WEAR
    Usage   : WEAR (ALL) [ITEM NAME] (ON [LOCATION])
    Example : wear shirt
    Example : wear shirt on torso
    Short(s):
    This command will attempt to place the specified item onto the proper location
    on your body.  If a location is specified, the player will attempt to wear the
    item on that location.  If you have a special outfit container, it can be the
    target of this command also.
WEATHER
    Command : WEATHER
    Usage   : WEATHER
    Example : weather
    Short(s): weath
    Reminds you about the weather where you are.
WEST
    Command : WEST
    Usage   : WEST
    Example : west
    Short(s): W
    Travel westward from the present room or location.
WHERE
    Command : WHERE
    Usage   : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL)
    Example : where
    Example : where good
    Example : where -10
    Example : where -10 evil
    Example : where 20
    Short(s):
    This command shows the name of the area where the player is presently, and also
    attempts to list the best areas for the player based on alignment, level, and
    the population of the area.  An optional level adjustment may be included to
    see higher or lower level areas.

    When searching by alignment, keep in mind that you should put YOUR alignment in
    order to search for the best areas for that alignment.  For example, if you are
    good, enter WHERE GOOD.

    (Archons who want help on WHERE should use AHELP WHERE).
WHISPER
    Command : WHISPER
    Usage   : WHISPER ([MOB NAME]) [MESSAGE]
    Example : whisper "Be careful!"
    Short(s):
    Causes your character to whisper to one or more characters or mobs riding the
    same horse, cart, boat, or at the same table as yourself.  You may specify the
    mob to whisper to, or just whisper in general to the table.
WHO
    Command : WHO
    Usage   : WHO ([OPTIONAL PARAMETER])
    Example : who
    Example : who @CoffeeMud
    Example : who friends
    Example : who playerkill
    Short(s):
    This command will list all of the characters presently online, regardless of
    where they are.  If an @ sign is used, this command will list all the players
    at a particular MUD.  If "friends" is given, then the list will consist only of
    those from the players friends list (see the FRIENDS command). If "Playerkill"
    is given, then the list will consist only of those players who have their
    playerkill flags on.
WHOIS
    Command : WHOIS
    Usage   : WHOIS [MOB NAME]
    Example : whois Horice
    Short(s):
    Provides some basic information about the specified character name, assuming
    they are online, regardless of where they are located.  See also I3_WHOIS for
    information on using the WHOIS command across the intermud network.
WIELD
    Command : WIELD
    Usage   : WIELD (ALL) [ITEM NAME]
    Example : wield sword
    Short(s):
    Places a weapon that is presently in your carried inventory into one of your
    free hands for wielding.  Only a wielded weapon will be used during combat.
WILLQUALIFY
    Command : WILLQUALIFY
    Usage   : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)...
    Example : willqualify 10
    Example : willqualify 30 fighter
    Example : willqualify expertise
    Example : willqualify 50 divination invocation/evocation expertise
    Short(s): qual
    Lists all of the skills, spells, languages, prayers, expertises, and/or songs
    which will be qualified for by the given class, level, and skill type, along
    with the requirements to gain the new skill.  The default is the players
    highest level, the players own class, and all skills/expertises.
WIMPY
    Command : WIMPY
    Usage   : WIMPY [HIT POINTS]/[PCT]
    Example : wimpy 5
    Example : wimpy 15%
    Short(s):
    Sets the minimum number of hit points your character must have in order for you
    to remain in a fight.  Should your character drop below that level during
    combat, he or she will automatically FLEE the room.  See the FLEE command for
    more information.
WISDOM
    Intuition, wit, mana, and the ability to gain more practice points per level is
    reflected in Wisdom.
WITHDRAW
    Command : WITHDRAW
    Usage   : WITHDRAW [ITEM NAME] ([CLERK NAME])
    Example : withdraw 1000
    Example : withdraw "jewel sword"
    Example : withdraw "10 gold coins" "Joe Banker"
    Example : withdraw "500 archon notes" banker
    Example : withdraw letter clerk
    Short(s):
    When a banker or postal clerk is present in the same room or area as your
    character, this command will allow you to withdraw an item from your account or
    postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.
WIZARD
    Char Class: Wizard (Mage)
    Max-Stats : Intelligence (25), Others (18)
    Qualifiers: Intelligence 9+
    Races     : Elf, Gnome, Half Elf and Human
    Prime Stat: Intelligence               Attack Pts: +(Int/18) per level
    Practices : 6 +[(Wisdom/6)+4 per lvl]  Trains    : 3 +1 per level
    Hit Points: 20 +[(Con/6)+(1d5) /lvl]   Mana      : 100 +[(Int/3)+(1d4)/lvl]
    Movement  : 100 +[3X(Str/18) /lvl]     Damage Pts: +1 damage per 30 level(s)
    Weapons   : Must use daggers, staves, or natural weapons.
    Armor     : Must wear cloth, vegetation, or paper based armor.
    Bonuses   : Can memorize any spell for casting without expending a training
                point.
    Limits    : Unable to learn spells permanently; can only memorize them.
    Desc.     :
    Wizards are great specialist scholar mages who have mastered the study (but not
    the art) of arcane magic.  They are capable of memorizing and casting any basic
    arcane spell, but their lack of mastery means they forget the spell as soon as
    it is cast.  This means that the wizard is constantly engaged in study,
    carrying around and/or creating numerous arcane scrolls to serve as the source
    for their next bit of magic.  Since they don't specialize or train in
    particular arcane spells, but can learn any spell, the Wizard is the most
    versatile Mage, though not necessarily the easiest to engage in combat with.

    The Wizards manner of study requires that he expend his spell-casting mana when
    he learns or memorizes a spell, but this mana is released for use after the
    spell is cast.  Wizards can be invaluable as group members, and as clan
    members, but will struggle adventuring alone. A wizards lack of need to expend
    training time on individual spells means he can work on other aspects of
    himself, including stats or expertises, making the Wizard very powerful in the
    long run.
WIZLIST
    Command : WIZLIST
    Usage   : WIZLIST
    Example : wizlist
    Short(s):
    Shows a list of all the Archons on this mud.
WORLD_CURRENCIES
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
WORLD_CURRENCY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
WORLD_MONEY
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
WORLD_MONIES
    World Currencies    :
    Currency            : default
    gold coin(s)        : (exchange rate is 1.0 of base)
    golden note(s)      : Equal to 100 gold coins.
    whole note(s)       : Equal to 10000 gold coins.
    Archon note(s)      : Equal to 1000000 gold coins.
WORSHIP
    This is a social, though there are related commands.  See the help entries for
    RELIGION, DEITIES, BLESSINGS, SERVICES, RITUALS, SERVE, REBUKE, and CONVERT for
    more information.
YELL
    Command : YELL
    Usage   : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE]
    Example : yell HELLO ALL!
    Example : yell bob YOU ARE BOB!!!!
    Example : yell east COME BACK!!
    Short(s):
    Causes your character to yell at one or more characters or mobs in the same
    room as yourself.  You may specify the mob to yell at, a direction to yell in,
    or just yell outloud.  Yelling also broadcasts to surrounding rooms in some
    cases.