(Mostly) thieves only.
Is a way to sneak up on a person, and attempt to place your dagger
in his back, at exactly the point where it does most damage. A successful
backstab gives a damage multiplier, depending on level.
The chance of successfully backstabbing a person depends on how well
you have practiced backstab at your guild. You can always backstab
sleeping persons.
You'll be unable to do anything for two fight-rounds after a backstab,
so if you want to stab something, be sure you mean it.
Thieves only.
At their guilds, thieves can be offered training in human and animal
physiology. This enables them to score double (or even triple) damage
with hits from time to time, and the chances of this happening rises
with level. Don't be surprised if it happens only infrequently at low
levels, then, even if you are well-versed in this skill.
For "magical" people (clerics and magic-users), this is the spell
delivery mechanism.Example:
- > cast 'burning hands' Bob
Note that the name of the spell must be enclosed by apostrophes ( ' ).
See Also:
QUAFF,
RECITE,
USE,
SPELLS,
PRACTICE, help on each individual spell, for example:
If you lose interest in a carried item, you can drop it on the ground.
Example:
If you feel like getting rid of all your earthly possessions, you may
use "drop all", which drops everything except your gold.
See Also: GET
This command is used to tell one of your thralls what you want them to
do next. To order *all* of your thralls to do something, use "order
followers ".
Example:
- > order puppy kill paladin
Commands for the shops -- very useful too!
Examples:
- > list
- > buy sword
- > value grenade
- > sell grenade
See Also: SHOPS
If you're uncertain whether the sun is shining or the rain is pouring
down.
Example:
When you want to read something non-magical. For scrolls, the command
to actually invoke them is RECITE.
Example:
See Also: RECITE
If you tire of wearing some armor or wielding a weapon.
Example:
Shops are places where adventurers may purchase equipment for their quests, and where they may sell their treasure if they should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality!
To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable people; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end.
See Also: BUY, SELL, LIST, VALUE
This command shows a list of the commands for social interaction. Minimum prefixes are capitalized.
A mechanical listing of the known non-social verbs.
Minimum prefixes are capitalized.
This command tells about certain parameters of the game, so you can see just how HUGE Mudde Pathetique is getting.
Warriors are known to have more strength than the average player. This makes them better at hand-to-hand-combat, as they possess skills of violence and fighting unequaled by the members of any other class, including the ability to sneak in multiple attacks during combat. However, they lack the ability to cast spells, and many magic items are unusable by them.
Warriors currently may learn the following skills:
- (Invoked by a player command)
- (Automatically used if learned)
See Also: PRACTICE
Thieves are known to have very special qualities that no other class offers. Many of these qualities can come in handy in many situations, such as picking locks. Their excellent knowledge of human physiology also allows them to cause enormous amounts of damage from time to time.
Thieves currently may learn the following skills:
- (Invoked by a player command)
- (Automatically used if learned)
See Also: PRACTICE
Clerics have an ancient belief in not carrying sharp weapons. This class gives you the wisdom of peace, blessing and healing, though it is possible to learn more violent spells.
See Also: PRACTICE, CAST
This is the class of powerful and violent magic, but the magic user does not control nature, and can therefore not bless and such. Also, magic users have strong item restrictions; most metal armour and weapons interfere with the flow of magical energy.
See Also: PRACTICE, CAST
Practice is the way you improve your spells and skills. You must go to your guildmaster to let him/her help you improve. If you type practice, you will see which skills you can improve upon, and how good you already are at these. You can then use practice , to practice the appropriate skill. You can only practise a certain amount for each level you gain, and you do not have to use your practice sessions as you gain them, they can be accumulated.
Typing "practice all" shows all of the skills you could possibly learn. This is useful for spellcasters, to see what spells are learnable at higher levels.
Examples:
- > practice bash
- > practice resist electricity
- > practice all
Gives you a list of the obvious exits from your location. Of course, the less obvious ones won't show up here: you have to THINK in order to locate those.
Example:
If you feel claustrophobic, typing "leave" will make you use the nearest obvious exit to the outside.
If you type "enter" while you are outdoors, you'll enter any nearby shelter. You can also follow "enter" with an argument; for example, "enter window".
Gives you the current "gametime". Certain things in the game depend on this particular notion of time; the opening hours of the shops, for example.
See Also: RTIME,
CALENDAR
This gives you the actual time. You can use this game as a clock, if you like. This is mostly for scheduling things -- if I post that the game will be down starting at 5:00pm, this is how you find out what I mean by 5pm.
See Also: TIME
For making useful suggestions to the maintainers of the game.
Examples:
- > bug the entire game crashes when I type 'put bag in bag'
- > idea make a restaurant in Midgaard
- > typo 'sence' should be spelled 'sense'
Help me out with these -- I've gotten the few good ideas in this game from my players. I reward good suggestions with gold.
When you get tired of playing, you can leave the game by typing "quit". Note that whatever stuff you might be carrying with you is simply left on the ground; your gold, however, you keep. If you wish to have your equipment put away until you are able to come back, you'll have to find an inn.
See Also: DEATH,
INN,
RENT
Inns are places where the weary traveler may rest while the innkeeper
looks after his equipment and treasure. Specifically, you may use inns
to store your gathered equipment while you are not playing the game (we
all have to sleep sometimes, there is no shame in that).
See Also:
OFFER, RENT
For use in the receptions of inns. The command "offer" will make the
innkeeper tell you the cost of storing your carried items for one day.
"rent" will store the items and make you leave the game. The next time
you enter, you'll start out in the reception where you left. The inn
will store your items as long as you have the gold to pay the rent on
your person.
See Also: INN
If you find something interesting on the ground, you may use "get" to pick it up.
Examples:
- > get sword
- > get all
- > get dagger from bag
See Also: DROP, PUT
For putting stuff in containers. Example:
> put dagger in bag
See Also: GET, DROP
May give you some valuable information about an item.
Example:
See Also: LOOK
In order to write a note, you need a piece of blank paper (or similar), and a pen of some sort. You can then type something like "write on the paper with the pen", whereupon you'll be asked to type in your note at the keyboard.
This command will show you
the current edition of "the DikuMUD Herald", a publication dedicated to news and useful information about this world. It's a very good idea to check it out once in a while.
For changing your position. If you feel weary, it's probably a good idea to sit and rest for awhile; or maybe even take a nap. You regain hit points, mana and movement back faster the more relaxed you are.
For information on the "sleep" spell, do '
help sleep_spell'.
If you want to pour some liquid from one container to another.
Examples:
- > pour cup in barrel
- > pour cup out (this empties the cup)
See Also: FILL
You use this to fill one container from another.
Example:
See Also: POUR
For getting a good grip on something; a torch, for example.
See Also: WEAR, WIELD, REMOVE
If you happen to be going in the same direction as someone else, why not simply follow that person? If you are following someone and you wish to stop doing that, then all you've got to do is follow yourself: "follow ". Or, you may use "follow" with no arguments.
Examples:
See Also: GROUP
If you are in a fight and things are beginning to get a little
uncomfortable (maybe you are dying), just type "flee", and presto! you
are out of harm's way -- that is, IF there is a suitable exit nearby,
and IF that exit doesn't simply bring you from the ashes to the
fire... but then, who wants to live forever?
See Also: TOGGLE (WIMPY)
The most powerful beings in existence. Benedict, in this case.
The Guildhouse is the place where mortals may go to escape the troubles and perils of a cruel world. Each guild is heavily guarded, so that only members may enter the building, so long as the guard lives. Guilds are also the places where people come to learn and practice the skills of their trade.
See Also: PRACTICE
Gives you some useful hints and information about the game.
Tells you the location of a monster, a player or an object. Without arguments, "where" may be typed without arguments to see a list of players' locations. For mortals, this command is restricted to players and monsters within one's current zone.
Examples:
- > where torch
- > where dragon
- > where
Lists the levels and titles of a class. Your own class is the default.
Examples:
These commands have been replaced by the single TOGGLE command (q.v.).
This is the interface to all of the player toggles. Currently, toggles supported are:
Repeat the last command typed at the keyboard.
Copyright 1994-1995 The Mudde Pathetique
25 March 1995 - - - stenor@zeemud.org