Contents:
"ACID BLAST"
"BURNING HANDS"
"CHILL TOUCH"
"CONE OF COLD"
"DETECT INVISIBILITY"
"DIMENSION DOOR"
"DISPEL MAGIC"
"FAERIE FIRE"
"ICE STORM"
"LIGHTNING BOLT"
"LOCATE OBJECT"
"MAGE FLAME"
"MAGIC MISSILE"
"MAGIC-USER" "MAGIC USER" MAGE
"MINOR CREATION"
"MINOR PARALYSIS"
"MINUTE METEORS"
"MORDENKAINEN'S SWORD" "MORDENK
"RAY OF ENFEEBLEMENT"
"SHOCKING GRASP"
"SPECIALIZE INVOCATION"
"SPELLCAST INVOCATION"
"WORD OF RECALL"
AGGR AGGRESSIVE
COINS CURRENCY
COLDSHIELD
CONJURER
CONSENT
CONSIDER
DEATH CORPSE DYING
DISENGAGE
DISINTEGRATE
DISPLAY PROMPT
ENCHANTER
EXCHANGE BANKS BALANCE DEPOSIT
EXPERIENCE XP LEVELS
FARSEE
FIREBALL
FIRESHIELD
FLEE
GATE
IDLE
IMPLEMENTOR FORGER
INFERNO
INNS
INVISIBILITY
INVOKER
KILL HIT
LANGUAGES
LAWS RULES
LEVITATE
MANABURN
MEDITATE
MOUNT DISMOUNT
MULTI-PLAYING MULTIPLAYING "MUL
MURDER
NECROMANCER
NOKILL
PRESTIGE
REIMBURSEMENT
RENT OFFER
RETREAT
SANDSTORM
SKILLS
SKILL_CONJURER
SKILL_ENCHANTER
SKILL_INVOKER
SKILL_NECROMANCER
SLOWNESS
SPEAK
SPECIALIZE SPECIALIZATION
TELEPORT
THEFT
TOGGLE
TROPHY
VOID
WIMPY "WIMPY LEVEL"
WIZLIST
"ACID BLAST"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 2nd
Type of spell: Invocation
"Acid blast" causes a blast of acid to coat the victim, inflicting
dire physical damage.
"BURNING HANDS"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 1st, Conjurer/Enchanter 2nd
Type of spell: Invocation
"Burning hands" causes a wide arc of flame to shoot forth from the
spellcaster's fingertips, burning the victim.
"CHILL TOUCH"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 1st, Conjurer/Necromancer/Enchanter 2nd
Type of spell: Invocation
Upon a successful cast, this spell sends a searing, chilling cold
through your victim, causing unmentionable pain and slight weakness.
"CONE OF COLD"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 5th, Conjurer/Enchanter/Necromancer 6th
Type of spell: Invocation
"Cone of cold" causes a huge cone of icy cold air to issue forth,
freezing the intended victim.
"DETECT INVISIBILITY"
Spell.
Area of effect:
Aggressive: No
Cumulative: No
Duration: Dependent on proficiency of caster
Class/Circle: Conjurer/Illusionist/Necromancer/Enchanter/Invoker 1st,
Shaman 2nd, Ranger 3rd
Type of spell: Divination
"Detect invisibility" enables the victim to see invisible items and
players.
See also: INVISIBILITY
"DIMENSION DOOR"
Spell.
Area of effect:
Aggressive: No
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Enchanter/Invoker 5th, Conjurer/Necromancer 7th
Type of spell: Teleportation
"Dimension door" is a more powerful version of the "teleport" (with
error) spell. It creates a short-lived extradimensional corridor that
allows the caster to teleport to any player within that zone without
possibility of arriving in the wrong place. This spell is
zone-specific and can only be used within the current zone.
See also: TELEPORT GATE
"DISPEL MAGIC"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: Yes
Duration: Instantaneous
Class/Circle: Conjurer 3rd, Enchanter/Illusionist/Invoker 4th,
Necromancer/Cleric/Druid 5th, Shaman 6tth,
Anti-Paladin/Ranger/Paladin 7th
Type of spell: Enchantment
If successful, this spell will dispel some of the spells (if any)
surrounding the victim.
"FAERIE FIRE"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: No
Duration: Dependent on proficiency of caster
Class/Circle: Enchanter/Illusionist/Invoker/Druid 2nd,
Ranger 3rd, Shaman 4th
Type of spell: Illusion
"Faerie fire" causes the target's armor class to increase for a
limited time, making it easier to hit.
"ICE STORM"
Spell.
Area of effect: Room
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Necromancer/Invoker 5th, Conjurer 6th
Type of spell: Invocation
"Ice storm" causes hundreds of ice pellets to form, pounding everyone
in the room not in the caster's party. The size and subsequent damage
of the pellets is based on the caster's proficiency.
"LIGHTNING BOLT"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 3rd, Conjurer/Enchanter 4th
Type of spell: Invocation
This spell causes a huge bolt of lightning to streak from the caster's
outstretched palm, striking the victim for considerable damage.
"LOCATE OBJECT"
Spell.
Area of effect:
Aggressive: No
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Conjurer/Enchanter/Illusionist/Invoker 3rd
Type of spell: Divination
If at all possible, the caster will know exactly where an object is or
the name of the creature using it. If more than one object by the
same name exists, the caster will receive a listing of several
possible objects. Specifying a unique name will give an exact
location. The more proficient the spellcaster is, the more possible
objects he or she can locate at once.
See Also: LOCATE REMAINS
"MAGE FLAME"
Spell.
Area of effect:
Aggressive: No
Cumulative: No
Duration: Dependant on proficiency of caster
Class/Circle: Conjurer/Enchanter/Illusionist/Invoker 1st
Type of spell: Enchantment
When cast, this spell causes a small bluish flame to spring into being
over the caster's head, following their every move and providing a magical
illumination. The affects can last for a very long time at higher
proficiencies.
"MAGIC MISSILE"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Conjurer/Enchanter/Invoker/Necromancer 1st
Type of spell: Invocation
Casting this spell will cause a burst of magical bolts to spray forth
from the caster's fingertips, impacting on the target with deadly
accuracy. Between one and five missiles will be fired, depending on
the proficiency of the caster.
"MAGIC-USER" "MAGIC USER" MAGE WIZARD
The term "Magic-User" defines a class of individuals who spend their
lives training in the use of arcane magical spellcraft. These are the
ones who stand at the back of a party during battle and hurl powerful
offensive spells at the enemy. Because they are so powerful in their
discipline, they are typically the most frail in stature (bards are a
special exception to this rule).
There are subclasses of Magic-User, each with their own specialties:
enchanter, invoker, necromancer, and conjurer. This larger group class
means that all three sub-classes are affected by the same class
restrictions on equipment, and are similar in to-hit rolls and average hit
points. The sub-classes also tend to have similar resistances and
susceptibilities to things like spells, paralysis, dragon breath, etc.
Each sub-class rises in level according to its own experience chart.
Use "help " for information on each of the sub-classes.
See also: ENCHANTER, INVOKER, NECROMANCER, CONJURER, SPECIALIZE,
SPELLCAST
"MINOR CREATION"
Spell.
Area of effect:
Aggressive: No
Cumulative: N/A
Duration: Permanent
Class/Circle: Conjurer 1st, Necromancer/Enchanter/Invoker/Illusionist 2nd
Type of spell: Generic
This is a very handy spell, allowing the caster to create items such
as barrels, rafts, lanterns, bags, minor armor, etc. on the spot.
"MINOR PARALYSIS"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: No
Duration: Dependent on proficiency of caster
Class/Circle: Shaman/Enchanter/Invoker 4th, Ranger 8th
Type of spell: Enchantment
This spell allows the caster to "freeze" his or her victim, preventing
any actions by the victim for a limited time, or until someone strikes
the victim. A more powerful version of this spell can be found in
"major paralysis."
See also: "MAJOR PARALYSIS"
"MINUTE METEORS"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: No
Duration: Instantaneous
Class/Circle: Invoker 3rd
Type of spell: Invocation
When cast, this spell causes a cluster of small rock-sized flaming meteors
to fly forth from the caster's hands and explode upon impact with the
victim. Between one and five meteors will be fired, dependant on the
proficiency of the caster.
"MORDENKAINEN'S SWORD" "MORDENKAINENS SWORD"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: No
Duration: Instantaneous
Class/Circle: Invoker 4th
Type of spell: Invocation
This spell causes a magical sword of crackling energy to snap into
existence and strike the victim repeatedly before vanishing again.
"RAY OF ENFEEBLEMENT"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: No
Duration: Dependent on proficiency of caster
Class/Circle: Enchanter 3rd, Invoker/Conjurer 4th, Necromancer 5th,
Shaman 6th
Type of spell: Enchantment
This spell causes an invisible ray of energy to burst forward from the
caster's hands and sends it streaking towards the target. If struck by
the ray, the victim is weakened significantly. His combat abilities are
hence lessened.
"SHOCKING GRASP"
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 2nd, Conjurer 3rd
Type of spell: Invocation
The spellcaster attempts to grasp the enemy with a bare hand, but for
only the briefest of instants. On contact, the victim is blasted with
a searing shock of electricity, causing great pain.
"SPECIALIZE INVOCATION"
Specialization in area of magic.
Class/Level: Invoker 20th
Specializing in invocation makes all your invocation spells more powerful.
Specialization will increase the damage from 1 to 70 percent on all
invocation spells depending on the skill of the caster.
See "SPELLCAST INVOCATION" for a list of Invocation spells.
See also: SPECIALIZE "SPELLCAST INVOCATION"
"SPELLCAST INVOCATION"
General area of knowledge.
Class/Level: Invoker/Enchanter/Necromancer/Conjurer 1st
Shaman/Cleric/Druid 1st
Paladin/Anti-Paladin/Ranger/Bard/Battlechanter 10th
Proficiency in this improves your ability to cast invocation spells
(although you must be proficient in the spell as well).
Invocation spells
-----------
acid blast, acidstorm, bigby's clenched fist, blacklight burst, blazing
beam, burning hands, chain lightning, call lightning, chill touch, cone of
cold, cyclone, disintegrate, earthquake, energy drain, fireball,
firestorm, flame strike, force missiles, holy word, ice storm, ice tomb,
incendiary cloud, inferno, lich touch, life drain, lightning bolt, magic
missile, meteor swarm, minute meteors, mordenkainen's sword, prismatic
spray, sandstorm, shocking grasp, sunray, thunderblast, unholy word
See also: SPELLCAST
"WORD OF RECALL"
Spell.
Area of effect: Self
Aggressive: N/A
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Cleric/Druid 2nd, Shaman 3rd
Type of spell: Teleportation
The caster will be instantly transferred back to his/her sanctuary (the
appropriate guild in the proper hometown).
AGGR AGGRESSIVE
"Aggr" lets you make yourself aggressive to aggressive monsters,
meaning you will automatically attack them first when you enter a
room or when an aggressive monster walks in on you.
Syntax:
> aggr : Check aggressiveness
> aggr off : Turn off aggressiveness
> aggr 120 : You will only be aggressive to monsters when
: your hitpoints >= 120
NOTE: Paladins may *not* have this option set to ON, as it goes
against all their training and principles. Antipaladins are permanently
aggressive.
See also: KILL, HIT, MURDER
COINS CURRENCY
Currency on Sojourn DikuMUD takes the form of coinage, and there are
four types to be found: platinum, gold, silver, and copper.
1 platinum = 10 gold
1 gold = 10 silver
1 silver = 10 copper
Note that coins are not weightless, so be careful in choosing how much
to carry around with you.
See also: EXCHANGE BANKS
COLDSHIELD
Spell.
Area of effect: Self
Aggressive: N/A
Cumulative: No
Duration: Up to 3 hours, dependent on proficiency of caster
Class/Circle: Conjurer/Enchanter/Invoker/Necromancer 5th
Type of spell: Enchantment
"Coldshield" provides protection against magical fire attacks and some
protection against physical attacks, reflecting the damage back at the
attacker. It is similar to the spell "fireshield."
See also: FIRESHIELD
CONJURER
Sub-Class of: Magic-User
Conjurers are the creative branch of the magic-users. They specialize
in enchantments, conjuring creatures and objects. Conjurers, like other
magic-users, possess awesome spellcasting might and are able to throw some
of the world's most potent spells. The conjuring style of magic first
developed among the human races, which would account for their
smaller spell list and greater overall spell potency.
Allowable races: Human, Duergar, Gnome, Yuan-Ti.
Minimum stats: STR: 50 DEX: 40 AGI: 0 CON: 50
POW: 75 INT: 90 WIS: 0 CHA: 0
For information on stats, please type:
"help class stats"
Conjurer skills: For an up-to-date listing of the available
conjurer skills, spells, and their levels,
type: "help skill_conjurer"
[RETURN for more, q to quit]
Equipment usage: Conjurers fall into the Magic-User
classification of item restriction. This
means they have the smallest range of weapons
that they can wield and a very small range of
armor from which to choose. They have almost
no restrictions on what miscellaneous magical
items they can use (wands, staffs, etc.)
Conjurers can improve their skills by using the "practice" command in
their guild.
See also: MAGIC-USER, PRACTICE, GUILD, SKILL_CONJURER, SKILLS,
SPECIALIZE, SPELLCAST
CONSENT
CONSENT is a check performed by the MUD code in order to confirm that
a player (victim) is agreeing to the action being performed upon him
or her by another player.
Usage:
consent - you give your undying trust to
consent me - you revoke consent
consent - tells you who you are currently consenting
You may only consent to one person at a time, but you can change it as often
as you wish. The person you are consenting to, need not be in the room with
you, but you must be able to see him/her. (If who doesn't work,
neither will consent ).
Note: It is illegal to request consent from a player for the purpose
of stealing. Players deceiving others by gaining consent and not
returning the items will be dealt with severely. It is advised that
you consent only to those players you would trust completely, as not
all problems can be resolved by the Staff. If you do consent a player and
they steal items, they will be punished severly. Unfortunately, unless
[RETURN for more, q to quit]
the person is caught directly after theft the lost items are lost and
cannot be reimbursed by the Staff.
See Also: THEFT
CONSIDER
Syntax: consider
This command will compare your character's level with that of the
monster's and give you a rough estimate of your chances of defeating
it. This estimate is by no means exact and does not take hit points,
special attacks or damage into consideration.
NOTE: This command is going to be revamped soon.
Example:
> consider dog
DEATH CORPSE DYING
General Information.
When you die, you re-enter the game at your guild. You can
retrieve your corpse by traveling to your place of death and
getting the items from inside.
To get items from a player corpse:
get pcorpse
get
Each time you die you lose a percentage of experience for
your level. It is wise to be careful to avoid death when you
have recently gained a level. If the experience lost due to
death is more than you have gained in your current level, you
will "lose a level" and the maximum hitpoint difference between
the two levels.
See also: DECAY, EXPERIENCE, DRAG, CONSENT, GET, GUILD
DISENGAGE
Typing "disengage" while assisting in combat allows you to withdraw
from the fight. Disengage will not work if you are the tank.
See also: FLEE, RETREAT
DISINTEGRATE
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 8th, Necromancer 9th, Conjurer 10th
Type of spell: Invocation
"Disintegrate" is among the most powerful of mage spells. It causes a
green beam of disintegration to go streaking toward the victim,
causing great physical damage to victim and victim's equipment alike.
DISPLAY PROMPT
Syntax: display
"display" alone will give a list of options available
The "display" command allows you to view various attributes of your
character at all times. Some of "display"'s options are:
all -- displays hits/maxhits, psp/maxpsp's (illithids
and yuan-ti only), moves/maxmoves
off -- turns off display
hits -- displays current hit points
maxhits -- displays maximum hit points
slots -- displays current spell slots
moves -- displays current movement points
maxmoves -- displays maximum movement points
tankname -- shows name of tank in group
tankcond -- shows condition of tank in group
enemy -- shows name of enemy
enemycond -- shows condition of enemy
twoline -- divides display into two-line prompt
psp -- displays current psp's
maxpsp -- displays maximum psp's
[RETURN for more, q to quit]
See also: TANK, SMARTPROMPT, TOGGLE
ENCHANTER
Sub-Class of: Magic-User
Enchanters are spellcasters who have devoted their lives to the pursuit
of great and powerful magic. The spells at their command are
primarily defensive and are not granted through the worship of any
deity. Enchanters are physically weak by most standards, and can be
quite frail. Their abilities at hand-to-hand combat leave much to be
desired, and, in most cases, they leave the fighting arts to Fighters.
To make up for these handicaps, enchanters have created some of the
best protection spells in the world, to both keep themselves and
their fellow classes free of harm.
Allowable races: Human, Drow, Elf, Halfling, Gnome, Yuan-Ti.
Minimum stats: STR: 50 DEX: 40 AGI: 0 CON: 50
POW: 0 INT: 90 WIS: 0 CHA: 0
For information on stats, please type:
"help class stats"
Enchanter skills: For an up-to-date listing of the available
[RETURN for more, q to quit]
enchanter skills, spells, and their levels,
type: "help skill_enchanter"
Equipment usage: Enchanters fall into the Magic-User
classification of item restriction. This
means they have the smallest range of weapons
that they can wield and a very small range of
armor from which to choose. They have almost
no restrictions on what miscellaneous magical
items they can use (wands, staffs, etc.)
Enchanters can improve their skills by using the "practice" command in
their guild.
See also: MAGIC-USER, PRACTICE, GUILD, SKILL_ENCHANTER, SKILLS,
SPELLCAST, SPECIALIZE, MAGIC
EXCHANGE BANKS BALANCE DEPOSIT WITHDRAW
Banks can be found throughout the Realms, and it is the wise
adventurer indeed that utilizes them often. Carrying large amounts of
money around with you can be hazardous: you could not only lose the
cash you are carrying if you die, but you would also be welcome prey
to any thief.
You can also "exchange" the money that you are carrying for that of
smaller or higher denominations, usually for some surcharge. See
below for correct syntax.
The following commands can be used at any banks:
BALANCE
DEPOSIT
WITHDRAW
EXCHANGE
LIST
Examples of monetary exchange:
[RETURN for more, q to quit]
exchange 1000 gcoins pcoins
exchange 1000 copper platinum
exchange 5 platinum scoin
See also: COINS CURRENCY
EXPERIENCE XP LEVELS
Whenever you kill a monster or a player, you earn experience points.
Once you have earned enough experience, you raise a level in your
class. Sojourn has 50 mortal levels, you can check your progress
by typing "experience" at your guildmaster. Here are a few things
you should know about experience points:
* When you damage a monster, you get experience points.
* When you assist and heal the tank in your group, you get experience
points.
* If you kill a monster of a higher level than yourself, you get bonus
experience points. If you kill a monster of a lower level, you'll
gain less experience points.
See also: GROUP, TROPHY, DEATH
FARSEE
Spell.
Area of effect: Self
Aggressive: N/A
Cumulative: No
Duration: Dependent on proficiency of caster
Class/Circle: Enchanter/Invoker/Illusionist 4th, Shaman 6th
Type of spell: Enchantment
"Farsee" enables the caster to look through doors into adjacent rooms,
as if the caster were actually there, but without the corresponding risks.
Syntax for looking: look
See also: LOOK
FIREBALL
Spell.
Area of effect:
Aggressive: Yes
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Invoker 4th, Enchanter/Conjurer 6th
Type of spell: Invocation
"Fireball" is a very potent spell that causes a small ball of flame to
shoot forth from the caster's fingertips. Upon contact with the
victim, it explodes in a huge blast, burning the victim quite
profoundly.
FIRESHIELD
Spell.
Area of effect: Self
Aggressive: N/A
Cumulative: No
Duration: Up to 3 hours, dependent on proficiency of caster
Class/Circle: Conjurer/Enchanter/Invoker 5th
Type of spell: Enchantment
"Fireshield" provides protection from magical cold attacks and some
protection against physical attacks, reflecting the damage back at the
attacker. It is similar to the spell "coldshield."
See also: COLDSHIELD
FLEE
If, for instance, the minor daemon you so carefully considered turns
out to be a little more than you bargained for, you can run from the
fight using the "flee" command. This command, if successful, will
allow you to leave the room via the nearest exit, if there is one.
However, some monsters will hunt you down in various manners to try
and continue the fight, so be warned.
See also: DISENGAGE, RETREAT, CONSIDER, WIMPY, "WORD OF RECALL"
GATE
Spell.
Area of effect: Room
Aggressive: No
Cumulative: N/A
Duration: Depending on the Proficiency of the caster
Class/Circle: Enchanter/Illusionist/Invoker 9th
Type of spell: Teleportation
The gate spell is a powerful means of extraplanar travel. The gate
spell opens a portal to another plane that remains open for a short
amount of time. During that time anyone can enter the portal and will
be teleported to another plane. The portal, however, is very
unpredictable because it opens at a random place in the plane. Also,
the gate spell can be blocked by powerful magics weaved by strong
spell casters.
IDLE
General Information.
Idle is used to classify when your character is logged on but no commands
are being used. If you are idle for 10 minutes you will enter the "void".
15 minutes of idle time will lead to IDLE RENT. Your character will
leave the game at whatever location he is at. You will appear at that
very place when you re-enter the game. This holds true for characters
who are or are not linkdead. There is currently no charge for idle rent.
See also: RENT, VOID, LINK
IMPLEMENTOR FORGER
The most powerful beings in the MUD, the Forgers own and run Sojourn
DikuMUD, and each one specializes in a particular area - Administration,
Code, or Areas.
Type "credits" and "wizlist" for more information.
See also: CREDITS, WIZLIST
INFERNO
Spell.
Area of effect: Room
Aggressive: Yes
Cumulative: No
Duration: Instantaneous
Class/Circle: Invoker 10th
Type of spell: Invocation
The ultimate in invocation magic, this spell is capable of more damage
than any single other spell. Upon casting, the area around the caster
literally explodes in a blazing inferno, seemingly pulled directly from the
Nine Hells. Searing white hot flames scorch all of the caster's enemies,
and sprays of molten lava shower them in fiery agony. The magical flames
will burn for a short duration upon all affected, causing yet more damage.
It is rumored that this spell has other strange effects, and that even the
most powerful protection magic is incapable of absorbing more than a small
amount of it's power.
INNS
Inns are places that are used to instantaneously store your gathered
equipment while you are not playing the game. If you wish to quit the
game and not lose any of your equipment, you must "rent" a room at an inn.
See also: RENT, OFFER, CAMP, QUIT
INVISIBILITY
Spell.
Area of effect: |
Aggressive: No
Cumulative: N/A
Duration: Dependent on proficiency of caster for victims,
permanent for objects
Class/Circle: Necromancer/Enchanter/Illusionist/Conjurer/Shaman 2nd,
Invoker 3rd, Ranger 4th
Type of spell: Enchantment
This spell turns the victim or object invisible. Invisibility can
only be detected via the "detect invisibility" spell. Invisibility on
objects can be dispelled via the "dispel invisible" spell.
Invisibility on creatures can be dispelled via the "dispel invisible"
and "faerie fog" spells, or if the creature enters battle.
You can see that status of your visability by typing "vis." Invisibility
can be dispelled by typing "vis 0."
See also: "DETECT INVISIBILITY," "DISPEL INVISIBLE," "FAERIE FOG"
INVOKER
Sub-Class of: Magic-User
Invokers are spellcasters who have devoted their lives to the pursuit
of great and deadly offensive magic. The spells at their command are
primarily offensive and are not granted through the worship of any
deity. Invokers are physically weak by most standards, and can be
quite frail. Their abilities at hand-to-hand combat leave much to be
desired, and, in most cases, they leave the fighting arts to Fighters.
To make up for these handicaps, Invokers have created the absolute
best offensive spells in the world, and are widely feared for the
horrible destruction they can wreak with their magic.
Allowable races: Human, Drow, Elf, Halfling, Gnome, Yuan-Ti.
Minimum stats: STR: 50 DEX: 40 AGI: 0 CON: 50
POW: 0 INT: 90 WIS: 0 CHA: 0
For information on stats, please type:
"help class stats"
Invoker skills: For an up-to-date listing of the available
[RETURN for more, q to quit]
invoker skills, spells, and their levels,
type: "help skill_invoker"
Equipment usage: Invokers fall into the Magic-User
classification of item restriction. This
means they have the smallest range of weapons
that they can wield and a very small range of
armor from which to choose. They have almost
no restrictions on what miscellaneous magical
items they can use (wands, staffs, etc.)
Invokers can improve their skills by using the "practice" command in
their guild.
See also: MAGIC-USER, PRACTICE, GUILD, SKILL_INVOKER, SKILLS,
SPELLCAST, SPECIALIZE, MAGIC
KILL HIT
One way to initiate a fight. This does not work against players and
some monsters unless you have nokill toggled false.
See also: MURDER, NOKILL
LANGUAGES
TEMPORARILY DISABLED
Every race has its own language, and some can also speak a smattering
of other languages. Unless you are proficient in a language, the
communications of someone speaking that language will be
incomprehensible or garbled. You gradually learn another language by
being in contact with those who speak it and listening to it for long
enough.
There is currently one language for each race, and a private Staff
language.
See also: SPEAK
LAWS RULES
*** Current Sojourn LAWS - these are subject to change at any time.
Read the following related RULES files: HELP MULTI PLAYING, HELP ROBOT
Role playing is encouraged on Sojourn, however, you MUST role play your
character WITHIN the Sojourn rules. Claiming that you are only playing
your character is not valid and is NOT an excuse.
1. MULTI PLAYING IS NOT ALLOWED IN ANY SHAPE OR FORM.
Read HELP MULTI PLAY if you have not. All MUDs are different
and Sojourn will have different rules than other MUDs you play. There
are NO warnings if you are caught multi playing, regardless of the
excuse. We will NOT warn you, you will be deleted or demoted,
depending on the severity of the offense. Your site may also be
banned if we have had problems with the site before. Read HELP BAN.
2. ROBOTS ARE NOT ALLOWED IN ANY SHAPE OR FORM.
This means any robot that you set up with clients such as Tintin.
Running of robots results in immediate deletion. Read HELP ROBOT.
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3. PLAYER KILLING IS NOT ALLOWED IN ANY SHAPE OR FORM.
Eventually, race wars will be put into the MUD. Until that time, any
player who knowingly causes or attempts to cause harm or the death of
another player will be deleted and possibly banned. This includes, but
is not limited to: locking and/or closing doors to prevent player
exit from a room, assisting a mob against a player in ANY way, shape
or fashion, casting room spells that cause a mob to kill a player.
Do not go around arbitrarily casting spells on mobs. This could be seen
as attempted player killing.
4. SEXUAL HARASSMENT WILL NOT BE TOLERATED IN ANY SHAPE OR FORM.
If someone is sexually harassing you, report it IMMEDIATELY to a Staff
member. Once a Staff member is watching you, you MUST tell the person
you are complaining about to STOP the harassment. If the player does
not stop, then the Staff will intervene. We cannot and WILL not
intervene unless you prove to us that there is sexual harassment and
that you have told the player to STOP.
Any infringement of the top four rules will result in automatic deletion
and possibly banning of your site.
5. BUG ABUSE IS NOT ALLOWED NOR TOLERATED.
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Since we constantly put in new code, there are bound to be many bugs.
Exploitation of a bug (even if the bug is reported) will result in
demotion or worse.
6. QUEST ABUSE WILL NOT BE ALLOWED NOR TOLERATED.
It's pretty sad we have to add this, but some people are greedy
and mean. Anyone caught:
1. hoarding items needed for quests for no acceptable reason
(If you grab items needed to do a quest, you'd better do
it immediately or risk deletion.)
2. selling items needed for quests that have no real eq value
3. stealing items needed for quests from mobs with the intention
of selling or giving them away
4. "twinking" quests by gathering up needed items and "hiding"
or renting with them
5. "twinking" any quest related mob or item to prevent people
from completing a part of or a full quest. This includes
killing the mob while people are in the zone trying to do
the quest. You'd better shout first.
6. preventing a quest load by sitting on the MUD with a quest
item that you are not actively using. If you are not using
the item, RENT IT.
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Will be VERY harshly dealt with. As a matter of fact, anyone caught
violating numbers 4 and 5 will be instantly deleted. You have been
warned.
7. Do NOT kill OR EVEN ATTACK shopkeepers, guildmasters,
ship captains, guildguards, innkeepers, or bankers FOR ANY REASON
even outside of hometowns. These mobs are made for explicit reasons
that relate to the play of the mud.
8. Do not pick up fumbled weapons or any equipment laying on the ground
unless you are SURE that is doesn't belong to anyone or that it is
abandoned. If a player leaves something lying in a room, then the player
leaving it has no claim to it. If you flee from a fight and leave a
fumbled weapon and are NOT in the room when another player picks it up,
the person finding it must decide BY THEMSELVES whether to return it.
We will not interfere in this type of thing. We will NOT look for "lost"
weapons or equipment. Unless you can provide us with the exact name of
the person who took your weapon, we cannot help you at all.
SPECIAL NOTE: anyone found hiding invis or hidden in a room and stealing
fumbled weapons will be automatically deleted.
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9. Corpse looting, pet killing, kill-stealing and tell spamming are all
illegal. Please try to work all this out between you BEFORE you ask the
Staff for help.
10.Camping near mob "repop" sites for equipment is not allowed. This
also includes "running" to get to equipment spots or check on rare
loads. As a rule of thumb, if you're there for one piece of
equipment, to check of a rare load, or to be a well target, don't
be there.
If you need something, by all means get it, but don't "camp" or
horde equipment.
11.It is illegal to "sit" on mobs. This means you can not kill a
monster then wait for it to "repop" (load again into the game) so
you can kill it again. Nor can you send one member of a group to a
zone to claim any mobs. ALL of your group must be present. If you
are sitting meming/praying and the mob is not aggro to you, or is
not damaged in any fashion, it is not YOUR mob.
Full groups must be attacking a mob for it to be "theirs." One
player can not reserve a mob. The entire group must be there, and
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attacking or have attacked the mob. Please show a little common
courtesy to other players in the game.
12.Players should settle their own disputes. Talking to a Staff member
should be a last resort. Use the petition channel if you need to
consult with a Staff member.
These laws are subject to change at any time without warning and may be
amended based on the situation at hand and as unforeseen situations arise.
Read RULES, MULTI PLAYING, the news and the bulletin boards often. It is
YOUR responsibility to keep abreast of the rules on Sojourn.
See also: MULTI-PLAYING, ARENA, RACEWARS, ROBOTS
LEVITATE
Spell.
Area of effect:
Aggressive: No
Cumulative: No
Duration: Dependent on proficiency of caster
Class/Circle: Enchanter/Illusionist/Invoker/Conjurer 4th, Necromancer 5th
Type of spell: Enchantment
"Levitate" allows you to skim lightly over the ground without regard
for surface interference.
Warning: If your spell expires while you are high in the air,
the fall will kill you. Your death could possibly result in an
irretrievable corpse.
MANABURN
Syntax: toggle manaburn
When a Bard or Battlechanter begins to stutter while singing, they have
an opportunity to spend mana to continue their song. This toggle gives
the Bard/Battlechanter control over this choice.
Toggling manaburn sets the point at which a Bard or Battlechanter will
stop using mana if they stutter their song. Setting this value to zero
will allow you to use up all of your available mana while singing.
MEDITATE
Applied skill.
Syntax: Sit or rest, then meditate
Aggressive: No
Class/Level: Enchanter/Invoker/Necromancer/Conjurer/Shaman/Cleric/Druid
1st, Paladin/Anti-Paladin/Ranger 10th
"Meditate" allows the player to memorize/pray for spells with a chance
of halving the time. A single proficiency check is made at the half
way point for each spell. If successful, the spell will be memorized/
prayed for at that time. If unsuccessful, the spell will take the
normal time before it is memorized/prayed. Because meditate is the
focusing of the mind, most actions will stop the meditation.
MOUNT DISMOUNT
Applied skill.
Syntax: mount
dismount
Aggressive: No
Class/Level: All classes 1st
Sojourn now has mounts available for renting or direct buyer purchase.
You can only ride your own steed, and cannot ride into a single file
room or indoors. You must dismount and have your steed follow you.
Note that you may not be able to mount sufficiently powerful steeds.
MULTI-PLAYING MULTIPLAYING "MULTI PLAYING"
Multi-playing, as defined by the Staff of Sojourn, is the playing of
more than one character at a time by any one person, or the sharing
of any one character by two people.
Warning: Multiplayers will be immediately deleted or lose half
their levels and all equipment dependant on level. There will be no
"warnings" for multiplayers.
1) You may NOT have more than one character on at ANY time. THIS
INCLUDES LINK-DEAD CHARACTERS. You MUST rent or camp out your
other character BEFORE you bring on a new one. The ONLY exception
to this is rule #2.
2) You may NOT have two or more characters in ANY way, shape or form,
UNLESS you are EXCHANGING EQUIPMENT IN THE SAME INN. You may have
two or more characters on at the same time FOR EXCHANGE OF EQ ONLY
and you may NOT play ANY of these characters in ANY way, shape or form.
This includes, but is not limited to: selling, buying, trading or
giving away of ANY object or money to someone other than YOUR
character that is on the MUD, IN THE INN. NEITHER of these
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characters may leave the INN while both are on, this INCLUDES
link-dead characters. BOTH MUST REMAIN IN THE INN WHERE YOU
RENTED AND IN THE ROOM WHERE THE INNKEEPER OR RECEPTIONIST IS.
NOT in any other room. There are NO exceptions to this rule.
3) You may NOT bring on another character for the purpose of using it,
directly OR indirectly, to aid or seek aid of any kind in a justice
matter against another of your characters. This includes, but is not
limited to: having people to turn you in, having people to locate rope,
etc., If your character is wanted by justice you may seek aid ONLY with
that character.
4) If you have a corpse that has equipment on it (not newbie equipment)
AND/OR a decomposed corpse(s) and have equipment on the ground, the
ONLY time you may log in another char is to exchange equipment IN
AN INN. Do NOT leave the INN with your other character unless it is to
get money from the bank. If you go to the bank, DO NOT GO ANYWHERE ELSE.
Do NOT send tells or attempted to communicate with your group or anyone
else. YOU MUST PLAY THE CHARACTER THAT DIED REGARDLESS IF THE MUD HAS
REBOOTED/CRASHED/WHATEVER OR NOT.
5) The ONLY time you may log in another char is to exchange equipment
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IN AN INN.
You may NOT log in ANY OTHER character(s) to
- retrieve your own corpse.
- retrieve eq from a decomposed corpse. You MUST use the
char that died to retrieve ANY equipment.
- retrieve equipment from someone else who has looted the
character that died. Log in the char that died and get your
stuff. No other.
- aid yourself in retrieving your corpse (kill/lure/whatever
mobs, unlocking doors, casting spells such as clairvoyance,
locate, etc.)
- aid yourself in locating mobs or items for another of
your characters
You may NOT log in other character(s) to aid your group or ANY
group you intend to join or ANYONE you were previously following by:
- casting ANY spells, killing/luring/whatever mobs, unlocking
doors, etc
- fighting/luring/whatever a mob or mobs that your group has
attacked or intends to attack.
- acting as ANY spell location target of ANY kind
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- locating mobs or items
- changing characters. Your ENTIRE group MUST leave the zone
it is currently in and not return unless the MUD is rebooted
or crashes.
Extenuating Circumstances:
In the case where a group is doing a high level zone and
the MUD repeatedly crashes or experiences problems or
members of said groups are in danger from corpse
or equipment loss -- and members MUST ask first:
Members of the group who HAVE NOT DIED may exchange
characters.
6) REGARDLESS IF ANY OF YOUR CHARS ARE IN AN INN OR NOT:
You may NOT use a second character to cast spells on another.
This rule also applies to logging another character on as a
"target" for a spell. This INCLUDES camping a second character to
log on solely for the purpose of relocating or moonwelling into a
zone. This also includes using a second character's spells to aid
your first character or his group. This also includes using one
character to sell items off a second third or more character.
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7) You may NOT use a second character with the sole purpose
being to camp near an equipment repop site. Despite the
importance of equipment, hoarding equipment by this means is
deplorable, dishonorable, and ILLEGAL.
8) You may NOT share a character or reveal your password to
another player. This includes "storage" characters. You may
NOT log in ANY other character but your own. Associations may
have a registered "bank" character and at NO time is that character
to have any equipment.
9) You may NOT sell or give away characters. Characters sold or
given away will be deleted.
10) You may NOT roll a new character while you already have one
in the game. PERIOD.
11) You may NOT have more than one person on the MUD at one time
using the same account on the same ISP (REGARDLESS of what server
they are logged into) OR the same computer. That includes, but is
not limited to exchanging equipment in an INN. All players MUST
show DIFFERENT user IDs at their site and if we cannot readily
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verify that you are two different people, you will be told not to
group or be in the same room together or asked to leave the MUD
altogether. We also highly recommend that you RENT or CAMP. Do
NOT drop link and risk being accused of multiplaying. We will
NOT accept "wingate" networks or "in house" networks or
"firewalls" at face value. This means that more than two people
connecting from a site such as this will count as one person and
be dealt with accordingly. In house networks do not have
different IP addressing regardless of what numbers you assign
them. If you have ONE account at your ISP then THAT is the
IP number that ALL your connections use.
Players belonging to associations and found to be sharing a character will
be SEVERELY dealt with with NO margin for error.
If you require clarification of these rules, ASK A STAFF MEMBER.
If you have *any* questions on what exactly constitutes multi-playing,
post it on the board. Chances are it's a no-no.
See also: LAWS, RULES, INNS, RENT, LANGUAGES
MURDER
Syntax: murder
You can murder another player with this command.
See also: NOKILL
NECROMANCER
Sub-Class of: Magic-User
Necromantic sorcery is the study and implementation of spells that deal
with the dead and the undead. It is considered an evil branch of magic
and necromancers are highly frowned upon by the true sorcerers of Faerun
who feel that delving so far into the dangers of the Black Arts can bode
no good to the Realms.
It is this very aura of "forbidden fruit" that compels many to take up this
arcane study of the Undead.
Necromancers are considered extremely evil and, with the execption of
anti-paladins and the evil surface and Underdark dwellers, are highly
shunned by the other races of Faerun.
Although their spells are unique, Necromancers do not have the heavy
offensive spell capabilities that other magic users do. Instead, they rely
on their undead to dole out, and take the heat of battle.
It is widely rumored that some Necromancers become so powerful that they
are able to harness the Dark energies and transcend their OWN boundries
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between life and death -- effectively transforming themselves into fearsome
and immensely powerful liches.
Allowable races: Human, Drow, Yuan-Ti
Minimum stats: STR: 50 DEX: 40 AGI: 0 CON: 50
POW: 0 INT: 90 WIS: 0 CHA: 0
For information on stats, please type:
"help class stats"
Necromancer skills: For an up-to-date listing of the available
necromancer skills and their levels, type:
"help skill_necromancer."
Equipment usage: Necromancers fall into the Magic-User
classification of item restriction. This
means they have the smallest range of weapons
that they can wield and a very small range of
armor from which to choose. They have almost
no restrictions on what miscellaneous magical
items they can use (wands, staffs, etc.)
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Necromancers can improve their skills by using the "practice" command in
their guild.
See also: MAGIC-USER, PRACTICE, GUILD, SKILL_NECROMANCER, SKILLS,
SPECIALIZE, SPELLCAST
NOKILL
Syntax: nokill
This prevents you from accidentally attacking another player.
PRESTIGE
New system that will be used for many additional features. Features
prominently into Questing.
REIMBURSEMENT
We now only grant reimbursements for corrupt player files or a bug
that causes complete equipment loss on multiple characters. These
cases are rare and MUST be verified by the Sojourn logfiles. There
will be NO EXCEPTIONS.
In the case that a large amount of players are affected by a bug or
problem causing equipment loss or player file corruption, a decision
will be made by the Staff whether or not to restore player files from
the most recent backup. In the case that player files are restored,
there will be NO further reimbursements given. Should it be decided
that enough players are not affected to call for restoration, a
decision will be made concerning reimbursements based on the situation
at the time.
We will NOT grant reimbursements for fumbled weapons, lost or
stolen items, decayed corpses, hacked accounts, changes to the game,
or anything that does not fall under the above two exceptions.
See also: LINK
RENT OFFER
These commands are for use in the receptions of inns. The command
"offer" will make the innkeeper or receptionist tell you the cost of
storing your equipment for one day. Currently offer has no use because
all rent is free. "Rent" will store your items and make you leave the
game. The next time you enter the game, you'll start out in the inn
where you left.
See also: INN, CAMP, QUIT, REIMBURSEMENT, IDLE
RETREAT
Syntax: retreat
"Retreat" allows you to withdraw from combat and move away from the
room. Tanks can not retreat while being attacked.
See also: DISENGAGE, FLEE
SANDSTORM
Spell.
Area of effect: Room
Aggressive: Yes
Cumulative: No
Duration: Instantaneous
Class/Circle: Invoker 10th
Type of spell: Invocation
This highly powerful offensive spell summons a massive sandstorm into
existence around the caster's foes. In addition to the massive damage
caused by the powerful winds and hot sands, each victim must make two saving
throws each or be blinded, knocked to the ground, or both.
See Also: BLINDNESS
SKILLS
Skills are methods of survival or battle that are learned by classes
through the use of the "practice" command. The skills list varies
from class to class. Type "help classes" for a list of the available
classes, and "help skill_" for a list of skills and spells
for that class.
Your proficiency at a skill will increase over time if you apply the
skill as you adventure. Until level 10, practicing skills at your guild
is free. However, after that point, training requires currency to
compensate the master for his time and effort.
See also: PRACTICE, CLASSES, SKILL_
SKILL_CONJURER
The following is a list of all the skills and spell available to the
Conjurer class:
SKILLS
1st level: meditate, mount, scribe, quick chant, sorcerous spell
knowledge, spellcast generic, spellcast invocation,
spellcast enchantment, spellcast healing, spellcast
teleportation, spellcast summoning, spellcast
protection, spellcast divination, 1h bludgeon, 1h
piercing, bandage, swimming
20th level: specialize enchantment, specialize teleportation,
specialize summoning, specialize protection
25th level: dodge
SPELLS
1st circle: detect invisibility, minor creation, ventriloquate,
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magic missile
2nd circle: burning hands, chill touch, invisibility, detect magic
3rd circle: locate object, shocking grasp, strength, dexterity,
dispel magic, missile shield
4th circle: enchant weapon, lightning bolt, sleep, ray of
enfeeblement, levitate, faerie fog
5th circle: teleport, conjure elemental, infravision, fireshield,
coldshield
6th circle: cone of cold, fireball, stone skin, identify,
ice storm, feeblemind
7th circle: dimension door, haste
8th circle: prismatic spray, power word blind, power word stun
10th circle: disintegrate
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NOTE: See HELP SPELL CIRCLE for an explanation of spell circles.
See also: CONJURER, WEAPONS, SPELLCAST, SPECIALIZE, MAGIC, CIRCLE,
SKILLS
SKILL_ENCHANTER
The following is a list of all skills and spells available to the
Enchanter class:
SKILLS
1st level: meditate, mount, scribe, quick chant, sorcerous spell
knowledge, spellcast generic, spellcast invocation,
spellcast healing, spellcast teleportation, spellcast
summoning, spellcast protection, spellcast divination,
spellcast enchantment, 1h bludgeon, 1h piercing, bandage,
swimming
20th level: specialize enchantment
25th level: dodge
SPELLS
1st circle: detect invisibility, detect magic, magic missile,
mage flame
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2nd circle: burning hands, chill touch, minor creation,
invisibility, faerie fire, energy shield
3rd circle: locate object, strength, dispel invisible,
dexterity, blink, missile shield, ray of enfeeblement
4th circle: teleport, lightning bolt, sleep, farsee, wizard eye,
fumble, levitate, dispel magic, mass invisibility,
minor paralysis, haste
5th circle: minor globe of invulnerability, stoneskin, dimension
door, slowness, infravision, fireshield, coldshield
stumble
6th circle: fireball, clairvoyance, blur, feeblemind, enchant
weapon, cone of cold, identify, enervate
7th circle: fly, solid fog, repulsion, power word blind, enlarge,
reduce, prismatic spray
8th circle: major paralysis, globe of invulnerability, airy
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water, blacklight burst
9th circle: (*) gate, (*) relocate, (*) mind blank, constriction
10th circle: (*) dragonscales, (*) time stop
NOTE: See HELP SPELL CIRCLE for an explanation of spell circles.
See also: ENCHANTER, WEAPONS, SKILLS, CIRCLE, SPELLCAST, SPECIALIZE,
MAGIC
SKILL_INVOKER
The following is a list of all skills and spells available to the
Invoker class:
SKILLS
1st level: meditate, mount, scribe, quick chant, sorcerous spell
knowledge, spellcast generic, spellcast invocation,
spellcast healing, spellcast teleportation, spellcast
summoning, spellcast protection, spellcast divination,
spellcast enchantment, 1h bludgeon, 1h piercing, bandage,
swimming
20th level: specialize invocation
25th level: dodge
SPELLS
1st circle: detect invisibility, detect magic, magic missile,
burning hands, chill touch
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2nd circle: shocking grasp, acid blast, minor creation,
faerie fire
3rd circle: locate object, lightning bolt, invisibility,
minute meteors
4th circle: teleport, fireball, minor paralysis,
ray of enfeeblement, levitate, dispel magic,
mordenkainen's sword, farsee
5th circle: cone of cold, dimension door, fireshield, ice
storm, coldshield, slowness
6th circle: chain lightning, blazing beam, clairvoyance
7th circle: bigbys clenched fist, incendiary cloud
power word stun
8th circle: major paralysis, power word kill, thunderblast,
disintegrate, force missiles
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9th circle: fell frost, (*) meteor swarm, (*) gate, (*) relocate
10th circle: sandblast, (*) inferno
NOTE: See HELP SPELL CIRCLE for an explanation of spell circles.
See also: INVOKER, WEAPONS, SKILLS, CIRCLE, SPELLCAST, SPECIALIZE,
MAGIC
SKILL_NECROMANCER
The following is a list of all skills and spells available to the
Necromancer class:
SKILLS
1st level: meditate, mount, scribe, quick chant, sorcerous spell
knowledge, spellcast generic, spellcast fire,
spellcast cold, spellcast healing, spellcast
teleportation, spellcast summoning, spellcast
protection, spellcast divination, spellcast
enchantment, 1h bludgeon, 1h piercing, bandage, swimming
20th level: specialize summoning, specialize protection, specialize
enchantment, specialize necromacy
25th level: dodge
SPELLS
1st circle: detect invisibility, ventriloquate, detect magic,
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leton
2nd circle: chill touch, minor creation, invisibility, protection from
cold, command undead, protection from undead, animate zombie
3rd circle: soul bind, pain touch, animate ghoul
4th circle: sleep, strength, spectral hand, rejuvenate minor,
command horde, dispel magic, wither, animate shadow
5th circle: teleport, energy drain, ray of enfeeblement, levitate,
ice storm, feeblemind, coldshield, heal undead,
infravision, cone of cold, animate wight
6th circle: age, nerve dance, minor globe of invulnerability,
rejuvenate major, vampiric touch, ward undead,
animate ghast
7th circle: haste, dimension door, protect undead, animate wraith
8th circle: beltyns burning blood, rain of blood, blackmantle, destroy undea
d,
animate spectre
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9th circle: abi dalzims horrid wilting, (*) vampiric curse, eradicate undead
,
globe of invulnerability, animate ghost
10th circle: banshee wail
NOTE: See HELP SPELL CIRCLE for an explanation of spell circles.
See also: NECROMANCER, WEAPONS, SPELLCAST, SPECIALIZE, MAGIC, CIRCLE,
SKILLS
SLOWNESS
Spell.
Area of effect:
Aggressive: Yes
Cumulative: No
Duration: Dependent on proficiency of caster
Class/Circle: Shaman/Enchanter/Invoker 5th
Type of spell: Enchantment
This spell causes the victim to move more slowly in combat. It does
not dispel the "haste" spell, but can counter its effects.
See also: HASTE
SPEAK
Syntax: speak
speak
This command lets you change which language you are currently
speaking to a new one by typing "speak ." Note that you
cannot change if you are not proficient enough in the target language.
"Speak" alone shows a list of your language proficiencies, as well as
your currently spoken language.
See also: LANGUAGES
SPECIALIZE SPECIALIZATION
General area of knowledge.
All Mage sub-classes and Clerics may pick *one* and only one area in
which to specialize. Once picked, they may not change
their specialization. Thereafter, spells in their area of expertise will
be more potent, last longer, and possibly have wider effects,
depending on how proficient they are at the specialization.
The areas of specialization are: invocation, healing, teleportation,
summoning, protection, and enchantment. Not all classes have each of
these areas as an option.
See "help specialize " for more information on each one.
TELEPORT
Spell.
Area of effect: Self
Aggressive: N/A
Cumulative: N/A
Duration: Instantaneous
Class/Circle: Enchanter/Invoker/Illusionist 4th, Necromancer/Conjurer 5th
Type of spell: Teleportation
This spell instantly teleports the caster to a random location in the
current zone. Since the location is random, there is a distinct
possibility of landing in a potentially fatal spot. Sages speak of a
more powerful version of this spell, but most believe this to be false.
THEFT
Theft is a serious accusation against someone. If you accuse someone of
thievery you must have:
1) Their name. It is hard to help if you do now know who ripped you off.
2) Taken reasonable precautions against getting ripped off. If you gave
someone something just "to try on" that is not grounds for the Staff to
interfere. Reasonable precautions DO NOT include:
*Giving them the item to try on or id.
*Letting them go get something off of storage, etc.
*Lending them the item for a little while.
Reasonable precautions DO include:
*Using a third person as a "go between" for the trade.
*Not trading with an anonymous/naked person.
Unfortunately thievery isn't always isolated to trading. In this case
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SPEED is necessary. If someone grabs your fumbled weapon, loots your
corpse and won't respond: petition quickly with who it was and what
they did so the appropriate actions can be taken.
See Also: RULES
TOGGLE
Syntax: toggle : displays current toggle status
toggle : change current toggle status for option
This command is used to change the current state of the options your
character may use. The default for all new characters is to have the
majority of these options set to OFF. More comprehensive help may be
found by typing HELP . The following options may be
set:
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Toggle Settings: ALL CAPS indicate ON, all lowercase is OFF.
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Channels
TELL | ooc | SHOUT | PETITION
Spam Control:
PAGING | brief | COMPACT | ECHO | SAVENOTIFY | SMARTPROMPT | CONDENSED
Miscellaneous:
FOLLOW | VICIOUS | anonymous | afk | rp
Non-standard switches:
Wimpy: OFF | Screen: 24 | Terminal: ANSI | MANABURN
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TROPHY
This special restriction on experience gain ensures that players
who kill the same mobs over and over again or never leave their home
town are penalized.
As you kill the same NPC over and over you'll receive less and less
XP from it until, eventually, you will receive zero.
There is no trophy command and the system is completely transparent
to the players.
Players below 8th level will receive 100% of their XP, but the
system will track it and once you hit 8th level, you will have to
find other mobs to kill or you will remain 8th level forever.
See also: EXPERIENCE
VOID
General Information.
Your character will enter the void after prolonged periods of
inactivity. After entering the void, you character will IDLE RENT.
See also: IDLE, RENT, LINK
WIMPY "WIMPY LEVEL"
Syntax: toggle wimpy
Toggling this on makes you flee automatically when you are below the
hit points limit while fighting. You must specify a hit point value
for "wimpy" to be activated. Typing "toggle wimpy 0" will deactivate
it.
See also: TOGGLE
WIZLIST
Typing "wizlist" will allow you to view a current listing of all the
Staff members that constantly work to make Sojourn the best MUD on the
net.
The Library