#HELPS -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 MERC~ [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ -1 GODWARS~ ---------------------------------------------------------------------- God Wars was created by Richard Woolcock, aka KaVir. Thanks also go to the following people (in order of help given): ...Zarkas, for teaching me how to mud properly. ...Malice, for getting me into the implementor and coder side of things. ...Haus, for inspiring me to create a mud without levels. ...ShadoWeaver, for providing me with my first (and free) site. ...Rotain, for helping with the code - and the debugging. ...Calamar, for adding some nifty code that I still don't understand. ...Stephen from ACK mud, for coding advise and suggestions. ...Monochrome BBS, for supplying me with a decent free site. ...Lucifur, for providing a USA mirror site for the USA players. ...Shaddai, for a mirror site, code snippets and bug reports. ...Arioch, for comments, suggestions, and help running the mud. ...Tepic, for writing the web pages, and helping run the mud. ...Pandora, for trying to bring some semblance of order to the mud. ---------------------------------------------------------------------- ~ -1 GODWARS-HISTORY~ Around the end of 1994, I - Richard Woolcock (aka KaVir) - was helping Ben Walding (aka Malice) write a mud called Eternal Conflict. I supplied suggestions, whilst he did almost all of the coding. In order to help out with the code, I decided to download a copy of Merc 2.1 and 'have a play' with it. I taught myself how to code in C, but as a side affect I created another mud - God Wars. The mud was very primitive, but was also quite fun to play on, so I spoke with a friend of mine and managed to get a temporary site - just to show him what I had written. The mud proved popular, and was offered a permanent site elsewhere. After about 6 months work, one of the players (who called himself Joker) requested a copy of the mud to help with his University project. In return for his word that the mud would be for personal use only, I agreed. He broke his word, and ran the mud as Vampire Wars, making practically no further changes to the code. A few months later, I began to jointly run a second version of God Wars in the USA, because of the severe lag the American players suffered from whilst playing on the UK based mud. This mud began developing on its own, until eventually the site owner and his coder fell out, and another version of God Wars was created. In 1997 another copy of Godwars was stolen and given out freely over the net. Since then I began developing the mud in a very different direction - stopping only briefly to create God Wars Deluxe, which unfortunately was also stolen and eventually leaked out (thus I have now chosen to release it). ~ -1 GODWARS-INFO~ This is the God Wars Deluxe code, a cut-down, smoothed out version of Dark City. Look out for other muds in the series! God Wars (1995 version), God Wars (1996 version), Dark City (my evolved God Wars derivative) and Last City - my current mud, which (at the moment of writing this) is not QUITE ready to play, but is getting close. There are also a number of other God Wars derivatives which were not written by me - for example Sage's "Lords of War" and Aronacus' "Planes of Hades", to name but two. There may well be other derivatives that I don't know about yet. Most of the current ones come from the Leaked God Wars, although I suspect there will soon be some based on the God Wars Deluxe. Unfortunately the original 1996 copy of the code was lost (I didn't keep copies of the mud in it's different stages - I just kept working on it until one day I decided it needed a new name and called it Dark City). Last City got another rename because a movie came out called Dark City and I didn't want people getting confused about the theme. For more information, check out the GODWARS-TREE help file. ~ -1 GODWARS-TREE~ This is the official God Wars family tree. God Wars (1995)* | ----------------------- | | God Wars (1996)* Vampire Wars | --------------------------------- | | Dark City (pre-wilderness)* Leaked God Wars | | ----------------------------- ------------- | | | | Dark City (post-wilderness)* God Wars Deluxe* LoW others | | Last City* ------------- | | PoH others * Indicates the version was written by KaVir. For more information, check out the GODWARS-INFO help file. ~ -1 WIZLIST~ ---------------------------------------------------------------------- God Wars MUD ---------------------------------------------------------------------- --==> I M P L E M E N T O R S <==-- --===> H I G H J U D G E S <===-- -----=====> J U D G E S <=====----- ---====> E N F O R C E R S <====--- --==> Q U E S T M A K E R S <==-- ----====> B U I L D E R S <====---- ---------------------------------------------------------------------- ~ -1 GREETING~ . ------------------------------------------------------------------ -= This is a stock God Wars Deluxe =- ------------------------------------------------------------------ Diku Mud was created by Hans Henrik St{rfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer. ------------------------------------------------------------------ 01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn. ------------------------------------------------------------------ God Wars was created by KaVir. ------------------------------------------------------------------ What name do you want engraved on your tombstone? ~ -1 MOTD~ * This is a player killing and stealing mud. * Type 'help' for help. To see the changes type 'help changes'. Press RETURN to continue: ~ 3 IMOTD~ * PLEASE: check 'help decapitate' and 'help rules'. * Also check 'help status', 'help escape' and 'help godless'. ~ -1 NEWS~ To see the changes, type 'help changes'. ~ -1 RULES~ The Ten Commandments: 1) Kill and decapitate other immortals, or else: 2) Other immortals will kill and decapitate you. 3) Forgiveness may be divine, but vengeance is much more fun. 4) Don't whine or complain, or someone will kill you. 5) If someone whines or complains, you should kill them. 6) If someone DOESN'T whine or complain, kill them anyway. 7) Might makes right; A corpse will never betray you. 8) Friends are useful. So are the exp you get for decapitating them. 9) Rules and alliences are there to be broken; never trust anyone. 10) Stop reading the stupid rules and let the slaughter commence! ~ -1 STORY~ It is a time of great magic. Powerful immortals battle across the world for domination, slaying and pillaging at will. Only the greatest can survive...are you one of them? ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials wear wield hold report score time weather where who recite quaff zap brandish channels config description password title lock unlock open close pick auction chat music question answer shout yell inventory equipment look compare emote pose say tell eat drink fill empty bug idea typo list buy sell value note COMBAT OTHER kill flee kick rescue disarm ! save quit backstab cast wimpy practice train For more help, type 'help ' for any command, skill, or spell. Also help on: CHANGES DAMAGE DEATH EXPERIENCE NEWS STORY TICK ~ 0 CHANGES~ * Improved combat system includes weapon skills, hit locations, critical hits, special moves, death moves, stances and variable speed fighting. * Levels and classes removed. * PK avatars that can only die by decapitation and complete destruction of their head and brain (unless they receive aggravated damage!). * Improved 'consider' command now gives much more information. * New training system uses exp to improve various attributes. * KILLER and THIEF flags removed, and player corpse looting allowed. * Spell casting weapons and spell affect armour coded. * Godless option, for player who dislike interferring gods. * Vampires, Werewolves, Mages and Demons coded. Type 'help vampire', etc. * Left/Right hand locations rather than wield/shield/light/held. * Object manipulation commands for wear/remove/activate/etc. * Mounts, missile weapons, marriage, sex and childbirth added. * ANSI colour added (using macros by Calamar). Type 'ansi' to switch it on. * Special hard-coded quest point system for Quest Makers and players. * Oswitch and oreturn, allowing imms to switch into objects and back. * Customisable prompts added (based on code by Morgenes from Aldara Mud). * Many extra skills/spells, new item types, extra mob specs, and the rest of the usual junk people generally add to their muds. ~ 0 DAMAGE~ When someone attacks someone else, a damage message is displayed to give you an idea of how much damage you have caused. The following messages represent the following amounts of damage. If you missed, then you did 0 points of damage. If you lightly hit, then you did 1 to 25 points of damage. If you hit, then you did 26 to 50 points of damage. If you hit hard, then you did 51 to 100 points of damage. If you hit very hard, then you did 101 to 250 points of damage. If you hit extremely hard, then you did 251 to 500 points of damage. If you hit incredibly hard, then you did 500 or more points of damage. You final blow will be a death move, depending on your weapon type. ~ 0 CLAIM CALL GIFT LOCATE~ Syntax: claim Syntax: call Syntax: call all Syntax: gift Syntax: locate By claiming an object (which costs 500 exp), that object becomes your personal property. Using the 'locate' command you can find what items currently belong to you and where they are in the mud. If you are not carrying the item, you can get it back by calling it with the 'call' command. You can change the ownership of your own items by use of the 'gift' command. ~ 0 DECAPITATE~ Do this to another avatar when they are mortally wounded, and you will suck out some of their lifeforce (represented by 1000exp), making them mortal again. You may also loot their corpse, of course, and if you are hungry you can even eat their head ;) Decapitation alone is not enough to completely destroy another avatar however, for their head will retain their remaining lifeforce. To truly kill them, you must crack open their head and eat (or in some other way destroy) their brain. ~ 0 CRACK~ While holding a head in either your left or right hand, typing 'crack' will crack the head open, spilling the brains out onto the floor. ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment. Your gold stays with you. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is half of your current amount, so it's a good idea not to hoard exp. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). ~ 0 ESCAPE~ This command allows you to transport to the temple of midgaard when mortally wounded. Unfortunately, it also reduces both your mana and move to 0, and informs everyone else on the mud that you are lying defenseless at recall...so be careful how you use it. ~ 0 MOUNT DISMOUNT~ Syntax: mount Syntax: dismount This allows the character to mount the specified creature. Only creatures such as horses and the like may be mounted, and they will aid their rider in combat. For information on the MOUNT spell, type 'help mountspell'. ~ 0 QUESTS~ Quest Makers (and occasionally higher levels) can set quests for one or more players to participate in. The rewards for such quests can be in the form of specially modified equipment. A number of quest points-worth will be allocated depending on the difficulty of the quest, using the following guidelines for point costs (QP's = Quest Points): Stats (Str/Dex/Int/Wis/Con): 20 QP's per +1, max allowed is +3 per stat. Hp/Mana/Move: 5 QP per +1, max allowed is +25 on each. Hitroll/Damroll: 30 QP's per +1, max allowed is +5 on each. Ac: 10 QP's per -1, max allowed is -25. Once a certain affect (str, hitroll, ac, etc) is selected, it cannot be chosen again for that item even if you didn't select the maximum allowed amount. Choosing to have penalties on an item will not decrease its cost, although some Quest Makers may allow extra points if you select a few disadvantages on the item. For more information, type 'quest'. ~ 0 QUEST TOKEN~ Syntax: quest Syntax: token QUEST will allow you to spend any quest points you might have. For a list of the cost (in quest points), type 'quest'. TOKEN will allow you to create a quest token, with the value of the token set to the value specified. The tokens value must be within 1 and 50, and it cannot be greater than the number of quest points you currently have. For information on the QUEST spell, type 'help questspell'. ~ 0 QUESTCARD COMPLETE RECHARGE~ Syntax: complete card Syntax: complete card Syntax: recharge card machine A quest card requires 4 objects to complete. To find out what 4 objects you need, type 'complete card'. When you find these items, you should type 'complete card '. Once you have completed all 4 items on the card you will be told that you have completed the card. Then you should go and find the dark crypt, where there is a machine, and type 'recharge card machine'. You will receive a quest token reward, which you should eat, and the card will be recharged with 4 new items to find. HINT: Vallandar's tomb can be found by going 2 south, 7 east, 2 north from recall. Once you have found that area, you should look for the guardian and solve his riddle, enter the portal he creates, and you'll be in the dark crypt. ~ 0 QUEST-TYPES~ The following are a few examples of quest types: * Find the object/s. Examples: Find 5 different coloured potions, Find a pitch black longsword that flames brightly, Find a dragon dagger, belt and bracer, etc. * Kill the mob/s. These can be hunt down and kill, or simple placing the player in the same room as the mob/s. Can also be combined with finding objects - Example: Find and kill two different dragons and bring me their claws. * Solve a puzzle. For example find a certain room, solve a riddle in an area, or successfully get out of a maze. These are particularly good when several players of different ability are competing in the quest. * Duel: A one-on-one fight pitting either a player against a mob, or (more usually) a player against another player. The conditions will be decided beforehand, and can include any conditions that both sides agree on. Example: No sanctuary, no potions (or maybe a limited number), no spells, no weapons, or whatever. * Skirmishes: Like a duel, but involves several players on either side. Although the sides don't have to be equal in number, it is generally a good idea to make sure they are roughly equal in power. * There are also several more obscure quests that can be run - for example you could require that the player brings you 3 small green eggs, then load mob 30005 into the players room. Another battle might involve no melee - all combat must be with missile weapons. ~ 0 EXPERIENCE XP~ Your character advances in power by gaining experience. You gain experience by being part of a group that kills someone/something. You lose experience by dying or being decapitated. The experience you get from a kill depends on several things: how many players are in your group; your alignment versus your opponent's alignment; how many of this monster have been killed lately (if they are an NPC); and some random variation. See also help on 'status'. ~ 0 STATUS~ This represents the 'danger' of the player. You only have a status if you are level 3. It grants no extra powers, but is a good measure of how deadly that player is in combat. Each time you decapitate an Immortal+ (or an Avatar if you are also an Avatar) your status goes up by one and their status goes down by one (to a minimum of zero). The following shows how many kills (minus deaths) you need for each status: 0 = Avatar 1 - 4 = Immortal 5 - 9 = Godling 10 - 14 = Demigod 15 - 19 = Lesser God 20 - 24 = Greater God 25 + = Supreme God Remember, if your status is Immortal or above you gain nothing for decapitating an Avatar (except a free loot, a head, and an enemy). ~ 0 SKILL~ Syntax: skill | skill This shows the target player's skill with the weapon they are currently wielding and the stance they are in (if it's a specialised stance). Weapon skill Stance skill 1) Totally unskilled. 1) Totally unskilled. 2) Slightly skilled. 2) An apprentice. 3) Reasonable. 3) A trainee. 4) Fairly competent. 4) A student. 5) Highly skilled. 5) Fairly experienced. 6) Very dangerous. 6) Well trained. 7) Extremely deadly. 7) Highly skilled. 8) An expert. 8) An expert. 9) A master. 9) A master. 10) A grandmaster. 10) A grandmaster. Note that these are only rough estimates; one master might well be slightly more skilled than another master, and so on. ~ 0 SPELL SPELLS~ Syntax: spells | spell This shows your spell casting ability with the various types of magic. 1) Untrained. 6) An adept. 2) An apprentice. 7) A mage. 3) A student. 8) A warlock. 4) A scholar. 9) A master wizard. 5) A magus. 10) A grand sorcerer. Note that these are only rough estimates; one master wizard might well be slightly more skilled than another master wizard, and so on. ~ 0 GODLESS~ By typing this, you will no longer be affected by most god commands, including restore, force, slay, mset, transfer, deny, freeze, etc. You can toggle your godless flag on and off at will, and everyone in the mud is informed each time you do this. ~ 0 HOME~ To set your recall point, enter the desired room and type 'home here'. From that point on you will recall to that point rather than the Temple of Midgaard (although you still go to the Templar Altar if you die). A home cannot be a safe room. ~ 0 PET PETS~ You can buy pets in the pet shop. Your pet-buying opportunities do not accumulate; use them or lost them. This policy prevents wholesale abuse of pets. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: cast Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your magical ability increases. The is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop Syntax: drop coins Syntax: get Syntax: get Syntax: give Syntax: give coins Syntax: put DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 COMPARE~ Syntax: compare Syntax: compare COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 BACKSTAB BERSERK BS DISARM KICK PUNCH KILL~ Syntax: backstab Syntax: berserk Syntax: disarm Syntax: kick Syntax: punch Syntax: kill KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. BERSERK will make you strike out at every creature in the room. It will hit players as well as mobiles, so it's a good idea not to use this skill while you are grouped. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. PUNCH will inflict a small amount of damage, and stun your opponent for a short period of time. It also has a chance of breaking your opponents nose or jaw. In order to BACKSTAB, DISARM, KICK or PUNCH successfully, you must practice the appropriate skill. ~ 0 FASTDRAW~ FASTDRAW is automatic, if you have it. If another player attacks you while you have any sheathed weapons, you will draw them out with lightning speed and strike your opponent before they are able to land any blows on you. If you have any items in your hands at the time, you will throw them aside before drawing your weapons. ~ 0 ANSI COLOUR~ Syntax: ansi This will show things in colour. Spells will appear in their appropriate colour, and important messages will be highlighted. Your exp (or opponents condition if you're fighting), hp, mana and move are shown in scaled colour. Scaled colour is represented as follows: Cyan : Maximum. Yellow : 75% to just below maximum. Green : 50% to just below 75% Blue : 25% to just below 50% Red : Below 25% Ansi colour can be toggled on and off with the 'ansi' or 'config' commands. ~ 0 STANCE~ Syntax: combat