Dexterity + 1, Strength + 1, Charisma - 1
Aarakocras resemble humanoid birds. The average specimen stood about 5 feet
tall and have a wingspan of around 15 feet. Plumage color varies, but males
generally have red, orange, and yellow coloration, while females tend towards
brown and gray. They are fierce warriors, with excellent agility and strength.
As they are tribal in nature, they also make excellent clerics, and even
druids. Aarakocras reasonably dislike fire, but seem to be able to fly in the
strongest of winds.
Strength + 1, Dexterity - 1, Charisma + 2
The aasimar are physical embodiments of angelic creatures, pure of intent.
The are humanoid in appearance, bearing all of the same physical attributes as
humans. The aasimar are beautiful to behold, and are said to be some of the
most attractive creatures in Aragond. No one is quite sure why they have
travelled to the material plane. Aasimar are strong and charismatic, making
The achievements command will show you the list of game achievements you
have accomplished with your character thus far.
Spell Level: 1
Syntax: cast acidic touch
Wizards use the spell at close range to do a fair amount of acid damage to their target when forced into a corner.
Syntax: cast acid arrow
This spells conjures forth, and subsequently fires, an acidic arrow at
Acolyte, or the sons of light, are nearly zealous clerics, druids, and even
bards, who position themselves somewhat at odds with Conclave, due to the
necromantic practices within the clan. They are known to heal random strangers,
and house some of the most powerful adepts in the land.
The adagio ballad can be used to slow a target down greatly, but cannot be
stacked with the slow spell. Using a brass instrument will result in a more
potent ballad, lasting longer.
Primarily used as a testing tool, addmin allows you to add
minutes to a characters total played time.
Adds experience points to the specified player.
Syntax: edit area -Enters the editor for the current area.
Syntax: edit area -Enters the editor for the selected area.
The follow commands are available from within the AEDITOR:
age - set the age of the area
builder - toggle that builders access
commands - prints a list of possible commands
create - create a brand new area and switch to it
done - exits the area editor and returns to normal play
filename - change the file name for the area (be careful)
name - change the AREAS name of this area
reset - resets the current area
security - set the security rating for this area
show - hitting return, or show shows the area stats
vnum - set the lower and upper vnums
lvnum - set the lower vnum
uvnum - set the upper vnum
- area flags, type ? AREA for a list
This command is used to show all the spells affecting your character. At
low levels, only the spell name will be displayed, at higher levels the
effects and duration of the spell will also be shown. Spell effects
are no longer shown on score (this can be changed by using show command).
Age represents how many years old a character is. Different races have
different lifespans, and players can age to death, see help death.
agriculture farm farming
The agriculture skill helps aventurers who wish to spend their
time farming, allowing them to have better passive techniques at
both burying seeds, and harvesting the resulting plants. The skill
is also helpful to lower the harvest time of plants, and add to
the overall harvest of a plant.
See also: help harvest, help bury, help pour
The aid spell is a paladin devotion that acts as a buff towards it's target,
increasing their maximum hit points temporarily.
With this spell a caster can set a magical alarm on an area, allowing him to
hear an alarm the next person who passes through.
Using this skill, a player can brew potions based on the recipes
they find throughout their adventures within Aragond. This is a
helpful way to make money as well, as not everyone has access to
potions and spells.
Your characters alignment helps mold the attitude of your character and the
way they present themselves in social, combat, and religious situations.
The alias command allows limited shortening of command names. At this time,
aliases cannot call other aliases, and cannot generate more than one command.
Alias by itself lists your current aliases, Alias lists the alias with
that name (if such exist), and alias with both a word and and argument
produces a new alias. You cannot alias either alias or unalias to a new
command. Examples of use:
alias gc get all corpse --> typing gc will equal typing get all corpse
alias ff cast fireball --> ff orc will equal cast fireball orc
Only the first word on the line will be subsituted at this time.
Characters may have up to 15 aliases at one time.
Syntax: alist ||||
This command gives you a listing of all the areas along with their
vnum assignments and the builder(s) assigned to editing them.
Our alist is getting rather large so Ive added arguments you can
use to filter it down by alignment, plane, whether or not its
linked to the game world, and whether or not its a clanhall.
You can now also add a builder name as an argument.
Ambidexterity is a passive boon pickable during creation, that allows one to
utilize both hands for weaponry to a higher degree than someone with just dual
wielding. Ambidexterity also helps with other things, such as backstabbing,
offhand parrying, etc.
Andora (and-or-a) is the goddess of nature, having reign over the planet itself.
Her anger is swift, but her love and devotion sincere and soft. Many of her followers
tend to be druids and rangers.
The animalist subclass allows a druid to become master of his physical form,
able to shapeshift into any beast or magical beast in the land. This allows the
druid to use the attack type of the animal he has shifted into. Hand to hand is
very helpful to have for this druid subclass. The animalist subclass requires
17 wisdom, 15 dexterity, and the animal_handling skill, along with the
normal subclassing requirements. The animalist gets the following abilities:
shapeshift, turn animal, call of the wild.
Animal handling is an apprentice level skill for both druids and rangers
that gives them access to the tame command. This gives them the unique
ability to tame their own pets, and even mounts if they are knowledgable in
the riding skill.
Syntax: cast animal growth
This spell causes the caster to grow considerably in size and strength.
The obvious benefits of being larger and stronger are a result, among them
the capacity to should heavier loads and increased melee damage.
Aragond is an open ended sand box style mud where you can develop your
character into a multitude of things that can affect the economy, clans, and
religions of the world. Players can treat it like a hack and slash Diablo style
game, or something more akin to Farmville, if they like. The range of options
and content is truly immense.
Syntax: area Syntax: area list Typing area with no argument will show you
the area youre in, its alignment, and its level relative to your own. Typing
area list will give you a list of active, playable areas in the game, with
Syntax: cast armor
The armor spell is a staple of most lower level casters in the realm. It
provides up to 4 AC to the casters target, giving them a little bit of extra
survivability in tough situations. This spell stacks with other spells of its
class for increased AC.
Artificers are a subclass open to every major class in the game. This
subclass is a special niche of craftman who has decided to take his
craftmanship to the next level, making him a master artisan. Artificers enjoy
access to the craftsmanship, drafting, and runecrafting skills by
default. Artificers can also take additional crafting skills such as enhanced
mining, clothcutting, and saw technique to further their abilities.
See also, help subclass
The assassin is an extremely specialized subclass of thieves. They must have mastered the
skills of backstabbing, hiding, and envenom. Assassins are also required to have a minimum
base dexterity score of 15, and a minimum base intelligence score of 13.
Assassins get two new skills, garrote and disguise, and also enjoy a bonus to damage
caused by their backstabs.
The audible intoxication spell attempts to get everyone in the same room as
the bard drunk, except the bard himself. This will also help thirst and fill a
Spell Level: 1
Audible glamor is a useful spell for those wanting to make themselves
appear better looking and more charismatic than they actually are.
Many a wizard have used this as a disguise of sorts.
The aura of salvation will raise the spell saves of an inquisitor and
his/her group mates by 4, giving them better defense against spells cast
One of the inquisitors most powerful weapons, the aura of silence, is a
prayer they can enable to make the room they are in effectively "no magic",
quelching any wizards casting abilities while in the same room.
Autodrink is a toggle that will automatically try to drink from any
available sources when you get thirsty.
See also: help toggle
Aziel represents everything that is the embodiment of discipline. He is a
wise, fair, and just god, and attracts many clerics and monks as his followers.
It is, however, not unknown for druids, rangers, and paladins to be found in
Backstab is the favored attack of thieves, murderers, and other rogues. It
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attackers level, his
weapon skill, his backstab skill, and the power of his opponent.
Only thieves may learn to backstab, but they must master daggers first.
Bait is the item type used to fish with. One also needs to be holding a
fishing pole, and have the fishing skill. See also, help fishing.
Bait in regards to taming animals is actually just food. See help tame.
The ballad of the banshee does powerful sound damage to it's intended
target, provided they are not deaf. The damage can be increased by using a
brass instrument. This ballad can also daze an enemy, if they do not
successfully pass a constitution shock survival check.
Balance is a passive monk skill that allows the monk opportunity to avoid
bashing or tripping from foes. This skill is honed after years of training
and relies heavily on the monks own dexterity score.
Syntax: bank open - opens a bank account, 100 gold required to open.
Syntax: bank deposit ### - deposit ### gold into an existing account.
Syntax: bank deposit ### silver - deposit ### silver into an existing account.
Syntax: bank deposit ### copper - deposit ### copper into an existing account.
Syntax: bank withdraw ### silver - withdraw ### silver, 10% fee.
Syntax: bank withdraw ### copper - withdraw ### copper, 10% fee.
Syntax: bank statement - show an overview of your bank account.
Banks are used to store more money than a character can generally carry, but come with
stipulations of their own. Banks charge a small fee for withdrawal, and are prone to
being robbed. However, ones bank account accrues interest with each passing year.
Gold - 250,000 coins
Silver - 5,000,000 coins
Copper - 5,000,000 coins
Bankers can also convert silver and copper to gold for you, to do so, type:
Players with bank accounts also have acces to a vault. See help vault for more info.
Requirements: Strength 15, Knowledge of either Axes or Long Swords, knowledge of Berserking.
Barbarians are the most savage fighters in the world, utilizing their brute
strength and viciousness, they are able to dish out incredible amounts of
damage quite quickly. As bloodthirsty as they are, barbarians are also able to
withstand more pain than most, making them a fierce combatant in battle.
Barbarians have endurance beyond that of normal adventurers, and can sense
danger even while sleeping.
The barkskin spell is helpful for a druid who would rather not take a lot of
combat damage. It helps with their armor class as well as reducing actual
damage taken by a small amount.
Primary Stat: Charisma
2ndary Stat: Intelligence
Minimum Stats: Charisma (15), Intelligence (10)
Bards are excellent travelling companions, as they always seem to have a story
to tell! Theyre also good for parties/groups due to the nature of their magic,
which is centered mostly around being in a group. While bards tend to do just
fine alone, they prefer company and excel when in a group.
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees. Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent. Bashing a dragon
is not generally a wise idea.
Beeptells are useful if you are not checking the game window frequently
(maybe you are checking email, browsing the web, or watching porn). This makes
a beep sound whenever someone sends you a tell.
Only powerful warriors can master berserking, the ability to enter insane rage
in combat. Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.
Berserking warriors are more resistant to the effects of magic.
Requirements: Wisdom 16, Charisma 13, 1500 lifetime faith.
The Bishop is a subclass available solely for the Clerics of Aragond who
have built enormous faith and devotion to their deity. Bishops gain access to a
passive skill called devotion, which allows them additional casting levels when
praying for spells. They also gain a spell called spiritual hammer, which
brings a massive magical hammer down from the heavens, in order to smite foes.
Bishops obtain faith at twice the rate of other adventurers.
The blasphemy spell is cast upon a room to ensure that those who blaspheme
while inside it will be punished with damaging magic.
Syntax: forge weapon
Syntax: forge armor
Syntax: forge key
Blacksmithing is an important skill in Aragond, because it
can be used to create equipment for so many people throughout
the realms. One may melt materials down from old equipment
via the smelt command, or forge new equipment using materials
they already have.
One must be at an anvil to use blacksmithing, and have the
appropriate tools (blacksmithing hammer, materials, etc)
Syntax: cast blade barrier
This powerful spell can only be cast when the user is in possession of a
bladed object of some sort, ie: a sword or dagger. Once enacted, it will
create magical copies of that blade and surround the caster in a whirling
mass of them, inflicting a great deal of damage to any foe that dares draw
Bless is commonly used by priests to increase the accuracy and chance to
resist negative spells cast on their target. Bless can be cast on objects as
well to prep them for enchantment. When cast upon a drink container filled with
water, it will turn to holy water.
This command toggles on/off blind mode, which has been configured to be easier for
screen readers to display output from certain commands, like list, score, and more.
Blind fighting is a skilled honed over time that allows an
adventurer to retain keen awareness of his surroundings, even
while blind. This does not give the person sight, but does
afford them a bit of a bonus in combat situations.
Syntax: cast blink
This spell allows a mage to rapidly "blink" in and out of existance in a
close proximity. It can be viewed as a form of rapid short-range
teleporting. Either way, the speed at which this "blinking" happens is quick
to the degree that blows that would have otherwise landed directly on the
caster miss entirely.
Monks who have mastered focusing their ki, can further specialize by
studying body attunement, which passively allows the monk to store more ki,
allowing them the ability to utilize more ki based moves before having to stop
and focus again. Body attunement also helps the monk when gathering ki. The ki
increase the monk receives is based on their wisdom and and constitution
See also: help focus
During creation, you may choose up to two boons, but you are not required to
choose any. Each boon costs 3 trains out of your initial 10, but affords your
character some sort of permanent, life long bonus.
Using the bounty system, you can place a bounty on
a players head, effectively marking them for death.
You can specify how much bounty you wish to place on
said person, and even add to it at a later date if no
one seems interested in your first reward offer.
To collect a bounty you must bring the head of the target
to a known bounty collector.
Brandish is the keyword used to invoke the magic in an enchanted staff. The
correct syntax is simply brandish without an argument, or append the command
with a target (self, Bob, etc..)
Bregan Daerthe is perhaps the most secretive society within Aragond. They
were originated in the underdark, comprised originally of all drow. Now, they
are much more diverse, and have their spy network extended throughout Aragond.
Barbarians gain access to their most brutal of instincts, giving them
additional combat prowess beyond normal fighters.
Brutal instinct is a passive skill for barbarians that adds 20%
damage to a critical hit.
Strength + 1, Dexterity - 1, Constitution + 1, Charisma - 1
The bugbear is a massive humanoid creature, distantly related to goblins and
hobgoblins. They average seven feet in height, and can weigh 300 or more
pounds. They are covered in a thick fur, which causes them to be fearsome of
fire. Bugbears are incredibly strong and durable, but not much to look at. They
make great fighters, rangers, and even decent clerics.
This is a file to help new builders here get up to speed with some
of the ease of use features Ive added to OLC, to help speed up the
building process and ensure you are able to spend your building time
making the environment seem more realistic through more advanced
things such as mob programs, object programs, quests, etc.
COPY helps you copy object, room, or mobile information instead of retyping it.
IRESET helps you easily set up resets. doesnt support nesting however.
OLIST/RLIST/MLIST all show lists of objs/rooms/mobs in OLC
AUTOSET for mobiles.
ALLSECT sets all sectors in a given area.
ALLHEAL/ALLMANA sets all regen rates in an area.
ARESET shows all resets in the area.
CHECKWPN/CHECKTYPE filter objects in a list to compare them.
ECON command will show any shops in the area, how much money they have, and what types of shop they are.
Bulk is the measure of how heavy the equipment/armor youre wearing is.
Each character class has limits to how much bulk they can wear, as well as
how bulky the items they wear can be.
Max Bulk Per Class:
Max Item Bulk Per Class:
Item: Suggested Bulk:
Also keep in mind metals like mithril/adamantite are notorious for being lightweight,
and should therefore have a slightly reduced bulk in comparison to other pieces of
armor made from materials such as gold/silver/platinum.
Spell Level: 1
Syntax: cast burning hands
Wizards use the spell at close range to do a fair amount of fire damage to their target when forced into a corner.
Adventurers with a shovel can bury seeds and objects by
way of this command. If a seed is planted, it will soon grow.
The pace at which is grows can be hastened if the character
who buries the seed has the agriculture skill.
The harvest period can also be halved by simply
planting the seed in its correct biome.
See also: help pour, help harvest
Using the butcher skill, players are able to create food from
the corpses of their enemies, a self sustaining practice that
can save a lot of money in the long run.
To purchase an item, you must have enough money to do so, and be in the correct
place to do so. Some items you cannot buy until you have reached sufficient
level. Shops are scattered throughout the lands, mostly found in cities and
towns, but can be found elsewhere. You can see a list of what the shopkeeper is
selling by typing list while in their shop.
Cacophonic shield is a bard song that improves the armor class of the
recipient of the song. It may be sung to oneself, or to others.
Calming verse does pretty much what it's name implies, it attempts to calm
everyone in the vicinity down, even if they are currently fighting. Using a
brass instrument increases the chances of this and also extends the duration.
This spell allows an animalist to summon a random wild animal to their
aid in combat as a temporary ally. These animals each have different types of
attacks and attributes.
Syntax: cast calm
One of the most useful and often overlooked abilities of the master cleric is
the calm spell, which can put an end to all violence in a room. Calmed
creatures will not attack of their own volition, and are at a disadvantage
in combat as long as the spell soothes their minds. The more violence
activity there is in a room, the harder the spell, and it is all or nothing --
either all combat in the room is ended (with the exception of those who
are immune to magic) or none is.
Cannons are powerful gun powder based weapons which can be loaded onto
ships. The bigger the ship you own, the more cannons you may have, among other
Casting is how the magic users of Aragond use their spells. Having a higher primary stat and
higher percentage in skill will result in less failures when casting spells. If a spell is
words, but also has a target, encapsulate the spell name in single quotes, letting the game
know the target comes after the closing single quote.
Example: cast magic missile goblin
Spell Level: 1
Syntax: cast cause light
Some priests in Aragond turn to darker magics to learn how to bring harm to their enemies instead of aiding their
allies. These casters use this spell to cause a small amount of extra magic based damage to their enemies.
Syntax: census area
Dexterity + 1, Charisma - 1, Constitution + 1, Wisdom - 1
Centaurs are half man, half horse, the upper half being human, from waist up. They are
sturdy creatures, and have excellent mobility due to their nature. Centaurs make
excellent warriors, but are well suited to most classes.
A channel is a way of communication on the game. In Aragond, there are many
channels, some of which are in character, and others are considered out of
character, for questions, help, and just general chit chat. Here's a list of
channels in Aragond.
tell OOC/IC (it can be used for both)
Charisma is a relative figure of a characters social abilities mixed
with their looks. A character may be beautiful but have a terrible attitude,
attributing the 7 or 8 charisma they may have. Charisma is useful during
diplomatic sessions, enemy engagements, monster summoning and charming, and
controlling loyal subjects.
Charisma Affects: maximum charms, haggling
Syntax : cast chain lightning
Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended. Allies of the caster may be hit by this spell if they are members
of a clan, while the caster himself will not be struck unless no other
viable target remains. Chain lightning is most effective when used on
groups of creatures.
Checkwpn is a flexible utility giving immortals the ability to pull data from
Certain ranges of weapons in the game, based on level, weapon type, and name.
Chisels are tools used by those with the woodworking skill, in order to
chisel or whittle wood into various items.
Spell Level: 1
Syntax: cast chill touch
Wizards use the spell at close range to do a fair amount of cold damage to their target when forced into a corner.
Using the chum command, a fisherman can always have some bait, for the
moment he stumbles upon a great fishing hole unprepared.
See also: help fish
Clans are exclusive guilds that characters may join through role play
interaction with other members of the clan. Each clan has a specific roleplay
trope centered around it, and is accompanied by a clanhall, ranking system, and
clan objects, which grant statistics to a character in line with the clans
The playable classes of Aragond are:
Wizard Ranger Cleric Paladin Thief Bard Fighter Monk Druid
See also: multiclass, subclass
Clanning is an important part of Aragond. Each clan has its own faction,
which each player may earn reputation with. If a player has high reputation
with said clan, he may petition to join it. Sometimes even if the player has
no reputation with said Clan/Faction, they may still join based on their
citizenship rank, in whichever town they hail from.
Reputation is gained by completing quests (this is still in implementation) for
a particular town or faction, and sometimes both (quests in Renfall will give you
faction and citizenship points.)
Clans have ranks as well, which can be attained through whatever system that
particular clan has set up (player run).
Clans can be chartered via large sums of money to Faction leaders. These prices
are/will be totally negotiated between players.
There are currently no Faction leaders until we go into beta and have a slightly
more stable player base.
The game will automatically enter you into the PK system at level 15.
cleric cleric basics cleric default
Primary Stat: Wisdom
Secondary Stat: Constitution
Mininum Stats: Wisdom (10)
Clerics are the most defensively orientated of all the classes. Most of their
spells focus on healing or defending the faithful, with their few combat spells
being far less powerful than those of mages. However, clerics are the best
class by far at healing magics, and they posess an impressive area of
protective magics, as well as fair combat prowess.
Clerics can wear pliable armor up to 2 bulk per piece, and can have a total
bulk of 15. This gives them reasonable defense in battle, giving them better
ability to heal their group... or themself.
Clothcutting is a passive ability that allows an artificer to get more
material from equipment that he or she cuts into fabric.
color colour ansi
Color can add quite a bit of life to the game, if used sparingly and
properly. The commands color and colour both toggle ANSI color on and
off. To use a color, when speaking or writing a note, simply insert the
tag for the desired color in the appropriate place.
Color Code Options:
r Red R Bright Red
g Green G Bright Green
b Blue B Bright Blue
m Magenta M Bright Magenta
c Cyan C Bright Cyan
y Yellow Y Bright Yellow
w White W Bright White
x Colorless D Dark grey
a Cerulean A Aquamarine
o Dark Orange O Light Orange
u Brown U Light Brown
p Purple P Pink
d Darker Grey F Fuschia
l Light Green t Teal
f Fleshtone s Sepia
Beep Sound *
This command will show you all or a portion of the available
commands in the game, depending on what parameters you pass it.
Combat in Aragond is round based, and different classes have a base amount
of attacks per round, based on their level, martial ability, dexterity, and
hitroll. Each round you may use a mid-rounder, a skill, special ability, or
spell available to you. Each of these has its own cooldown time and an amount
of time required to use. Some may be used twice per round, while others, one
per three rounds. One must be careful in choosing the abilities they use in
battle, as the many creatures of Aragond have resistances or even immunities to
certain forms of physical or magical damage. Bearing that in mind, many
creatures also have vulnerabilities to these same things, allowing for
strategic options in battle.
See also: help saves, hitroll, melee_dam, death
The consider command can be used to identify if a potential opponent might be more than a match
for you, in order to save some frustration of dying to find out.
Using this ballad, a bard can potentially override the control another
player has over a charmed creature. Utilization of a woodwind instrument can
increase the duration of the charm.
The toggle command will show you every toggleable action on your character,
and what it does. Toggle with one of the categories as a parameter, will
toggle the category on or off.
The contagion spell is a nasty disease-like malediction that causes the
victim to have trouble regenerating, as well as causes slight physical damage
over time. It is very similar to the plague spell.
Spell Level: 0
Syntax: cast continual light
This spell is used by most spellcasters to create a ball of light on the ground that will never
extinguish itself. Handy when someone in your party is caught unprepared and their torch goes out.
Conclave is a semi secretive clan of wizards who secretly conspire to
control all of Aragond, but rarely engage in open acts of war, preferring
instead to politically coerce people into their bidding. Although this is true,
they are not above combat with their enemies, as they are comprised of some of
the most powerful wizards in the realm.
Condition can be toggled on or off to show or hide item conditions in your
inventory and worn equipment. It is important to note that items do wear down
over time/use in Aragond, and without proper repair, can become useless
(weapons do less damage, armor protects you less, tools work less efficiently,
See also: help toggle
Ones constitution score is directly correlated with their personal,
physical health. This attribute is heavily relied upon when factoring hit
point gains, system shock reactions, and situations where your body may be
pushed to the limit.
Constitution Affects: hit points, psionic points, regeneration
Syntax: cast confusion
This enchantment confuses your opponent, causing them to at times get
lost in battle resulting in either injury to themselves or those around
them, friendly or not.
Cooldowns occur when a skill is used. This simply means that the skill
cannot be used again for a certain amount of time. Higher level and more
powerful skills and spells will take longer to cooldown.
One can see their cooldowns by typing affects.
Using the cooking skill, one may create wondrous meals from the food they
have on hand, provided they have some sort of a fire nearby. Food comes in
handy, especially when youre stuck in the wilderness without any for a
length of time....
Spell Level: 0
Syntax: cast copy
Copies the contents of one document to a blank parchment in the casters inventory. This spell works on
non-magical parchments and books, but will not copy magical scrolls.
With the use of the corpse link spell, the caster is able to link a corpse in their
inventory to themselves, allowing them to then leave the corpse behind, so that they
can see conversations held in the room they left it in.
Corsair, a cavalier band of mercenaries, thieves, cutthroats, and merchants.
They rule the seas of Aragond, causing trouble for many merchant ships as they
pass. They rarely take a political stance on anything, preferring instead to
let coin determine their actions. Because of this, many of Aragonds clans
consider them enemies.
Counterspell is a preventative measure wizards can use to counter the next
offensive spell cast their way. This works for one spell then dissipates.
Counter is a passive skill for melee types that allows them
to reverse an attack from their opponent, causing damage
instead to their attacker.
The count command displays the number of people (that you can see) logged
into the mud. It also displays the highest number observed that day, if
it is higher.
Crafting refers to any of a number of skills which can be used to convert
one form of object to another. This covers, blacksmithing, tailoring,
woodworking, jewelcrafting, scribing, cooking, alchemy, and
brewing. See the helpfile for each of these for more information regarding
the subject. Players with crafting skills will be able to track their completed
objects using the worth command. Certain races get bonuses to certain
crafts, such as:
Dwarves: blacksmithing / mining
Gnomes: jewelcrafting / mining
When a bard sings in crescendo, their target's spell damage is increased
temporarily. Using a brass instrument while singing will increase the duration
and modifier of this effect.
The create food spell will create a magical mushroom for the spell casters
enjoyment. The mushroom will have more food value the higher level the caster
Spell Level: 0
Syntax: cast create rose
Creates a single red rose in the casters hand. This makes for a useful way to get the attention of
that young elf that caught your eye.
Spell Level: 0
Syntax: cast create rose
With this spell a one may create a rose from thin air, an excellent way to turn
the eye of the fairest elf nearby.
The curse spell is a powerful malady can can be cast both on players and
objects. When cast on players, it will remove their ability to recall, as well
as lower their ability to save against spells and their ability to strike in
combat. Casting curse on a drink container filled with water will turn it into
unholy water. Casting curse on an object makes it more difficult to enchant,
and make it undroppable.
The curse spell will curse a player or object for an extended period of
time. Cursed players cannot recall, and have a lowered ability to save against
offensive spells. Cursed objects cannot be dropped, but can be uncursed at a
Daij (die-j) is an evil god whose realm of control lies in darkness and deceit.
His only purpose is dealing death, evil, and spreading illness and disease in
the world. His constant opponent is Lirannon.
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:
Level dice min min mean
1 1d2+0 1 2 2
2 1d2+1 2 3 3
3 1d3+2 3 5 4
5 2d3+2 4 8 6
10 2d5+5 7 15 11
15 3d5+8 11 23 17
20 4d5+10 14 30 22
30 5d6+15 20 45 33
50 5d10+25 30 75 53
Mean is the arithmetic mean. The values in parenthesis are the the
standard merc values. (Will be put in when theres time to calculate
Darkvision allows visibility outside of cities and castles at night, and
even in some case through magical darkness. The following races naturally have
darkvision: revenant, aasimar, tabaxi, lizardman, tiefling.
Death is caused by, well, dying. When you die, you will be transported
to the healer in your corresponding hometown. At this point, you will be
completely "alive", and do not need to undergo any sort of "ghost" period or
resurrection. The penalty for death is a bit of experience loss. Your
corpse will be transported to Piety Square (if your hometown is Renfall, or
wherever your appropriate hometown designates), where it will await you, free
of charge. But beware, your corpse will rot over time, and once it fully rots,
your belongings will be free for plunder.
Dying to players can sometimes cause loss of constitution. When ones
constitution is reduced low enough, the player stands the risk of his character
A character can also die from aging, although this generally takes a very very
long time to happen, as a player only ages at the rate of one year per 20
playing hours, and even the shortest lived races, such as half orcs, can live
to be sixty or seventy years old.
Use the delete command to erase unwanted characters, so the name will be
available for use. This command must be typed twice to delete a character,
and you cannot be forced to delete. Typing delete with an argument will
return your character to safe status if you change your mind after the
Syntax: cast demonfire
Demonfire is a spell of blackest evil, and as such can only be used by those
who follow the paths of darkness. It conjures forth demonic spirits to
inflict terrible wounds on the enemies of the caster.
Syntax: description / description edit
Using this command, a player may choose to describe their physical
appearance to break the uniformity of most adventurers in Aragond.
Typing description edit, will allow the player to enter the text
editor built into the game, allowing them to edit their likeness to
better role play their character in Aragond.
By way of this spell, the caster can sense plants within the area they are in.
Spell Level: 0
Syntax: cast detect magic
Places an enchantment on the casters eyes, allowing them to see magical auras around items in the world.
This spell allows the caster to detect magical auras around objects, that
they could normally not see.
This skill allows one to detect secret doors. It works
passively, and will show doors as (east) instead of (east).
Syntax: cast detect good
This spell enables the caster to detect good characters, which will
reveal a characteristic golden aura.
When in the correct place of worship, a player can devote their religious
faith to their deity of choice.
See also: help deity, faith, favor
Dexterity is a trait sought for by those who want to be agile, discreet,
or a combination of the two. Thieves, monks, and even fighters covet a high
dexterity, as it affords them more movement points (some skills are based
off of these), and a better ability to dodge. Dexterity also helps one hit
Dexterity affects: hitroll, armor class, melee crit, # of attacks
Digging is a skill of hard labor, that requires the participant wield a
shovel of some kind. Some shovels work better than others, and some characters
will dig better than others. There is rumored to be ancient treasure chests
buried across the world of Aragond, but those are as of yet, unsubstantiated.
Original game idea, concept, and design:
Katja Nyboe [Superwoman] (email@example.com)
Tom Madsen [Stormbringer] (firstname.lastname@example.org)
Hans Henrik Staerfeldt [God] (email@example.com)
Michael Seifert [Papi] (firstname.lastname@example.org)
Sebastian Hammer [Quinn] (email@example.com)
Developed at: DIKU -- The Department of Computer Science
at the University of Copenhagen.
This malady is used by powerful casters to trap people in the plane they are
currently in, thus stranding them outside their home plane.
Once this spell is cast upon an object, the next person to wear or
pick up the item is instantaneously transported to the astral plane,
assuming they failed the saving throw.
The dirge of dischord is a wild arrangement designed to confuse it's target
so much that they begin attacking themselves rather than the bard! Using a
brass instrument with this spell will increase the duration.
dirt dirt kicking
Consider by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick. Only warriors and thieves may
learn this skill.
Dispel good will have no effect on those of evil or neutral alignment, but
can utterly destroy good creatures of lower rank, and deal significant damage
to those more powerful. This spell can be saved against for half damage.
This spell can backfire on those of the same alignment as the spell.
Dispel evil will have no effect on those of good or neutral alignment, but
can utterly destroy evil creatures of lower rank, and deal significant damage
to those more powerful. This spell can be saved against for half damage. This
spell can backfire on those of the same alignment as the spell.
Dissonant chord offers protection from both good and evil. It is only able
to be sung to the bard themselves, but offers protection again neutral
characters as well as longer protection overall if the bard is using a stringed
With this command a psionicist is able to see all of their learned disciplines,
what spell level they equivalate to, and what percentage they have mastered it to.
Master assassins have become excellent at the art of disguise, able to make themselves appear
as many different creatures in Aragond, utilizing this to zero in on their unsuspecting targets.
Spell Level: 5
The displacement spell is very useful for wizards who wish to
avoid taking melee blows in combat...
Spell Level: 1
This spell is useful to both wizards and clerics in a pinch, and can
disrupt the physical image of an undead creature residing on the
material plane, causing its body to be destroyed, sending the spirit
to the abyss.
Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon. The best possible chance of disarming occurs when you
are skilled both your own and your opponents weapon. Only talented thieves
and warriors may learn this skill.
Syntax: cast dispel good
Dispel good brings forth evil energies that inflict horrific torment on
the pure of heart. Good-aligned characters use this dark magic at their
In the words of one wise warrior, the best way to block a blow is to not
be where it lands. The dodge skill honors this tradition, by improving the
characters natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
Drafting is a passive skill that artificers use to plan out their crafting
better, enabling them to more efficiently use their materials when crafting
objects, allowing them to save up to 20% of materials.
Wisdom + 1, Constitution - 1
The drow are a race of elves which are inherently evil, though few have been
known to walk the path of light. They are ebony in skin tone, and usually have
grey or stark white hair. Their build is about the same as a normal elf, but
they tend to have a bit more intelligence due to their cunning nature.
Being a drow gives you the inherent abilities of sneak, magic detection, and
Primary Stat: Wisdom
2ndary Stat: Constitution
Minimum Stats: Wisdom (13)
Druids are natures clerics. They tend to dwell in the woods more than the
city, and are known to have fairly balanced melee/spell casting abilities.
Druids are naturally wary of wizards, due to the arcane nature of the spells
they cast, usually in opposition of natures intent.
Druids can make excellent healers, damage casters, and even melee competitors.
Dual wielding is an ability that allows one to wield
two weapons, provided the second weighs sufficiently
less than the first (one third less). Dual wielding
two weapons you are proficient or specialized in can
give you bonuses to related skills such as parrying.
Duergar are a race of Dwarves which split off from their above-ground
brethren many centuries ago. Shunning the light, they instead chose to make
their home in the Underdark, and in the process set about abanodoning most
of the customs and cultures of their kin. Most Duergar resemble Dwarves in
stature, though their skin pigments vary significantly. Like their surface
kin, they excell at mining, and have full use of the infrared spectrum for
low-light sight. Like any Dwarf, they are prone to fits of rage when angered
in combat, and thus gain free use of the berserk skill.
Dwarves are short, stocky demi-humans, known for foul temper and great
stamina. Dwarves have high strength and constitution, but poor dexterity. They
are not as smart as humans, but are usually wiser due to their long lifespans.
Dwarves make excellent fighters and priests, but are very poor mages or
Dwarves are very resistant to poison and disease, but cannot swim, and so are
very vulnerable to drowning. They recieve the berserk skill for free (if
warriors), and can see in the dark with infravision.
Dwarves are known to excel at mining and blacksmithing, and have a natural
affinity towards sharpening objects.
Players can create dyes by grinding different herbs into a mortar and
pestel. Those with herbalism can use the the forage list command to see
which colors herbs can produce.
The adventurer swiftly claps his/her hands over their opponents ears, causing ringing
damage and possibly dazing them.
Spell Level: 4
Earth ward is a powerful cleric/druid spell that allows one to
remove traps from every item in the surrounding area of the
eat drink hunger thirst food hungry thirsty
The EAT command is used to consume an edible item held in your inventory; be
it food or other items classified as such. Eating will typically eliminate the
HUNGER status. If one does not eat for a sufficient time, they will become
affected by starvation, which lowers strength over time.
The DRINK command is used to drink from either a fountain with appropriate
contents, from a filled container in a players inventory, or even from a nearby
natural water source, such as a river or lake. Drinking an appropriate liquid
will typically eliminate the THIRSTY status. If one does not drink for a
sufficient time, they will become affected by dehydration, which lowers
dexterity over time.
Note: drink will not consume potions, for that see help quaff
See alse: help pour, fill, autoeat, autodrink
Wisdom + 1, Constitution - 1
Elves are a shorter version of humans, with a much lighter build. They
lack the strength and stamina of the other races, but are for more agile,
both in body and mind. Elves are superb mages and thieves, but have at
best fair talent as warriors or priests.
Elves resist charm spells most effectively, due to their magical nature.
However, they are burned by the touch of iron, and so are barred from the
use of iron or steel in their adventuring careers. Elves are notoriously
hard to spot, and so elven warriors and thieves recieve the sneak and hiding
automatically. They may see in the dark with infravision.
The embalm spell was crafted many centuries ago by an ambitious necromancer who
wanted more efficiency out of his zombies. Carrying around their corpses turned
out to be much to heavy, so he invented the embalm spell, which does just that
to a corpse, allowing the mage/necromancer in question great ease when transporting
Example: emote raises an eyebrow at you.
Output: Upro raises an eyebrow at you.
This will show to everyone in the room with you.
An energy blast is a powerful ki produced ability that monks
may learn throughout their arduous training. A monk must first
store enough ki to release the blast, using the channel ability,
then once he has stored enough, he may release it in the form
of a damaging blast.
The engage skill is useful for switching targets in combat. Most tanks will
want to use this skill often to save party members from being destroyed by
minions in a boss fight.
This passive skill affords the artificer with improved mining speed,
probability, and yield.
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
The enlarge spell allows a wizard to grant himself one greater size category
than he normally is for the duration of the spell. This can be useful in combat
in many ways.
Using either enter or go, one can pass through a magical portal.
The envenom skill is a cowardly skill practiced only by thieves, designed to
win a battle through alchemy and treachery rather than skill or strength.
Or, put another way, its a skill used by the smart to kill the foolish.
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvience (after all, the typical adventurer could
drink sewer water with only a trace of the runs). A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison
burns through his bloodstream. But be careful, blade venom evaporates
quickly and is rendered almost powerless by repeated blows in combat.
This is how the game determines your eqscore:
ability scores/saves/ac = 1:1 ratio
hp/mana/moves/pp = 1:5 ratio
hr/dr/spelldam/pd/md = 1:4 ratio
crit/sp crit = 1:6 ratio
each weapon flag = 5 points.
Add all these up and multiply by 100.
Displays all your currently equipped items as well as all the potential
equipment slots of your character.
Spell Level: 1
Type : Transmutation
Domain : N/A
Element : N/A
By means of the erase spell, a wizard may remove text from scrolls,
books, tomes, and parchment.
Evasion is a passive monk skill that allows him/her to avoid incoming
attacks totally. This is something done with great finesse, and requires
the monk to have excellent dexterity.
Syntax: ed add [keyword]
ed delete [keyword]
ed edit [keyword]
ed format [keyword]
For exits, type the direction (north/s/e/w) followed by:
dig - creates the room and makes a two way link
link - make a two way link
room - make a one way link (use with caution)
This command will show you basic information regarding how many rooms you
have explored, as well as experience information.
See also: help experience
experience - display experience/explored info.
experience [on|off primary|secondary] - toggle exp gaining options.
Experience points earned advance an adventurer in level over time. They
double every level until level 11. After that, it increases incrementally. The
hardest level is from 10-11. Multiclassing splits your experience earned in
half, but this can be toggled with the proper arguments.
Things that can give you experience:
- killing creatures
- exploring new rooms
- skill increases (not practicing)
- spell increases (not practicing)
- hearing languages that you dont have at 100%
- learning spells from scrolls
- farming (agriculture)
- completing NPC quests
- learning new languages
- learning new skills/spells
Syntax: cast extension
This meta-magic spell allows mages to extend the duration of both their
benefecial and harmful spells. It must be enacted prior to using the spells
you wish to extend.
This spell will surround the target with a faint pink outline, lowering
their armor class and making them an easier target to attack.
Faith is accumulated through various acts of piety shown to ones deity. The
most common way to accumulate faith is through the sacrifice command. Faith
points can be spent to gain favors from ones deity, as well as specialized
Syntax: cast farsight
The farsight spell expands the casters consciousness, allowing him or her
to see far away beings like they were in the same room. It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
The fast healing skill improves healing and movement recovery while resting
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle.
Favors can be obtained through ones deity in exchange for faith points.
Favors vary from deity to deity, and can be quite powerful or benevolent,
depending on the deity.
Syntax: cast fear
This spell invades your opponents psyche, probing for their deepest fears
and then unleashing them before their very eyes. Such an act will induce an
immediate urge to get as far away from this terror as possible, resulting in
the target fleeing.
Syntax: cast feeblemind
This spell wreaks havoc on its targets mind. The end result of the
affliction is a temporary loss of intelligence and the deplenishing of
Primary Stat: Strength
2ndary Stat: Constitution
Minimum Stats: Strength (10)
Fighters are the melee meat of Aragond. They are usually powerful warriors
and have capability with every weapon available. Fighters have a fairly wide
array of melee and non combat skills, and are the backbone of any adventuring
group. Fighters rely mainly on strength and constitution, though having a good
dexterity score will not hurt. They have no bulk restrictions concerning armor,
and can wear a maximum bulk of 50.
Spell Level: 9 Type: Necromancy Domain: Magic Element: Shadow
Finger of death is a very powerful necromantic spell that can reduce an
opponent to 25% of their current health in a single blow.
An adventurers ability to find traps is sometimes crucial
to his/her survival during campaigns. This skill is passive
and will show a flag next to the trapped object when detected.
Spell Level: 5
Fireball is a potent wizard spell which releases a powerful blast
of fire from the outstretched hand of the caster, burning its
target with elemental fury.
first aid bandage bleeding blood
The first aid skill is useful to most adventurers in the land, allowing them
to bandage themselves when bleeding. Characters lose hp over time when they
bleed, and cannot recover by normal conventions (sleeping, resting). Characters
without the first aid skill can still bandage themselves, but far less
successfully. You can die from bleeding/bloodloss.
Syntax: cast fire seeds
This spells allows the caster to imbue a few seeds or other natural
objects with explosive kinetic energy. When these charged objects make
contact with a foe they result in an explosion of flames and force, both of
which are highly damaging.
Spell Level: 0
Syntax: cast fireproof
Enchants the target item to be immune to fire and acid damage, as well as protects it from the Heat Metal
spell, for a short period of time. Its short duration makes it impractical to maintain on a large quantity
of items at once.
Fishing is a skill usable by all as a means of gathering food to cook. You
must posess knowledge of the skill, a fishing pole, and some bait in order to
use this skill. You also must either be on a docks/shoreline to fish. There are
almost 40 species of fish that can be caught, and you can fish up other
interesting things as well, so be prepared. There are fresh and salt water
fish, and most salt water fish will be very large. Very large fish will test
your strength as well as that of your fishing pole. Fish can get large enough
to rip the pole straight from your hands. Beware of this. They can also break
your pole if large enough. Usage of your pole will also wear down its
condition, reducing its effectiveness, and eventually causing it to break.
Bait is taken from your inventory the moment you cast your line into the water.
It is then "attached" to the pole. A fish can take your bait and leave you high
and dry occasionally. You lose your bait on a successful catch or if you quit
while reeling a fish in. Fishing poles have different strength levels, which
represent how many pounds of fish multiplied by 10 that they can handle. Trying
fish beyond this capacity will result in a broken pole.
To initiate fishing:
fish cast (bait name)
To stop fishing:
Magic Flag +100 lbs.
Bless Flag +50 lbs.
Curse Flag -100 lbs.
Note: You can use the chum command to create your own bait.
The flaming forge spell will permanently enchant a weapon to deal additional
fire damage during combat, as well as giving a chance for blinding one's
opponent with smoke temporarily.
Syntax: cast flame arrow
This spells conjures forth, and subsequently fires, a flaming arrow at your
Players with fletching are able to create arrows with arrow heads and
shafts. The attach command is used to perform this skill.
The flee command can keep the wary adventurer alive during times
of high peril and imminent death.
See also: help wimpy
Syntax: cast floating disc
This useful spell creates a floating field of force which follows the caser
around, allowing him or her to pile treasure high with no fear of weight
penalties. It lasts no more than twice the casters level in hours, and
usually less. It can hold 10 pounds per level of the caster, with a
maximum of five pounds per item. The spell requires an open float location
on the character, and the only way to remove the disc is to die or allow it
to run out of energy.
This skill is exclusive to the Aarakocra, a race of bird like creatures
who inhabit this plane. It allows them to ride the air, for as long as
necessary, as their wings are incredibly powerful.
Spell Level: 3
the fly spell is useful for wizards who are travelling great distances,
as it saves them quite a bit of energy during travel. It also provides
immunity to any forms of ground attacks, and may be dispelled at any
time by the wizard using the land command.
When a monk is sufficiently trained, he/she may learn how to channel
ki energy into their body, storing it for later use. This process
is time consuming, and requires heavy concentration, barring its use
A monk may accumulate as much ki as he has experience levels at maximum.
This means a level 40 monk will be able to gather 40 ki at once.
See also: help body attunement
The follow command allows you to follow whichever player or npc you like. You
must be following someone for them to be able to add you to their group.
See also: help group, nofollow
This ballad is a powerful song that bards can use to weaken their opponent's
ability to cast spells. This makes it particularly useful when fighting wizards
and clerics. Wearing a stringed instrument can amplify these effects.
Our forums can be found at:
Use of this skill will allow the player to carefully retrieve
herbs found in the wild, without damaging their potentially
The use of this skill has a chance of providing the user with an herb,
depending on where he/she is, how proficient they are with the skill, and
some other factors. One must learn the herbalism skill before being able to
The free action spell will remove any and all movement impairing effects on
the intended target. This includes slow, paralyzation, entanglement, and web.
Syntax: cast frenzy
The frenzy spell fills the target with righteous fury, greatly increasing
his or her attack skill and damaging capacity. Unfortunately, this divine
wrath is coupled with a tendency to ignore threats to personal safety,
making the character easier to hit. Frenzy provides immunity to the calm
spell (see help calm), and may only be used on those of the casters
Frost forge will enchant a weapon to chill those that it injures, dealing
additional cold damage in combat.
Syntax: cast frost arrow
This spells conjures forth, and subsequently fires, a freezing arrow at
Syntax: cast frost breath
Calling forth the same magics a White or Silver dragon would when
summoning their breath weapon, the wizard casting this spell is for a short
time capable of the same level death and destruction.
The gain command is used to learn new skills, once the proper trainer has
been found. The following options can be used with gain:
gain list: lists all skills and spells that can be learned (limited by guildrank).
gain skill: lists only skills available for learning (no spells).
gain spell: lists only spells available for learning (no skills).
gain : add a skill or skill group, at the listed cost
gain convert: turns 10 practices into one training session
Gain uses training sessions, not practices. (see help train)
Gaining new spells and skills does not raise your needed experience to level, however,
will result in a pretty sweet experience gain!
See also: help guildrank, guildpoints
Gameinfo is a command that will show you various bits of information about the game,
from top questor, to worst pvp player, and more.
Utilizing this skill, assassins are able to cut the heads off of their victims
while they sleep, making their job much easier.
The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters recieve a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as in player who has no summon set. Clan members
may not be gated to except by their fellow Clan members.
Spell Level: 4
The geyser spell is used to damage opponents with drowning damage.
It is said to be more useful when the caster is near water...
Giants are the largest of the races, ranging from 9-12 feet in height. They
are stronger than any other race, and almost as durable as the dwarves.
They arent too bright, however, and their huge size makes them more clumsy
than the other races. Giants make the best warriors of any race, but are
ill-suited for any other profession.
Giants resist heat and cold with nary a mark, due to their huge mass. However,
their slow minds make them extremely vulnerable to mental attacks. Giants,
due to their size and stamina, receive the fast healing and bash skills for
free. (Only giant warriors recive bash).
Syntax: cast giant strength
This spell increases the strength of the target character.
For coins: give gold|silver
For equipment: give
For multiples: give 10* (this would give ten of the item)
For materials: give mat
Note, you can give silver coins to bankers to exchange for gold,
this uses the same syntax as above.
Strength + 2, Constitution + 1, Charisma - 1, Intelligence - 2
Gnolls are a proud race of dog-like humanoids who travel in packs, or
sometimes more organized tribes. They are very skilled warriors, having both
excellent agility as well as a powerful muscular build. They have an excellent
sense of smell, giving them a small bonus when tracking their enemies. Gnolls
are known to be clerics and thieves as well, but hardly ever has one been
spotted wearing a wizards cap. Gnolls are proficient skinners and butchers.
Wisdom - 1, Intelligence + 2, Dexterity - 1
Gnomes are close cousins to the dwarves, and are accustomed
to caves, mountains, and underground areas. They generally
have beady eyes and come to anywhere from two to three feet in
Gnomes are very sturdy, just like their dwarven cousins, and
as such they receive a bonus to their constitution. They are
also known to be wise beyond most races, and thus their clerics
are known to be powerful. Gnomes are well suited for most any
class save for monk, where they tend to be far too clumsy to be
of any competence.
god gods deity deities
The Gods of Aragond are listed below:
god of combat Maelik
god of magic Omari
god of balance Nelenwe
god of chaos Nefyr
god of light Lirannon
god of dark Daij
god of discipline Aziel
god of nature Andora
god of luck/fortune Jopha
Each god has his/her own helpfile.
See also: help faith, favor, devote
gold silver copper money
There are 3 basic types of currency on Aragond: gold, silver, and copper.
10 copper = 1 silver
10 silver = 1 gold
See also: help bank, help vault
Gore is a mid round combat skill that is only available naturally for the
following races: minotaur, bugbear, loxodon.
Gossip is a global in character communication channel, used for role play purposes explicitly.
When in a group, you can configure the formation by using this command.
When in the front, you will tend to be attacked more by aggressive monsters,
but while in the back, you will take slightly less melee damage. Flanking
the group provides easier access to hit the enemy.
The group command is used to show you who is in your group, basic info about
them, and can be used to change your position within the group.
Grouping with other players will increase experience yields, but too many
people in the group will even it out. The function that performs this does not
take NPCs such as pets, mounts, or charms into account.
See also: gtell, follow
Syntax: gtell (or ; for short)
Gtell is used to communicate to only those within your group.
It is largely considered an OOC channel.
See also: help group
Clan Guardian considers itself the protectors of all the realms of Aragond,
and will pursue their enemies with great vigor in order to dole out their
version of vengeance. Many of clan Guardian are comprised of fighters,
paladins, and clerics, but they are known to take in others with good intent.
They are always fiercely at war with clan Ravager, and will typically attack on
Guildpoints are used to gain guildranks within ones particular guild, in
order to gain access to all of the skills and spells their guildmaster can
teach them. They can currently be gained through practicing skills, gaining new
skills, and using the gain convert command.
Initiate 0 - 99
Apprentice 100 - 299
Member 300 - 899
Officer 900 - 9999
See also: help gain, help guildrank
Guild ranks are a class based ranking system that is tied into your guild.
Each character has guild points, which they earn by completing guild quests.
Each guild rank requires a certain amount of accumulated guild points, and can
open accessibility to new skills and spells.
Some skills cannot be attained without gaining a certain amount of exposure within
ones guild, and even the skill or spell may require some sort of prerequisite in
order to learn.
See also help guildpoints
gust of wind
Syntax: cast gust of wind
This spell calls up a huge gust of wind powerful enough to send even the
largest creatures flying. Damage is caused not by the gust itself, but by
the target coliding into surrounding objects.
Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrained adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.
Half-Elves are born of a relationship between a Human and Elf. They are
usualy slightly larger than Elves, though not quite as larger as some of the
larger Humans of the land. Like Half-Ogres, but to a smaller extent, Half-Elves
can have difficulty finding their place among either of their parent cultures,
and because of this many tend to walk a more loner-orientated path. They retain
the ability to see in the infrared spectrum like their Elven parents, but do
not gain any other of their inherent abilities. Half elves gain a point of
wisdom, but lose a point of constitution.
Strength - 1, Dexterity + 2, Wisdom - 1
Halflings resemble humans in almost every way, with their main difference
being their height. Halflings are on average, about three feet tall, and
tend to be more on the portly side, as theyre well known for having six
meals a day.
Halflings are very dextrous creatures, and gain a bonus to this statistic,
making them excellent choices for thieves. Halflings are also known to be
fairly decent clerics.
The ability to parry weapons and fists with ones own
hands is an impressive one, and few have mastered it.
This skill is seen mostly with monks, though there have
been records of fighters and even rangers using hand to
hand combat in some instances.
Hand to hand combat is a rare skill in the lands of Aragond. Learning this
style of fighting gives the player a weapon even when disarmed -- bare hands.
Trained hand to hand experts are far more effective than many swordsmen.
Clerics and warriors are the best at this skill, although thieves and mages
may also learn it.
Hapkido is a passive skill that druids or monks can use to increase their efficacy in
combat, particularly on offense. The skill can sometimes afford the player an
extra attack during a round of combat. Hapkido will not trigger unless wielding
a weapon, this is an important thing to note for monks.
The harmonic chorus will catch the attention of the bard's entire group,
giving them all a bonus spell casting level. Using a percussion instrument will
prolong the benefits of this ballad.
Syntax: harvest (plant)
Characters using this command can harvest plants they have seeded.
This has a small chance to give them seeds from the plant as well as
multiple portions of the plant, depending on how mature it was when
it was harvested.
See also: help pour, help bury, help agriculture
The Harpers are a clan devoted to the preservation of the history of Aragond, no
matter how drunkely addled it may be. Many bards make up this clan, but they
have been known to accept many different types of adventurers over the years.
They tend to maintain a particularly neutral position in political affairs.
Spell Level: 4
When a wizard casts hardstaff on his staff, it becomes impervious
to any sort of damage from burning or acid attacks, which can be
very useful, depending on what one runs into in the wilderness.
Hardstaff also relieves damage to the weapon from combat.
Syntax: cast haste
The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab) in combat, and improving evasive
abilities in combat. However, it produces a great strain on the system,
such that recuperative abilities are halved. Haste is capable of negating
the slow spell. (see help slow).
Syntax: cast heat metal
Heat metal is a powerful clerical attack spell, with effects that vary
according to the armor of the victim. It heats up the metal equipment
(assumed to be all weapons and armor at this point in time) on the target,
causing him or her to drop them if possible, taking serious burns in the
process (possibly fatal if the equipment is too heavy to remove easily).
This spell does no damage to creatures who are immune to fire.
The healer decided to grab a quick buck, and now charges for his heals. Some
services are still free to players of level 10 or below, however. To see
a full listing of the healers services, type heal at his residence. To
receive healing, bring plenty of money, and type heal .
When one has the skill of herbalism, they are more readily able to
identify different plants with meta-magical properties. Herbalism also
helps the adventurer in the alchemy field, and can produce better results..
Herbalism is a passive skill that the game uses without you entering any
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success. Only warriors and
thieves may learn these skills.
The history command displays in character information about the history
of a particular area in question.
It also displays the current faction of said area.
Hitroll (or To-hit), gives a character or mobile a better chance to hit its
target. In combat, you roll a 1d20, add your To-hit, and measure it against
your opponents AC (armor_class). If the result is greater than their armor
class, you have a successful hit. Equipment, dexterity, skills and spells
can all affect ones to-hit rating, which can be seen in the score command.
See also: help armor_class, melee_dam, melee_crit, phys_def, bulk
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:
level: dice min max mean
1: 1d2+6 7( 7) 8( 8) 8( 8)
2: 1d3+15 16( 15) 18( 18) 17( 17)
3: 1d6+24 25( 24) 30( 30) 27( 27)
5: 1d17+42 43( 42) 59( 59) 51( 51)
10: 3d22+96 99( 95) 162( 162) 131( 129)
15: 5d30+161 166(159) 311( 311) 239( 235)
30: 10d61+416 426(419) 1026(1026) 726( 723)
50: 10d169+920 930(923) 2610(2610) 1770(1767)
Diff = max - min. Mean is the arithmetic mean.
The values in parenthesis are the the standard merc values.
hlist <##> (return helps of a specific level)
hlist (return helps with search term in keyword/text)
Hlist allows you to see a list of helpfiles based on the criteria given. If none are given,
the hlist command will show you all helpfiles in game.
The hold command will attempt to hold whatever the specified item is.
A paladin of true faith is capable of channeling pure divinity from his
deity into his own weapon, giving it additional powers of light. This is an
irreversible action, and can sometimes render the weapon useless, upon failure.
Syntax: cast 'holy word'
Holy word involves the invocation of the full power of a clerics god, with
disasterous effects upon the enemies of the priest coupled with powerful
blessings on the priests allies. All creatures of like alignment in the
room are blessed and filled with righteous divine wrath, while those of
opposite morals (or both good and evil in the case of neutral priests)
are struck down by holy (or unholy might) and cursed. The cleric suffers
greatly from the strain of this spell, being left unable to move and
drained of vitality.
human humans man
Humans are the most prominent race in all of Aragond, and they make up
the majority of intelligent life on the planet. They are generally any-
where from 5 to 7 feet tall, and do not receive bonuses to any stats.
Humans tend to excel in every class, though have none that they are truly
Hymn to the fallen is a very powerful ballad that will not only increase the
damage of all party members, but will also reduce damage and hitroll of all
others in the room (if able). Using a percussion instrument will amplify the
affects as well.
Hypnotic verse can be used to charm mobiles and players to do the bard's
bidding. The melody of the song is so beautiful that they begin to follow the
bard's orders upon hearing it. Using a woodwind instrument will extend the
duration on other players.
Utilization of the identify spell will reveal important details about an
object to the caster, such as the material it is made from, any magical effects
and enchantments, and how it can be used.
+2 Mag Def
Illithids are the reclusive children of Daij, humanoid creatures living in the
depths of the underdark and conspiring in the schemes of their dark lord.
Roughly humanoid in stature and shape, they are distinguished by a slick,
almost elastic skin, and have grotesque tentacles where their mouthes should
be. Illithids are competent magic users and have a good predisposition towards
Imbue has two functions. First, it can imbue a weapon or piece of armor with
a random enchantment. Secondly, it can be used to imbue a blank figurine with a
spell that you already know, and have mastered to a certain percentage (75%).
immortal immort imm
Immortal (often, simply, immort) refers to players who have reached
the highest attainable levels in the game. Here, anyone of level 52
or higher is an immortal. Immortals are capable of exceeding the
usual game rules, in more drastic and pervasive ways as levels increase;
examples range from teleportation and invisibility to mortal sight to
creation of objects, removal of a players privileges (channels,
ability to move, or even ability to log in), and ability to promote
players to immortality.
Since immortals can wreak havoc with game balance, they are (ideally)
a carefully-chosen and policed group. An absolute rule of immortal
behavior is that no immortal can aid or assist any player without
explicit permission from the higher ranks; in other words, please
dont ask an immortal to help you kill a mob, gather EQ, etc, or
youll likely be either politely or rudely refused, or referred to
The duties of immortals, and even the very reasons for their existence,
are topics of continual and heated debate in various MUD forums, and are
fraught with misconceptions, poor examples, and outrageous hypocrisies. :)
Thank you for your time as an immortal here, your hard work is highly appreciated.
[Hit Return to Continue]
Improvisation is an excellent offensive song for the bard, doing either
sound, energy, or charm damage. Wearing a brass instrument will improve sound
damage, woodwinds improve energy damage, and stringed instruments improve charm
Infravision allows one to see outlines of creatures when they have no light
source outside of cities and towns. The following races are naturally imbued
with infravision: elf, dwarf, half elf, halfling, gnome, duergar, drow,
minotaur, nymph, githyanki, githzerai, naga, lich, drider, illithid.
Infernal threnody allows the bard to strip themselves or their target of all
bonuses and maluses.
The inquisitor is a subclass of the paladin, and one that completely
distrusts and abhors magic. The inquisitor will go to any lengths to avoid
grouping with wizards, and has an array of abilities that allow them to be
perhaps the most efficient mage killer in the land. Inquisitors require 16
wisdom and 17 constitution.
Inquisitors come with a variety of abilities: detect magic, spell
absorption, aura of salvation, and aura of silence
Insidious chord is a powerful song that causes physical damage to the
target. This song will not cause harm to anyone in the room but the target.
Musical instruments are the tools of bards, giving them extended abilities
beyond their normal singing voice. Some bard songs require specific instruments
for the magic to function properly, others merely see a boost when the correct
instrument is utilized.
Intelligence is a measure of your characters wits and his ability to
adapt to his surroundings. Wizards and the like generally want to have
higher intelligence because it allows them to cast spells better and learn
them easier. Intelligence also helps ones mana pool. Having a high
intelligence helps learn new languages.
Intelligence Affects: chance to learn spells from scrolls, mana per level, spell damage/crit, practicing
This spell makes the target invisible to those who are not affected by
detect invis. Invisibility can be removed at will by typing vis, or by
getting into combat.
Displays the items you are currently carrying in your inventory and that are
not equipped (see equipment for equipped items). The maximum weight and
maximum number of items you can carry are displayed as well.
Iron skin is a passive skill available for monks that allows them to
ignore certain attacks as if they never happened. The monks body is a very
highly trained thing, and can take more punishment than usual.
Iron will is a passive skill for monks that helps them stay alive even
when they are extremely close to death. This skill relies on a monks
constitution score, and so long as the monks iron will holds out, he will
Iron fist is a passive monk skill that gives the monk in question a bit
more power per punch. It can be learned as an initiate in ones monk guild.
value 0 unused
value 1 enclosed? (yes means it cannot be extinguished by rain/snow)
value 2 hours of light available, 0 is dead, -1 or 999 is infinite
value 3 unused
value 4 unused
. value 0 level
value 1 max charges
value 2 current charges
value 3 spell name
value 4 unused
An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
. value 0 level
value 1 spell name 1
value 2 spell name 2
value 3 spell name 3
value 4 unused
An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]
value 0 ac pierce
value 1 ac bash
value 2 ac slash
value 3 ac exotic (magic)
value 4 bulk (see help bulk)
. value 0 weapon class.
value 1 number of dice to roll.
value 2 type of dice to roll.
value 3 weapon type.
value 4 special weapon type.
An up-to-date list of values can be obtained by typing
. value 0 weight capacity
value 1 flags: closeable, pickproof, closed, locked
value 2 key vnum
value 3 unused
value 4 unused
An up-to-date list of flags can be obtained by typing
value 0 capacity
value 1 current quantity
value 2 liquid type
value 3 poisoned?
value 4 unused
An up-to-date list of liquid types can be obtained by typing
. value 0 hours of food value
value 1 unused
value 2 unused
value 3 poisoned?
value 4 unused
value 0 value in gold pieces
value 1 value in silver pieces
value 2 value in copper pieces
value 3 unused
value 4 unused
The Jaezred Chaulssin are the disenfranchised sons of the drow matriarchy,
and seek to depose it. As such, they are a fairly secretive clan, and are
almost exclusively made up of drow. They really have no political enemies on
the surface, but have clashed with Bregan Daerthe in the past.
Syntax: jewel weapon
Syntax: jewel jewelry
By way of jewelcrafting, a player can create items from precious
gems found throughout the lands. They may also harvest materials
from previously found equipment, via the cut command.
Jopha is the god of luck and fortune. He is followed mostly by bards and
thieves, though most any class can be found in tow. Jopha was a bard before his
ascension to godhood, and there are many legendary stories that he published
before attaining immortality. Jopha can be followed by an adventurer of any
alignment, but paladins and druids are restricted from his faith.
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
With a quick kidney punch, the thief can exact extra damage to his opponent
during combat, enabling them a greater chance to prevail.
Kill or hit is the command used to initiate combat in the simplest form here in
Aragond. You may also initiate combat via spells, skills, and magical devices.
Syntax: cast knock (ie: cast knock east)
This spells allows a caster to magically open otherwise locked doors or
objects, regardless or not as to whether they possess the correct key.
Syntax: cast knock (ie: cast knock east)
This spell magically unlocks a locked door, whether the caster has the
key or not.
By using the knock command, you can alert people on
the other side of a door of your presence. Its that
Also see: knock_spell
Twas dial-up, and the failing mudders did toil and struggle in the fray
All checksummed were the compressed files
And the man pages, outdate
Beware the Internet my son,
The noise that hangs, the lag that kills
Beware the Usenet news, and shun the frivolous mud with frills
So took his his mudding client in hand
Longtime the virtual foe he sought
So rested he by the T1s three and paused a while in swap
And as in disk-drive swap he stayed,
The Internet, with lags of fame
Came packetwise through the T1 line
And error-checked as it came
One two one two and through and through, the mudding client went kill -9
He left it dead and with its core he went a tracing back
And hath thou slain the Internet?
Come to my arms my disk-based bot!
Oh lag-free day, callooh callay, he chortled in his joy
Twas dial-up, and the failing mudders did toil and struggle in the fray
All checksummed were the compressed files
And the man pages, outdate.
Languages can be learned from a polyglot mobile, for the rate of 1500 gold
per language. The higher intelligence you have, the more languages you can
common, dwarvish, elvish, gnomish, goblin, orcish, ogre, drow, kobold,
tollish, halfling, gnollish, lizardman, birdfolk, demonic, draconic, loxodon,
undercommon, minotaur, centaur, tabaxi, duergar, angelic, undead, fae
The land command allows one to will themselves out of a flight spell, bringing
them back to the ground.
Syntax : laugh or laugh
To fall down laughing by yourself or to laugh mercilessly at someone or something.
The lay hands ability allows a paladin to recover between 25% and 50% of
theirs or their target's hit points. If this ability is targeted at an undead
creature, it deals damage equal to 3 times the level of the paladin.
Syntax: trap lay
This allows one proficient with scrolls to learn a spell from studying
one. This is one way the spellcasters of Aragond learn new magic.
Being relatively close to the level of the spell the scroll is scribed
with is important for success.
Levels on Aragond range from 1 to 40, for mortals, then 41 to 50 for
immortals. If you multiclass your character, your main class will top out at
25, and your secondary at 15.
Lirannon (leer-anon) is the god of all that is good within the world, and
many of his followers are inherently clerics and paladins. Lirannon is in
a constant struggle with Daij.
The listening jewel ballad will allow the bard to enchant a gem. When the
gem is then given to another player, the bard is able to spy on the player, so
long as they carry the gem in their inventory.
The list command can be used to show a list of objects a vendor is willing
to overcharge you for.
Constitution + 3, Intelligence - 2, Wisdom - 1
Lizardmen are tribal in nature, and mostly shy away from "technology", preferring
to live nomadic lives, hunting and fishing for survival. They are very dull creatures,
and thus ill suited for wizardry and the like. Lizardman regeneration is known to
be legendary, and their blood is coveted for various regeneration potions.
Locksmithing allows one to make keys for locked containers, and also to add
locks to containers who don't already have one. Locksmithing requires one to
already know the blacksmithing skill.
Spell Level: 2
Wizards and clerics employing this spell are made aware of the
whereabouts of a particular object in question, which is chosen
at the time of the casting.
The look command can be used with no argument to see details of the room
youre in, or targetted at an object, mobile, or other player, to see a more
detailed description of said target.
See also: help scan, where, examine
Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. It also may occasionally increase the value
of an object, because more will be known about its worth. All classes may
learn lore, although thieves are best at it, and warriors find it very hard
Wisdom + 2, Dexterity - 2, Constitution + 1, Charisma - 1
Loxodon are an elephant-like humanoid race, with powerful religious ties in virtually
all of their tribes. They are typically quite wise, and thus make excellent clerics,
and even paladins. They are typically good aligned by nature.
Maelik is a bloodthirsty god whos followers appease him through the
constant strife of battle and bloodshed. A very egotistical god, Maelik
requires much from all of his followers, who tend to be Fighters, Monks, or
Syntax: cast magic missile
The magic missile spell is not only one of the wizards first spells, but also
one of his most powerful. It shoots forth a bolt of magical energy to strike
the wizards foe. As the wizard progresses, more bolts are fired.
A high number of dice makes for less variance in mobiles mana.
The values the server generates for merc-type mobs is
d 10 + 100
where level is the level of the mobile.
Syntax : map
This command turns the automap feature on and off.
Martial arts is a passive skill learned by fighters and monks, to allow them
to incorporate kicks into their fighting style.
Syntax: cast mass healing
The mass healing spell, as its name might suggest, performs a healing spell
on all players in the room. It also throws in a refresh spell for good
The material command can be used to parse what materials a player has collected.
It can be passed several arguments, including metal, gem, cloth, wood, and all.
Syntax: mclass mclass
In order to multi class, you must be of at least level 10 in your primary
class. Once you have this prerequisite, head to your trainer and type mclass
without an argument. You will then get a list of options that you can multi
class into. From there simply type mclass , and your trainer will charge
you a fee, then teach you the basics of whatever secondary class you chose.
See also: class, subclass
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.
Syntax: medit -Enters the editor for the selected mobile.
The following commands are available from within the MEDITOR:
alignment - set the mobiles alignment
commands - prints a list of possible commands
create - creates mobile with specified vnum
desc - edit the mobiles description (when looked at)
done - exits the mobile editor and returns to normal play
level - set the mobiles level
long - edit long description (the one in the room)
name - sets the keywords on an mobile
shop - type this command for further information
short - sets the name of an mobile (a sword, a fish etc)
show - hitting return, or show shows the mobile stats
spec - sets a mobiles spec proc, type ? SPEC for a list
sex - set the mobiles sex, type ? SEX for a list
act - mobiles actions, type ? ACT for a list
affect - mobile affects, type ? AFFECT for a list
ac - set the mobiles ac, type ? AC for a list
form - mobiles body-form, type ? FORM for a list
part - mobiles bodyparts, type ? PART for a list
imm - mobile is immune to, type ? IMM for a list
res - mobile is resistant to, type ? RES for a list
vuln - mobile is vulnerable to, type ? VULN for a list
material - material mobile is made from, type ? MATERIAL for a list
off - offensive behaviour, type ? OFF for a list
size - size, type ? SIZE for a list
hitdice - dice to toss to get mobiles hitpoints
manadice - dice to toss to get mobiles mana
damdice - dice to toss to get mobiles hand to hand damage
type help HITDICE, help MANADICE, help DAMDICE for lists of reasonable dice
combinations on different levels.
The bard song, melody of masked intent, is a way of protecting oneself from
a wizard's attempt to scry them.
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
E-mail to firstname.lastname@example.org 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. Youre 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.
Also see "help ROM" for information about the Rivers of Mud code base.
(area of effect)
Syntax: cast meteor swarm
This extremely powerful spell calls down chunks of debris from beyond the
atmosphere of the planet itself. These chunks obviously land with great
force, and are all but deadly to those unlucky enough to be caught in the
Using the mine command without an argument will get you started mining,
provided you have a mining tool of some sort, and the skill itself, as
well as being in the proper area to do such a thing.
Using the stop argument will stop you from mining.
See help material as well.
mlist olist rlist
The free argument shows a list of free vnums in the area for the specified
The all argument shows a somewhat detailed list of used vnums for the specified
A specific argument like sword or copper will return only those matches
with that keyword for the specified type.
Hint: this command can be used in aedit, oedit, redit, and medit with all arguments.
The values ROM generates for a merc format mob is:
level pierce bash slash exotic
1 95 95 95 95
5 70 70 70 85
10 40 40 40 70
15 5 5 5 55
20 -25 -25 -25 40
25 -55 -55 -55 20
30 -90 -90 -90 5
35 -120 -120 -120 -10
40 -150 -150 -150 -25
45 -180 -180 -180 -40
50 -215 -215 -215 -55
55 -245 -245 -245 -70
60 -275 -275 -275 -90
65 -305 -305 -305 -105
70 -340 -340 -340 -120
80 -400 -400 -400 -150
These values are 10 times what you would put in an area file. This
is because the server multiplies what it reads from file with 10.
Primary Stat: Dexterity
2ndary Stat: Wisdom
Minimum Stats: Dexterity (15), Wisdom (12)
Monks are masters of hand to hand combat, their proficiency at it is
unrivaled among the classes of the world. Relying solely on their bodies for
both attack and defense, they have shunned the use of any physical weapons
whatsoever. They are capable of learning a limited selection of clerical
devotions, but otherwise rely on their intense training to manipulate their
bodies to bend to their will. Constitution, strength, and dexterity are
important attributes for a Monk.
Welcome to Aragond: the Chronicles!
ALPHA version - expect pwipes periodically until BETA.
* Please heed our rules. This is to be a fun environment for people to *
* come and roleplay, help shape this world, advance in stature and in *
* general have a good time. Try not to ruin that for others! *
* Thanks, Upro. *
* Important commands: commands, score, help, hlist, toggle
* Most importantly... HAVE FUN!
* Forces the mobile to flee.
* Syntax: mob flee
Reef OOCs my lady just got a kick out of this figurine of a merman i picked up yesterday
Reef OOCs 8 charges of level 7 hardstaff lol
MXP has been integrated with this mud and is available by the command of the
same name. There are many neat features that can be produced with MXP, and
well be implementing them as they come by. Note: Gmud does not support MXP. If
youre having problems with it try another client.
Intelligence + 1, Charisma - 1
Naga are a race of intelligent snake creatures who inhabit the material plane of
Aragond, and can occasionally be seen on other adjacent planes, such as the plane
of water. Naga are very clever and tend to make excellent clerics and wizards, though
they are not bereft of melee capability.
Try not to use names from existing canon such as Lord of the Rings, Dr. Who,
Arthurian legends, etc. Originality is best, and there are plenty of random
name generators out there to assist you. Were trying to make a 100% original
world, and we need your help.
Nefyr (ne-fear) is the god of Chaos, and reigns supreme on causing trouble.
Many lost souls wander towards the light of Nefyr, only to be smited down
by the god in order to preserve chaotic order.
negative plane protection
This spell affords the caster with some resistance to sources that would
deal negative type damage.
Nelenwe is the god of true neutrality, apathy, and ambiguity. Balance of
karma, good and light, and justice are the alma mater of this deity, who
primarily attracts Thieves, Bards, Rangers, and Wizards.
When the game is newlocked, no new characters may be created at that time.
This is a setting usually toggled on when the immortals are testing something
new in creation or when there has been a bug or issue found in the creation
Ah! Another mortal, seeking adventure. You should go through mudschool
first, to gain experience to face the trials outside. Be sure to practice a
weapon in the guild room, or your stay with us shall be very short indeed. Type
equipment to see what your are wielding, spells to see your spells,
skills to see your skills, and commands for a list of commands. Help is
available on most commands and abilities.
To see a list of commands, type the word commands. They are organized to give
you an idea of what they do without needing to read a helpfile on them. Some
however, are not so obvious, and have helpfiles which you can read by typing
If you see an NPC with a [Q] symbol next to their name, they have a quest to give you.
You can take the quest by type "quest request".
For optimum display please set your client column wrap to 120, and type scroll 30
Please see help death and remember to use the outfit command if you need
another set of newbie eq.
Please type help rules to see the Rules of Aragond : The Chronicles.
Syntax: cast nexus
This spell is virtually identical to portal (see help portal), with the
only difference being that while portal creates a one-way gate, a nexus
spell makes a two-sided gate. It also lasts longer than the lower-powered
portal spell. Both spells require an additional power source, the secret
of which has been lost...
Syntax: cast nightmare
This malady is cast upon a target while they are sleeping. Once placed
upon a slumber foe, this spell will go to work in the most insidious of
ways, filling the targets dreams with horrible visions and feelings. While
experiencing such nightmares, their bodys normal rate of self healing will
be greatly reduced, rendering the rest nearly useless.
You can use the noexp to turn off experience gaining for either of your classes
(if you are multiclassed), or just your main class.
Nofollow is a toggle you can flip on or off to allow other characters or
npcs the ability to follow you. Turning it off while you have followers will
dismiss them. Toggle nofollow pet, or toggle nofollow mount, will dismiss pets
and mounts, respectively.
See also: help toggle
Nosummon can be toggled on or off in order to allow or disallow summoning of
yourself by other players. This prevents you from being caught in a sticky
situation with your pants down.
Note spools: [note, idea, bug, gossip, history, news, todo, penalty, change] (last four are immortal only)
Note commands: [to, subject, clear, edit, write, send, list, delete, search]
Usage Examples (replace "note" with whichever spool you wish, such as change).
note to immortal <- This will create a new note to be seen only by immortals which you can now edit.
note sub blahblahblah <- This will change the subject of an in progress note to blahblahblah.
note clear <- This will delete the current note that you are working on, if any.
note edit <- Takes you into the text editor for the body of the note.
note send <- Sends the current note in progress. Must have a subject/recipient.
note list 3 <- List all of the "notes" on the 3rd page of the list. Replace "note" with any spool name.
note delete ## <- Will delete note number ## in the list. Must have proper authority.
note search <- This will search in the "note" spool and return results based on the argument passed.
Typing the name of a note spool will read the first unread note in that spool.
See also: help unread
This song somewhat heals the target, as well as relieving a bit of their
Intelligence + 1, Charisma + 2, Consititution - 1, Strength - 2
Nymphs are beautiful creatures of the wild, and are essentially incapable of committing
acts of evil. They are magically inclined, and are suited well for druids or wizards.
Nymphs eventually want to feel closer to their home element, and will eventually "remort"
into a final stage through a partially magical, partially metamorphic process.
Clan Obsidian tries to balance the world through secretive political
machinations and quiet assassinations, as well as strange duplicitous acts.
Most often, their mostives are incredibly hard to discern to outsiders.
Syntax: edit object -Enters the editor for the selected object.
The following commands are available from within the OEDITOR:
addaffect - applies an affect to an object, no args for help
delaffect - removes an affect to an object, no args for help
commands - prints a list of possible commands
cost - sets the gold value of the object
create - creates object with specified vnum
done - exits the object editor and returns to normal play
ed - type this for info on adding/editing extended descripts
long - edit long description (the one in the room)
name - sets the keywords on an object
short - sets the name of an object (a sword, a fish etc)
show - hitting return, or show shows the object stats
v0 - sets the value 0 on the object
v1 - sets the value 1 on the object
v2 - sets the value 2 on the object
v3 - sets the value 3 on the object
v4 - sets the value 4 on the objcet
weight - sets the weight of the object
type - type of object, type ? TYPE for a list
extra - attributes of object, type ? EXTRA for a list
wear - where object is worn, type ? WEAR for a list
material - material the object is made from
Strength + 2, Constitution + 2, Wisdom - 1, Intelligence - 2, Charisma - 1
Half-Ogres are a result of breeding between Human and Ogre parents. For
the most part these relationships are non-consensual and usualy involve an
Ogre male and Human female. Because of this the Half-Ogre offspring are
often shunned by both races and have a hard time finding there place in the
world. They are significantly larger than the average human, usualy topping
out at eight or nine feet in height, and typicaly with a larger frame to
match. Due to this size, they excell at inflicting a larger than usual
amount of damage, and are very proficient at using their bulk to slam their
Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping.
Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing.
Syntax: EDIT OBJ [create] - Object Creation and Editing.
Syntax: EDIT MOB [create] - Mobile Creation and Editing.
Syntax: EDIT MP [create] - MobProg Creation/Editing.
Syntax: ASAVE - Save Editing to Disk.
Syntax: ALIST - Listing of Areas.
Syntax: RESET See Help Resets. - Set Game Resets.
Definition: [optional] (combined arguments)
The above commands are used to expand the game world. The original
code is based on was written by Surreality and installed in The Isles by Locke.
It was then converted to work with Envy by Jason Dinkel, and ported to ROM
2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7).
Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET
resets the current room. Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT
Omari is the all encompassing god of magic throughout the land. He is known
to be quite reclusive, but some have reported communing with him in dire times
of trouble. His followers tend to be exclusively wizards, although some clerics
and even bards have been found in the midst of his gatherings.
OOC is a channel used for things that are explicitly NOT in character.
This means that you may not relay any IC (in character) info over this
channel, as it breaks the cycle of roleplay.
The recent/history argument can be used to see the last 15 ooc messages.
The orbitting rhythm and lead a bard can surround themself or others with
reduces all damage taken for a short duration by 50%.
Strength + 1, Wisdom - 1, Constitution + 1, Charisma - 1
Half orcs are the conception of an orc and any other race in Aragond. Most
frequently they share orc heritage with either elven or human, but there have
been plenty of cases otherwise. Half orcs tend to be taller due to their orcish
side, and can reach seven or eight feet in height sometimes.
Half orcs live shorter than all the other races due to their genetic differences,
and are not very wise or charismatic. They make excellent fighters, rangers, and
the occasional thief.
Using the order command, one can make their charmies, pets, or mounts perform
various NPC safe commands, such as resting, sleeping, killing, wearing, etc.
The outfit command, usable by levels 5 and below, equips your character with
a new set of sub issue gear (banner, weapon, helmet, shield, and vest),
courtesy of the Mayors warehouses. Only empty equipment slots are affected.
Overgrowth is used to change a druids surroundings to one more suitable for
their skillset, in order to aid them in combat, changing the room they are in
into either forest or jungle.
The pack command is used to pack herb into ones pipe for smoking, or packing
either herbs or pigments into a mortar and pestle for grinding into either
pigments or dyes, respectively.
Palmstriking is a very advanced monk technique taught only to the most devout
of knowledge seekers, which can inflict major harm upon ones enemy. The monk
must first gather energy, then he releases it the next combat round.
Primary Stat: Constitution
2ndary Stat: Wisdom
Minimum Stats: Charisma (17), Constitution (10)
Paladins are holy warriors who dabble very slightly in healing magic.
They are very distrusting of sorcery of any kind, if its source isnt
from ones deity, and thus tend to have trouble adventuring with wizards.
Paladins usually have great charm, strength, constitution, and wisdom, and tend
to be excellent leaders of adventuring groups due to this, though they can be
a little foolhardy at times, almost seeming to have too much faith in their deity.
Paladins have excellent health and tend to be in the forefront of any group.
Note: Paladins require at least a 17 charisma.
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is succesful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponents weapon type.
When affected by pass without trace, players will not leave any footprints
or tracks when traversing the land. They are still fully visible, however, and
will not be camouflaged in the room in any way. For these type of abilities,
see sneak, hide, stone meld, or invisibility.
Those will pass door cast upon them are able to walk through closed doors as
though they were a ghost, and have additional ability to avoid blows in combat
as well. This spell can only be cast upon oneself.
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. All characters may learn peek, but thieves are the most
Pets can be bought in various pet shops throughout Aragond, or tamed by
certain classes. They are with you until they die, then they must be replaced.
Pets can level as well, and their stats can be seen with the petscore
command. Pets can wear equipment and hold inventory, and can be ordered to do a
number of things normal players can do, such as sleep, attack, drink, etc. Pets
gain trains as they level, and can be ordered to train their stats at any
pick pick lock
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas. Lock picking chances are improved by
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.
pkill pkilling pkiller player killing psteal pstealing player stealing
Player killing and player stealing are allowed to all clan members
(including loners), provided the victim is is within 8 levels of the
character and is also in a clan. This will flag you as a "killer" or
"thief", allowing any character to attack, and also provoking action
from the city guard.
By way of this primordial spell, the druid can transport themself to any of
the elemental planes surrounding the material plane (Aragond). This includes
the planes of: fire, water, air, and earth.
In Aragond, the main world comprises what is called the "material plane" of
existance. This is everything physically manifested into the towns, dungeons,
mountains, and rivers that make up the planet. From there, many other planes
exist, which sufficiently powerful adventurers can travel to, for end game
Plane of Shadow
Plane of Fire
Plane of Water
Plane of Air
Plane of Earth
The Nine Hells
The Seven Heavens
Syntax: cast plague
The plague spell infests the target with a magical disease of great virulence,
sapping its strength and causing horrific suffering, possibly leading to
death. It is a risky spell to use, as the contagion can spread like
wildfire if the victim makes it to a populated area.
Syntax: cast portal
The portal spell is similar to gate, but creates a lasting one-way portal
to the target creature, instead of transporting the caster. Portals are
entered using enter or go command, as in go portal. Portals cannot
be made to certain destinations, nor used to escape from gate-proof rooms.
Portal requires a special source of power to be used, unfortunately the
secret of this material component has been lost...
Syntax: pour <1st container> <2nd container/mortar>
Syntax: pour out
The pour command allows an adventurer to pour the contents of one drink
container into another drink container OR a mortar and pestle. If pouring from
drink container to drink container, the liquids must be the same for both. If
pouring into a mortar, the drink container must contain water. One can also
pour their drink container or mortar out if they wish.
Powergrip is a passive skill that allows the experienced fighter to resist
being disarmed in combat from opponents.
Pquest is an immersive questing system that give players persistant, real time,
course altering decision making capabilities for their characters.
Commands: request - will allow you to request a quest from a mobile in the room
(if they have one). complete - complete a quest, provided you are at the
correct mobile. abandon - abandon a specific quest by name or vnum, or "all".
log - shows a log of all quests (completed or not), with time remaining. info -
shows detailed information about a specific quest in your log.
See also: help quest
Used without an argument, practice will show all skills available that you may
practice. Used with an argument (a skill name), it will practice specified skill
for a small fee induced from the trainer you visit.
Skill may only be practiced to 50% (learned), daily use increases from there.
Practices gained per level are based on your characters primary and secondary
stats, and practicing skills is always helped by a higher intelligence score.
NOTE: Practicing is very inexpensive early on, and it is advised to do so accordingly
See also: help train, gain
presence of mind
This is a passive monk skill that affords them the ability to dodge more
frequently, as well as entirely avoid incoming attacks with sheer presence of
A monk posessing the intimate knowledge of pressure points can effectively
target their foes weakest areas much better than others, and so can land
critical blows at a higher rate than others. This skill is passive
and has a bigger benefit as the monk grows in power.
This system simply means that learning some skills requires the learning of
others in advance. Most of the more powerful spells and combat skills require
some sort of prerequisites, which also sometimes require guildrank. See help
guildrank for more information on this.
New Clan Hall Rooms cost 50 diamonds.
Boosting the mana or healing gains for a room costs 250 diamonds.
Both in the same room costs double.
Making the Healer or Store prices lower costs 1,000 diamonds.
Using the profile command, one can check the login times of other
individuals. You can also set your real name and email address.
Prospecting is the art of sieving ore from the water, and in order
to do this, you must have a sieve, and of course be near water.
Syntax: prompt all
Syntax: prompt <%*>
Syntax: prompt ?
PROMPT with out an argument will turn your prompt on or off.
PROMPT ALL/DEFAULT will reset your prompt to the game default.
PROMPT <%*> where the %* are the various variables you may set yourself.
PROMPT BUILDER (for Immortals) will set your prompt to have values important for building.
PROMPT ? will display how your prompt is currently set up.
%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
%K : Display your current ki (monk only)
%x : Display your current experience
%X : Display experience to level
%i : Display number of items carried
%I : Display amount of items you can carry
%t : Display current game time
%T : Display your talent points (if a psion)
%G : Display your guildpoints
%g : Display gold carried
%s : Display silver carried
%p : Display copper carried
%b : Display your bleeding status
%B : Display your current breath
%a : Display your alignment
%S : Display what terrain you are in
%r : Display the room name you are in
%e : Display the exits from the room in NESWDU style
%c : Display a carriage return (useful for multi-line prompts)
%C : Display how many charms you currently have under your control
%R : Display the vnum you are in (IMMORTAL ONLY)
%z : Display the area name you are in (IMMORTAL ONLY)
%o : Display current OLC editor (IMMORTAL ONLY)
%O : Display current OLC vnum (IMMORTAL ONLY)
Example: PROMPT <%hhp %mm %vmv>
Will set your prompt to "<10hp 100m 100mv>"
protection good protection evil
Syntax: cast protection evil
cast protection good
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
Primary Stat: Intelligence
2ndary Stat: Constitution
Psions are a rare occurence in the world of Aragond. Adventurers
with unrecognized psionic potential may choose to address this,
and hone his abilities with another more skilled psionicist. This
usually costs a great deal of money, as much time is needed for
one to hone their mental abilities to an extent necessary to become
a true psionicist. Wild talents arent unknown in Aragond, however,
and can be a wildcard in any battle.
push pull pry press
Objects in Aragond often times must be interacted with more than the simple
get, take, or drop methods. In times like these, one would be wise to try
and push, pull, press, or pry an object, depending on the situation.
pvp pkill pdeath
In Aragond, you are placed into the PvP world at level 10. You do not have
to fight other players, and there are pacifist type clans you can join if you
wish, but you should still be aware of your surroundings, as many evil
creatures lurk about Aragond, with political motives you may be unaware of.
QEDIT is an editor made to extend the interactiveness of the game through
compllex, creatively written, pre-scripted quests that can be completed and
saved to the character file to make the world more in depth and immersive
create - create a new quest tied to the area youre in, provided you have security.
name - name your quest. no numbers or symbols please.
start - which mobile can the player request the quest from.
end - which mobile can the player complete the quest at.
1) Please be sure to capitalize every word in your quest name.
2) No numbers or symbols in the name at all.
Quaff is the command used to quaff potions. Note, this will not consume regular drinks.
You can also see your accumulated quest points by typing worth.
For new dynamic quests, see help pquest
The quicken tempo song will speed the bard's actions considerably. Allowing
them to move faster in combat, and use less movement when travelling.
Quits the game. One wonders why one would want to do that.
race help race races
Human Aarakocra Minotaur Elf Lizardman Centaur Dwarf Aasimar Half Ogre Half
Orc Tiefling Loxodon Half Elf Revenant Drow Halfling Gnoll Githzerai Gnome
Bugbear Githyanki Duergar Tabaxi Nymph Naga Different races have different
starting statistics, and also different stat maximums for magic items and
Each race also has inherent abilities, as described in their respective
helpfiles. See also: help remort
ranged_combat crossbow bow
In order to use ranged combat, you must have several things in place. First,
youll need skill in either the bow/crossbow skill. Second, purchase/find a
bow/crossbow, quiver, and some arrows. Put the arrows in the quiver, then wear
the quiver. Now youll draw arrows from your quiver in combat until it is empty,
but only if you are not in the front rank of your group (it is ranged combat after all).
Being in the front of your group will result in you using your bow as a club, and
making it susceptible to rapid damage.
Clan members at rank 3 or above have ranging ability to
rank and derank members of their clan, using this command.
Beware, this command is logged, so there must be in
character reasoning behind ranking and deranking people.
See also: help clan
Primary Stat: Constitution
2ndary Stat: Wisdom
Minimum Stats: Constitution (12), Wisdom (13)
Rangers are the naturalists of a group. They have excellent tracking abilities,
and usuall tend to be quite fierce in melee combat as well. They can wear fairly
bulky armor (see help bulk), giving them a decent amount of damage resistance,
allowing them to tank in certain instances if necessary.
Rangers have a multitude of different skills available, as well as a few spells, making
them a useful addition to any adventuring group.
Clan Ravager is comprised most of evil, chaotic, and psychotic residents of
Aragond, murderers, thieves, and assassins, all bent on causing absolute chaos
through bloodshed. Clan Guardian is their mortal enemy, and opposes them at
ray of truth
Syntax: cast ray of truth
Ray of truth opens a portal to the planes of positive energy, bringing forth
a beam of light of sufficient purity to harm or or annihilate the servants
of evil. It cannot harm the pure of heart, and will turn and strike
casters who are tainted by evil.
Using this command, the adventurer will attempt to recite the magical
glyphs contained within a scroll, in order to cast the spell within.
Syntax: recall recall here The recall command can be used to return a
character to a specified point, either within a city, inside (such as a house
or shop), or in a clanhall. All characters begin with the recall command
pointing to the center of Renfall, but this can be changed as soon as a player
wishes. Recalling takes one half of a characters current movement points, and
has an eight minute cooldown, so use it sparingly, and save for emergency
Syntax: cast recharge
The recharge spell is used to restore energy to depleted wands and staves.
Fully exhausted items cannot be recharged, and the difficulty of the spell
is proportional to the number of charges used. Magic items can only be
recharged one time successfully.
Syntax: edit room -Enters the editor for the current room.
The following commands are available from within the REDITOR:
commands - prints a list of possible commands
create - creates a room with a certain vnum
desc - edit description of room
done - exists the room editor and returns to normal play
ed - type this command for additonal extra-description help
format - format(wordwrap) the room description
name - changes the room title
show - hitting return, or show shows the room stats
oshow - shows an object with given vnum
mshow - shows a mobile with given vnum
olist - lists objects in this area (dependant on arguments).
mlist - lists mobiles in this area (dependant on arguments).
rlist - use rlist to print: free, all, or blank/desc (ones with no descriptions)
room - room attributes, type ? ROOM for a list
sector - terrain of room, type ? SECTOR for a list
- see help EXIT, or type ?
With this spell, a caster may rejuvenate lost movement points, allowing him
or her to travel farther distances. This is also usable on other players,
making it an excellent utility spell.
Syntax: cast regeneration
This spells allows those affected by it to regenerate physical damage at
a much greater than usual rate.
Using the rehydrate spell, a caster can reverse the effects of dehydration,
quenching their thirst magically for a time.
Spellcasters with this spell are able to remove curses not only from
themselves and others, but also from cursed items.
level 40, 3000 mob kills, 2000 explored rooms
Remorting is essentially a biological evolution for a character. Most remorts
are racially based, and will transform you into some semblence of your former
race, such as drow remorting to driders. However, some, like the lich,
transform you into something entirely different, in this case, an undead
version of your former self. Remorting often times comes with great benefit to
the character, making them more powerful in some way or another. However, it
can come with its own curse as well, depending on the case. Most remorts will
require some form of quest to be completed, though there is much secrecy about
the locations of both receiving and turning in these quests. One can remort
from any trainer mobile, provided they have met the requirements. Current
remorts available: Lich Drider Illithid Dryad Naiad Celiad Umbriad
Spell Level: 4
One casting this useful spell can remove a persons paralysis,
restoring to them full movement once more.
Syntax: trap remove
Repulsive din is useful for making one quite disgusting to look at. This can
affect the amount of charmies one can utilize, and thus is an excellent tool in
fighting against wizards, and other people with charms.
Syntax: report This command will show the room your current condition in
regards to health, mana, and movement.
Using this skill, a player can repair his damaged equipment, provided he has the knowledge
to do so. Without proficiency in the skill, a player might also visit the blacksmith for
repairs on damaged or broken equipment.
Going to the blacksmith costs a small fee, but can prove to be a better repair at times.
Typing "repair all" at an appropriate NPC will also attempt to repair all items, if the
coin is available to do so.
Keep in mind failing a repair on an item can cause it further damage.
Resonating echo is an excellent tool for the bard, allowing them to deafen
opponents, or even themselves, if necessary. Wearing a brass instrument will
results in a longer duration and higher modifier.
Spell Level: 4
This spell is useful for avoiding the prying eyes of other
wizards or clerics trying to scry upon your business.
A friend in need is a friend indeed. And when in combat, a warrior with the
rescue skill is just the friend you need. Rescue allows you to intercede in
combat, protecting weaker characters from bodily harm. Hopefully the favor will
be returned. Success in rescuing depends on the skill rating, as well as a
comparision of level, dexterity, and speed between the character and the
target. (note: you rescue a friend, not the monster)
RESET OBJ - equips last mobile
RESET OBJ inside - store in container
RESET OBJ room - store in room
RESET MOB - load a mobile
RESET DELETE - delete a reset
RESET alone will display the resets in the current room. The will
be displayed with this list. Typing ? WEAR-LOC will list possible locations
that an object can be loaded to. The is the maximum number of
mobiles allowed in this area (needs to be the same if you have multiple
resets for the same mobile). The is the max that will spawn in
the room before it stops spawning them.
For resets to be successful make sure that you add them in a logical order.
For example if you are equiping a mobile dont load a container in the room
and fill it with some objects and then continue equiping the mobile. It is
likely that resets will backfire if they are not carefully entered.
If you wish to reset the room then use EDIT ROOM RESET.
Alternativaly, entering aedit, then typing "reset" will reset the entire area.
Using retribution, a paladin who takes damage has a chance of returning some
of that damage to the opponent.
Charisma - 2
Revenants are creature born of pure evil, their malice willing their
decripit body to life, in order to exact vengeance upon the world who took its
mortal life. They are strong, undead creatures, capable of dealing negative
damage with their hands. A Revenants stats reflect that of its former mortal
Players that learn the riding skill gain access to the
mount/dismount commands, and the opportunity to own a mount!
ROM started in early February 1993, using Merc 1.0 code. In July of 1993,
ROM II was started, eventually replacing the original ROM. ROM was up for
a little over a year, after which the code (version 2.3) was released,
and various other ROM muds were started, including Rivers of Mud under
a new management (Zumps ROM), at rom.org 9000.
Alanders current project is Athen, the sequel to the ROM code. It can
be found on Rehobaoms Legacy, at hypercube.org 9000.
The following people contributed to the ROM flavor of the merc base code:
Kelsey and Liralen
New, Improved Valhalla --
Puffs new special proc and improved poofin/poofout code --
Maps and map shop --
Ezra, Regnan (Olympus)
Nirvana zone --
Forstall (mobiles rewritten by Alander)
Mob Factory --
Pinkfloyd (originally written for ROM, mobiles rewritten by Alander)
Geographically correct Midgaard (tm) --
Ideas and playtesting --
Thousands of dedicated mudders around the world
The New Thalos area was donated by Onivel of Jedi, who was also the originator
of the ASCII flags used in the zone files
Beta testing --
Ken Blosser, Doug Araya, and Sherene Neil all helped with bugs reports
and suggestions, saving a lot of headaches
Bug reports --
Thanks to Shad Muegge, Jerome Despret, Phoenix, Will Hongach,
Erwin S. Andreasen, Adam Debus and especially Gary Turkington
(author of the ROM FAQ) for help spotting bugs
ROM 2.4 was developed during my time with Moosehead mud, and the release
shares many of the features I wrote while I was there. Additional code
was written by Seth Scott (the new poofin/poofout), and many contributions
and ideas from the Merc list were used. Portions of Rustys work on
Moosehead also remain.
The new features of 2.4 were largely produced in bull sessions with
Gabrielle Taylor and Brian Moore, without whom this release wouldnt
have happened. In particular, the new privacy code, furniture, and
wiznet are the results of Gabrielles ideas.
Changes to the standard diku mob and object format, as well as the changes
to Merc 2.1 source code, were done by Alander over many a late night of
hair-pulling. Hope you enjoy it.
(my apologies if anyone was forgotten in this list)
Name: Maximum of 32 characters. The game can take more but the rlist is cleaner this way.
* Player killing and stealing are encouraged, just as much as the roleplay behind it.
However if you abuse it, we will ban/deny at our discretion.
* Your presence here is a privilege not a right. Obey any orders from gods, and
you will be fine. Deletion does not require a reason, appeals are to be sent
to the implementors.
* No kill stealing. This means you cannot attack a mob someone else is
fighting, unless they ask you to. Also avoid attacking fleeing mobs.
* Cheating will not be tolerated. This includes accepting favors from gods
and exploiting bugs. If you find a bug, report it, then do not use it.
* Changes to these rules are at the discretion of the immortals, and may be
done without warning, notice, or even evidence of sanity. Walk softly,
and carry a black stick.
Sacred euphony will heal it's target, healing more if the bard is using a
The sanctuary spell is perhaps the most important in one's repertoire, as it
protects it's target from 50% of all incoming damage.
Saving throws/saves serve as a means for a player to "save" against a spell
being cast upon them. This typically entails taking half damage from offensive
spells, or not being affected by maladicts, such as poison.
There are two things that determine whether the player saves against a spell. The
spell level of the caster, and the spell level itself. What this means is that a
level 40 caster casting a level 1 spell will be much easier to save against than
a level 40 caster casting a level 9 spell.
The formula is as follows:
if 1d20 + victim_saves > 5 + (caster_level / 5) + (spell_level * 3), successfully saved.
See also: help spell_dam, magic_def, spell_crit
Saw technique is a passive ability that allows the artificer to get more
material from equipment that he or she whittles down into stock.
Syntax : say
Say is used by players to express ic (in-character) views/opinions. Not to be used for anything ooc
(out-of-character). Example : say My flight to New York is in 2 hours <-- this is ooc.
The scan command can be used to see visible mobiles and players in your
immediate vicinity. The command can be obscured by darkness unless you have the
proper sight spells affecting your character.
See also: help where, look, examine
Syntax: score color * (replace the * with the appropriate color code, see help color)
Score is the command used to display a wealth of vital information about
your character. Anything from your name, class, guildrank, experience, and more
can be found on your scoresheet.
When used with the color argument, you can change the border on many of your in game
menus, including score, who, worth, and more.
Spell Level: 6
The scry spell can be used to spy on a specific living
target. It does not work on undead beings.
If you have the scribe skill, you are able to copy spells
out of memory onto a parchment, scroll, or otherwise similar
receptacle. Once you have done this, you can either use it
as a scroll or pass it off to other mages to learn.
However, most wizards hoard secrets, and thus charge a hefty
amount for the scribing of any spell, particularly rare and
Spell Level: 2
The searing light spell is usable by clerics, druids, and wizards. Its
effect is a searing bolt of extremely hot light, much like a laser, tearing
into its target.
The seafaring skill is important for adventurers who decide
to live their lives on the sea. Most importantly it helps them
navigate, but also helps in other areas on ships/water.
Syntax: sell mat
The sell command is used to sell various goods and materials to merchants
throughout the land. Each merchant only buys certain types of goods, pertaining
to their craft or what they sell.
Selective hearing will allow a bard a certain resistance to damage from
sound. Using a stringed instrument during singing this ballad will result in a
Male characters of Aragond gain an extra hit point per level, whereas
females gain an extra mana per level.
The animalist subclass can utilize shapeshifting to change their
physical shape to resemble any animal found on Aragond. While in this shape,
they gain combat and other characteristics of their chosen shape, but cannot
wield weapons, hold objects, or wear a shield.
Adventurers can use this ability to sharpen their weapons, causing them to
do more damage in battle, however, it also increases the level of the
weapon, and can only be used on bladed weapons.
Syntax: cast shadow bolt
This spell calls forth a bolt of negative energy, pummeling your foe with
The shield spell affords its target with additional armor class, making them
more difficult to hit.
Syntax: shield / sbash
Shield bash can be an effective maneuver in combat. A warrior must
Simply square his shoulders, and step into their opponent with all
of their weight behind the shield. This has the advantage
of knocking spell casters out of concentration and faltering
even the most dextrous of thieves.
Spell Level: 3
The shillelagh spell is used by druids to add a bit
of a magical kick to their weapon, and is also known
to protect it from the effects of fire.
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. All classes may learn shield block, but only warriors and
clerics are good at it. Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them. Axes may split shields in two.
The shocking forge spell will permanently enchant a weapon to deal
additional shocking damage to opponents during combat.
Spell Level: 1
Syntax: cast shocking grasp
Wizards use the spell at close range to do a fair amount of lightning damage to their target when forced into a corner.
Shops can be found throughout Aragond, carrying a wide variety of items.
Shops are only open during certain times during the day, and can only carry/buy
certain types of items. Shops in Aragond can also be set with the ability to
load a random object for sale.
Commands for interaction:
Spell Level: 6
The shocking web spell is similar to its predecessor, the web spell,
except that it does lightning damage on impact with its target.
Spell Level: 1
Shocking grasp is a touch based attack spell (meaning you cant
use the spell from the back of a group) which delivers lightning
damage to the opponent touched.
Spell Level: 4
Shocking runes is a spell used to set objects with a magical trap
which springs when the item is picked up or worn.
The silence spell is a powerful malady for a wizard to have in
their repoire. This spell can instantly remove another beings
ability to talk, rendering them unable to cast spells, talk,
whistle, or make any sort of sound via their vocal cords.
The skills and spells commands are used to display your characters list
of available skills (or spells, as the case may be). They are listed in
order of level, with mana cost (for spells) or percentage (for skills)
listed where applicable.
Skinning is a skill usable by those who have studied tanning, or the
ability to cure hide into leather. It requires a cutting tool of some sort in
the players wielded slot, which can just simply be a dagger, if one wishes.
Different races will offer different properties to their skin.
Currently this command shows you all available spell per specified class.
Syntax: cast slow
Despite popular mythology, slow is not the opposite of haste, but is a spell
with its own unique set of effects. When cast on an unfortunate victim,
it slows its movements, making it easier to hit and reducing its rate
of attack. The effect of slow also double movement costs and halve healing
rates, due to reduced metabolism.
Smelting is a blacksmithing ability used to convert equipment back into their base ore form.
One must be holding a blacksmithing hammer and be near an anvil in order to smelt.
See also: help blacksmithing, craft
This is a complete list of socials for this MUD:
Compiled originally by: Sara
accuse adjust air apologize applaud babble
bark bcatch beckon beer bearhug beg
bird bkiss bleed blink blush boast
boggle bonk bounce bow brb burp
cackle caress charge cheer chuckle clap
claw collapse comfort comb cough cover
cower cringe criticize cry cuddle curse
curtsey dance daydream drool duck embrace
explode eyebrow faint fart flare flash
flex flinch flip flirt flutter fondle
french frown fume gasp giggle glare
goose grimace grin groan grope grovel
growl grumble hand head hiccup highfive
hop howl hug hush ignore innocent
insane judge kiss knee laugh lick
love lust massage meditate moan moon
mosh mutter nibble nod nudge nuzzle
pant passout pat peck pie pinch
pissed plead point poke ponder pout
pray propose puke punch purr ramble
raspberry rofl roll rub ruffle run
scratch scream serenade shake shiver shrug
sigh sing slap slobber smile smirk
snap snarl sneeze snicker sniff snore
snort snowball snuggle sob spam spank
spit squeal squeeze squirm stare stretch
strip stroke strut sulk swoon tackle
tease thank threaten tickle tip tongue
twiddle type undress view wave whine
whistle wiggle wince wink wonder worry
worship yawn yeehaw yodel rose laces
tank starve aargh homework puff differ
yae lightbulb voodoo ogg confused beam
bite discodance scuff whap lag chortle
Spell absorption is a passive ability with a 15% proc rate allowing an
inquisitor to absorb a damage spell directed at him/her, turning it instead
Spell damage directly increases the power behind your spells. Stacking high
enough will also increase your spell casting level, which will make your spells
easier to land.
Using this command, one can change the language they are speaking, in case
they have some unwanted listeners nearby.
This command allows the caster to cast every buff they know at once on
themselves, easily getting prepared for battle.
The following are the major schools of magic, but many have been broken down
into subschools for convenience in categorizing spells.
Alteration Illusion Enchantment
Divination * Conjuration
Invocation Necromancy Abjuration
Each school opposes the school opposite it in the chart. For example, Alteration and
Abjuration are opposing schools.
Spellcrafting is a passive skill that allows wizard to enjoy
a bonus to their casting abilities when it occurs.
A characters stats will determine what sort of class they can choose to
become, and can have an effect on a variety of things regarding that character.
The base stats include: strength, intelligence, wisdom, dexterity,
constitution, charisma. Each of these affects different outcomes during a
Stand is used to either wake up from sleep or to stand up from when
sitting/lying on the ground or some sort of furniture.
Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and even from shops! But beware, shop keepers gaurd their merchandise
carefully, and attempting to steal from a character earns you a THIEF flag
if you are caught (making you free game for killing).
The stone skin spell increases the casters armor class tremendously,
enabling them to linger in combat for a spell or two longer, possibly giving
them the edge.
Syntax: cast 'stone meld'
This spell enables its caster to literaly meld into the ground beneath
them, effectively hiding them from normal sight. It may be more or less
effective depending on the location.
Strength is the measure of the physical power that your character has. It limits the
amount of items you can carry at once, the maximum weight, and can add or reduce damage
to/from your melee attacks.
Strength affects: hitroll, melee dam, how much you can carry, how heavy a weapon you can wield
The stun fist technique is a powerful tool learned by monks in
order to momentarily disable their opponents. This technique does
require a bit of ki energy, but it well worth it in the right
Subclassing can be done once a character has reached level 26, so long as they
have not already multiclassed. Each subclass requires specific things to be
true about your character, perhaps a specific class, or alignment, or even a
specific set of skills are required.
Subclassing can be done at any trainer and when typed with no argument, will
provide a list of options that the character has for subclassing. Generic
requirements for any subclass include: 1500 all time qp, 1500 gold, level 26.
Current Available Subclasses:
Psionicist, Barbarian, Bishop, Necromancer, Assassin, Artificer, Inquisitor, Animalist
The summon monster spell will summon a demon of varying power, based on the
material component the wizard must have on hand to cast it. A heart from some
poor (assumingly deceased) creature.
Below are some common commands and their association. Remember you
can type help, followed by any of these, to get further information
on what they do.
You can see a FULL list of commands by typing commands
north south east west up down follow group gtell
exits recall enter go
sleep wake rest stand
OBJECTS INFORMATION / COMMUNICATION
get put drop give sacrifice help credits commands area
wear wield hold report score time weather where who
recite quaff zap brandish description password title
lock unlock open close pick bug idea typo ooc channel
inventory equipment look compare gossip say shout tell yell
eat drink fill pour emote pose scan read
list buy sell value note toggle hlist
kill flee kick rescue disarm ! save quit
backstab cast wimpy practice train gain
For more help, type help for any command, skill, or spell.
Hlist will show a list of helpfiles that can be narrowed with parameters.
Also, see the helpfiles on:
hlist, death, experience, guild, quest, pquest, toggle
Spell Level: 5
The summon spell allows one to transport an individual of the casters
choosing to his location instantaneously.
Spell Level: 5
Sunburst is a powerful spell that causes light damage to its
target via a solar flare. This spell will not work at night.
Syntax: cast sunbeam
This powerful incantation calls forth a beam of pure sunlight to strike
your goes, regardless of weather or time of day. The intense energy and
radiance of this beam will not only damage those caught within it, buy may
blind them as well.
Swim is a passive skill that allows the common adventurer the
ability to swim in the water, allowing him to travel to some
places he might not have been able to get to before.
Dexterity + 3, Wisdom - 3
Tabaxi are a tall agile feline race who prefer solitude. Many tabaxi travel
in search of interesting lore and artifacts. Due to their excellent reflexes,
hunting skills and sense of smell, tabaxi are difficult to track and kill.
Tabaxi make great thieves and monks, but as an intelligent species with
excellent combat skills they can excel at just about anything.
The table command will show you any resistances, immunities, and
vulnerabilities your character has to any sort of attack.
Syntax: tailor weapon
Syntax: tailor armor
By way of the tailoring skill, people with cloth materials can make clothing
based on what they have and what dyes are on hand. It also gives them the
ability to fabric existing cloth equipment, in order to reduce it to scrap
By using this command, a druid or ranger can utilize their ability in animal
handling to tame pets or mounts to their cause. This can only be successful for
beasts or magical beasts, as the creature must be somewhat "natural" in its
nature. Players without the riding skill will not be able to tame mounts with
this ability until they learn to ride. The ability requires 60 movement per
attempt, or 90 for elite/boss creatures, and is more difficult to pull off if
the victim is higher level than the player. Players can use bait if they like,
which can increase their chances of success, but is not required unless the
target is an Elite/Boss mobile. You can use any kind of food as bait. Players
can also name their tamed animals, using the syntax above.
Using tanning, you are able to make leathers from the skins of corpses, with
the option to use dyes to color them.
The teleport spell can be cast on oneself or another, to magically transport
them to a random location within the linked game world. This spell cannot
transport you to clan halls, safe rooms, immortal areas, or any unfinished
You can use the tell command to send a private message to another
player in the game. Alternatively, you can feed it an argument of
history/recent, to see the last 15 tells sent to you since your
thief thief basics thief default
Primary Stat: Dexterity
Secondary Stat: Intelligence
Minimum Stats: Dexterity (10)
Thieves are a marginal class. They do few things better than any other class,
but have the widest range of skills available. Thieves are specialists at
thievery and covert actions, being capable of entering areas undetected where
more powerful adventurers would fear to tread. They are better fighters than
clerics, but lack the wide weapon selection of warriors.
Syntax: cast thorns
This spells surrounds its caster with a briar like tangles of enchanted
thorns. Any aggresive movement made towards those surrounded by the thorns
results in them lashing out in retaliation at the one who wished to harm
With the throw skill, you can throw anything you can lift at your
enemies, with deadly accuracy. throw rocks, swords, even potions!
A tick is approximately 42 seconds in Aragond.
Intelligence + 1, Charisma - 1
Tieflings are infernally scarred humans, who share heritage with some of hells
finest inhabitants. They are roughly human sized, with typically darker skin tones,
and horns protruding from their forehead. They are typically evil, but sometimes
can be found with neutral companionship.
The timestop spell allows a wizard to stop every action in the room at once,
stopping combat for all people in the room, as well as lagging them for a few
Setting your title must be done with role play in mind. All titles are in character (IC).
With the tracking skill, a ranger may spot the tracks of animals and
and humanoids, enabling him to hunt things down with ease.
Tracks can be wiped out by rain and snow fairly rapidly, and time itself
eventually erases tracks.
A train is the equivalent of ten practices. It can raise a stat point by one or
be used to learn new skills and spells from your guilds trainer (which may cost
Characters receive 10 trains initially and get one per level thereafter.
At every 10th level (10,20,30,40), you get an extra train.
See also: help gain
This druidic spell allows the player to teleport through the living trees of
Aragond, an ability useful for protecting the worlds forests from woodcutters.
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.
The druid subclass, animalist, has the ability to turn natural animals
against their owner, as they are typically more in tune with nature. This
ability can be useful in combat against other adventurers of the realm.
A cleric using this ability can force one or more
undead creatures to flee in Holy terror. Alignment
plays a large role in this.
The unread command will show you a table of all of the note spools in game,
with how many notes are on each, and how many you currently have unread. Each
character retains their own individual spool info. See also: help note
This helpfile is to help clarify some of the things Im working on
currently, in an effort to try and keep everyones ideas in an organized list.
To Do List:
Finish my mob AI codework (already did beholders and redid
Camping (will go hand in hand with cooking / survival / etc.)
Last 3 subclasses Class quests
This spell will permanently enchant a weapon, giving it the ability to draw
life from those it injures in combat, rewarding a portion of the drained life
to it's wielder.
Once a player has extablished themself with a bank account, they can then
begin storing items in a vault, accessible from any bank in the game. You
can store 100 items in your vault, but cannot store containers of any kind.
Spell Level: 0
The ventriloquate spell is used for trickery mostly, but a clever
wizard could find it useful in intelligence gathering situations,
or for frightening their opponent into fleeing the scene.
Vitalizing verse is the bard's way of flushing poison and plague from their
body, as well as restoring a bit of movement, which is increased when using a
A vnum is a virtual number. This represents either a mobile, object, room, or quest in the game.
Vocal shield is a bard song that improves the armor class of the recipient
of the song. It may be sung to oneself, or to others.
With this melody, a bard may protect himself similarly to the wizard spell,
"armor". This is one of the first songs a bard learns while in the music
Voting is important to our growth, so we ask that you vote once per day. It
takes just a few seconds, and can be done by following the link below:
The wail of doom is a powerful malus that lowers the target's constitution,
hit points, and mana, greatly. Simultaneously it causes a bit of charm type
damage, which can be increased by wearing a brass instrument.
Your walk description is what others will see as you enter or leave a room.
This requires a very specific format to not look goofy therefore below Ive
included some examples to help you get accustomed to them.
A scarred, towering man
A lithe, curvacious elf
A surly dwarf purposefully
A force to be reckoned with
The king of spain
Also dont put numbers in them, at all.
Immortals have the right to force you to change this if it doesnt conform to
what we feel is appropriate for the game atmosphere.
wands staves scrolls
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. The
item skills are as follows:
scrolls The reading of magical scrolls and books (see help recite/help learn)
staves The use of staves and similar devices (see help brandish)
wands The use of wands and similar items (see help zap)
Water walk is a druid spell which allows the caster to walk on water, giving
him passage across rivers, small lakes, and such. This spell is castable only
Syntax: cast water breathing
This enchantment allows the user to, well... breathe underwater.
The wear command is used to wear the various equipment you will find as you
adventure within Aragond. If you are already wearing a similar item, the game
will try to replace it for you, so that you don't have to remove anything
first. This will not work for items that are flagged no_remove. Wearing items
will increase your stats according to the object worn, and players are
restricted to certain bulk classes when equipping armor. See help bulk.
Players can see worn items by using the equipment command, which has
several toggleable features found in the toggle command, such as item
conditions, and eq score.
Spell Level: 3
The weaken spell has been used for centuries by wizards wanting
to even the playing field with a more melee oriented opponent.
This spell drains its target of several points of strength for
the duration, lowering their ability to deal direct damage in
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponents.
The weapon skills consist of the following:
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
staff staves, quaterstaffs, bo sticks
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
short sword short swords, sabers, blades (no more than 3 feet in length)
long sword long swords, cutlasses, claymores, rapiers (longer than 3 feet in length)
whip the use of whips, chains, and bullwhips
bow ranged combat with arrows.
crossbow ranged combat with crossbow bolts.
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Syntax: cast web
This spells covers your target in sticky layers of webbing, greatly
hindering their ability to move.
The weight of an object is important. We must keep evenly distributed item
weight throughout the game to prevent overloading of secret items with no
The current weight ratio for money on Aragond is 10 coins per pound. Weight
Approximations: short sword 3-4 lbs long sword 5-6 lbs two-hand sword 8-11 lbs
spear 6-10 lbs bastard sword 6-9 lbs dagger 1-3 lbs mace 4-10 lbs (depending on
The where command is used to see visible players nearby you in the same
area. Invisible or hiden players may not show up, unless you have the proper
detections placed on your character.
See also: help examine, look, scan
The wield command is used to wield a weapon in one's primary hand. Weapons
available are limited to one's strength and skill in said weapon class.
Setting wimpy will set your character to auto-flee when he/she/it
reaches the specified amount.
See also: help flee
Wisdom is the measure of a characters capacity to see all perspectives in a
situation, when others may not. Clerics, monks, and druids pursue wisdom
throughout their career, in hopes of gleaning the slightest insight into the
thinking of their respective Gods. Wisdom can also help ones mana pool.
Wisdom affects: potential for psionic powers, heal spells, magic defense
The immortal staff of Aragond: The Chronicles -
Upro - head admin, programmer, design, and webmaster
Anax - head builder, creative director, storyline director
Rowena - typo finder extraordinaire, helpfile fixer, light builder
Primary Stat: Intelligence
Secondary Stat: Wisdom
Minimum Stats: Intelligence (10)
Wizards are a potent force within Aragond, though it takes a long time and
quite a bit of dedication for a wizard to become powerful. Spells are not
handed out, and must be found through painstaking adventuring, or learned
through your guild after trust is built and coin is paid.
Wizards have by far the largest array of abilities, due to the massive amount
of spells available to them. They begin with either chilling touch, burning
hands, magic missile, or shocking grasp for a combative spell. Wizards also
begin with a utility spell, either copy, knock, or audible glamor. They can
choose to specialize in a particular element, allowing them to hone their skill
with one element, making their spells of that element stronger and giving them
a slight resistance to the chosen element.
Wizards rely on their intelligence for almost everything involving their class.
They can also only wear armor of the cloth type, and cannot surpass a total
armor bulk of 5.
This skill requires the player to wield an axe, then he/she
may proceed to chop down the nearest tree, and gather the wood
they have collected from it. This material can be seen via the
This spell will return the target to their designated recall spot, if not
saved against. This can be cast on oneself, one's pets/charmies/mounts, or
The worth command shows you your wealth as a character, as well as some
other information regarding points youve built up in certain categories.
wrath of the ancients
Syntax: cast wrath of the ancients
This beneficial enhancement grants the enchanted person the wrath of
nature itself, greatly increasing their fury and ability when engaged in
Utilizing the zap command, a character can test his skill in wands, by
zapping one they have equipped, at an opponent or ally.