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- DNDBBS Documentation Page 1
-
-
- Table Of Contents Page
-
- 1.0 Introduction
- 1.1 The Game . . . . . . . . . . . . . . . . . . . . . . . 5
- 1.2 Non Player Characters . . . . . . . . . . . . . . . . 6
- 1.3 Player Characters . . . . . . . . . . . . . . . . . . 6
-
- 2.0 Creating The Player Character
- 2.1 Rolling a new Character . . . . . . . . . . . . . . . 7
- 2.2 Restarting and Suicide . . . . . . . . . . . . . . . . 7
- 2.3 Logging on the System . . . . . . . . . . . . . . . . 8
-
- 3.0 The Campaign
- 3.1 Combat . . . . . . . . . . . . . . . . . . . . . . . . 8
- 3.1.1 Encounters . . . . . . . . . . . . . . . . . . 8
- 3.1.2 Attacking . . . . . . . . . . . . . . . . . . . 8
- 3.1.3 Dying . . . . . . . . . . . . . . . . . . . . . 9
- 3.2 Spells . . . . . . . . . . . . . . . . . . . . . . . . 9
- 3.2.1 Casting . . . . . . . . . . . . . . . . . . . . 9
- 3.2.2 Scrolls . . . . . . . . . . . . . . . . . . . . 11
- 3.2.3 Magic Items . . . . . . . . . . . . . . . . . . 12
- 3.3 Treasure . . . . . . . . . . . . . . . . . . . . . . . 13
- 3.3.1 Weapons, Shields, And Armor . . . . . . . . . . 13
- 3.3.2 Potions, Coins, And Receptacles . . . . . . . . 13
- 3.3.3 Special Objects . . . . . . . . . . . . . . . . 14
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- 4.0 Summary Of Commands (listed with two letter abbreviation)
- 4.1 Accept . . . . . . . . . . . . . . . . . . . . . . . . 16
- 4.2 Alignment . . . . . . . . . . . . . . . . . . . . . . 16
- 4.3 Ansi . . . . . . . . . . . . . . . . . . . . . . . . . 16
- 4.4 Appeal . . . . . . . . . . . . . . . . . . . . . . . . 16
- 4.5 Attack . . . . . . . . . . . . . . . . . . . . . . . . 17
- 4.6 Auto . . . . . . . . . . . . . . . . . . . . . . . . . 17
- 4.7 Backstab . . . . . . . . . . . . . . . . . . . . . . . 18
- 4.8 Bank . . . . . . . . . . . . . . . . . . . . . . . . . 19
- 4.9 Beat . . . . . . . . . . . . . . . . . . . . . . . . . 19
- 4.10 Befuddle . . . . . . . . . . . . . . . . . . . . . . 19
- 4.11 Beguile . . . . . . . . . . . . . . . . . . . . . . . 19
- 4.12 Bemuse . . . . . . . . . . . . . . . . . . . . . . . 19
- 4.12 Bewilder . . . . . . . . . . . . . . . . . . . . . . 19
- 4.12 Bewitch . . . . . . . . . . . . . . . . . . . . . . . 19
- 4.13 Bless . . . . . . . . . . . . . . . . . . . . . . . . 19
- 4.14 Break . . . . . . . . . . . . . . . . . . . . . . . . 20
- 4.15 Bribe . . . . . . . . . . . . . . . . . . . . . . . . 21
- 4.16 Brief . . . . . . . . . . . . . . . . . . . . . . . . 21
- 4.17 Buy . . . . . . . . . . . . . . . . . . . . . . . . . 21
- 4.18 Bye . . . . . . . . . . . . . . . . . . . . . . . . . 21
- 4.19 Cast . . . . . . . . . . . . . . . . . . . . . . . . 22
- 4.20 Catalog . . . . . . . . . . . . . . . . . . . . . . . 22
- 4.21 Charge . . . . . . . . . . . . . . . . . . . . . . . 22
- 4.22 Charm . . . . . . . . . . . . . . . . . . . . . . . . 22
- 4.23 Chat . . . . . . . . . . . . . . . . . . . . . . . . 22
- 4.24 Circle . . . . . . . . . . . . . . . . . . . . . . . 23
- 4.25 Climb . . . . . . . . . . . . . . . . . . . . . . . . 23
- 4.26 Clock . . . . . . . . . . . . . . . . . . . . . . . . 23
- 4.27 Close . . . . . . . . . . . . . . . . . . . . . . . . 23
- 4.28 Commands . . . . . . . . . . . . . . . . . . . . . . 24
- 4.29 Counter . . . . . . . . . . . . . . . . . . . . . . . 24
- 4.30 Curse . . . . . . . . . . . . . . . . . . . . . . . . 24
- 4.31 Date . . . . . . . . . . . . . . . . . . . . . . . . 24
- 4.32 Dayfile . . . . . . . . . . . . . . . . . . . . . . . 24
- 4.33 Daylog . . . . . . . . . . . . . . . . . . . . . . . 24
- 4.34 Dismount . . . . . . . . . . . . . . . . . . . . . . 25
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- DNDBBS Documentation Page 2
-
-
- Table Of Contents (cont.) Page
-
- 4.0 Summary Of Commands (cont.)
- 4.35 Dodge . . . . . . . . . . . . . . . . . . . . . . . . 25
- 4.36 Down . . . . . . . . . . . . . . . . . . . . . . . . 25
- 4.37 Draw . . . . . . . . . . . . . . . . . . . . . . . . 25
- 4.38 Drink . . . . . . . . . . . . . . . . . . . . . . . . 25
- 4.39 Drive . . . . . . . . . . . . . . . . . . . . . . . . 25
- 4.40 Drop . . . . . . . . . . . . . . . . . . . . . . . . 26
- 4.41 East . . . . . . . . . . . . . . . . . . . . . . . . 26
- 4.42 Eat . . . . . . . . . . . . . . . . . . . . . . . . . 26
- 4.43 Echo . . . . . . . . . . . . . . . . . . . . . . . . 26
- 4.44 End . . . . . . . . . . . . . . . . . . . . . . . . . 26
- 4.45 Enter . . . . . . . . . . . . . . . . . . . . . . . . 27
- 4.46 Examine . . . . . . . . . . . . . . . . . . . . . . . 27
- 4.47 Exit . . . . . . . . . . . . . . . . . . . . . . . . 27
- 4.48 Experience . . . . . . . . . . . . . . . . . . . . . 27
- 4.49 Feint . . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.50 Fire . . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.51 Fix . . . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.52 Fly . . . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.53 Follow . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.53 Fuel . . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.54 Get . . . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.55 Give . . . . . . . . . . . . . . . . . . . . . . . . 28
- 4.56 Go . . . . . . . . . . . . . . . . . . . . . . . . . 29
- 4.57 Graphics . . . . . . . . . . . . . . . . . . . . . . 29
- 4.58 Guard . . . . . . . . . . . . . . . . . . . . . . . . 29
- 4.59 Health . . . . . . . . . . . . . . . . . . . . . . . 29
- 4.60 Help . . . . . . . . . . . . . . . . . . . . . . . . 30
- 4.61 Hide . . . . . . . . . . . . . . . . . . . . . . . . 30
- 4.62 Hit . . . . . . . . . . . . . . . . . . . . . . . . . 30
- 4.63 Hint . . . . . . . . . . . . . . . . . . . . . . . . 30
- 4.64 Hold . . . . . . . . . . . . . . . . . . . . . . . . 31
- 4.65 Hunt . . . . . . . . . . . . . . . . . . . . . . . . 31
- 4.66 Identify . . . . . . . . . . . . . . . . . . . . . . 31
- 4.67 Information . . . . . . . . . . . . . . . . . . . . . 31
- 4.68 Inventory . . . . . . . . . . . . . . . . . . . . . . 31
- 4.69 Kill . . . . . . . . . . . . . . . . . . . . . . . . 32
- 4.69 Lastuser . . . . . . . . . . . . . . . . . . . . . . 32
- 4.70 Launch . . . . . . . . . . . . . . . . . . . . . . . 32
- 4.71 Learn . . . . . . . . . . . . . . . . . . . . . . . . 32
- 4.72 Leave . . . . . . . . . . . . . . . . . . . . . . . . 32
- 4.72 Light . . . . . . . . . . . . . . . . . . . . . . . . 32
- 4.73 List . . . . . . . . . . . . . . . . . . . . . . . . 33
- 4.74 Load . . . . . . . . . . . . . . . . . . . . . . . . 33
- 4.75 Lock . . . . . . . . . . . . . . . . . . . . . . . . 33
- 4.76 Login . . . . . . . . . . . . . . . . . . . . . . . . 34
- 4.77 Look . . . . . . . . . . . . . . . . . . . . . . . . 34
- 4.78 Lose . . . . . . . . . . . . . . . . . . . . . . . . 34
- 4.79 Lunge . . . . . . . . . . . . . . . . . . . . . . . . 34
- 4.80 Mail . . . . . . . . . . . . . . . . . . . . . . . . 35
- 4.81 Mount . . . . . . . . . . . . . . . . . . . . . . . . 36
- 4.82 Move . . . . . . . . . . . . . . . . . . . . . . . . 36
- 4.83 North . . . . . . . . . . . . . . . . . . . . . . . . 36
- 4.84 Northeast . . . . . . . . . . . . . . . . . . . . . . 36
- 4.85 Northwest . . . . . . . . . . . . . . . . . . . . . . 36
- 4.86 Offer . . . . . . . . . . . . . . . . . . . . . . . . 37
- 4.87 Open . . . . . . . . . . . . . . . . . . . . . . . . 37
- 4.88 Out . . . . . . . . . . . . . . . . . . . . . . . . . 37
- 4.89 Panic . . . . . . . . . . . . . . . . . . . . . . . . 37
- 4.90 Parley . . . . . . . . . . . . . . . . . . . . . . . 38
- 4.91 Parry . . . . . . . . . . . . . . . . . . . . . . . . 38
- 4.92 Password . . . . . . . . . . . . . . . . . . . . . . 38
- 4.93 Pawn . . . . . . . . . . . . . . . . . . . . . . . . 38
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- DNDBBS Documentation Page 3
-
-
- Table Of Contents (cont.) Page
-
- 4.0 Summary Of Commands (cont.)
- 4.94 Picklock . . . . . . . . . . . . . . . . . . . . . . 38
- 4.95 Psionic . . . . . . . . . . . . . . . . . . . . . . . 39
- 4.96 Pull . . . . . . . . . . . . . . . . . . . . . . . . 39
- 4.97 Pummel . . . . . . . . . . . . . . . . . . . . . . . 39
- 4.98 Punch . . . . . . . . . . . . . . . . . . . . . . . . 39
- 4.99 Push . . . . . . . . . . . . . . . . . . . . . . . . 39
- 4.100 Put . . . . . . . . . . . . . . . . . . . . . . . . 40
- 4.101 Quit . . . . . . . . . . . . . . . . . . . . . . . . 40
- 4.102 Read . . . . . . . . . . . . . . . . . . . . . . . . 40
- 4.103 Recharge . . . . . . . . . . . . . . . . . . . . . . 40
- 4.104 Relogin . . . . . . . . . . . . . . . . . . . . . . 41
- 4.105 Repair . . . . . . . . . . . . . . . . . . . . . . . 41
- 4.106 Reroll . . . . . . . . . . . . . . . . . . . . . . . 41
- 4.107 Resist . . . . . . . . . . . . . . . . . . . . . . . 41
- 4.108 Return . . . . . . . . . . . . . . . . . . . . . . . 41
- 4.109 Ride . . . . . . . . . . . . . . . . . . . . . . . . 42
- 4.110 Run . . . . . . . . . . . . . . . . . . . . . . . . 42
- 4.111 Save . . . . . . . . . . . . . . . . . . . . . . . . 42
- 4.112 Say . . . . . . . . . . . . . . . . . . . . . . . . 42
- 4.113 Search . . . . . . . . . . . . . . . . . . . . . . . 42
- 4.114 Sell . . . . . . . . . . . . . . . . . . . . . . . 42
- 4.115 Send . . . . . . . . . . . . . . . . . . . . . . . 43
- 4.116 Shield . . . . . . . . . . . . . . . . . . . . . . . 43
- 4.117 Smash . . . . . . . . . . . . . . . . . . . . . . . 43
- 4.118 Sort . . . . . . . . . . . . . . . . . . . . . . . 43
- 4.119 South . . . . . . . . . . . . . . . . . . . . . . . 43
- 4.120 Southeast . . . . . . . . . . . . . . . . . . . . . 44
- 4.121 Southwest . . . . . . . . . . . . . . . . . . . . . 44
- 4.122 Status . . . . . . . . . . . . . . . . . . . . . . . 44
- 4.123 Steal . . . . . . . . . . . . . . . . . . . . . . . 44
- 4.124 Stop . . . . . . . . . . . . . . . . . . . . . . . 44
- 4.125 Store . . . . . . . . . . . . . . . . . . . . . . . 44
- 4.126 Strike . . . . . . . . . . . . . . . . . . . . . . . 44
- 4.127 Suicide . . . . . . . . . . . . . . . . . . . . . . 45
- 4.128 Take . . . . . . . . . . . . . . . . . . . . . . . . 45
- 4.129 Talk . . . . . . . . . . . . . . . . . . . . . . . . 45
- 4.130 Throw . . . . . . . . . . . . . . . . . . . . . . . 45
- 4.131 Thrust . . . . . . . . . . . . . . . . . . . . . . . 45
- 4.132 Time . . . . . . . . . . . . . . . . . . . . . . . . 46
- 4.133 Top . . . . . . . . . . . . . . . . . . . . . . . . 46
- 4.134 Trace . . . . . . . . . . . . . . . . . . . . . . . 46
- 4.135 Track . . . . . . . . . . . . . . . . . . . . . . . 46
- 4.136 Trade . . . . . . . . . . . . . . . . . . . . . . . 46
- 4.137 Train . . . . . . . . . . . . . . . . . . . . . . . 46
- 4.138 Turn . . . . . . . . . . . . . . . . . . . . . . . . 46
- 4.139 Unlock . . . . . . . . . . . . . . . . . . . . . . . 47
- 4.140 Up . . . . . . . . . . . . . . . . . . . . . . . . . 47
- 4.141 Use . . . . . . . . . . . . . . . . . . . . . . . . 47
- 4.142 Users . . . . . . . . . . . . . . . . . . . . . . . 47
- 4.143 Wait . . . . . . . . . . . . . . . . . . . . . . . . 47
- 4.144 Wear . . . . . . . . . . . . . . . . . . . . . . . . 48
- 4.145 West . . . . . . . . . . . . . . . . . . . . . . . . 48
- 4.146 Whisper . . . . . . . . . . . . . . . . . . . . . . 48
- 4.146 Who . . . . . . . . . . . . . . . . . . . . . . . . 48
- 4.147 Wield . . . . . . . . . . . . . . . . . . . . . . . 48
- 4.148 Yell . . . . . . . . . . . . . . . . . . . . . . . . 48
-
- DNDBBS Documentation Page 4
-
-
- Table Of Contents (cont.) Page
-
- 5.0 Dungeon Master Commands (listed with two letter abbreviation)
- 5.1 !Abort . . . . . . . . . . . . . . . . . . . . . . . . 50
- 5.2 !Broadcast . . . . . . . . . . . . . . . . . . . . . . 50
- 5.3 !Call . . . . . . . . . . . . . . . . . . . . . . . . 50
- 5.4 !Discard . . . . . . . . . . . . . . . . . . . . . . . 51
- 5.5 !Edit . . . . . . . . . . . . . . . . . . . . . . . . 51
- 5.6 !Get . . . . . . . . . . . . . . . . . . . . . . . . . 51
- 5.7 !Help . . . . . . . . . . . . . . . . . . . . . . . . 52
- 5.8 !Invisible . . . . . . . . . . . . . . . . . . . . . . 52
- 5.9 !Kill . . . . . . . . . . . . . . . . . . . . . . . . 52
- 5.10 !Link . . . . . . . . . . . . . . . . . . . . . . . . 53
- 5.11 !NoID . . . . . . . . . . . . . . . . . . . . . . . . 53
- 5.12 !Reduce . . . . . . . . . . . . . . . . . . . . . . . 53
- 5.13 !Status . . . . . . . . . . . . . . . . . . . . . . . 54
- 5.14 !Teleport . . . . . . . . . . . . . . . . . . . . . . 54
- 5.15 Custom Equations . . . . . . . . . . . . . . . . . . . 55
-
- DNDBBS Documentation Page 5
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-
- 1.0 Introduction
- =================
-
- 1.1 The Game
- -------------
- A few brief words are necessary to insure that the reader has actually
- obtained a game form which he or she desires. Of the two approaches to
- hobby games today, one is best defined as the realism-simulation
- school and the other as the game school. D&D is assuredly an adherent
- of the latter school. It does not stress realism (in the author's
- opinion on absurd effort at best considering the topic!). It does
- little to attempt to simulate anything either. D&D is first and fore-
- most a game for the fun and enjoyment of those who seek to use
- imagination and creativity. This is not to say that where it does not
- interfere with the flow of the game that the highest degree of realism
- hasn't been attempted, but neither is a serious approach to play dis-
- couraged. In all cases, however, the reader should understand that D&D
- is designed to be an amusing and diverting pastime, something which
- can fill a few hours or consume endless days, as the participants
- desire, but in no case to be taken too seriously. For fun, excitement,
- and captivating fantasy, D&D is unsurpassed. As a realistic simulation
- of things from the realm of make-believe, or even as a reflection of
- medieval or ancient warfare or culture or society, it can be deemed
- only a dismal failure. Readers who seek the latter must search else-
- where. Those who desire to create and populate imaginary worlds with
- larger-than-life heroes and villians, who seek relaxation with a
- fascinating game, and who generally believe games should be fun, not
- work, will hopefully find this system to their taste.
-
- "Of course the ultimate reason and justification is a playable and
- interesting game, and how much rationalization can actually go into a
- fantasy game?" (quote from an unknown DM)
-
- The term "monster" is used throughout this work in two manners. Its
- first, and most important, meaning is to designate any creature
- encountered -- hostile or otherwise, human, humanoid, or beast. Until
- the encountering party determines what they have come upon, it is a
- monster. The secondary usage of the term is in the usual sense: a
- horrible or wicked creature of some sort. Thus, a "monster" is
- encountered during the course of a dungeon expedition, and it is
- discovered to be an evil high priest, who just might turn out to be a
- monster in the other sense as well. Note, however, that despite this
- terminology, humans (and such kin as dwarves, elves, gnomes, half-
- elves, and haflings) always use the matrix for humans when attacking,
- even if such humans were encountered as "monsters" in the course of
- an adventure.
-
- DNDBBS Documentation Page 6
-
-
- 1.0 Introduction (cont.)
- =================
-
- 1.2 Non Player Characters
- --------------------------
- The Non Player Characters are categorized into three major types, the
- role type, the permanent type, and the non-permanent (normal monster).
- The role characters are the Broker, the Alchemist, and the Blacksmith.
- Their activities in playing their roles are recognized as shop owners.
- The Broker owns the Pawn Shoppe, the Alchemist owns the Mages Guild,
- and the Blacksmith owns the Weapons Shoppe. Treasure is sold to the
- Broker, and he pays his evaluation of the price of the goods. He may
- decide to give nothing if the item is broken or discharged. The Broker
- also keeps track of the user bank accounts Bank commands are deposit,
- withdrawal, transfer, account balance, and rob bank. Magic items are
- recharged by the Alchemist. He will decide the price of recharging and
- if he will even recharge it at all (such as a Wand of Wishing, which
- should not be recharged). The Alchemist is also in charge of training
- Magic Users (MUs) and the production of all magic items of all sorts.
- Weapons and other low level items are purchased from the Blacksmith
- who also decides the cost of the order. The Blacksmith also repeairs
- treasure such as swords and shields for a price up to certain strikes.
- Another type of NPC is the permanent monster. This type of monster is
- found to inhabit the same room every time you enter. The permanent
- monster can follow a player and will then become permanent to that
- room. The capabilities of permanent monsters over normal monsters are
- teleportation, talk responses, and other features. Normal monsters are
- the type you will encounter most of the time.
-
- 1.3 Player Characters
- ----------------------
- The Player Character (or user) is categorized into class, and level.
- Classes of players are Fighter, Thief, Cleric, MU, Ranger, Paladin,
- Druid, Lady, and Dungeon Master (DM). Each class has special abilities
- and statistics. The DM is a special class which can be created from
- the console during logon or by another DM in user edit. Suffice it to
- say that the Player is the driving force in the game and the DM the
- driver. How successful a campaign becomes is fully dependent on the
- Player as well as the DM, because the Player has control of the actual
- play of the game (DMs may notice this in their mail area if they have
- been using this DND system for any length of time). Much creativity
- is input from the Player in the form of suggestions and questions. The
- DM must take hold of this input and redirect it in the form of new
- monsters, additional rooms, and positive game playing. Roles of the
- Player character can range anywhere from Evil Player and Guildmaster
- to Mayor of a city and Citizens. Become aware that the user's role in
- the game can be quite interactive once he is given the chance. DMs
- should allow the campaign to be widely varied and as flexible as
- possible.
-
- DNDBBS Documentation Page 7
-
-
- 2.0 Creating The Player Character
- ==================================
-
- 2.1 Rolling a new Character
- ----------------------------
- When a new user logs on to the dndbbs he/she will provided with infor-
- mation contained in the PRELOG file immediately after the time/date
- then prompted for Codename and Password. First he will be asked to hit
- <enter> to roll his character, then to select his character class. The
- classes are Fighter, Thief, Magic User, Cleric, Paladin, Ranger, Lady,
- and Druid. Additionally, if the user is the Sysop logging on from the
- console, he will see another class: Dungeon Master. Each class has its
- own special statistics and abilities. The Fighter has higher Fatigue
- than the other classes. The Thief can pick locks. The Magic User can
- cast spells. The Cleric can turn undead. The Paladin, Ranger and Druid
- have different statistics in Fatigue similiar to the Fighter. Each
- class trains in a different area or room with the exception of the
- Paladin and Druid, they train in the Fighter's area. Second, the user
- will be asked to enter numbers for the statistics of his character.
- Each number should range from 8 to 18 and the average of all numbers
- must be 12 or less. If one number is not within range, or the average
- above 12, the user will be prompted to start from the beginning of the
- statistic entering routine. The statistics are Strength, Intelligence,
- Wisdom, Dexterity, Constitution, Piety, and Charisma. Each of these
- stats are used in one way or another somewhere in the game to effect
- some command. Of course, a Fighter would pick the highest Strength and
- Dexterity and MUs would score high on Intelligence. Third, the user is
- prompted for weapon proficiency from Blunt, Sharp, Pole, or Thrusting.
- This is weapon type in which the player will gain 10% plus to hit.
- When a monster is killed using that weapon type his proficiency
- increases by 10% of the difference between the monster level and the
- user level (or 5% if he was not using a weapon in his proficiency.)
- Fourth, you are prompted for two alignment types from Good, Neutral,
- Evil and Lawful, Neutral, Chaotic. The alignment of your character
- determines your attack mode in the user fights. If you are aligned
- overall good to neutral then your player will not attack an online
- player when you are encountered. However if you are aligned good and
- you kill another good player then your alignment will change to worst.
- You can change your alignment back again if you accidentally kill an
- player. Last, the user is displayed extra statistics including room
- number, gold, experience, etc. You are finally prompted to begin the
- adventure then the welcome file is displayed. The player then appears
- in the resurrection room (normally the Clerical Sanctuary), and the
- game begins.
-
- 2.2 Restarting and Suicide
- ---------------------------
- The user may decide to quit the game and return to the BBS from the
- door, or to his computer by logging off. Use the QUIT command. Some-
- times you may want to also continue with another character in the same
- session. Then use RELOGIN. Alternatively, maybe your character has
- suffered greatly and his piety is sub-normal, then you can have it
- deleted. Type SUICIDE then your player is erased from the users file.
-
- DNDBBS Documentation Page 8
-
-
- 2.0 Creating The Player Character (cont.)
- ==================================
-
- 2.3 Logging on the System
- --------------------------
- In order to get a modem connection you must be familiar with modem
- communications in general. This will not tutor you on this subject.
- Connections can be made from 300 baud to 38,400 baud. If the Sysop has
- set configure for MNP Class 5 you can get better than 9600 baud. Once
- you have gotten a carrier then login begins as normal. Your terminal
- should be set for No Parity, 8 Data Bits, and 1 Stop Bit.
-
-
- 3.0 The Campaign
- =================
-
- 3.1 Combat
- -----------
- Encounters
-
- When a player enters a room one of many things may happen. First the
- action file is checked for weapon breakage, shield or armor crumbling,
- fumble, and hits for Fatigue or Vitality. Second, once a player has
- entered the room successfully, he may be teleported or hit for Fatigue
- or Vitality when he casts a certain spell, talks to a certain monster,
- or encounters or attacks a certain monster number. Normally a monster
- is encountered every 6 rounds (Command prompts), so a player would
- hit <enter> until monsters appear and attack. Hitting <enter> is also
- used for increasing statistics Fatigue, Vitality, and Magic Points.
- Vitality is decreased instead if the player is poisoned. If the room
- has a permanent monster class then the player will encounter that
- particular monster immediately and will not have to wait. Monsters
- such as the Broker, Alchemist, Blacksmith, and Dealer are permanent
- in the sense that they occupy the first four records of the monster
- file. They cannot be attacked by normal means, although magic items
- will cause them damage.
-
- Attacking
-
- One of the objects to the DND adventure is the killing of monsters.
- (The other goals, adventuring, exploring rooms, and discovering hidden
- treasure, include combat itself, so that is the topic of concern).
- Combat is normally attained by the actions of attacking by sword,
- spells, and turning undead. Attacking by weapon and hand involve many
- commands, including: attack (kill, hit, attack, and strike), parry,
- feint, thrust, turn, circle, and charge. These commands are used in
- conjunction with one another. For example, a player might hide when
- entering a room, encounter various monsters, and circle each one to
- cause them to be confused. Then he would attack one until the monster
- is near death, then thrust the final damage to slay it. Or he may
- fight two or three monsters simultaneously (if his level and fatigue
- are high enough to absorb the damage to his character) using feint
- and parry for less return damage. During this period of attack and
- return attack, the monsters can inflict damage on a player character's
- Fatigue and Vitality, the former being decreased until it reaches zero
- then the Vitality decreased until zero (and player's death).
-
- DNDBBS Documentation Page 9
-
-
- 3.0 The Campaign (cont.)
- =================
-
- 3.1 Combat (cont.)
- -----------
- Attacking (cont.)
-
- The player may decide to leave the room if his position is not good
- health-wise and cast cures or use cure devices or he might cast these
- spells during combat because the monster's hits will remain lower for
- further combat. Also during combat a player will be taking treasure
- found on the monsters, dropping broken weapons and discharged magic
- items, loading and firing missile weapons, and examining weapons and
- and monsters for remaining charges and hits. During combat monster may
- drain levels from a player (very dangerous), poison or cast spells on
- the player character.
-
- Dying
-
- Monster are slain at your hands and your player is always resurrected
- when your character dies. This is understood as a sense of having more
- than one life. The excitement of role-playing games can replace the
- age of axe-murders, mass genocide, and world wars. When your player
- character dies, then he will always be resurrected by the high
- priests in the clerical sanctuary. Whether or not you remain in the
- game for this to happen depends on your constitution and piety
- statistics. Normally your player will only suffer the decrease of one
- level of expertise. Conversely, if your player has low piety or con-
- stitution, then you will be reduced in levels by half. In any case
- your constitution and one random statistic are lowered by one point
- point and your Fatigue, Vitality, and Magic Points zeroed. You also
- lose all gold and inventory. The high priest will mercifully give you
- some gold, and if you are lucky enough, your treasure will still be in
- the room you died in. When a monster dies, it is removed from the
- combat room, its treasure falls to the ground, and you gain the
- experience it had. Note that if the room is full of treasure then the
- monster's treasure rolls away, this is also true for your player's
- treasure when it dies. Once you have killed enough monsters to train,
- your experience will become zero, and you can increase one level at
- your designated training area. Monsters which flee at the hands of
- hits more than 75% of the monster's points give only half experience.
-
- 3.2 Spells
- -----------
- Casting
-
- All magic and cleric spells are similiar in that the word sounds, when
- combined into whatever patterns are applicable, are charged with
- energy from the Positive or Negative Material Plane. When uttered,
- these sounds cause the release of this energy, which in turn triggers
- a set reaction. The release of the energy contained in these words is
- what causes the spell to be forgotten or the writing to dissappear
- from the surface upon which it is written.
-
- DNDBBS Documentation Page 10
-
-
- 3.0 The Campaign (cont.)
- =================
-
- 3.2 Spells (cont.)
- -----------
- Casting (cont.)
-
- The triggering action draws power from some plane of the multiverse.
- Whether the spell is an abjuration, conjuration, alteration,
- enchantment, or whatever, there is a flow of energy -- first from the
- spell caster, then from some plane to the area magicked or enspelled
- by the caster. The energy flow is not from the caster per se, it is
- from the utterance of the sounds, each of which is charged with energy
- which is loosed when the proper formula and/or ritual is completed
- with their utterance. This power then taps the desired plane (whether
- or not the caster has any idea of what or where it is) to cause the
- spell to function.
-
- The most powerful player in the DND game, aside from the Fighter, is
- the Magic User. Although all the other character classes can cast
- cure spells (Vigor, Heal, Enchant, and Curepoison), the MU has many
- more spell types at his disposal. First, the basic spells for cure are
- Vigor to increase Fatigue, Heal to increase Vitality, Enchant to
- restore Magic Points, and Curepoison for poisoning. Each of these
- spells restores partial points to statistics. The additional spells
- available to the MU are Bless, Befuddle, Teleport, Wish, Passdoor,
- Turn, Conjure, Poison, and Drain. The other character classes can also
- cast the offense spell as discharged from a magic item.
-
- When a Magic User casts a spell it must have a target. There are three
- types of targets -- monsters, the player, and a magic item. The player
- is assumed to be the target if none is specified after the cast
- command. The three types of commands then are: "CAST", "CAST MONSTER",
- and "CAST ITEM". The MU is immediately prompted for the spell chant
- after the cast command is issued and the spell file is searched for
- the matching spell chant, and if not found, the MU sees displayed the
- message "You mispronounced the spell chant!". The only spells which
- can be cast on the player itself are cures and bless (to increase
- piety). Any offense spell can be cast onto a monster and only enchant
- can be cast on a magic item. Casting onto magic items can only be
- accomplished by MUs, level 10 players, and DMs. This special method
- of spell casting is used to recharge a magic item. Maybe you have a
- fireball wand that is discharged so you cast an enchant spell onto it
- and it then becomes usable once again.
-
- DNDBBS Documentation Page 11
-
-
- 3.0 The Campaign (cont.)
- =================
-
- 3.2 Spells (cont.)
- -----------
- Casting (cont.)
-
- The other spells are special purpose, some being classified as combat,
- and the others are useful only in certain circumstances. Teleport is,
- of course, used to move the player to another room. Conjure can be a
- dangerous spell. It calls up a monster from the class of the level of
- the player. Passdoor is extremely handy, it unlocks any door in the
- room of the MU (he hears a 'click' afer it is cast). Wish is the most
- interesting of all, it allows the player to call upon the Ghods them-
- selves for a request of some treasure. If there are more than one of
- that particular treasure name (i.e. a sword) place the pound sign (#)
- and the number of the treasure after the name, for example A SWORD#3.
- The rest are combat spells. Turn, Befuddle, Poison and Drain all have
- special purposes. The Turn spell destroys undead like zombies. Undead
- are those monsters who can drain levels. When you cast the Befuddle
- spell and it works, the monster it is cast upon becomes inactive as if
- you had circled it. The Poison spell drains monster hits for up to
- five rounds according to the player's level. The Drain spell decreases
- the monster one level, it then attacks at that lower level, or dies if
- it becomes level zero.
-
- Scrolls
-
- Scrolls store energy in the form of a spell chant inscribed with magic
- hieroglyphics on the parchment. In order for a player to read this
- writing he must read the scroll with the examine command. When scrolls
- are examined their spell chant is dislayed and they disintegrate.
- The process of adventuring for scrolls to discover the spells chants
- encourages the game play and is suggested instead of giving out the
- spell chants. Once a player knows what a certain scroll does, for
- example a black scroll, he also knows the spell chant and can use the
- scroll instead of examine it. Scrolls can be used in three different
- forms: "USE SCROLL", "USE SCROLL MONSTER", and "USE SCROLL ITEM". Each
- time a scroll is used your player's magic points are decreased by the
- level of the spell. If the target is not specified then it is assumed
- the player is the target and the spell is cure, bless, or teleport.
- If the target is a monster then the scroll must be an offense spell.
- The spell level is then used as a bonus multiplier in the combat
- equations. In all of the above cases the scroll always disintegrates.
- Scrolls can be used to recharge other magic items if the scroll is an
- enchant scroll, for example, "USE SCROLL WAND" where the wand is a
- discharged fireball device.
-
- DNDBBS Documentation Page 12
-
-
- 3.0 The Campaign (cont.)
- =================
-
- 3.2 Spells (cont.)
- -----------
- Magic Items
-
- Storage of many spells of one type is done through the creation of
- magic items such as A Staff of Disintegration, A Wand of Wishing,
- Some Black Gems, etc. The number of times a magic item can be used is
- the number of charges it contains. When you examine a magic item you
- will see displayed its number of charges, spell level (or plus), and
- its spell name (also included are weight, value, and others). Your
- player can use magic items in three forms (like scrolls), they are:
- "USE ITEM", "USE ITEM MONSTER", and "USE ITEM ITEM". The player is
- assumed to be the target if none is specified. The spells which can be
- discharged onto a player are Cures, Bless, and Teleport. Using a magic
- item on a monster discharges that spell in combat. Each time it is
- used it decreases one charge until there are zero charges. Then an
- enchant spell must be cast on the item or the Alchemist must recharge
- the item. Some monsters can only be attacked with magic and if your
- player is not a Magic User he must then use a magic item. You can use
- a magic item to recharge a magic item. The first must have enchant
- charges and the second one must be discharged.
-
- A few notes on the examine command. In case your player has more than
- one of the same item and he needs to specify the second or third one
- he would place the pound sign # with the number of the item after it,
- for example "USE ITEM#2 MONSTER". He can also specify which monster
- (if more than one of the same name are in the room), for example
- "USE ITEM#3 MONSTER#4". Counting of items in this manner starts with
- the ground then your inventory. There could be two swords on the
- ground which you have dropped because they were broken and you have
- three more swords in your inventory you are carrying. If you type
- "EXAMINE SWORD" you will see displayed the statistics of the sword on
- the ground. So to display your first sword you are carrying you would
- type "EXAMINE SWORD#3" (one more than the number on the ground). If
- If you are holding some object which has first letters similiar to a
- monster name (a battle-axe and a bat, you specify "EXAMINE BAT") note
- that the monster array is checked first before the ground, then your
- inventory. So there could be two bats in the room, three broken
- battle-axes, and you want to examine your fifth battle-axe you are
- holding. You would type "EXAMINE BA#10".
-
- DNDBBS Documentation Page 13
-
-
- 3.0 The Campaign (cont.)
- =================
-
- 3.3 Treasure
- -------------
- Weapons, Shields, And Armor
-
- The majority of the monster's attack will be absorbed by your armor
- and shield. Your weapon will do the most damage on the monster with
- the exception of using magic. Beginning players can buy starting
- weapons and armor at the Weapons Shoppe. The Blacksmith forges and
- sells these and other starting items such as vigor potions and cure-
- poison scrolls. Most treasure is found on dead monsters and increase
- in power and level as the monster's level increase. Your weapon must
- have positive strikes (you can find out the number of strikes
- remaining in a weapon with the identify command) and be in your
- inventory for you to use it. The command for using a weapon is HOLD or
- WIELD. Each time your weapon successfully hits a monster it will
- decrease its strikes by one until they are zero, then the weapon
- breaks in half and falls to the ground. Weapon plus is directly added
- to your Strength (seen as a "(+xx)" in the information and health
- commands) and figures into the combat equation. Armor and shields are
- used with the WEAR and HOLD commands. They also have strikes which are
- decreased with each monster attack on your character. If your player's
- dexterity is low the more chance you will fumble your weapon and
- shield leading to lost game play momentum and extra monster hits. When
- a weapon, armor, or shield breaks or crumbles, they can be restored to
- full power with the FIX command if they are +10 or below, otherwise
- the Blacksmith must repair them.
-
- Potions, Coins, And Receptacles
-
- More treasure worth noting, and more frequently found, are coins and
- potions. Potions being by far the more important of the two. The Drink
- command enables your player character to quaff a potion. This normally
- results in vigor, heal, enchant, or curepoison. The potion is then
- discharged and may be recharged or discarded. Dropping treasure in the
- room which is used up allows you to pick up more (because the
- inventory limit is 20 objects) and changes your weight (your player
- can only carry 10 times your Strength in pounds). When your player
- leaves the room by any means (teleportation, death, or moving in a
- direction) all treasure is erased! The only exceptions are receptacles
- and riding devices. Most monsters carry some booty of coins for their
- own expenses. They are usually plundered from the Dungeon or Castle
- other wasteland and not worth much. Your player can carry any amount
- of gold but taking coins checks your weight and encumbrance first
- before adding to your gold. Coins successfully picked up then become
- part of your gold not your inventory.
-
- DNDBBS Documentation Page 14
-
-
- 3.0 The Campaign (cont.)
- =================
-
- 3.3 Treasure(cont.)
- -------------
- Potions, Coins, And Receptacles(cont.)
-
- If your player is lucky enough to find receptacles such as A Magic Bag
- of Holding or A Treasure Chest you will be able to carry more.
- Receptacles themselves weigh something in pounds but the treasure they
- contain does not increase your weight or number of inventory. The only
- limit to the number of objects you can carry when you have receptacles
- is the receptacle limit itself (usually about 10-50). Receptacles have
- the additional features of being able to be locked with or without a
- key. If a receptacle is locked with a key you must have the matching
- key number. Then when you unlock it the system will search your
- inventory for you to find the matching key. You can find the key
- number of a receptacle by examining it. Receptacles cannot be smashed
- open. You cannot sell the actual receptacle to the Broker but you can
- sell the contents. The Broker will add up the value of the entire
- contents and offer you a price. If the receptacle is locked then the
- Broker will fumble and swear a bit before informing you that he can't
- open the thing.
-
- The command form for taking objects from receptacles and dropping them
- in are the same form as the GET and TAKE command with the additional
- parameter of the receptacle name. For example, GET SWORD#5 BARREL, or
- DROP GEM BARREL. Dropping a receptacle into itself results with the
- receptacle completely disappearing! (DROP BAG BAG) Not recommended.
- Receptacles can contain other receptacles, for example, DROP BAG BOX,
- then DROP BOX BARREL, etc.
-
- Special Objects
-
- Among the many features of dndbbs are included the following special
- purpose treasure items: Loadable Devices, Vehicles, and Rings. Devices
- which can be loaded and fired come under the category of missile or
- projectiles. For example, a cross bow and bolts, a sling and stones,
- a shotgun and shells, or anything practical to the adventure. Once you
- have a device (take shotguns for example) you can examine it and find
- that the description includes "It is loaded." or not loaded as the
- case may be. You must locate the correct ammunition (described in the
- examine command as being such) and load the device with the LOAD
- command. Once the device is loaded it can be discharged with the FIRE
- command. For example, LOAD SHOTGUN, then FIRE SHOTGUN ELF. Devices can
- be loaded any number of times with no upper limit. The device can do
- three things: hit the monster, discharge harmlessly, or blow up in
- your face and you take damage. Your inventory is checked by the system
- for the proper ammunition.
-
- DNDBBS Documentation Page 15
-
-
- 3.0 The Campaign (cont.)
- =================
-
- 3.3 Treasure (cont.)
- -------------
- Special Objects(cont.)
-
- Vehicles could encompass any thing used for travel: Horses, Wagons,
- Carts, Bulls, etc. Vehicles (take a Horse for example) have hits like
- any NPC and can absorb that number of hits until they reach zero. Then
- the Horse is 'damaged' and cannot be mounted. Casting a vigor spell on
- the Horse cures it and restores the hits. The Mount command causes
- your player character to be able to ride the Horse. Then he can Ride
- in any direction with the Ride command. For example, MOUNT HORSE, then
- RIDE WEST. Your Horse also enter portals with you such as stairs and
- ladders. Dismounting happens when you go in a direction without the
- Ride command. Horses become permanent to the room they rode into.
-
- There are three ring types to protect you from certain monster attack:
- antipoison, antidrain, and antispell. The ring will absorb the number
- of hits equal to the monster level. The antidrain ring being the most
- useful for attacks by the undead who can drain your character by a
- complete level each random round. The antispell ring only protects
- against generic offense spells such as fireball or lightning and the
- antipoison ring only protects against the poison spell.
-
- There are treasure which can be loaded with ammunition and launch in a
- room direction. These are permanent treasure which normal users cannot
- pick up. The LOAD and LAUNCH commands are used with this type of
- treasure. Since a normal user cannot pick up this type of treasure the
- MOVE command is used to move the launchable device from one room to
- another. Catapults and other forms of missiles and projectiles are in
- the realm of launchable devices. The ammunition used for these types
- of treasure can load the devices any number of times. Once launched,
- the ammunition, or projectiles, enter ajoining room directions on a
- percentage basis.
-
- DNDBBS Documentation Page 16
-
-
- 4.0 Commands
- =============
-
- 4.1 Accept (AC)
- -----------
- This command is used for when an online player in the same room offers
- you gold or an item of treasure for one of your items of treasure with
- the Offer command. When you see a message displaying the offer then
- type Accept to make the exchange. This command will also store the
- item of treasure for trade if you use the item or sell the item before
- the trade happens when the other user accepts the offer. So either way
- after the accept command is entered the user gets the treasure.
- (See also TRADE)
-
- 4.2 Alignment (AL)
- --------------
- Your character's alignment is made up of two types combining into the
- overall classfication of your player. Alignment is currently used in
- determine your reaction in the online user fights (when your player is
- encountered by another user). The first type is Good, Neutral, and
- Evil and the second type Lawful, Neutral, and Chaotic. When you first
- logon and roll your character you can choose these types of alignment.
- In the user fights, when you encounter another user, he may or may not
- attack you depending on similiarity of both your alignments. You can
- find out his alignment by looking at him with the identify command. It
- will display if he is helpful or dangerous. If you kill a player who
- had similiar alignment then your own alignment will change to worst.
- With the Alignment command you can re-enter your alignment preferences
- again! You will be prompted for the two alignment types.
-
- 4.3 Ansi (AN)
- ---------
- This command turns on or off the sending of color code changes for
- displaying prompts and text in color. To use ansi color you must have
- installed the ANSI.SYS device driver in your CONFIG.SYS boot file.
- The program can also detect remote ANSI if the config options are
- selected for remote ANSI detection and prompt for ANSI. Additionally,
- if Avatar is selected in config for remote detection and prompting
- for Avatar then the local system will automatically use Avatar codes.
- Avatar codes are enhanced ANSI codes used by the Avatar screen device
- driver. The device drivers for Avatar are packaged with the dndbbs
- program. See the added documentation in the DRIVERS.ZIP file.
- (See also GRAPHICS)
-
- 4.4 Appeal (AP)
- -----------
- One instance in which the Ghods will intervene is a near death state
- of your player, i.e. your statistics while fighting in combat have
- fallen to 15% or less of full power. In this case the Ghods may step
- in and teleport you to the Clerical Sanctuary resurrection room where
- you can start adventuring more. Note however that the Ghods will not
- increase your statistics, they will only transport you. The only other
- instance when the Ghods will intervene is when the room description
- allows no exits (directions or portals).
-
- DNDBBS Documentation Page 17
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.5 Attack (AT)
- -----------
- The Attack command causes your player character to begin combat. If he
- was previously hiding in the shadows he will no longer be hidden and
- all monsters with first strike capabilities will attack him. Monsters
- normally attack on sight, however, some do not have first strike set.
- If your player's piety is subnormal all monsters will attack on sight.
- When first entering a room it is good practice to hide then circle all
- monsters as you encounter them. This way you won't have a mass attack
- when you begin your first strike.
- (See also HIT, STRIKE, KILL)
-
- 4.6 Auto (AU)
- ---------
- This command puts your player into auto mode. During auto mode the
- game pauses for a second then checks for health and stat updating,
- node messages, and monster encounters. Auto mode also attacks the
- first monster in the room. Auto mode is exited when your player dies,
- or when you press the Control-K interrupt key. When Auto mode is used
- then the computer automates several functions including picking up and
- determining higher class weapons and armor. Then the auto mode causes
- the user to wear, hold, and wield higher class weapons, shields and
- armor. The auto mode also automatically trains for the user if he has
- zero experience and enough gold. The auto mode also casts vigor, heal,
- and enchant spells to increase the user statistics.
- (See also WAIT)
-
- 4.7 Backstab (BS)
- -------------
- One way of causing double damage every time on a monster is during the
- time you are hidden after entering a room. The Backstab command allows
- you to catch a monster unawares and Attack from your hiding place.
- This does more damage than Attack or Thrust but about the same as
- Charge. It is the equivalent of CIRCLE MONSTER, CHARGE MONSTER. The
- backstab command is the most useful attack to use if your player is
- hidden for increased hits and less hits back.
-
- DNDBBS Documentation Page 18
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.8 Bank (BK)
- ---------
- In his spare time The Broker is responsible for the keeping of the
- town's ledgers and the Banking facilities. Access to the Bank command
- is done through the Broker. You must be in the Pawn Shoppe to use the
- Bank. The Bank commands are: Deposit, Withdraw, Balance, Transfer,
- and Quit. When you first enter the Bank, the Broker prompts you: "Now
- what do ya want?". Type "?" for help or "Q" to quit.
-
- Type "A" to show your account balance. The Broker will fumble with his
- ledgers and display the amount you have on hand and the amount in the
- Bank. Deposits gain 6% interest compunded daily.
-
- Type "D" to deposit gold into your account. The Broker will prompt you
- for the amount: "How much(0-xxx)?". You can then enter the amount to
- deposit. If you have no gold to deposit the Broker will respond with
- "You have no Gold to deposit!". If you enter an amount that is more
- than you are carrying the Broker will respond with "You don't have
- that much Gold!". After a successful transaction the message "You hand
- him the Gold.." is displayed.
-
- Type "W" to withdraw Gold from your account. The Broker will state:
- "You have nothing to withdraw!" if your account is zero. Otherwise the
- Broker will prompt you for the amount "How much(0-xxx)?". Attempting
- to withdraw more Gold than you have in the account causes the Broker
- to say "You don't have that much Gold!". A successful withdrawal dis-
- plays the message "The Broker hands you the Gold.."
-
- Type "T" to transfer Gold to another user. If you try to transfer from
- a zero account the Broker will say "You have nothing in your account
- to transfer!". If you have Gold in your account the Broker will prompt
- "Transfer to what person?" and you would enter the user's codename.
- The codename must be on file or else the Broker will tell you "There's
- none in my ledgers with that name!". A successful transfer is
- indicated when the Broker fumbles with his ledgers and says "xxx
- transfered to his acount.."
-
- Type "B" to borrow gold from the bank in case you need extra gold to
- train or the Weapons Shop. Your borrowed balance is saved in the user
- file and is compounded daily by the interest rate set by the sysop.
- The Broker will ask you for the amount. You cannot borrow more 32,767
- gold total. And you cannot rob the bank or withdraw from your account
- until the balance is paid back.
-
- Type "P" to pay back your borrowed balance. If you have gold in your
- account then the balance will be used to pay the borrowed account. The
- Broker will ask for the amount to pay back.
-
- Type "R" to rob the bank. Be forewarned that the Broker can catch you!
- If he does, you may be hit for fatigue, vitality, or worse you may be
- killed! If you do sneak by the Broker then you can rob a few Gold..
-
- DNDBBS Documentation Page 19
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.9 Beat (BT)
- ---------
- This attack command uses double damage and return your weapon. Return
- damage is increased. This command should be used together with other
- types of attack commands. For example: Use the Attack command several
- times, then use Parry or Thrust for different hits. Finally, use the
- beat or punch command for small hits to finish off a monster. This
- command should also be used in conjunction with parry and thrust for
- maximum damage.
-
- 4.10 Befuddle (BF)
- --------------
- This command is used in combat. When the player befuddles a monster
- and the attack works the monster becomes inactive for six rounds. The
- befuddle action is similar to casting a befuddle spell. The monster
- which is attacked with this command has a percent chance of repelling
- the befuddlement. This chance is by equation involving the player's
- wisdom and dexterity. Befuddle is especially useful when there are
- many monsters in the room.
-
- 4.11 Beguile (BG)
- -------------
- This command is designed for the Lady character class. When the user
- types beguille the monster last attacked will be diverted from its
- path of destruction causing it to flee from the room. The Lady then
- gets half the experience from the monster. The Lady must first have
- already attacked the monster by other means in order to beguile it.
- The lady should also use bewilder and bewitch at appropriate times to
- kill a monster. If the monster has decreased hits then a simple attack
- or charge will work. However for higher level monsters bewilder and
- bewitch will cause more damage.
- (See also BEMUSE, CHARM)
-
- 4.12 Bemuse (BE)
- ------------
- This command is used in combat similar to the befuddle command. Only
- ladies can bemuse a monster. The command form is BEMUSE MONSTER, for
- exammple: BEMUSE FIRETOAD. When a lady uses this command in combat the
- percent chance of the command to drain a level from the monster is
- used with piety. Once a monster is drained of all levels the monster
- dies and the treasure and experience are gained by the lady. The
- other Lady commands like bewilder and bewitch should be used with this
- command and with befuddle. Bewilder and bewitch doing the most damage.
- (See also BEGUILE, CHARM)
-
- 4.12 Bewilder (BW)
- --------------
- This command can only be used by the Lady character class. When a
- Lady uses this command against an online user, their level is
- decreased. Used against monsters, their hit points are halfed.
- An example of this command: BEWILDER CAT. The other benefits to this
- command are that Ladies have reduced return hits during and after the
- attack using this command.
-
- 4.12 Bewitch (BH)
- -------------
- This command can only be used by the Lady character class. When a
- Lady uses this command on an online user their Piety is decreased
- similar to a Clerical Curse command. If the target user's Piety drops
- down to zero, then he or she dies. When the Lady uses this command on
- monsters, their level and hit points decrease. Example: BEWITCH CAT.
- This command supplements the bewilder command for reduced return hits
- and maximum damage on the monster.
-
- DNDBBS Documentation Page 20
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.13 Bless (BL)
- -----------
- The bless command can only be used by Clerics. This command allows
- players to increase piety points of other players online. Clerics can
- also bless magic items which are discharged. The command form is
- BLESS TARGET, for example, Bless Staff, or Bless Player. This command
- can also be used for other online players in the same room. Then their
- Piety is increased by each cast of the blass command.
-
- 4.14 Break (BR)
- -----------
- There is more than one way to open up a door, gate, portal, or what-
- ever. The Break command uses brute force to get through a portal.
- (Portal is a generic term for an object to enter). You will find that
- in order to enter some portals they must be unlocked first. Some may
- even have to be broken into. Break through a locked portal with the
- command BREAK PORTAL. Following is a chart of what of commands can be
- used to open, unlock, and break what portals. 'Y' in the chart stands
- for Yes and 'N' for No. Note: if a portal is already unlocked it can
- be opened and closed so the chart would indicate Y for all open/close.
- Notice also that a portal with a key is indicated N for lock/unlock
- unless the user has the matching key.
- (See also SMASH)
-
- C O M M A N D
-
- | Open/ | Lock/ | Break/ | Picklock/ |
- | Close | Unlock | Smash | Passdoor |
- -------------------------------------------------
- P Normal | Y | Y | Y | Y |
- -------------------------------------------------
- O Locked | Y | Y | Y | Y |
- -------------------------------------------------
- R Invisible | Y | Y | N | Y |
- -------------------------------------------------
- T Hidden | Y | Y | N | Y |
- -------------------------------------------------
- A Invisible+| | | | |
- Locked | Y | Y | Y | Y |
- L -------------------------------------------------
- Hidden+ | | | | |
- Locked | Y | Y | N | N |
- T -------------------------------------------------
- Normal+ | | | | |
- Y Key# | Y | N | N | Y |
- -------------------------------------------------
- P Invisible+| | | | |
- Key# | Y | N | N | Y |
- E -------------------------------------------------
- Hidden+ | | | | |
- Key# | Y | N | N | N |
- -------------------------------------------------
-
- DNDBBS Documentation Page 21
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.15 Bribe (BB)
- -----------
- Often you may encounter so many monsters at one time that you would
- like some to leave. Mass monster attacks can be hazardous to your
- player's health. Or maybe you have encountered some monsters which
- has been configured to jail attacker. In either case the Bribe command
- will do just fine. Offer the monster some gold or some armor. If the
- offer is good enough for the level of the monster he will take it and
- leave. For example, you encounter a maiden and you know if you attack
- her you will be thrown in jail so instead you type BRIBE MAIDEN 1000
- and she takes your offer and leaves the room!
- (See also OFFER)
-
- 4.16 Brief (BI)
- -----------
- The dndbbs is verbose in most prompts and displays. Advanced users may
- want to shorten the output. Typing BRIEF will display one line room
- description and change the Command prompt to Next. With the brief mode
- toggled ON your player will spend more time typing than watching the
- screen. Be warned however that the long room description may sometimes
- contain information about a room which is not in the short description
- which means you may pass through a room with hidden objects.
-
- 4.17 Buy (BU)
- ---------
- Beginning players will need to purchase basic equipment such as swords
- and shields. Other players might need a quick curepoison potion for
- their character. The Blacksmith stocks these items in his Shoppe. You
- must be in the Weapons Shoppe to use the Buy command. The form of the
- Buy command is BUY # (the word BUY followed with the number of the
- item in the list). If you have enough Gold to afford the item then
- your inventory will automatically be adjusted with the new item, your
- Gold decreased, and the message "Ok" will be displayed. Type LIST
- while in the Weapons Shoppe to get a list of items for sale.
-
- 4.18 Bye (BY)
- ---------
- When you are finished with your Adventure session it is best to use
- the logoff commands instead of hanging up suddenly. Strange things can
- happen to characters who hang up without warning. For example, your
- player is in combat and you are about to die, you see the message
- "You have just died!" and you quickly hang up thinking you can escape
- the death sentence and the system won't be quick enough to update the
- file. Instead the file is updated and your inventory isn't in the room
- you died in! You lost all your treasure.
- (See also QUIT, STOP, END)
-
- DNDBBS Documentation Page 22
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.19 Cast (CS)
- ----------
- Only Magic Users can use this command. The general forms are CAST,
- CAST MONSTER, and CAST ITEM. Each spell has its own level, chant, and
- type. There are offense spells, special purpose spells, and cure
- spells. When you type Cast you are prompted "Chant?" for the spell
- chant. It may be entered in upper or lower case and should match
- the actual chant exactly or it will not work. See section 3.2.1 for
- more details about the Cast command.
-
- 4.20 Catalog (CT)
- -------------
- This command displays the entire list of over 100 comands available to
- the user. This list is displayed in column format, alphabetized from
- the actual data statements used by the system. This way the user will
- always see the most recent commands added. Other online commands to
- display some help files are Commands, Hint, and Help.
-
- 4.21 Charge (CH)
- ------------
- This is a combat command. Charging your opponent consists of a bodily
- lunge forward with your weapon thrusting ahead of you. This action
- does maximum damage to the monster. Charging leaves your character
- prone to more hits from the return attack of the monster because you
- become vulnerable from moving ahead instead of just standing while
- thrusting and blocking. This form of combat is normally used to apply
- the finishing touchs to the death of a monster. Sometimes high level
- users can do this to first level monsters in their way (kills them in
- one blow).
-
- 4.22 Charm (CM)
- -----------
- This command is for Ladies. It allows them to use their powers of
- charisma to charm the current monster being attacked into inactivity.
- You must first attack a monster to charm it. If your charisma is low
- or the charm formula fails you then the monster will continue to
- attack. Charmed monsters become inactive until attacked again. Ladies
- can also use other commands specific to their class like befuddle,
- bewilder, and bewitch.
- (See also BEGUILE, BEMUSE)
-
- 4.23 Chat (CA)
- ----------
- The Sysop can initiate Chat Mode at any time during the game. The user
- can also request to chat. Typing Chat beeps the console once a second
- until either the user hits Control-K to quit or the Sysop hits Escape
- to chat. The Chat Mode is used for speaking to the Sysop should some
- emergency arise or if you just want to say HI. Always think of what
- you plan to say in Chat Mode before starting. Don't just type Chat and
- say "I dunno" or something foolish.
-
- DNDBBS Documentation Page 23
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.24 Circle (CI)
- ------------
- This is a passive combat command. The most common use of this command
- is while your character is in hiding and encountering monsters. You
- should circle a few nastier monsters so they won't attack all at once.
- On the other hand circling is also used while in combat with one or
- more monsters. For example, you are fighting a bat and an ankhheg. You
- then encounter a bandit but you dont want to have to handle all three
- so you take the time to Circle the bandit. The chances are high that
- circling will be successful, however the message 'Didn't work!' can
- appear on occasion.
-
- 4.25 Climb (CB)
- -----------
- Climb is the equivalent of the Up command. Climbing is more like a
- direction than it is entering a portal since there is no parameter to
- the Climb command. The Climb command was installed to preserve
- compatibility wih users who insist on using Zork-like sentences. For
- example, some users will type MOVE ROCK when they see the word rock
- in a room description. Remember that the objects in the room do not
- always coincide with the words in the room description.
-
- 4.26 Clock (CC)
- -----------
- Date and time is displayed when you first log on to the system before
- the prelog file and codename/password enter routine. This command will
- display the current date/time and your time remaining. Your time
- remaining is constantly monitored by the system. When you reach your
- time limit the system saves your character to disk, displays the
- logoff file, and disconnects the modem carrier. Then it recycles for
- the next user.
- (See also DATE, TIME)
-
- 4.27 Close (CL)
- -----------
- Both objects and treasure can be closed. There are certain conditions
- to an object or treasure before it has the capability to be closed (or
- opened). First it must be lockable and unlocked. For example a dungeon
- door which, when you examine it, shows the word '[locked]' after its
- description. It has the ability to be open or closed, but it is locked
- at the time. Once it has been unlocked it can be closed like any other
- object or treasure. Normally only portals can be opened or closed.
- Receptacles can also be closed if they were created with a key. Beware
- of locking a receptacle if you do not have the key -- you will not be
- able to unlock it! Some portals lock behind you after you have entered
- them. This means other users will have to picklock it or smash it open
- all over again.
-
- DNDBBS Documentation Page 24
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.28 Commands (CM)
- --------------
- This displays a list and brief explanation of all commands in dndbbs.
- All short explanations give insight to what the command could be used
- for and some examples of parameters are shown. The Hint command also
- displays ways of using commands and extra examples. Other commands
- for help include Catalog, and Help.
-
- 4.29 Counter (CR)
- -------------
- Counter is short for Counterattack. To counterattack your opponent is
- to sweep your weapon in a wide semi-circle in a thrusting action. This
- increases your bonus to hit by one and additional hits according to
- your dexterity. To use the counter command, type the monster name with
- it. For example: COUNTER PEDIPALP
-
- 4.30 Curse (CU)
- -----------
- The curse command can only be used by Clerics. When a CLeric uses this
- command piety points are reduced. The command can be used against
- other online players or monsters. The command has the target form
- CURSE TARGET, for example, Curse Vreeb, or Curse Player.
-
- 4.31 Date (DA)
- ----------
- Date/time can be displayed with this command. You will also see your
- time remaining on the system displayed. When you first logon to the
- BBS your time limit in minutes is calculated. DMs have 60 minutes time
- limit. First level users are granted 15 minutes and all others 30
- minutes. There is also a daily call limit of 3 calls to allow more
- users on the system.
- (See also CLOCK, TIME)
-
- 4.32 Dayfile (DY)
- -------------
- The Dayfile command reads and displays the file dndbbs.day. This file
- contains the daily activity of users logging on and off of the system.
- Lines of text recorded are "logged on", "logged off", "time limit
- exceeded", and "dropped carrier". The date of the dayfile is checked
- when the next user logs on, and deleted if older than on day.
-
- 4.33 Daylog (DL)
- ------------
- This command displays the dndbbs commands and kills usage. Like the
- dayfile, this shows latest user kills, experience gained, statistic
- points won and lost. The daylog and dayfile commands are also included
- with the Users command, and the Top command which displays the high
- score users list. The DM can also use the dndutil program to generate
- the scoring bulletins.
-
- DNDBBS Documentation Page 25
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.34 Dismount (DM)
- --------------
- Once you are riding a vehicle there are two ways to dismount. The
- standard way is to go in a direction without using the Ride command.
- If you don't want to leave the room to dismount then type DISMOUNT and
- you will no longer be riding the vehicle. Since your vehicle can take
- hit points of damage you would automatically be dismounted if the
- vehicle took enouch hits to disable it. Then the vehicle is 'damaged'
- (displayed by the examine command) and cannot be mounted until it is
- repaired with vigor.
-
- 4.35 Down (DO)
- ----------
- One of the seven directions is Down. The directions from a room are
- displayed with the room description. You will see the phrase "The
- exits are down up" unless you are in brief mode then only the
- directions are displayed. Rooms are usually linked from one direction
- to each other. For example, you go north then south and you would
- return to the first room. If you type a direction which does not exist
- in the room you will see the message "You can't go in that direction!"
-
- 4.36 Dodge (DG)
- -----------
- This attack command is a passive maneuver. The multiplier is double
- and return damage is reduced. This command returns your shield. This
- command and other attack commands like Dodge and Beat and Punch should
- be used together. For example, you could use the Charge and Thrust
- attack commands, then alternate with Dodge and Pummel or attack the
- next round with Beat and Pummel.
-
- 4.37 Draw (DR)
- ----------
- In order to attack monsters with a weapon you must be holding it
- first. Type DRAW WEAPON with the proper name of your weapon. The
- weapon plus is added directly to your Strength. Taking an Information
- will display '(+xx)' after your Strength indicating the plus to your
- ability. Your weapon plus is then added in to the attack formula and
- increases hits on monsters.
- (See also WIELD, HOLD)
-
- 4.38 Drink (DK)
- -----------
- The only way to quaff a potion is with the Drink command. Potions can
- contain cures like Vigor, Heal, Enchant, and Curepoison. Once you
- drink a potion it becomes discharged (empty) and should either be
- thrown away or recharged by the Alchemist. MUs can also recharge items
- such as potions with an enchant device or spell.
-
- 4.39 Drive (DV)
- -----------
- This command lets the user move a vehicle in a direction. The player
- must first have entered the vehicle to be able to drive. The command
- form is DRIVE DIRECTION, for example: DRIVE EAST. The player can also
- drive a vehicle through objects such as castle gates or shoppe doors.
- The command form would be the same, DRIVE INTO THE GATES.
- (See also FLY, RIDE)
-
- DNDBBS Documentation Page 26
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.40 Drop (DP)
- ----------
- The Drop command removes some item or treasure from your player's
- inventory to the ground. You would type DROP ITEM, for example, DROP
- SWORD. This is usually done either to get rid of broken/discharged
- treasure, or to make room for greater treaure to be picked up. If the
- ground is full of objects then the item rolls away and disappears.
- You can optionally drop an item into a receptacle with the command
- form DROP ITEM RECEPTACLE, for example, DROP RING BAG. The receptacle
- may either be in your inventory or on the ground.
- (See also PUT)
-
- 4.41 East (EA)
- ----------
- Travel commands allow your player character to enter new rooms (beside
- the Go, Enter, and Exit commands). Typing EAST causes your player to
- move to the room linked by the direction east. Sometimes monsters will
- follow you into the new room. This is a fifty percent chance. They
- will follow with their old hits remaining and complete statistics
- unchanged. If the monster which is following is categorized permanent
- then it will become permanent to the new room.
-
- 4.42 Eat (ET)
- ---------
- This allows players to consume an edible treasure. Eating is similar
- to drinking. An edible object could cure for fatigue, or vitality.
- Food can also curepoison. The command form is: EAT FOOD, i.e. EAT EGG.
-
- 4.43 Echo (EC)
- ----------
- This command turns off multinode messages from being repeated on the
- users screen. For example, the user types 'say hi' then this message
- is sent back to him. Echo off will display no message, but may inform
- the user that 'Nobody else hears you.' if no one else is online.
-
- 4.44 End (EN)
- ---------
- Finishing the game play with the end command (standard is command
- Quit) ends the session and logs you off the system. Before you log off
- the logoff file is displayed with whatever may have been placed in it.
- Normally it is practical to put in advertisements about other BBSes
- and a message 'Thanks for calling...' Your call limit is updated also.
- The user has a limit of three calls per day per character.
- (See also BYE, QUIT, STOP)
-
- DNDBBS Documentation Page 27
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.45 Enter (ER)
- -----------
- Some objects created by the DM serve as portals to other rooms as an
- alternative to directions. For example, a door, a hidden door, a hut,
- a black portal, etc. Portals can be locked, keyed, hidden, invisible,
- or any number of attributes specified for a portal. Portals can lead
- to a room right next to the beginning one, or a room across the land
- or continent, however you have your adventure set up.
- (See also GO)
-
- 4.46 Examine (EM)
- -------------
- Examining things in the BBS is one of the most important actions
- besides adventuring and attacking monsters. The examine command will
- display information about monsters, treasure, and objects. Monsters
- should always be examined after encountering them in a new room so you
- will not be killed by a mega-monster. Brief information is displayed
- for monsters, objects, receptacles, or treasure. Complete information
- is available with the identify command.
- (See also LOOK)
-
- 4.47 Exit (EX)
- ----------
- Exit is a direction equivalent to Out. If the room description has the
- direction Out linked to another room you could type EXIT instead. If
- the room you exit to has not been edited you will see the message
- 'Non-descrip room#xxx' and no directions. In this case you must pray
- to the Ghods with the Appeal command to be teleported to the Clerical
- Sanctuary resurrection room. You will then see the message 'Your right
- there doesn't seem to be any way out!'.
- (See also LEAVE, OUT)
-
- 4.48 Experience (EP)
- ----------------
- Listing your experience is an information command (See also Health,
- and Information). When you type this command your amount of Gold is
- shown and the experience remaining to train for the next level. This
- is an important figure because it indicates the amount of points
- needed to subtract to zero before you can become the next level of
- expertise (and a more powerful player!) Once it is zero you must
- find your training area and type TRAIN.
-
- DNDBBS Documentation Page 28
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.49 Feint (FE)
- -----------
- The Feint command is a combat command. To feint is to thrust and then
- deflect at the last moment putting the monster off guard. If the
- feint is successful then the monster becomes inactive for a few rounds
- buying you time to attack other monsters or cast a spell, or drink a
- potion, etc. Of course, feinting allows the other monsters more hits
- during the next round because you are not as well defended by the
- weapon. Type FEINT MONSTER, for example, FEINT RAT.
-
- 4.50 Fire (FI)
- ----------
- Devices like shotguns and crossbows must be loaded before they can be
- fired. The level of the ammunition determines the bonus multiplier for
- for hits on the monster. The command form is FIRE DEVICE MONSTER, for
- example FIRE SHOTGUN GHOUL. First level monsters are usually no match
- for these devices. Ammunition is sometimes scarce and can only be
- found on other monsters, although the Blacksmith does sell these items
- if your DM has him set up this way.
-
- 4.51 Fix FX)
- ---------
- If your weapon has been broken from heavy combat you can fix it with
- this command. The form is FIX WEAPON. Only weapons plus 10 or less can
- be fixed otherwise they must be repaired by the Blacksmith. There is a
- chance that the weapon won't be fixed the first try. You may see the
- message 'You didn't fix it!' if your statistics are too low. Then try
- fixing it several times until it works. During this time you may want
- to move to another room to avoid unnecessary attacks.
-
- 4.52 Fly (FL)
- ---------
- This command lets the player move a vehicle in a direction. The player
- must first have entered or gone to the vehicle. The command form for
- flying a vehicle (such as a helicopter) is FLY DIRECTION, for example:
- FLY NORTHEAST. Users can also fly into objects such as portals and
- trapdoors, for example: FLY THROUGH THE EXIT.
- (See also DRIVE, RIDE)
-
- 4.53 Follow (FO)
- ------------
- This command can only be used by Rangers. Type follow with another
- online user in the same room and your character automatically moves to
- the new rooms entered by the followed player. Form: Follow Name. The
- other player can run without begin followed by using the Lose command.
-
- 4.53 Fuel (FU)
- ----------
- This command allows the player to fuel any treasure which has the
- ability to be lit with the light command. You must have the item to
- be fueled and the fuel itself. The item is then charged with all
- charges from the fuel, and the fuel no longer can be used. Example:
- FUEL LAMP and then use the light command.
-
- 4.54 Get (GT)
- ---------
- All treasure can be picked up from the ground with the following
- restrictions and conditions: You have enough room in your inventory,
- you are strong enough to carry the treasure, and nothing prevents you
- from getting the treasure (like a monster). Objects, on the other
- hand, are normally 'permanent' meaning only the DM can get them. Of
- course, any object could be made non-permanent (imagine taking a
- dungeon door then entering it while you held it!) Most non-permanent
- objects are trivial things like books, or altar candles, etc. The
- command form and specifications are: GET OBJECT, GET OBJECT#X, and
- GET OBJECT RECEPTACLE. Where X is the number of the object or treasure
- if there are more than one of the same in a room.
- (See also TAKE)
-
- DNDBBS Documentation Page 29
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.55 Give (GV)
- ----------
- The Give command lets you offer an item or gold to another player in
- your same room for free. This command is similar to the Offer command
- without an item to trade back for. The item or gold is added to the
- users inventory. For example: Give Shield To Arcany. If the item is
- already used before the other user receives the item, then your
- inventory is decremented and the user gains the item anyway.
-
- 4.56 Go (GO)
- --------
- Entering objects and portals are another way of moving from room to
- room besides directions and teleportation. You actually have no real
- way to know if an object can be a portal or not. Examining it will
- show its description and attributes. For example, a ladder could be
- just an object or it could be a portal. Some portals are trapped, some
- are invisible and can be found with the Search command, some are
- hidden and cannot be displayed with the Search command, some are
- locked, some require keys, and on and on. The Out command normally
- leads back to the original room the portal went to, for example, a hut
- with one room inside, or a dungeon cell, etc.
- (See also ENTER)
-
- 4.57 Graphics (GR)
- --------------
- This command turns on or off the 25th status line display at your
- terminal. To use this command you must have an ansi device driver
- installed and disable your terminal package 25th status line. The
- standard driver ANSI.SYS will work for receiving color code changes
- and cursor control for storing and restoring the cursor during the
- status line update.
- (See also ANSI)
-
- 4.58 Guard (GU)
- -----------
- The guard command is a defensive attack command. To guard yourself is
- to place your weapon in front of your body with your shield in the
- other hand. You must be holding a shield for this to work. The guard
- command has no monster name to it because guarding works for the
- currently attacked monster -- you must have attacked a monster first.
- Your guard will remain effective against all attack until you activate
- another attack command.
-
- 4.59 Health (HL)
- ------------
- The Health command is an information command (See also Experience and
- Information). This is intended to be a short display of info that is
- used while in combat to determine statistics. For example, you are in
- combat and you type Health to find your remaining Fatigue and Vitality
- in case they are low. The display shows the following:
-
- You are a level two Human Fighter
- You are aligned Neutral CHaotic
- Vitals: Fat 15/15 Vit 5/7 Mag 6/6 Psi 4/4
- Stats: Str 17 Int 14 Wis 10 Dex 10 Con 8 Pie 9 Cha 10
- Weapons: Blunt 0% Pole 0% Sharp 10% Thrusting 0%
-
- Fat is abreviated for Fatigue, Vit is Vitality, Mag is Magic, and Psi
- is Psionics. Then weapons proficiencies (percent plus to hit with that
- weapon. Then Strength, Intelligence, Wisdom, Dexterity, Constitution,
- Piety, and Charisma.
-
- DNDBBS Documentation Page 30
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.60 Help (HP)
- ----------
- Information can be obtained for every command in the dndbbs. The files
- containing the help instructions are *.HLP. If a user types some
- incorrect command or a command not in the system or forgets the para-
- meter on a command, he will see the following message displayed:
-
- I don't understand!
- Type Help or Hint, else type Commands or Catalog.
-
- Typing help displays the menu from dndbbs.dat, and help can be listed
- for each command. Help on a single command can be listed with the
- command HELP <COMMAND> replaced by the command needed.
-
- 4.61 Hide (HD)
- ----------
- Monsters you encounter can and do attack on sight. The Hide command
- should be used after first entering a room. You cannot hide once there
- are monsters in the room. If you do try to hide then you will get the
- message "You can't hide in front of something!" and the monsters will
- attack you for that round. You can also hide an object in a room which
- will become visible after searching. Use the form HIDE OBJECT or hide
- an object in a receptacle HIDE OBJECT RECEPTACLE.
-
- 4.62 Hit (HT)
- ---------
- This is the equivalent of Attack. The attack formula used for hits on
- monsters when you attack involves many factors including, your level,
- your strength, your dexterity, your weapon plus, etc. Every attack
- command, and spell casting also includes a bonus multiplier into which
- some of the above are incremented by. If you are not holding a weapon
- you will see the message "Punch!" before the hits are shown. Otherwise
- three message could appear, "Double damage", "Triple damage", or
- "Deathly damage". These are multipliers of 2, 3 or 4, respectively.
- (See also ATTACK, STRIKE, KILL)
-
- 4.63 Hint (HN)
- ----------
- This command displays a sort file which gives instructions about some
- parameter usage and other techniques for using commands. AN additional
- help file can be listed with the command 'COMMANDS'.
-
- DNDBBS Documentation Page 31
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.64 Hold (HO)
- ----------
- This is the equivalent to the Draw command. Many things can happen to
- the weapon you are holding. First, and most of all, you can and will
- fumble it occasionally. The chance of fumbling your weapon is directly
- proportional to your Dexterity. During the round that you fumble your
- weapon (and/or shield) the monsters will attack. Second, your weapon
- could break in half. Your weapon has a certain number of strikes which
- are decremented for each successful hit. When they reach zero the
- weapon is broken. In both cases above the weapon falls to the ground.
- (See also DRAW, WIELD)
-
- 4.65 Hunt (HU)
- ----------
- This command can only be used by Paladins. Type hunt then your player
- moves into nearby rooms until encountering another online player then
- goes into follow mode. The player can run from you without being
- followed with the Lose command.
-
- 4.66 Identify (ID)
- --------------
- The command form for identify is IDENTIFY <OBJECT> where object is
- treasure, monster, receptacle, or object. This command can be used by
- level 10 players or above only. It gives detailed information on most
- items like monster hits and experience, weight and value of treasure
- and full status of any item. Other information list commands include
- experience, health, and user list commands like users and top.
-
- 4.67 Information (IN)
- -----------------
- Like the Health and Experience commands, this command displays info on
- your character. This command displays your level, gold, inventory,
- health, class and classname, and experience needed. One such output
- might look like this:
-
- Information: KING INORIC
- You are a level ten Fighter.
- You are aligned Neutral Chaotic.
- Vitals: Str 18(+4) Int 17 Wis 18 Dex 15 Con 12 Pie 11 Cha 8
- Stats: Fat 72/72(+6) Vit 32/32 Mag 48/48 Psi 18/18
- Weapons: Blunt 15% Pole 0% Sharp 30% Thrusting 25%
- You have 32700 Gold.
- You are carrying 4 items weighing 35 pounds:
- A shortsword, some plate armor, a banded shield, and a power globe.
- You have 2000 gold.
- You need 120 experience points to reach the next level.
- You need 1024 gold to train for the next level.
-
- The information command lists the complete player statistics online.
- Other commands similar to the information command list less data,
- like the health command or the experience command.
-
- 4.68 Inventory (IV)
- ---------------
- Everything your player is carrying can be listed with the Inventory
- command. The total weight of the treasure is displayed along with the
- name of each treasure. Inventory is changed by taking and getting
- objects, disintegrating scrolls, fumbling, and weapon breakage. You
- can examine any object in your inventory. When there are more than
- one of the same named object the second one can be examined by adding
- #2 to the name. Add the number of the item to be examined. Remember
- the monsters are matched for the name, then the ground, then lastly
- your inventory.
-
- DNDBBS Documentation Page 32
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.69 Kill (KI)
- ----------
- The main attack command is Kill because the single letter 'K' can be
- typed without causing a 'unique command' error. For example, 'K B' is
- the most abbreviated form for KILL BAT. When a monster attacks your
- player then its own attack formula is calculated for each monster that
- is active. Some monsters are configured to cast offense spells, some
- drain levels, poison, and regenerate hits. Monsters can be permanent,
- normal groups (or in a class), or role-type (Broker, Alchemist). More
- options include hit for fat or vit upon encounter, weapon breakage,
- jail attacker, and immune to attacks unless magic.
- (See also ATTACK, HIT, STRIKE)
-
- 4.69 Lastuser (LT)
- --------------
- The lastuser command displays the last five users online the DNDBBS.
- Their total scores gained during their adventure, number of minutes
- online, and room number their character was left at are displayed.
- This command is similar to other online multinode commands like the
- who command and the status command.
-
- 4.70 Launch (LA)
- ------------
- Treasure such as catapults or other weapons may have the ability to be
- launched. The weapon must be loaded first with the LOAD command. The
- command form for launching is LAUNCH DEVICE DIRECTION, for example:
- LAUNCH CATAPULT NORTH. There will be a sixty-six percent chance the
- projectile will launch into ajoining rooms. There is also a sixty-six
- percent chance of smashing open any locked doors within its path.
- Normal users cannot pick up launchable devices and the weapon will
- launch any number of ammunition by the number of times the weapon is
- loaded. Since a normal user cannot pick up this types of treasure the
- MOVE command lets the user move them to another room.
-
- 4.71 Learn (LR)
- -----------
- When users cast a spell by typing in the spell chant then each word
- uttered to cast the spell must be typed. With the learn command a user
- can memorize a spell chant and only has to cast the spell name. The
- command form for learning a spell is LEARN SPELLNAME, for example:
- LEARN VIGOR. The user is then prompted for the spell chant, and if
- the chant is typed correctly without mispronouncing it then the spell
- is memorized. Then the user can cast the spell by typing the spell
- name in response to the Chant? prompt.
-
- 4.72 Leave (LV)
- -----------
- Leave is the equivalent to the direction Out. It was implemented to
- preserve compatibility with conditions arising from entering an object
- like, for example, a straw hut. The commands Exit, Leave, and Out are
- all linked to the same room direction but some are more appropriate in
- certain circumstances.
- (See also EXIT, OUT)
-
- 4.72 Light (LI)
- -----------
- This command lets the player illuminate any dark rooms with an object
- whch can be fueled and lit. The item must first be fueled with the
- fuel command before it can be lit. After the item is fueled and lit,
- the item will illuminate any dark room for the number room rate of
- prompts. After the item loses the fuel then the item will not light.
- Example: LIGHT LAMP
-
- DNDBBS Documentation Page 33
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.73 List (LS)
- ----------
- The Blacksmith sells items (weapons, shield, potions, etc.) in his
- Shoppe. You are able to get a full listing of these items with the
- List command. At the header of the list the message "Type BUY # to buy
- for example 'BUY 12'" or somthing similiar. This means each item for
- sale has its own accompanying number which you must type to buy. You
- must also have sufficient Gold to afford it. The item will be auto-
- matically added to your inventory if there is room. The List displays
- output similiar to the following:
-
- ## Item wgt. gold +
- -- ------------ ---- ---- -
- #1 a sword 2 20 2
- .
- .
-
- 4.74 Load (LD)
- ----------
- Ammunition is needed for Devices such as shotguns, crossbows, etc. The
- Load command increases the number of charges on the weapon and the
- ammunition dissappears (supposedly into the weapon). The ammunition
- you are trying to load must have been made for the weapon. If it is
- not you will see the message "That's not ammunition". The command form
- is LOAD WEAPON, for example, LOAD SHOTGUN. Of course, the weapon you
- are trying to load must itself be a loadable weapon. These weapons do
- approximately the same damage as a spell, i.e. they have a bonus
- multiplier which is constant. Unlike a sword which could hit for
- double damage at one time or triple damage at another.
-
- 4.75 Lock (LK)
- ----------
- All portals have the attribute for locking. For each combination of
- lock, invisible, keys, etc. there is some action which will work with
- the combined attributes (See the table in command Break). DMs and the
- Sysop can actually lock a portal which had no lock to begin with. This
- can be done without entering !Edit. Otherwise normal users can lock a
- portal or receptacle and it will then show "It is locked." when
- examined or "[locked]" in the room description.
-
- DNDBBS Documentation Page 34
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.76 Login (LG)
- -----------
- The logon command brings the player through the logon procedure which
- allows him to start the game over with a new codename. The player's
- time limit stays in effect for each character he may use. When users
- relogin, other values are checked, like ANSI, and hours the player is
- allowed to be online.
- (See also RELOGIN)
-
- 4.77 Look (LO)
- ----------
- Room descriptions are always output when your character first enters a
- room. You can also output the room description by typing LOOK. Placing
- a parameter to Look causes it to act as if you had used the examine
- command, for example, LOOK MONSTER is the same as EXAMINE MONSTER.
- The room description includes all directions, monsters, treasure, and
- objects. The DM or Sysop will see the additional information in brief
- mode after the one line description in the form RM|xxx MC|xxx where
- RM is the room number and MC the monster class.
- (See also EXAMINE)
-
- 4.78 Lose (LE)
- ----------
- This command loses another player following you from room to room.
- There is a percent chance losing a palyer will work. You can only use
- the Lose command if another player is following you with the Follow,
- Hunt, Trace, or Track command. When you move from room to room with
- another player following you then the message 'You are being followed
- by King Inoric!' or whatever name the other player has. The other
- commands in the same class as the lose command for multinodes include
- follow, trace, and track.
-
- 4.79 Lunge (LU)
- -----------
- This attack command is a passive maneuver. The multiplier is double
- and returned damage is reduced. Your shield will be returned to use
- this command. Using various attack command increases the probability
- of killing monsters with little or no return hits. For example, you
- could use the Beat and Attack commands, then switch to Thrust and
- Punch commands, then finally using the Lunge and Dodge commands to
- finish off the monster.
-
- DNDBBS Documentation Page 35
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.80 Mail (ML)
- ----------
- Sending and receiving messages about the campaign, posting questions
- and suggestions, and private mail is one important feature of dndbbs.
- Typing MAIL will bring the user to the Mail area where he or she can
- read and post mail. The user is then presented with a short menu which
- can be re-displayed by typing ? at any time. The Sysop will see the
- status line change to the user's name, and status of mailbox.
-
- Type "R" to read the public or private messages. You will be prompted
- for the message number with a More(y/n) prompt. You can then enter the
- message number, type "Y" to continue, "N" to discontinue, or "R" to
- post a reply. Each message is displayed with the date and time
- entered, the user who posted the message, and the subject of the
- message. During the display you can enter Control-K to stop the
- message listing.
-
- Type "E" to enter public or private mail. Your message will be added
- to the message base when you are finished. You will be prompted for
- the subject and then displayed the message "Press enter to edit". You
- can then start to enter your message of up to 19 lines.
-
- Press enter on a blank line to edit the message. The message editing
- utility can delete lines, edit lines, insert lines, list lines, store
- your message, or continuing entering the message.
-
- Type "N" to scan for new messages posted since the last number of the
- message you have read since your previous logon. Your user file is
- stored with the last message number used by the "N" command. There is
- one number stored per message base.
-
- Type "K" to delete an old message. You can only delete messages posted
- by you. The mailroom operator can restore old messages. Deleting old
- messages allows the message area to be kept up to date or to allow you
- to delete messages with mistakes in them.
-
- Type "U" or "L" to unlock and lock your mailbox. When your mailbox is
- locked several things happen. First, no one can send you mail or
- transfer Gold to your account (the system will act as if the username
- is not found in the files). Second, you are not displayed in the Users
- or Top command. The purpose of this is to allow users to be anonymous.
-
- DNDBBS Documentation Page 36
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.81 Mount (MN)
- -----------
- This special purpose command allows your player to ride a vehicle. You
- are then 'mounted' or you are riding it. The vehicle can take hits
- from monsters. Once they reach zero the vehicle becomes damaged. (See
- the section on special objects for more details). Your DM may opt to
- create a stable and horses, or wagons in the town square.
-
- 4.82 Move (MV)
- ----------
- This command allows a player to move load and launch device such as
- catapults or missiles to another room. The command also moves the
- player into that new room direction. The command form for moving is
- MOVE <DEVICE> <DIRECTION>, for example: MOVE CATAPULT EAST. Devices
- like catapults, or slingshots include devices which can be loaded and
- fired, like shotguns, and darts.
- (See also PULL, PUSH)
-
- 4.83 North (NO)
- -----------
- Traveling in the adventure is done with directions and very few other
- methods. North is one of the seven directions along with South, East,
- West, Up, Down, and Out (or Exit and Leave). Unless there are many
- teleportation scrolls and devices, and you know which room each one
- sends you to, you are stuck with moving one room at a time. One loop-
- hole is in the Appeal command. For example, you purposefully get hit
- by monsters while constantly monitoring your Fat and Vit, then once
- they are low enough you type Appeal and get teleported to the Clerical
- Sanctuary.
-
- 4.84 Northeast (NE)
- ---------------
- Type "NE" or Northeast and you move northeast. When you move to a new
- room the status line on the sysop's display screen is updated with the
- current statistics. The console DM can constantly monitor your health.
-
- 4.85 Northwest (NW)
- ---------------
- Type "NW" or Northwest to move northwest. The room directions are also
- searched for when you use the Panic command. Panicing moves you to the
- first available direction that is not blocked by a level restrition.
-
- DNDBBS Documentation Page 37
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.86 Offer (OF)
- -----------
- Monsters can be offered small amount of Gold or low level treasure to
- get them to leave the room. It would be foolish to try to offer a
- level 10 monster (you probably couldn't afford them anyhow!) because
- what would be the use of level 10 monsters if you won't fight them?
- The purpose of the Offer command is to allow the player the option of
- getting rid of unwanted monsters such as maidens who jail attacker so
- the users won't accidentally attack the wrong monster. For example:
- OFFER 1000 TO SHRIEKER, or OFFER SHIELD TO BANDIT.
-
- This command can also be used to trade gold or treasure with another
- online player in the same room. You must first know the name of the
- treasure item you need to trade for. You can identify the other
- player's inventory with the Identify command. The offer command has
- this form: OFFER GOLD PLAYER ITEM or OFFER ITEM PLAYER ITEM, for
- example, if another player has an Ivy Wand you could offer 200 gold
- to him with the command: OFFER 200 HARRY WAND. The trade takes place
- only after the player types Accept at the message sent to him for the
- exchange. During the trade, the gold values and items for trade are
- recorded until the offer is accepted. So, if, after the offer is sent,
- you use your gold, or sell the item originally offered for trade, the
- user the trade is sent to gets the items or gold anyways, and your
- inventory is not updated with what you offered for barter. Needless to
- say, you lose the deal and the other user gets the original items you
- offered. Trades for gold and inventory time out after 30 seconds. Also
- you can only have one trade at a time.
-
- 4.87 Open (OP)
- ----------
- Many portals you adventure across will be either locked or closed. The
- Open command simply opens the door once it is unlocked. This command
- always works in this case. Of course if the portal is still locked
- then you will unable to open it. And if it is already open or cannot
- be locked then you will not be able to open it. Receptacles and other
- treasure can also be opened and closed. Normally portals are real-
- world things like windows, gates, doors, etc.
-
- 4.88 Out (OT)
- ---------
- The basic exit from most rooms is linked with the Out direction. For
- example, you enter the Weapons Shoppe, buy some item, and go Out. You
- are then back to the first room before entering. Every time you exit a
- room or enter a new one, the treasure on the ground is removed. This
- does not include receptacles, vehicles (the only permanent treasure)
- or objects (treasure and objects are two different things).
- (See also EXIT, LEAVE)
-
- 4.89 Panic (PC)
- -----------
- Pushing the panic button is halfway between combat and non-combat
- activity. The last resort is, of course, to Appeal before you die. The
- next to last is Panicing. You're caught up in an onslaught of monsters
- and can just visualize your Fat and Vit going, at the last minute you
- type Panic and the message appears "You run away like a madman!". Your
- direction is picked at random, your weapon and shield falls to the
- ground, and you run screaming into the night.
- (See also RUN)
-
- DNDBBS Documentation Page 38
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.90 Parley (PL)
- ------------
- Parley with monsters usually gets no response. However some monsters
- are equipped with text messages. Mostly though, you will either get
- attacked or teleported elsewhere if there is any response at all.
- Remember these monsters are dangerous, hostile beings whose only
- purpose in dndbbs is to attack and ultimately kill you! Any monster
- that would not do so would not be part of the game.
- (See also TALK)
-
- 4.91 Parry (PR)
- -----------
- Variety of combat commands make up a good adventure. To Parry is
- placing your weapon across your chest in a defensive maneuver. Even
- though it is a combat command, no damage is accomplished by Parrying.
- This command causes less hits on your player's character for the next
- round of monster attacks. Monsters themselves use combinations of the
- combat commands but they don't display the actual equations going
- through the program.
-
- 4.92 Password (PW)
- --------------
- Each user has his own unique password to identify his account. Under
- most circumstances you will not need to change this password if it is
- complex enough. Someone could, however, obtain your password and post
- unrespectful messages on the board or suicide your character. Take
- steps to insure your password is long enough so it can't be cracked.
- You will be prompted "Change password(y/n)?" then "New password?" and
- either "Password changed" if you type in something or "Password not
- changed" if you hit <enter>.
-
- 4.93 Pawn (PN)
- ----------
- The Broker (a medieval term for the owner of a Shoppe for the sale and
- re-sale of belongings) is a role-player. He always exists in his
- permanent Shoppe and takes care of the Bank and Pawn Shoppe (See also
- the BANK command). Type PAWN ITEM, for example, PAWN SWORD. The Broker
- will then make his evaluation of the goods and offer you some amount
- of Gold. Other nonplayers include the Blacksmith and the Alchemist.
- (See also SELL)
-
- 4.94 Picklock (PK)
- --------------
- One of the major features of being a Thief is the ability to picklock
- doors. Thieves can picklock almost any portal invisible or keyed. (See
- the table in the Break command). The adventure would not be complete
- without Thieves. They complete their part by being the only class able
- to use this special ability. The DM should work their class into the
- adventure by placing locked and/or keyed doors in certain areas of the
- room file in such a way that Thieves will be required to operate the
- campaign. The command form is PICKLOCK DOOR with the portal name.
-
- DNDBBS Documentation Page 39
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.95 Psionic (PS)
- -------------
- The psionic command has dual purpose. With the Attack parameter it
- allows the user to cast a psi spell on the current monster being
- attacked (i.e. you must attack a monster befoer using psionics on it).
- The Defense parameter allows the user to select a psi defense from
- monsters using psionics. For example:
-
- PSIONIC ATTACK or PSIONIC DEFENSE
-
- You will then be prompted for the psi spell. The attack spells are
- spell chants specified as psionic spells. Your psi points will be
- decremented by the level of the psi spell. Psi points increase by one
- point during health rate updates.
-
- 4.96 Pull (PU)
- ----------
- This command allows the player to move a launch device into another
- room. The command form is PULL <DEVICE> <DIRECTION>, for example:
-
- PULL CATAPULT NORTHEAST
-
- Then the catapult or other launch device will move to the new room
- along with the player. The pull command also causes the player to
- move to the next room with the launch device in the direction noted.
- (See also MOVE, PUSH)
-
- 4.97 Pummel (PM)
- ------------
- This combat command is a fist fighting action. Pummeling the opponent
- is a violent outburst of attacking the monster with your fists. The
- weapons used by the user are not included in this combat command.
- Pummeling uses the double damage bonus multiplier and has no attack
- decrements by the monster in the next round.
-
- 4.98 Punch (PG)
- -----------
- This attack command uses double damage and returns your weapon. Return
- damage is increased. You should several types of attack commands while
- fighting. For example you could use the charge command with the parry
- command for different hits back, then use the punch or beat command,
- and finally finish off the monster with a pummel or kill command.
-
- 4.99 Push (PH)
- ----------
- This command allows the player to move launchable devices to other
- rooms. Some devices are not movable. The devices that are can be moved
- to directions exitable from a room. For example: MOVE CATAPULT NORTH.
- Other devices can be used like launch devices, for example, loadable
- devices like a shotgun, and fueld devices like lamps.
- (See also MOVE, PULL)
-
- DNDBBS Documentation Page 40
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.100 Put (PT)
- ----------
- The PUT command removes an item of the player's inventory to the
- ground. You may have some object like a broken sword which is no
- longer useful. Type PUT SWORD and the offending item will be placed
- on the ground. Or a discharged magic item. You can also put objects
- into receptacles with the put command. To put some armor into a box
- you would type PUT ARMOR BOX. If you have two armor you can put the
- second one with the # (pound sign) and the next item number. For
- example: PUT ARMOR#2 BOX.
- (See also DROP)
-
- 4.101 Quit (QU)
- -----------
- Typing "Q" is the standard method of exiting the dndbbs system and
- returning to your terminal package. The modem carrier is disconnected.
- This also happens when your player dies and is not resurrected. Then
- you will see the following messages output: "You have just died!",
- "You were just killed by a monster-name", "You were not resurrected.."
- There is no way out of this predicament once it has begun. Your file
- is updated before the messages appear.
- (See also BYE, END, STOP)
-
- 4.102 Read (RE)
- -----------
- The following items can be read (examined): treasure, objects, room
- description, receptacle contents, and monsters. Each have particular
- statistics and attributes. Type READ ITEM, for example, READ SCROLL.
- Typing READ with no parameters displays the current room description.
- Any item can be examined including hidden objects which do not show up
- in the room description. There may be a hidden door that will not even
- be displayed with the Search command but when you type READ DOOR you
- see the door description.
- (See also EXAMINE)
-
- 4.103 Recharge (RC)
- ---------------
- The Alchemist resides in the Mages Guild. He trains MUs to higher
- levels of expertise. He also recharges magic items for a fee. Take
- your discharged item to the Mages Guild and type RECHARGE ITEM with
- the name of the item. The Alchemist will estimate the price and prompt
- you "Well, it'll cost you xxx Gold." and "Ok(y/n)?", you then reply
- "Y" for yes or "N" for no. If you decide if it is worth recharging
- the item and select YES then the Alchemist will cast an enchant spell
- and the item will have full charges. These are certain magic items
- which you cannot recharge. One is a magic item with wish charges.
- Others include items not made by the Alchemist and weapons that are
- not magical.
-
- DNDBBS Documentation Page 41
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.104 Relogin (RL)
- --------------
- This command allows the player to restart a new character. It brings
- him back to the login sequence. He may then decide to roll another
- character or continue with another. The player's old character is
- stored to disk, and his time limit remains intact.
- (See also LOGIN)
-
- 4.105 Repair (RP)
- -------------
- The Blacksmith is responsible for the sale of weapons and other items.
- He also repairs broken weapons. Enter the Weapons Shoppe and type
- REPAIR WEAPON, for example, REPAIR BATTLEAXE. He will estimate the
- cost for repair and prompt you Yes/No to fix the item. If you decide
- to pay the charge your Gold will be automatically deducted and your
- weapon fixed to full strikes. Remember the only weapons that can be
- repaired are those forged in the Weapons Shoppe. Other strange and
- exotic items can only be fixed by the original creator.
-
- 4.106 Reroll (RR)
- -------------
- This command can only used by a player once per character. The command
- allows the player to go through the actual original logon character
- generation. Then the player can reroll all his statistics, classtype,
- and race, etc. This command should be used after a player's character
- gets too low stats or needs altering.
-
- 4.107 Resist (RS)
- -------------
- This combat command is a defense command. When a player uses the
- resist command the monster's attack multiplier is decremented by one.
- Resisting is similar to the GUARD and SHIELD commands. Resisting has
- no requirement to holding a shield. The command form for resist is
- RESIST MONSTER, for example: RESIST FIREBOG.
-
- 4.108 Return (RT)
- -------------
- The Return command causes your character to place his weapon back into
- its sheath or holding recepticle. If you are not holding any weapon
- you will see the message "You are not holding that!". Returning your
- weapon should be done when entering the NPC Shoppes or to avoid
- confrontation or during combat.
-
- 4.109 Ride (RD)
- -----------
- This special purpose commmand is for vehicle control. Once you have
- mounted a vehicle you must have some way to direct it. The Ride
- command allows you to enter portals and travel directions on your
- vehicle. Type RIDE DIRECTION, for example, RIDE NORTH. Traveling in a
- direction without the Ride command automatically dismounts your
- vehicle, moves you in that direction, and leaves the vehicle in the
- previous room.
- (See also DRIVE, FLY)
-
- DNDBBS Documentation Page 42
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.110 Run (RN)
- ----------
- Most times during a monster onslaught your character can travel north
- or some direction to avoid death. However you may see the message "The
- monster blocks your way!" and you take more hits. Then you might
- consider the Run command. Type RUN and your player drops his weapon
- and shield, runs to a random direction, and escapes certain death.
- (See also PANIC)
-
- 4.111 Save (SV)
- -----------
- "Store your player's statistics to disk frequently!" is the most
- important thing a DM could say to users with call-waiting. You should
- also use this command immediately after training. All attributes,
- statistics, and conditions of your player character are written to
- disk and the message "Player File Updated" displayed (or something
- similiar according to your dndbbs version). If you have call-waiting
- and your carrier is lost from another call then your player character
- will reflect the last time your file was updated.
- (See also STORE)
-
- 4.112 Say (SA)
- ----------
- The say command allows you to talk to another user online a multi-
- partition or networking system in the same room as your player. The
- command form is: SAY MESSAGE, for example: SAY HELLO! the user must be
- in the same room in order for him to hear you. There are several more
- online commands to talk to online players, for example, send, yell,
- and whisper.
-
- 4.113 Search (SH)
- -------------
- There will occasionally be hidden or invisible objects in the rooms.
- Typing SEARCH will display the invisible objects. This will not show
- any hidden objects. That is the difference between the two types. One
- can be Searched for, the other cannot. Normally hidden objects are
- hinted at by the room description or some clue is given to its where-
- abouts in Mail or in another room description. Type SEARCH and if
- there are any invisible objects then the message "You find object-
- name [invisible]" or else your will see "You find nothing.." or search
- a receptacle by typing SEARCH RECEPTACLE (with the receptacle name).
-
- 4.114 Sell (SL)
- -----------
- The Pawn Shoppe is where you can sell your treasure for Gold. The
- Broker is a level 10 monster with 32,767 hits and 20,000 experience.
- This may seem too much but the role-monsters have to be powerful so
- the average user won't kill them. They are also protected from non-
- magic. Of course the DM can edit these monsters.
- (See also PAWN)
-
- DNDBBS Documentation Page 43
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.115 Send (SN)
- -----------
- The Send command allows a user online another node in a multipartition
- or netowkring system to send a message to all other users. The command
- form is SEND USERNAME MESSAGE, for example: SEND MOZABY HELLO! You can
- send to one particular user by typing just the username, for example:
- SEND MOZABY you will then be prompted to Enter text: of your message.
-
- 4.116 Shield (SI)
- -------------
- The shield command is a defensive attack mode. To shield yourself is
- to place your weapon in front of your shield with your shield in the
- other hand. The shielding effect decreases hits from the currently
- attacked monster -- you must have attacked a monster first. You must
- also be holding a shield for this to work.
-
- 4.117 Smash (SM)
- ------------
- Your player will encounter locked portals which he cannot open. Try
- the Smash command, for example, SMASH DOOR. Your Strength is the major
- factor involved when determining if the portal breaks open. Complete
- information about which portals can be smashed and picklocked is
- listed in the Break command. When you smash a portal you will see one
- of two messages: "You smash it open!" or "You didn't smash it open!"
- (See also BREAK)
-
- 4.118 Sort (SR)
- -----------
- This command lets the player have his inventory sorted by treasure
- charges remaining. This way the inventory will be sorted so that the
- treasure items with the highest amount of charges or strikes left will
- be displayed first and the least charges or strikes will be displayed
- last. Now a player can Hold or Wield or Wear the shields or armor with
- the maximum amount of protection first.
-
- 4.119 South (SO)
- ------------
- Typing "S" moves your character south to another room. Each new room
- you enter contains its own encounter rate (normally 5) and its own
- health refresh rate (normally 3) although these values can be edited
- to the action file. The default rates are configurable. The rate means
- it updates some values every number of rounds (or command prompts).
- The health rate updates Fatigue, Vitality, and Magic Points. Vitality
- is decreased if your player is poisoned. The encounter rate checks
- for monsters from the room's monsters class every number of rounds.
-
- DNDBBS Documentation Page 44
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.120 Southeast (SE)
- ----------------
- Type "SE" or Southeast and you move southeast. The direction commands
- can all be shortened to one or two letters. You can also use the GO
- command with the direction after it to move. For example: GO SE
-
- 4.121 Southwest (SW)
- ----------------
- Type "SW" or Southwest to move southwest. The direction commands can
- be used while operating a vehicle with the Ride command. For example:
- RIDE SW. When you attempt to mvoe in a particular direction the room
- actions are checked for level restrictions. This way your player can
- be prevented from entering areas until you reach a certain level.
-
- 4.122 Status (SS)
- -------------
- The Status command is used to display other online users. The display
- shows the username, last command, time on, and their classname. The
- other nodes in the system allows other users to call in and talk to
- users on other lines, and even fight other online users.
-
- 4.123 Steal (SZ)
- ------------
- This command lets you steal an item of inventory from another online
- player in the same room. You can first find what items the other user
- has with the identify command. For example: Steal Sword from Druid.
- This command can also be used to steal from monsters in the same room.
- If the item is stolen successfully then your inventory is added with
- the item you stole.
-
- 4.124 Stop (SP)
- -----------
- This is yet another Quit command. Type STOP and the game session is
- discontinued until your next call. Your player's file is updated. At
- this time the Broker checks your bank balance for accrued interest.
- If you stayed on past midnight then it is compounded by 6 percent.
- The interest is also checked during a Save command and logon.
- (See also BYE, END, QUIT)
-
- 4.125 Store (ST)
- ------------
- The store command interrupts the game to save the player's character
- to disk. The USERS file is updated with the player status. Anybody who
- has call-waiting should use this command frequently so that his player
- character data is not lost if the connection is broken. The store
- command should also be used before a top ten user list is displayed so
- your players complete statistics are included in the report.
- (See also SAVE)
-
- 4.126 Strike (SK)
- -------------
- The Strike command is another compatible command equal to Kill. Enter
- STRIKE followed by the monster name to attack. Parameters like monster
- name, treasure name, and object name, added to a command instruct the
- system what to act on. For example, Take and Drop use parameters. So
- do Kill and Examine. Most of the names used for parameters are known
- to the system as 'identifiers' meaning they are one word names to
- describe the actual displayable name. There may be A Shortsword, and
- A Two-Handed Sword. Do not type in "GET TWO-HANDED SWORD" because the
- identifier in both cases is "SWORD".
- (See also ATTACK, HIT, KILL)
-
- DNDBBS Documentation Page 45
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.127 Suicide (SU)
- --------------
- Player death is something each character tries to avoid. So why would
- we want to suicide your character? One good reason is low statistics.
- Maybe your Piety or Constitution is below 8 and every time you die you
- never get resurrected. Maybe your Charisma is so low that every
- monster you encounter attacks you on sight. Whatever the reason, bad
- statistics or you are tired of your player, the Suicide command will
- delete your user record and log you off the system. When you suicide
- your player the following messages will be displayed:
-
- Your character falls into a deep sleep..
- The Ghods take your player to another world..
-
- Then, after your player's statistics are erased from the user file,
- the program recycles to allow the next user online.
-
- 4.128 Take (TA)
- -----------
- Most objects you find in the adventure will be either permanent or
- be some treasure you find from killing a monster. There may, at times,
- according to how your DM has the system set up, be miscellaneous
- treasure placed in some rooms to be discovered. These items might or
- might not be found on monsters. Or they may be unique items such as
- A Staff of Disintegration or A Wand of Seven Wishes. Whatever the case
- may be you will have a need to take treasure so you can sell it later
- to the Broker or use it in combat.
- (See also GET)
-
- 4.129 Talk (TK)
- -----------
- This command allows you to talk to monsters. Type TALK MONSTER, for
- example, TALK FIREBAT. If the monster number matchs the action file
- monster number, and it is activated, there could be several responses.
- Besides attacking or text messages the monster could teleport you or
- worse! You might meet some permanent monster like a Monster Zombie and
- you try to talk to the monster. Suddenly you see the message "You have
- been teleported elsewhere!" you are now in a new room.
- (See also PARLEY)
-
- 4.130 Throw (TW)
- ------------
- This allows a Thief throw a weapon at a monster or online player. The
- Thief must be holding the weapon. The weapon becomes part of the floor
- inventory after thrown at the target. The weapon plus is used for the
- attack multiplier. For example: Throw dagger at Zombie.
-
- 4.131 Thrust (TH)
- -------------
- This is a combat command. To thrust is to lunge forward with your
- weapon in front of you. Doing this is similiar to Charge but without
- stepping forward. Type THRUST MONSTER with the monster name after the
- command. Thrusting does more damage than Kill (the bonus multiplier is
- set to triple damage). Beware that the monster's return attack will
- hit you for more damage after a Thrust.
-
- DNDBBS Documentation Page 46
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.132 Time (TI)
- -----------
- The time is displayed in the format; first line is the year, month,
- and day; second line is amount of time online since carrier connect;
- then third the amount of time before your call is terminated:
-
- It is now Sep 14 1994, 7:15 pm.
- You have been on for 20 minutes and 15 seconds.
- You have 20 minutes and 45 seconds remaining.
- (See also CLOCK, DATE)
-
- 4.133 Top (TP)
- ----------
- The top ten users according to Level are displayed with this command.
- First the user file is scanned for users above level 1 and written to
- a sort work file. The file is sorted and the top ten output. Then the
- sort file deleted. Each name is shown with Level and Classname. Users
- who have their mailboxes locked are not output in the Top command. The
- top ten also includes a point ranking based on his total kills, level,
- gold and experience, and other factors.
-
- 4.134 Trace (TE)
- ------------
- This command can only be used by Paladins. Type trace and your player
- moves into nearby rooms until encountering another online player then
- tracing stops. The player can run from you without being followed with
- the Lose command. Other online multinode commands like this command
- are the track command, and the trace command. See also Wait and Auto.
-
- 4.135 Track (TC)
- ------------
- This command can only be used by Rangers. Type track and your player
- is put into an autoloop waiting for another online player to enter the
- room. When another player enters then the autoloop is exited and your
- character goes into follow mode for when the other player moves to a
- new room. The player can run from you without being followed by using
- the Lose command.
-
- 4.136 Trade (TD)
- ------------
- This command is used to accept an offer made to you by another online
- player in the same room. When you see the message for an offer of gold
- or treasure for an item of yours then type trade to make the exchange.
- After the trade is sent to the other online player, he is displayed
- the offer, and the message to type accept if he wants to trade. Then
- in a certain amount of time, if the player enters accept, the trade is
- made. The trade will take place anyway even if you have already used
- the item for trade or sold the item.
- (See also ACCEPT)
-
- 4.137 Train (TR)
- ------------
- Training is one important part of the dndbbs. For your player to get
- to the next level of expertise he must reduce his experience to zero
- by killing monsters and train at his assigned training area. Mostly
- the Fighters, Paladins, and Druids train in the Fighter's Arena. The
- Magic Users train in the Mages Guild. The Clerics in the Clerical
- Sanctuary. The Thieves in the Thieves Guild. Rangers have some hidden
- spot to train somewhere in a park or the woods. All these training
- areas should be near the start room or in the Castle. Once you have
- found your area, type TRAIN and the message "After many weeks of
- training and meditation.." and information is displayed. Your player's
- statistics are incremented for Fat, Vit, and Mag and the Level by one.
- Experience and gold required for training beyond level 15 are only
- incremented by one million points per level above 15.
-
- 4.138 Turn (TU)
- -----------
- Only Clerics can use the Turn command. Its purpose is to destroy
- undead monsters such as Zombies and Ghouls. Type TURN MONSTER with the
- monster name. Either the message "That's not undead!", "Didn't work!",
- or "You damned the monster!" will be shown (similiar messages could
- appear according to your version number). If the Turn was successful
- then the monster will die and you will gain the experience.
-
- DNDBBS Documentation Page 47
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.139 Unlock (UN)
- -------------
- Some doors must be unlocked (and opened) before you can enter them.
- Sometimes you may run across a door which requires a key number. Your
- inventory is searched for the matching key number. If one is not found
- you will be unable to unlock it. You should then consider Smash or
- Picklock. The key you are holding will have five digits in the number.
- Any one of these digits being zero (0) will match ALL lock numbers for
- the digit. For example, the lock is keyed number 28881 and your key
- number is 20881 then your key would open lock numbers 21881, 22881, to
- to 29881.
-
- 4.140 Up (UP)
- ---------
- The Up direction should be used in conditions such as mountains,
- hills, or walls. Normally objects travel up such as ladders or stair-
- cases. The DM could also configure the room description with text
- indicating that you see a staircase. The direction Up could then be
- used instead of creating an object (staircase).
-
- 4.141 Use (US)
- ----------
- Magic items will only discharge a spell with the Use command. The
- command forms are: "USE ITEM", "USE ITEM MONSTER", "USE ITEM ITEM".
- A magic item can contain cure, offense, teleport, wish or other
- spells. Every time you use a magic item its charges are decremented
- until zero. Then it becomes discharged and must be recharged by the
- Alchemist or by an MU. The first command form discharged a magic item
- spell on the player. The second form discharges on a monster. The
- third discharges on another item. In the third case the first item
- must be an enchant device and the second item must be an empty or
- discharged magic item.
-
- 4.142 Users (UR)
- ------------
- Listing of all players in the dndbbs can be obtained with the Users
- command. Each user file record is output if the user has not suicided,
- or locked his mailbox. Type USERS and the message "Press Control-K
- to discontinue.." will be displayed followed by the user codenames,
- levels, and classname. Users is one list of the players online, there
- is also the top command, and the dayfile and daylog commands.
-
- 4.143 Wait (WA)
- -----------
- The wait command puts your player into a wait mode. During wait mode
- your health and statistics are updated, node messages checked, and
- monsters encountered. Wait mode pauses for a second before each check.
- Exit from wait mode with the Control-K interrupt key.
- (See also AUTO)
-
- DNDBBS Documentation Page 48
-
-
- 4.0 Commands (cont.)
- =============
-
- 4.144 Wear (WR)
- -----------
- Your player character can hold a weapon, hold a shield, and wear some
- armor all at once. Type WEAR ARMOR and the message "Ok" will output if
- you have that treasure in your inventory. The armor and shield plus
- combine to your Fatigue (shown in the information command). They are
- subtracted from the monster hits during combat. Armor has strikes
- which are decremented for each successful hit until zero then they
- crumble. After that the armor must be repaired by the Blacksmith.
-
- 4.145 West (WE)
- -----------
- Travel occurs in one of the four compass directions (N, E, S, W) and
- Up (or Climb), Down, and Out (or Exit, Leave). You will use these
- directions and the Enter command to get to any room in the game.
- If the room does not have any links then teleportation is required.
- One of the main system features is the rooms where you can adventure
- into and find unknown realms.
-
- 4.146 Whisper (WH)
- --------------
- The whisper command allows a user to send a private message to another
- user online a multipartition or networking system in the same room.
- The command form is: WHISPER USERNAME MESSAGE. Other online multinode
- commands are say, yell, and send.
-
- 4.146 Who (WO)
- ----------
- The who command displays the status of all users online. The display
- includes their node number, current room number, and cumulative score
- gained since logging in. The lastuser command also displays online
- user statistics, and so does the status command. There are two more
- commands for online user information, the users and the top command.
-
- 4.147 Wield (WI)
- ------------
- In order to cause more damage to monsters in combat you must find a
- weapon such as A Sword, or A Battle-Axe. Use the Wield command to
- ready your weapon for battle. For example, WIELD SWORD. The weapon
- plus is directly added to your Strength (seen in the information
- command) and used in the attack formulas. Each time your weapon hits
- the monster its strikes are decreased by one.
- (See also DRAW, HOLD)
-
- 4.148 Yell (YE)
- -----------
- The yell command allows a user to send a message to users on a mutli-
- partition or networking system in nearby rooms. The command form is:
- YELL MESSAGE. See also the say, send, and whisper commands.
-
- DNDBBS Documentation Page 49
-
-
- 5.0 Dungeon Master Commands
- ============================
-
- The Dungeon Master (DM) orchestrates the entire campaign. His purpose
- is to insure a well-balanced game, to promote the adventure, and to
- guide the players through their sessions. He will find that the most
- useful tool is the Mail area. His other tools are the Assistant DMs.
- They help develope the rooms and assist in the Mail area. No DM can
- handle the entire system alone unless that DM is very skilled in all
- the forms of communication, supervision, and responsibility. Besides
- the Mail area DMs have their own set of commands. Each one of these
- commands is preceded by exclamation "!". These commands include file
- editing and various utilities. It is a good idea to get familiar with
- these commands. Experiment with them until you have complete control
- of the adventure.
-
- Console Function Keys
-
- +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
- | F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 |
- |!Edit|!Sta |!Dis |!Redu|!Call|!Kill|!Tele|!Inv |!Get |!Link|
- +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
-
- The Sysop will see these keys listed on the 25th status line. The
- status line can be toggled to User Information with the <esc> key.
- The User Information will look similiar to the following:
-
- KING INORIC Fighter Fat:72 Vit:48 Mag:32 Psi:12 Lvl:10 Rm:29
-
- From left to right the status is: Codename, Classname, statistics for
- fatigue, vitality, magic, and psionics. The character's level might
- not be displayed depending on the length of the other stats. And the
- room number.
-
- When the user status line is not displayed the sysop function keys are
- displayed for F1 to F10. The Home key initiates chat mode. Press the
- Escape key to exit chat mode when you are done. And the End key
- terminates the user session. It effectively saves the user record file
- and hangs up the phone for the next user.
-
- DNDBBS Documentation Page 50
-
-
- 5.0 Dungeon Master Commands (cont.)
- ============================
-
- 5.1 !Abort (!A)
- -----------
- The abort command stops all processing, closes all files, and quits
- the program. To restart you must type dndbbs at the dos prompt. The
- command was installed as an option to rebooting. When there are one or
- more nodes active then the abort command asks to abort all nodes. Also
- you can abort a single node by adding the node number after the abort
- command. For example: !Abort 3.
-
- 5.2 !Broadcast (!B)
- ---------------
- The !Broadcast allows a DM or Sysop to send a message to all users
- online a multinode system. The command will prompt you to Enter text:
- then the message is sent with no username descriptor like this:
-
- ### Anyone who wants some +30 armor meet in the town square.
-
- 5.3 !Call (!C)
- ----------
- This DM command calls up any particular monster or one from the
- current monster class. Type !Call without parameters calls up a random
- monster from the current room. Typing !Call xxx with the monster
- number calls up that monster. If the room does not enough space for
- the additional monster then the arrays will be expanded into the heap
- and you will see the message "You encounter a ...".
-
- DNDBBS Documentation Page 51
-
-
- 5.0 Dungeon Master Commands (cont.)
- ============================
-
- 5.4 !Discard (!D)
- -------------
- This DM command is used to remove an unwanted object from the room of
- from the user's inventory. For example, you are editing an object,
- then you exit !Edit and see that the object has a mistake. You could
- pick it up and type !Discard OBJECT (with the correct object name).
- You will see the message "The object was discarded.." Or maybe a
- player has a weapon which would throw off the game balance. Something
- like a +99 Sword. You could press F3 and enter the treasure name. It
- will be discarded from his inventory without informing the user.
-
- 5.5 !Edit (!E)
- ----------
- The Editor combines addition, change, listing, and printing of all
- dndbbs files. Editing includes actions, objects, monsters, treasure,
- spells, users, and rooms. Editing can be done in remote, console, or
- interactive mode (while a user is on-line the Sysop can press F1 at
- the console to initiate edit mode). Typing "!Edit <room number>" will
- allow you to edit the room description of that room number. You can
- edit short and long descriptions. You can enter the editor remotely
- if you are a DM with the !Edit command. At the console the sysop can
- enter from the opening screen by pressing F4, or from the game if he
- is a DM by pressing F1 or by typing !Edit. The entire editor is menu
- driven. !Edit can also prompt for short menus and hotkeys.
-
- DNDBBS Documentation Page 52
-
-
- 5.0 Dungeon Master Commands (cont.)
- ============================
-
- 5.6 !Get (!G)
- ---------
- The !Get command causes one item from the object or treasure file to
- fall from the sky (as if a Ghod had thrown it down). This can be used
- by DMs to drop doors and such for the room file or to give users
- treasure. Type !GET ITEM with the correct item name. If found the
- following messages are displayed.
-
- A Bolt Of Lightning Strikes...
- An Object Falls From The Sky...
-
- This routine is also used by the Wish spell. The restrictions are that
- the player cannot wish for another Wish item or a receptacle.
-
- 5.7 !Help (!H)
- ----------
- Help for each dungeon master ! command can be listed with the !Help.
- Enter the DM command, for example:
-
- !Help !Abort
-
- The text file from the dmhelp directory will be displayed.
-
- 5.8 !Invisible (!I)
- ---------------
- Another DM utility command which developed into a game command. Most
- DM commands were installed for !Edit reasons but became useful later
- on in the campaign. Type !Invisible or hit F8 and your player or
- the user on-line will become invisible (as stated in the information
- command) and completely invulnerable to all monster attacks. For
- normal players invisibility only lasts until the end of the call. Then
- it is set back to regular. Invisible users can go from room to room
- without being seen by other online users. Users can also search for
- invisible players in the same room with the search command.
-
- 5.9 !Kill (!K)
- ----------
- !Kill was also installed for DMs who did not want unnecessary monsters
- in the room. Additionaly it was installed to allow a DM to kill any
- monster instantly to check for proper treasure and to generally debug
- the system. Typing !Kill and the monster name, for example, !Kill RAT
- will loose forth a thunderbolt from the sky and destroy the named
- monster. This can be used interactively also. You can also kill online
- users in the userfights or in multinodes. For example: If Harry the
- Druid is on node two you could type !Kill Druid.
-
- DNDBBS Documentation Page 53
-
-
- 5.0 Dungeon Master Commands (cont.)
- ============================
-
- 5.10 !Link (!L)
- -----------
- This DM command allows you to change or add room links. You are
- prompted if you want to "D" delete or "A" add a room link. Next you
- are asked for the room number from and to. Then if you want to link
- back. For example, you need to link north and south between rooms 23
- and 24. You would type "A" to add a link, enter 23, enter 24, the
- direction (one letter) "N" for north, then enter "Y" to link back.
-
- 5.11 !NoID (!N)
- -----------
- The !NoID command is short for No Identification message send. The DM
- or Sysop can send a message to all users in a multinode system without
- username descriptor or other message identifiers. You will be prompted
- to Enter text: and the message could look like this:
-
- You hear a volcano erupt in the distance..
-
- 5.12 !Reduce (!R)
- -------------
- This DM command reduces the number of monsters in the room. It can be
- used in local mode or interactive mode. Typing !Reduce 0 will remove
- all monsters from the room. This DM command was installed for DMs
- who did not want a bunch of monsters attacking them while they moved
- from !Edit to game and room to room. The number of monsters can only
- be reduced, not incremented. If you type a number greater than the
- number of monsters in the room it will be ignored.
-
- DNDBBS Documentation Page 54
-
-
- 5.0 Dungeon Master Commands (cont.)
- ============================
-
- 5.13 !Status (!S)
- -------------
- The DM Status command prints a memory usage chart. Four lines are
- displayed:
-
- Free Dynamic Data and Array Space(Heap in Bytes): xxxxxx
- Free Data Segment and String Space(Bytes): xxxxx
- Free Stack Space: xxxx
- Total Free Memory(K): xxx
-
- The dynamic space is all existing memory left by dos after the dndbbs
- boots up. It is used for numeric arrays reallocated by the program
- when playing (for monsters, inventory, and room treasure). This gives
- literally hundreds of kilobytes for dndbbs to use when the player
- encounters more monsters than the program can handle. The data segment
- and string space is the fixed amount of variables and strings used by
- dndbbs. This amount gets smaller as the program is modified and grows.
- The stack is primarily for storing referneces to subroutine calls and
- recursive routines. The equation parser is a recursive routine.
-
- 5.14 !Teleport (!T)
- ---------------
- Users can be teleported to any room with this DM command while they
- are on-line. It can also be used by remote DMs and local Sysops to
- get them to any room instantly. Type !Teleport xxx with the room
- number, or hit the F7 key. Any monster that was in the room you left
- may teleport with you. The DM or sysop can also teleport other online
- users in a multinode system by adding the user's name to the teleport
- command. For example: !Teleport Harry to 124.
-
- DNDBBS Documentation Page 55
-
-
- 5.0 Dungeon Master Commands (cont.)
- ============================
-
- 5.15 Custom Equations
- ----------------------
- Configuration allows you the maximum flexibility by allowing you to
- enter custom equations to modify and balance your game play. Page 7
- of config has almost a dozen of the program's internal equations and
- formulas. Some of these configure options are formulas. An equation
- is interpreted as having a resulting value of true or false. To return
- this value, the equation parser must see an equality symbol in the
- equation (an <, >, or =). This separates formulas from equations.
- Formulas evaluate to a resulting positive value above zero. Both
- equations and formulas can contain the following additional symbols
- (-, +, *, /, ^). They may also contain any number value, real, integer
- or unary operator (for example: 350 or 1.244 or -23). The parser knows
- the equation equivalences <, >, =, and #, which are, respectiveley:
- less than, greater than, equal to, and not equal to. Further, they
- can also contain variables which are replaced by the program values
- for such things as vitality, monster's hits, etc. The variables are:
-
- STR - Strength WP1 - Blunt Proficiency
- INT - Intelligence WP2 - Pole Proficienecy
- WIS - Wisdom WP3 - Sharp Proficiency
- DEX - Dexterity WP4 - Thrusting Proficiency
- CON - Constitution MHP - Monster Hit Points
- PIE - Piety MLVL - Monster Level
- CHA - Charisma MEXP - Monster Experience
- FAT - Fatigue XX - Bonus Multiplier
- VIT - Vitality RND - Random Number from 0 to 1
- MAG - Magic Points LF - User Level
- EXP - Experience XP - User Experience
- LVL - Level FT - User Fatigue
- WE - Weapon Plus VT - User Vitality
- AR - Armor Plus MG - User Magic Points
- SH - Shield Plus ST - User Strength
- RG - Ring Charges IN - User Intelligence
- BR - Brief Flag WI - User Wisdom
- WT - Weight of Inventory DX - User Dexterity
- GD - Gold Amount CO - User Constitution
- PSIA - Psionic attack level PI - User Piety
- PSID - Psionic defense level CH - User Charisma
- MPSI - Monster psi attack level
-
- The statistics in the right column labeled as "User..." are used for
- user fights only. Their values are active for determining the hit
- points for an offline user encountered in user fights. These values
- cannot be used with any certainty in any other case except the user
- fight hit points formula.
-
- ========== END OF DOCUMENTATION =========
-