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    Archived pages: 25 . Archive date: 2014-03.

  • Title: Zee MUD
    Descriptive info: .. Welcome to Zee Mud.. Zee Mud is a swords & sorcery theme Dikumud based upon the famous.. Mudde Pathetique.. ZM is designed for the "thinking mudder", with intricately designed original sections containing built-in puzzles that will require more than the simple hack and slash of most Dikumuds to solve.. Careful examination of clues and study of historical documents and ancient lore will be necessary to solve the deepest mysteries of Zee Mud's world.. Of course, players who would rather just spill blood will have plenty to do too!.. We invite you to connect to Zee Mud:.. with your own telnet or mud client: telnet to.. mud.. zeemud.. org 4000.. Telnet clients for Macintosh.. Better Telnet.. Nifty Telnet.. Mud clients for Macintosh.. Rapscallion.. Telnet clients for Windows.. Net Term.. Mud clients for Windows.. GameAxle's Portal.. Zuggsoft's  ...   work well on Macs unless you have MacOS Runtime for Java 1.. 5 or better.. ).. Mud Connector Telnet Client.. (Connects you via a relay site.. Possibly more sensitive to lag because of this, but if you can't connect directly using this might help you bypass a net outage.. maybe.. Useful information:.. Zee Mud Help File Search.. About the Zee Mud Staff.. Literary references and other influences.. For staff only:.. Experimental web-based.. section editor.. Other mud related information:.. Amberyl's.. huge MUD resources index.. The Mud Connector.. Mud FAQ:.. FAQ Part I.. : Basic Information on Muds and Mudding.. FAQ Part II.. :Information about Mud Clients and Servers.. FAQ Part III.. : Information about RWHO and MUDWHO.. Questions about Zee Mud should be directed to.. stenor@zeemud.. org.. Copyright.. 1997-2007 -- Zee Mud -- Last updated 26 February 2007..

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  • Title: The Mudde Pathetique
    Descriptive info: The Mudde Pathetique Memorial.. Welcome to the Mudde Pathetique Memorial! The purpose of this set of WWW documents is to provide an off-line information source for players and section creators.. It includes materials written by the original Dikumud Implementors, by Benedict, the founder of MP, and by other people concerned with MP and ZeeMUD (mostly immortals).. The Mudde Pathetique has been succeeded by.. Zee Mud.. , running at.. /.. 140.. 174.. 164.. 51 4000.. We highly recommend that you pay Zee Mud a visit.. These pages will remain posted as a memorial to Mudde Pathetique, and as a supplement to the.. Zee Mud website.. , but will no longer be updated.. Important links to information sources.. If you're new.. to Mudde Pathetique or to diku-type MUDs in general you can obtain information on.. how to find your way around MP.. This includes instructions on how to create a new character and points you to other important sources of information.. New and old players alike might be interested in the following sources of information:.. News files.. Help files.. Hints for playing from the "info" command.. The background story.. Pathetique spells:.. Listed.. alphabetiquely.. Cleric spells.. by level.. Mage spells.. Jennifer Smith's MUD FAQ:.. Basic Information about MUDs and MUDding.. MUD clients and servers.. Basic information on RWHO and mudwho.. Mudde Pathetique mailing list.. About The Mudde Pathetique.. Theme.. MP was a fantasy, swords-and-sorcery type mud.. One of the original Dikumud sections, "The Matrix", did not fit this theme, and was removed.. New sections submitted for inclusion in MP should conform to this general theme.. While some  ...   a small proportion of the characters on MP.. Because of our.. very strict pk guidlines.. ,.. no player needs to fear of being p'killed.. unless s/he deliberately chooses to become a playerkiller.. Economy and Balance.. Inflation is a problem that most MUDs face and takes at least two forms: Money supply inflation and character power inflation.. Inflation of the money supply occurs because capable players can obtain cash much faster than they spend it, and the value of money to established players drops.. We have several mechanisms for dealing with this problem, including rent.. Our rent system is progressive, in that players with the best equipment (and thus the best income potential) pay the highest rent.. Character power inflation can occur when section writers are allowed to create extremely powerful items.. If these items are widely available, many players will eventually obtain an "optimal" set of equipment.. The increasing number of very powerful players will make existing mobiles less challenging to slay, forcing creators to design harder mobiles, with better rewards, leading to a vicious cycle.. To break this cycle, the number of powerful items is limited both in terms of absolute number and likelihood of being found by a player.. The most superior items are very rare indeed, and other premium items are restricted to a lesser degree, but there is plenty of excellent equipment available to players willing to explore carefully.. Any comments or corrections to this series of www pages should be sent to Stenor at the address below.. Copyright 1994-1998.. The Mudde Pathetique.. 6 January 1998 - - - stenor@zeemud..

    Original link path: /mp/index.html
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  • Title: Zee Mud Staff
    Descriptive info: Zee Mud Staff.. These are the WIZARDS of Zee Mud.. Treat them with respect and you will be smiled upon.. MASTER WIZARDS.. Blitz,.. Stenor.. SENIOR WIZARDS.. Benedict, Destiny, Janix, Pestilence, ShadowDemon, Zaphillia, Zaratyst.. WIZARDS.. DrWhat, Hal, Hoss, Krellor, Lilith, Njal, Turnip.. IMMORTALS.. Coyote, Flint, GrayMouser, Lucky, Manx.. HONORARY WIZARDS.. Cham, Doc.. Return to the Zee Mud.. Copyright 1997-1999 -- Zee Mud -- Last updated 5 June 1999..

    Original link path: /admin/
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  • Title: Zee Mud Literary Influences
    Descriptive info: Literary Influences.. The work of various authors has influenced some of the builders at.. Players looking for clues as to what they might find in various sections, or who simply want to read about parts of our world as originally conceived may find the following reading list useful.. Creators who've contributed to the reading list:.. Janix.. Pestilence.. Sections by Janix.. Midgaard Archives.. Terry Pratchet:.. Discworld Novels.. Abdul Alhazred:.. The Necronomicon.. Stephen R.. Donaldson:.. Chronicles of Thomas Covenant the Unbeliever.. Midgaard Museum of Natural History.. Herman Melville:..  ...   Comics:.. Spider Man.. Series.. J.. R.. Tolkein:.. The Lord of the Rings.. The Hobbit.. E.. O.. Wilson:.. The Ants.. Ancient Thalos.. Glenn Cook:.. Annals of the Black Company.. Neil Gaiman:.. Sandman.. Graphic Novels.. Michael Moorcock:.. Eternal Champion.. Cycle.. Discworld.. Novels.. Roger Zelazny:.. Chronicles of Amber.. Atlan.. Iain M.. Banks:.. Consider Phlebas.. and.. Against A Dark Background.. George Lucas:.. Star Wars.. :.. The Return of the Jedi.. Sections by Pestilence.. Darkendale.. Sections by.. Northern Haon-dor Forest/Port Mires Road.. 1997-1998 --.. -- Last updated 1 August 1999.. webmaster@zeemud..

    Original link path: /readinglist.html
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  • Title: Zee Mud Copyright
    Descriptive info: Zee Mud Copyright.. All original text, HTML, and graphics in these WWW pages are copyright Scott R.. Panzer (aka Stenor).. These pages contain text from Zee Mud, which is based on Dikumud Gamma 0.. 0.. The copyright on code and text specific to Zee Mud is held by.. and Tim Ardoin (aka Blitz).. The copyright to specific sections  ...   the remainder (text, code, and sections common to all Dikumuds) is held by the original creators of Dikumud: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer.. The copyright to any public domain or freeware images contained within these pages is held by their respective author(s).. Copyright 1997-1998 --.. -- Last updated 31 January 1998..

    Original link path: /copyright.html
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  • Title: Advice for new players
    Descriptive info: Advice for new players.. This page is under construction.. Getting started on a MUD can be very difficult for new players, especially those who have never played this type of game before.. Thus, one of the principal purposes of this WWW server is to provide information to make this process easier for new people.. New mudders may also be interested in Part 1 of Jennifer Smith's.. FAQ.. on MUDs.. return to Mudde Pathetique Home Page.. How to connect to our MUD.. Important sources of information within the MUD.. General advice.. How to connect to the Mudde Pathetique.. In order to play most MUDs, your computer must be connected to the internet.. Since you're reading this over the world-wide web, this is presumably true of the computer you are now using.. As with all MUDs, you connect to MP by 'telnetting' to its address (namely,.. flysex.. berkeley.. edu 2999.. ).. How this is done depends on what kind of computer system you're using.. For example,  ...   telnet>.. open flysex.. It would be somewhat different with a personal computer with a connection to the internet (direct or SLIP/PPP).. For example, a Macintosh user running NCSA Telnet could choose 'open session' from the 'file' menu and type the address.. in the session name field of the dialog box that appears.. Consult a friend or the documentation for your software if you need help doing this.. Remember though, that if you are logged into some online service over a modem, that you should be using commands appropriate to the kind of system that service runs (eg Unix), not the particular computer you've got connected to it.. You can also use other programs to invoke telnet for you.. For example, there is a list of MUDs accessible through a.. gopher server at the University of Minnesota.. You can also invoke telnet over the world-wide web.. For example, you can.. telnet to Mudde Pathetique.. from this page.. Copyright 1994-1995.. 25 March 1995 - - - stenor@zeemud..

    Original link path: /mp/newbie.html
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  • Title: news archives
    Descriptive info: news archives.. The Dikumud Herald.. The following items of news, in reverse chronological order, may be viewed within the game by typing "help news".. For your convenience, a number of jumps into the news, by date, are provided here.. Spring 1994.. Winter 1993-1994.. Autumn 1993.. Summer 1993.. Spring 1993.. Winter 1992-1993.. Autumn 1992.. Summer 1992.. Spring 1992.. Winter 1991-1992.. Autumn 1991.. Summer 1991.. Spring 1991.. THE DIKUMUD HERALD - Sun, May 1 1994.. Deep Moria, by Axolotl and Njal, is open.. THE DIKUMUD HERALD - Fri, Apr 15 1994.. Houses, Inn Rooms and Apartments have been deleted.. THE DIKUMUD HERALD - Mon, Apr 11 1994.. The inital conservatory changes have been made; the underworld is a bit smaller.. Midgaard has been changed slightly.. I doubt many of you will notice.. Midgaard is experimenting with expanded punitive venues, and has made agreements with other governments to punish escaped outlaws.. THE DIKUMUD HERALD - Mon, Feb 21 1994.. The Underworld and the Negative Material Plane have been overhauled.. I will leave it to ShadowDemon and Stenor, who did the work on the Uworld, to discuss the magnitude of the changes on the board.. Some changes have also been made to The Past, and Kalos.. These will also be on the board.. Satan has cut a new deal with some of the Demon Princes, which might make spoiling his visits to the realms of mortals a bit more difficult.. Changes/updates have been made to several of the hlep files, with the notable addition of the DESIGN file.. THE DIKUMUD HERALD - Mon, Dec 05 1993.. The 'temple convenience store' in Carioca is now open all night, selling a few items profitably to tide people over until business hours resume.. The guild bartenders have a new contract, and their strike is over.. THE DIKUMUD HERALD - Mon, Nov 29 1993.. Thieves can no longer hide during combat.. THE DIKUMUD HERALD - Wed, Nov 17 1993.. Some monsters can pass through closed doors.. Stoneskin can only be cast onto oneself.. Senior wizards can now reset your home if your recall is broken, but the recall spell will reset it to the temple in any case.. This should only inconvenience players who have houses that are their recall targets.. The 'lawman' referred to in the 5.. 12.. 93 news is finally active.. A bug in the battlefield of The Past has been fixed, making the area slightly more difficult.. Some bugs have been fixed in the sewers, and a number of the CHAOS rooms have been removed.. Shops are once again open and closed at various times.. THE DIKUMUD HERALD - Thu, Oct 7 1993.. Hoss' new section, "The Hall of the Mountain King" is now open.. The help file on DODGE should really exist now, please check it out.. THE DIKUMUD HERALD - Thu, Sept 16 1993.. Dodge is in.. There are new help files for DODGE, POLICY, and IMMORTALITY.. The help files for CRASH, SAVE and REIMBURSE have been modified as well.. THE DIKUMUD HERALD - Wed, Sept 1 1993.. The goblin village in Saltmarsh is now open.. THE DIKUMUD HERALD - Sun, Jun 6 1993.. There is now an Inn to the east of Midgaard which rents rooms.. Its still experimental so feedback would be appreciated.. Access to the Archives has been altered slightly, due to hoarding.. THE DIKUMUD HERALD - Wed, May 12 1993.. Some things should be resetting now, although they won't reset everytime.. There is a rumor in Sakkara that the Monarchs will be returning to the palace soon.. To prepare for their return, the Law has begun cracking down in that desert city, and Midgaard is following the trend.. There's a new lawman in town.. THE DIKUMUD HERALD - Sun, Apr 4 1993.. Kalos, the long awaited section by Dutche, is now open.. Janix will post some information about it on the bulletin board.. The Mayor is a bit more street-savvy now.. THE DIKUMUD HERALD - Sun, Mar 21 1993.. Burr's section, the Judge's Manor, is open.. Bulletin boards can now hold up to 100 messages; please don't abuse this.. I've changed the way that player/player spell attacks are checked.. I've tried to keep the same behaviour, but if you notice that the playerkiller code is no longer restricting kills, *please* report it.. THE DIKUMUD HERALD - Wed, Feb 17 1993.. The bag problem is finally fixed -- you should be able to have crash-saved bags have their proper capacity.. Cursed objects can't be removed or sold.. The Dark Knight's key works as it should.. THE DIKUMUD HERALD - Tue, Feb 09 1993.. After two months of fiddling around with the code, I think I've *finally* found the problem.. There was a bug in the.. shp file, the one file that doesn't get run through syntax_check.. And the problem wasn't sufficiently bad to crash the game as it booted up the shops; it took time.. The problem is still in the.. shp file, but the game thankfully works around it now, and around all other mistakes of that kind.. I'd like to thank you all for your patience, and welcome you back.. THE DIKUMUD HERALD - Wed, Dec 23 1992.. I've been going through the game, trying to track down the problems.. I've made a lot of cosmetic changes (that players can't see), and I've run the game through lint.. "Remove curse" has been changed -- cast on an (uncursed) person, it'll remove the curse from one of his equipped objects.. THE DIKUMUD HERALD - Mon, Nov 30 1992.. Immortals: new zone command "K", works just like "R", but on mobiles instead of objects.. Janix' new section is open.. THE DIKUMUD HERALD - Mon, Nov 23 1992.. The geography of the river has changed.. Some guards in Midgaard and Sakkara will call for help if attacked, even if they start it.. The fountain has been fixed -- no more tea.. Immortals: "where" can take more than one argument, and it now only shows objects or creatures that match *all* of the words given (example: "where blue potion").. THE DIKUMUD HERALD - Tue, Nov 17 1992.. Some rooms can't have "mark" cast in them.. THE DIKUMUD HERALD - Thu, Nov 12 1992.. "Detect magic" spell has been changed; you now get to see a list of all the spells on a person.. "Forget" spell has been changed -- cast on a monster that's mad at you, it makes him forget about you! The inns have become a little more particular about who they'll rent a room to.. "Teleport" spell is now considered an attack, so it can only be cast pk/pk.. THE DIKUMUD HERALD - Mon, Nov 9 1992.. The game is completely saved every 25 minutes now -- this means: monsters continue to remember people; stuff is left where it's dropped; all that good stuff.. If the game crashes, when it comes back up, everything (except the players) will be as it had been at most 25 minutes before.. Just another innovation from MP labs.. Object limits have been changed, some of the stuff you used to be able to get may not be as available any more.. The "channel" system has been changed yet again; do "help channel" to see the extent of it.. The zone reset system is no longer quite so deterministic: if you go to your favorite section, and the stuff you usually find there isn't there, it might show up on a later reset.. Wizards, you might want the new docs on this: it's a very simple change to the.. zon file.. THE DIKUMUD HERALD - Tue, Nov 3 1992.. "Who" now shows you who's logged onto the game, even if they're invisible and you can't see them.. You still can't "tell" them, or hit them, or anything; this change only affects "who".. THE DIKUMUD HERALD - Fri, Oct 23 1992.. I've changed the way that death occurs; the changes from this should be almost invisible to players except for fewer crashes and the occasional "(name) is already dead!" message when in combat.. The Demonic Hordes(tm) have been made *slightly* harder (actually just a bug fix to the last implementation -- they use mana for their tricks, and due to a miscalulation they *all* use *all* their mana for a single "gate").. "Help reimburse" has been added -- read it.. THE DIKUMUD HERALD - Tue, Oct 13 1992.. Satan has been made easier.. Not easy, but easier.. After one and a half years, I've finally had to put in site-lock code.. Wonderful.. "Playerkiller" command has to be followed by the name of the player.. THE DIKUMUD HERALD - Thu, Oct 8 1992.. Satan has been toned down.. New command, "assist".. Messages for damage have changed somewhat; after "massacre" comes "obliterate" followed by "annihilate".. Channel now has "all" and "none".. THE DIKUMUD HERALD - Mon, Sep 28 1992.. Mount Olympus (Hermes) is now open.. New command, "channel"; alters the behaviour of "shout".. Satan has been toughened up.. Some rooms don't allow player/player attacks at all, not  ...   back on the spell lists.. THE DIKUMUD HERALD - Thu, Jan 9 1992.. Pets have been changed.. They will assist you if you're attacked, but they can't be ordered.. Charmed monsters can still be ordered.. Helpers you get through "animate dead", "call/capture elemental", and "charm person" are charmed; helpers from pet shop and "monster summon" are not.. THE DIKUMUD HERALD - Wed, Jan 8 1992.. New command "gamesize".. Cheap ripoff of SillyMud's "world".. New command for immortals: "spell_list"; shows how much spells are being used.. THE DIKUMUD HERALD - Tue, Jan 7 1992.. Significant rework of spells.. "Ventriloquate", "clone", and "magic light" have been removed from the spell lists, and "haste" and "slow" have been removed from the clerical spell list.. If you have practiced any of the now-cancelled spells, your practice sessions have been refunded to you.. "Cure serious", new cleric spell.. "Haste" can now be cast on other people.. "Monster Summon", new magic user spell.. "Call" and "Capture Elemental" have been moved to 12th and 8th level for magic users, respectively.. "Strength" can now be cast on others.. "Paralysis", new spell.. "Infravision", new spell.. "Resist Cold/Fire/Electricity", new cleric spell.. "Create Scroll", new magic user spell.. Coming soon: Stoneskin and Vampire Touch (magic user spells).. THE DIKUMUD HERALD - Fri, Jan 3 1992.. Welcome back.. Mount Olympus section has (finally) opened up.. Many monsters that were supposed to cast spells before and didn't (due to a bug) now do.. Watch yourself.. Also, some monsters are smart enough to pick up and use stuff they find.. Don't drop coins; there's a new species of monster called a "hyper-janitor" that exists to clean up dropped stuff.. When you want to divvy up the swag, use "give" not "drop".. THE DIKUMUD HERALD - Wed, Dec 18 1991.. There is a free rent room.. Don't go into it unless you intend to leave until Jan 2.. I'll be out of the country from Dec 23 to Jan 1, so if the game goes down during that time, I can't reboot it.. I'd advise you all to free-rent on December 22 or sooner.. THE DIKUMUD HERALD - Tue, Dec 17 1991.. Magic-users' damage spells are considerably improved.. Warriors get multiple attacks starting right at the first level (but not too frequently).. THE DIKUMUD HERALD - Mon, Dec 16 1991.. DrWhat's section is now open.. Spells basically max out now -- you can cast "armor" on yourself without waiting for the old spell to expire.. Class limitations on stuff has been put in.. THE DIKUMUD HERALD - Mon, Dec 9 1991.. New shop in town, to sell your precious gems at.. There are also a few new tougher elites, to make sure that everything is above board.. New socials: "tap" and "cheer".. THE DIKUMUD HERALD - Sat, Dec 7 1991.. The elemental spells (finally!) work, as does "slow".. THE DIKUMUD HERALD - Fri, Dec 6 1991.. Shopkeepers have changed slightly -- some can be attacked.. All of your toggles are saved now, including selfecho and staymortal.. Carioca's temple has changed slightly, too.. THE DIKUMUD HERALD - Mon, Dec 2 1991.. New command "fill".. You needn't be holding an object to drink from it.. Hoss' section is now open.. "Wear all" works.. You can take down your own notices from the bulletin board; if you want someone else to be able to take them down, put their name in parens in the title.. THE DIKUMUD HERALD - Tue, Nov 26 1991.. Tom's section is now open.. There are some other fixes, but I can't remember them.. THE DIKUMUD HERALD - Fri, Nov 22 1991.. OK, levels have been changed again.. Plus, stuff that is dropped into death rooms by players has a chance of appearing elsewhere in the game.. THE DIKUMUD HERALD - Thu, Nov 21 1991.. "Kill" spell has been changed; "forget" spell has been added; the player toggles are all reached through the "toggle" command.. The experience points required for different levels have changed quite a bit too, especially at the high end.. THE DIKUMUD HERALD - Thu, Nov 14 1991.. Pets have changed (zombies and charmed followers count as "pets" in this context).. Don't abuse them, or they'll get angry.. THE DIKUMUD HERALD - Sun, Oct 27 1991.. New command "selfecho".. RTFM.. THE DIKUMUD HERALD - Tue, Oct 22 1991.. New command: "condition".. Like "look at" but only tells you how badly the critter is hurting.. If you're fighting, it tells you the condition of your opponent if you have no argument.. THE DIKUMUD HERALD - Sun, Oct 20 1991.. Dying now makes all the people who are mad at you forget you.. THE DIKUMUD HERALD - Fri, Oct 18 1991.. There's a new shop in town.. TEAMING UP WITH PEOPLE OF MUCH HIGHER LEVEL THAN YOURSELF WILL DRASTICALLY SLOW YOUR EXPERIENCE GAIN.. You can gain a lot more experience with people at or near your own level.. THE DIKUMUD HERALD - Thu, Oct 17 1991.. Several new sections are available, plus the "kill" spell.. THE DIKUMUD HERALD - Sun, Oct 13 1991.. Some spells cast on monsters make then angry.. Backstab delays you, like bash and kick.. Helpfile now has "sections" to show what areas are in Mudde Pathetique.. THE DIKUMUD HERALD - Thu, Oct 10 1991.. Passwords no longer echo (but you saw that already), and there's a casino underneath the Grunting Boar bar.. THE DIKUMUD HERALD - Sat, Oct 05 1991.. I've implemented some of the new spells: deafness, haste, mark, path and blink.. THE DIKUMUD HERALD - Wed, Oct 02 1991.. You can now save up to 50 items when you rent.. THE DIKUMUD HERALD - Fri, Sep 27 1991.. There is now a long-term rent area (read the sign there) and a healing room near the temple.. THE DIKUMUD HERALD - Mon, Sep 23 1991.. Cure insanity now works too.. Plus, Batman's "Underworld" has finally been opened up.. I don't know what character level it's really suited for -- perhaps BatMan himself would be good enough to post something.. ?.. Also, some mobiles now remember who attacks them.. So you can't just flee and go back later.. Some mobiles in town will even cry out for help, and have guards respond to them.. THE DIKUMUD HERALD - Sun, Sep 22 1991.. New command: title.. "Where" now shows all players in the same zone as you.. Another new command: rtime.. This tells you what time it is (here, anyway).. I've also put in a few new social actions: stomp, roll (your eyes), tantrum, grimace, jump and pinch.. THE DIKUMUD HERALD - Thu, Sep 20 1991.. Magic light finally works.. Please read the help file before using it.. THE DIKUMUD HERALD - Sat, Sep 14 1991.. Shatter and insanity now work.. Also, the "prompt" command has been installed, as per players' (often quite forceful) requests.. :-).. THE DIKUMUD HERALD - Tue, Jun 26 1991.. Here are the new spells: animate dead, dispel magic, suggest, shatter, insanity, forget, obscure exit, phantom exit, mask, mirror image, penetrate illusion, cure insanity, call elemental, capture elemental, corrupt, deafness, kill, magic light, slow, haste, mark, path, blink.. So far only animate dead, dispel magic and suggest are implemented.. THE DIKUMUD HERALD - Tue, May 21 1991.. All of the social commands (except "tackle") are now supported (I think).. Please let me know if they work properly.. Read the docs for PLAYERKILLER.. This is very important.. THE DIKUMUD HERALD - Mon, May 20 1991.. There's a bank in town.. IMPORTANT: pretty soon, I'm going to make it so that quitting will drop all your gold as well as your gear.. If you quit rather than rent, get into the habit of going to the bank.. New social command: blink.. For blinking in astonishment.. For those of you who've been to ShadowDemon's Negative Material Plane and found it too tough (or at least too time-consuming waiting for the evil denizens' spells to wear off), they've been toned down.. Slightly.. "look" now shows you a room description even if you are in brief mode.. THE DIKUMUD HERALD - Thu, May 02 1991.. New command: wimpy.. THE DIKUMUD HERALD - Thu, Apr 25 1991.. Your objects are saved with "save".. No more reimbursements.. After a crash, your stuff is safe for one day only.. THE DIKUMUD HERALD - Tue, Apr 23 1991.. Some monsters now have infravision, meaning they can see in the dark.. Especially subterranean type monsters.. Some monsters do other stuff too, but I'm sure you'll soon learn about *that*.. THE DIKUMUD HERALD - Mon, Apr 15 1991.. You enter this game as "the Man" or "the Woman" as appropriate.. To become a first level character, contact me, and I'll start you up.. New command: hp.. Just gives the status line from "score".. "score" now tells you if you're hungry or thirsty.. "identify" cast on a character tells that character's stats.. The graveyard has been expanded again.. Please let me know what you think.. New section: Wizard's Tower.. Just east of town.. New section: Drow City.. Thanks Rorschach..

    Original link path: /mp/news.html
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  • Title: Mudde Pathetique Help
    Descriptive info: Mudde Pathetique Help.. Information on any of the following topics and commands is available by typing "help.. " within the game or by clicking on the hypertext links provided in this WWW document.. When done, you may.. return to the MP home page.. MOVEMENT.. north, south, east, west, up, down.. exits,.. enter,.. leave,.. hide,.. sleep, wake, rest, sit, stand,.. pick,.. lock, unlock, open, close.. COMMUNICATION.. say, shout, tell, ask, whisper,.. emote,.. gtell,.. channel,.. chsay.. OBJECTS.. get,.. drop,.. put,.. give,.. wear,.. remove,.. wield,.. inventory,..  ...   flee,.. playerkiller,.. kick,.. bash,.. rescue,.. backstab,.. cast,.. follow,.. group,.. order,.. assist,.. saving-throws,.. damage dice.. GAME INFORMATION.. look,.. read,.. condition,.. who,.. score,.. where,.. news,.. time,.. consider,.. levels,.. practice,.. hp,.. weather,.. gcondition,.. list.. META-GAME INFORMATION.. commands,.. socials,.. spells,.. help,.. info,.. credits,.. gamesize,.. rtime,.. rules,.. wizlist,.. whois,.. mudlist,.. policy.. UTILITY.. !,.. bug, idea, typo,.. quit,.. save,.. offer, rent,.. split,.. toggle,.. prompt,.. title,.. pagesize.. GENERAL INFORMATION.. newbie,.. social,.. shops,.. inn,.. guild,.. cleric,.. warrior,.. thief,.. magic-user,.. god,.. death,.. attributes,.. experience,.. sections,.. lag,.. link,.. immortal,.. calendar,.. technical,.. playerfile,.. crash,.. reimbursal..

    Original link path: /mp/help.html
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  • Title: mp info page
    Descriptive info: mp info page.. Info.. The following document is accessible with the game by typing.. info.. [Note: Further information can be gained on the capitalized words by using the.. HELP.. -command].. Classes, skills, and guilds:.. When you enter the game the first time, you are asked to select a class; either.. THIEF,.. WARRIOR,.. CLERIC,.. or.. MAGIC USER.. Characters belonging to each of these classes have their own qualities, abilities, and handicaps.. It is not unusual that people belonging to different classes, by joining their efforts and combining their skills, find their chances of survival and progress greatly improved.. Indeed, a team consisting of members from all four classes can be an extremely powerful unit; capable of opening doors without keys, creating food supplies out of nothing, and destroying an enemy in several different ways.. It is not advisable for a new player to offend the members of such a group!.. In order to learn the  ...   You may purchase this in the.. SHOPS.. found in any larger city, or you may be lucky and find some left around, dropped by someone who doesn't need it anymore, for one reason or another.. About Staying Fit - Eating and Drinking:.. At one time or another, you'll see the message "You are hungry".. This means that it's time to find something edible before too long.. People don't starve to death in this world, so have no fear.. However, when you are hungry, you do not build up lost energy, so eventually you'll be unable to do anything but sit around and feel sorry for yourself, until someone comes by.. Then, you can only hope that it's a benevolent person, rather than a greedy thief or a warrior lusting for blood.. General hints:.. See help on the.. GROUP.. command.. CONSIDER.. See help on.. RESTing.. See help on your class (.. magic user,.. cleric,.. warrior.. thief..

    Original link path: /mp/info.html
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  • Title: Mudde Pathetique Background Story
    Descriptive info: Mudde Pathetique Background Story.. The following story, written by Axolotl, can be viewed within the game by typing 'help story'.. A Brief History of Midgaard.. There are worlds which are created in fiery cataclysms, springing molten and vibrant with energy from the primordial stuff of the Universe.. There are worlds that spring, fully formed and populated with wonders and fantastical beasts and plants, from the collective intellects of godlike beings, giving material form to their darkest, gibbering urges.. There are worlds older than stromatolites, whose age can only be measured by the ticking of atomic clocks that measure the half-lives of ever so slowly degrading isotopes.. And then there's Midgaard.. This was a world neither young and fresh nor ancient and wise; it was a world not so much created as found, lying discarded along the cosmic roads.. This happened one fine summer's morning when a young God, whose main trick was to make you think that there might perhaps be something special about him, wandered by.. His name? Call him Benedict.. Midgaard was, at that time, wobbling forlornly through the backtracked regions of ethereal space, looking, for all the world, like a discarded toy, a fallen souffle, the runt of a planetoid litter.. Many a god -- perhaps most -- would have marked that world for what it appeared to be (gods being, for the most part rather superficial and appearance oriented) and gone on his or her or its way.. But Benedict paused in his wanderings, paused and peered closer at that little, ugly world.. Why? Philosophers debate whether or not some greater force than even the gods directed and inspired Benedict that day.. The truth is actually much simpler.. Dozens of millenia of Godhood, as well as correspondence courses and self help books had not been able to purge Benedict of his compulsion to pick worthless things up off the ground and look at them.. So was history made that day, for upon closer inspection Benedict saw much more than he would have expected, given the drab appearance of that little world.. Faint signs of old glory, sparkles and  ...   the ruins of a third; certainly, the sewers extended a bit further than he had expected.. He created guards to protect it, shopkeepers to sell wares and friendly little dogs (with a slight mean streak in them) to frolic through its streets.. Around the city sprung up farms and peasant villages, and the woods to the west thrived.. At times caravans and nomads would take up residence to the southwest, drawn by the resources of that city Benedict had built.. Benedict saw this and it was -- well, it wasn't half bad.. He waited, eagerly, to see what would develop.. In time, he reasoned, the denizens he created would go out and explore this world and uncover their secrets while he would watch, surreptitiously and vicariously enjoy their discoveries.. Aye, he waited.. And waited.. Read the line above 27,000,000,000,000 times and you'll get an idea of how long Benedict waited.. Eventually he realized that something was wrong.. Rather than go out and explore, the people he had created did little besides run through the same routines e v e r y s i n g l e d a y.. He was in a quandary and was close to scrapping the whole thing, wiping it out.. The people he had made were content to spend their whole lives in their little ruts.. What he needed were adventurers, Ernest Hemingway wannabes, daredevils -- in short, he really needed some fools.. In desperation he opened his mind to the universe.. And heard voices.. Ordinary voices, talking about ordinary things, but voices which also held and element of randomness, of boredom, of curiosity, and of bravado.. He sought out the source of those voices and realized that if he could borrow some of those spirits, for a little while at a time, he could use them to animate people shells in his world, and maybe these hybrids would have the vigor to go and learn the answers to Benedict's questions about this little world.. So he strung up some cosmic cable,.. set up some interstellar, interspiritual, interesting interfaces,.. crossed his fingers, and turned the switch.. ON..

    Original link path: /mp/help_story.html
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  • Title: Mudde Pathetique Spells
    Descriptive info: Mudde Pathetique Spells.. Mudde Pathetique Alphabetical Spell List.. The following spells are learnable by characters.. Unlearnable spells are not listed.. Spell level Minimum Castable in Spell Name Cleric Mage Mana Cost Combat?.. animate dead.. 4 10 20 No.. armor.. 1 5 5 No.. bless.. 5 --- 5 No.. blindness.. 6 8 5 Yes.. blink.. 10 15 20 Yes.. burning hands.. --- 5 15 Yes.. call elemental.. 17 16 50 No.. call lightning.. 12 --- 15 Yes.. capture elemental.. 13 12 20 Yes.. cause disease.. 18 --- 20 Yes.. charm person.. --- 14 5 No.. chill touch.. --- 3 15 Yes.. color spray.. --- 11 15 Yes.. control weather.. 13 10 25 No.. create food.. 3 --- 5 No.. create scroll.. --- 17 100 No.. create water.. 2 --- 5 No.. cure blind.. 4 --- 5 No.. cure critic.. 9 --- 20 Yes.. cure disease.. 6 14 10 No.. cure insanity.. 5 9 10 Yes.. cure light.. 1 --- 15 Yes.. cure serious.. 5 --- 20 Yes.. curse.. --- 12 20 No.. deafness.. 4 5 10 No.. detect alignment.. detect invisibility.. 5 2 5 No.. detect magic.. 3 2 5 No.. detect poison.. dispel  ...   1 --- 20 Yes.. kill.. 16 16 40 Yes.. infravision.. --- 3 10 No.. insanity.. 14 12 20 Yes.. invisibility.. --- 4 5 No.. levitate.. lightning bolt.. --- 9 15 Yes.. locate object.. --- 6 20 No.. magic light.. 1 3 5 No.. magic missile.. --- 1 15 Yes.. mark.. 6 9 10 No.. monster summon.. --- 7 30 No.. paralysis.. 12 10 20 No.. path.. poison.. 8 --- 10 No.. protection from evil.. 6 --- 5 No.. protection from good.. remove curse.. 12 --- 5 No.. remove poison.. 9 --- 5 No.. resist cold.. 5 --- 15 Yes.. resist electricity.. 7 --- 20 Yes.. resist fire.. 3 --- 10 No.. sanctuary.. 13 --- 75 No.. sense life.. 7 --- 5 No.. shatter.. 12 10 20 Yes.. shocking grasp.. --- 7 15 Yes.. sleep.. --- 14 15 No.. slow.. --- 6 10 Yes.. stoneskin.. --- 12 35 No.. strength.. --- 7 20 No.. suggest.. 10 12 20 Yes.. summon.. 8 --- 50 No.. teleport.. --- 8 35 Yes.. vampire touch.. --- 14 15 Yes.. water breathing.. 8 12 20 No.. water walking.. 8 12 15 No.. word of recall.. 11 --- 5 Yes..

    Original link path: /mp/spells.html
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