Searching for: 'al'[Back to Main] [Back to Help Index] [A-Z Index] [Search]
[ actions emotes socials feelings ]
Gives a list of all possible actions within the game.
There is also an emote command which is handed out only to players who have
proven they can handle it.
See also: EMOTE
[ alignments ]
The alignments (or churches) in DUMII are one of the central focal points
for roleplay in the game. Whilst it is possible to climb levels without
being aligned, it is strongly recommended that you choose an alignment,
and roleplay accordingly. Unaligneds are not able to gain Immortality,
and will often have a harder time gaining experience and casting spells
than aligneds do.
When you choose an alignment, do not just think of what is the best
alignment from a view of power. This is a role-playing game, and we
recommend that you choose an alignment from that point of view. Once you
have chosen the alignment you wish to join, you will need to speak to a
priest of that alignment in order to join that church.
Below are some of the technical differences between the alignments. Note
that some aspects of these can be different in practice, depending on the
roleplaying environment at the time.
GOOD; (God: MiJak; Holy Symbol: An Oak)
you will not be attacked by Good monsters.
your magic is stronger in Good zones, and weaker in Evil zones.
you cannot use Evil commands.
you should not steal or rob or do other ignoble acts.
you lose a little less experience when you die.
EVIL; (God: AdA; Holy Symbol: A Scythe)
you can be completely restored ONCE if you die (sell your soul).
your magic is stronger in Evil zones, and weaker in Good zones.
you cannot use Good commands.
you can steal, rob, kill players and do other ignoble acts.
your quests might be easier.
NEUTRAL; (God: Reset; Holy Symbol: Scales)
your magic is not affected by the alignment of the zone you are in.
you can use both Good and Evil commands.
you can convert to Good by performing a quest.
you can sell your soul to Evil for HALF a restoration.
you can sacrifice on all altars.
No aligneds may dump, sacrifice or disintegrate any object that is holy
to their alignment. This includes altars, holy symbols or statuettes of
their god; the 'detect' spell, once you have learnt it, will help you
detect whether an item is Holy or not.
See also: PRIESTS, ROLEPLAYING, GOOD, EVIL, NEUTRAL, GRIMOIRE
[ clients tf tinyfugue zmud ashavar al ]
DUMII has its own built-in client; see "help built-in-client" for more
details on that. There is also the DUMII-specific client Soiled,
which you can use through your browser. Visit dum.acc.umu.se/soiled for
Other more generic mud clients you may like to try include:
TinyFugue (TF) MUD Client: http://tinyfugue.sourceforge.net/
Ashavar's Legacy (AL) MUD client: http://www.ashavar.com/client/
Zugg's MUD Client (zMUD): http://www.zuggsoft.com/zmud/
TF and AL are free; zMUD will require payment after a trial period.
DUMII has some support for the TinyFugue client. If you use it,
use the commands '/lp off' and '/wrap off'.
Automatic login for TF can be done with this:
/def -T'dum' -hLOGIN = %2 %; %3
/def -T'candum' -hLOGIN = %2 %; %2 %; %3
/addworld -Tdum dumii <name> <passwd> dum.acc.umu.se 2001
The candum world type can be used for both CanDUMII and FranDUMII.
Try to turn off HIDECODEWORD if you get a problem with
entering text after you've automatically logged in.
Although using a client is encouraged, remember that there are some
rules with regard to using clients. Avoid using text triggers and do
not make macros for walking. Do not use triggers that give your
character an unfair advantage in fighting or threatening situations.
SEE ALSO: BUILT-IN-CLIENT, MACROS, MAPPING, SOILED
[ hidealignment ]
Toggles whether to reveal your alignment in your level title. This shows
in the form of an extra word in your title that varies according to level
and sometimes gender.
If it is hidden, you will get the unaligned version of the title instead of
the alignment-specific title. In other words, the alignment-specific word
will not appear in your title.
Note that you can only toggle this if you are aligned.
See also: ALIGNMENTS, HIDEAGE, HIDERANK, LEVELS, SCORE, TITLES, WHO
[ homes houses housing baldorf ]
It is possible for you to buy your very own home! If you have a home, you
can materialise within it when you enter DUMII, instead of materialising in
other strange places.
You may choose from the following types of home:
Cost: 50 000 goins
This is the most economical alternative in housing. It will not have a
door, but at least you will have a roof over your head.
Cost: 200 000 goins
This fancy home contains two rooms, each with a fine-looking door. The
doors will have locks fitted and you will be given the keys!
Cost: 500 000 goins
Through history, mighty wizards have lived in tall towers. Now you have
the opportunity to own a tower to live in yourself. It will be four
storeys high and, like a normal house, it will have two sturdy doors to
protect you from the harsh world outside.
Cost: 5 000 000 goins
Live like royalty in your own castle! You will have two mighty
towers and four large rooms at your disposal, suitable for
entertaining and impressing your friends and other guests.
For a few goins more, you could even have a moat added around it
or a dungeon below it.
If you are not willing to spend this much money on a new home, you could
alternatively find someone who is willing to sell you his or her old home!
You can have minor changes made to the building, cheaper than
the price of a new one.
When you have decided that you want your own home, and you have
the funds to pay for it, choose a suitable spot for it and think
carefully about how you want your new home to look. Then send a mail
to Baldorf, the building constructor in charge of new homes, letting
him know of your intentions. He will get back to you at his own
Please note that all building plans you make will have to meet up to
Baldorf's standards and requirements, and that he may suggest better
places to build your home, if your choice of location is unsuitable.
[ kalah ]
The game of Kalah
Kalah is played on a board with two rows of six holes facing each
other. Each player owns a row of six holes and a Kalah to the left
of the row. The game starts with six stones in each hole and with
A player begins his turn by taking all the stones from one of his
holes. Proceeding the board clockwise the player puts a stone in
each of the holes, her Kalah and skipping the opponent's Kalah.
If the player's last stone ends up in her Kalah, she will get a new
turn. If the last stone ends up in one of her empty holes, she takes
the last stone and the stones in the opposite hole and puts them in
If during any player's turn one side is empty of stones, the opposite
side's stones are put in that side's Kalah and the game ends.
The first one that has more than 36 stones in his Kalah wins the game!
To play Kalah you need a Kalah board. Then you can tell the board
'setup' to start a new game, or a number to move from that hole.
See also: BINDINGS, CROSSES, DRAUGHTS, GAMES, OTHELLO, MASTERMIND,
[ neutral ]
The loyal servant of Reset is concerned with the balance of the world;
neither Good nor Evil may become too strong. While roaming the world
in search for treasure and/or long lost knowledge and in his/her
strife for wealth, power and/or immortality he/she may join sides with
either Good or Evil as he/she sees fit.
Many new players choose Neutrality because they do not want to choose
between Good or Evil. This is generally a bad move, Neutrality is
a path that demands quite a bit from its followers. It is not like
Neutrality would be something between Good and Evil, it is an alignment
of its own with its own church and God. The Neutral community goes its
own ways, sometimes joining the Evils, sometimes the Goods, in the ever
ongoing struggle for power.
See also: GOOD, EVIL, ALIGNMENTS
[ recall ]
Reminds you of what you have memorised.
See also: MEMORISE, HISTORY
[ steal ]
STEAL <thing> [FROM] <mobile>
Makes you try to steal a thing from a mobile.
See also: GIVE, TAKE, DROP, DUMP, ROB
9 matching help files found.
Page maintained by Mortrik