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[ alignments ] 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

[ armour armor equipment ] ARMOUR   This command shows how your armour is distributed on your body.   See also: INVENTORY, SCORE

[ delimiter delimeter ] DELIMITER [<new>|off]   You can type many commands on one single line, separated by a delimiter   character, eg "look;score", where ';' is your delimiter character. What   this will then do is execute the commands one after each other, with the   delimiter acting as a <RETURN> between each command.   Without argument, the delimiter command will show you what your   delimiter is. With the argument "off", it will disable the delimiter.     Any other argument will set that character to be your delimiter. Note that   you cannot use letters or numbers as a delimiter, but other characters can   be used, for example: *;:` or |. It is recommended that you do not use a   character that you tend to use a lot in written speech, though, for   example: .,'! or ?.   See also: BRIEF, COLOURS, COMPACTSTYLE, ECHO, MACROS, SETHEIGHT,             SETWIDTH, SYNTAX

[ dumii machine server host ip acc homepage website sid ] DUMII'S SERVER (sid.acc.umu.se)   DUMII is running on a machine hosted by ACC (Academic Computer Club)   at Umeň University in Umeň, Sweden. During the first few months of 2002,   a number of DUMII's players donated money to upgrade the machine; their   contributions are listed under the credits.   The machine runs Linux (Debian) as its operating system, and is host to   a few games, DUMII being the primary one.   DUMII's IP address is, and the port it runs on is 2001.   For more information about DUMII, visit the homepage at:   http://dum.acc.umu.se   For more information about the machine, see:   http://www.acc.umu.se/technical/hosts/hallen.html#sid   For more information about ACC (Academic Computer Club), go to:   http://www.acc.umu.se   See also: ADMINISTRATORS, CREDITS, SISTERMUDS

[ gameclub ] The DUMII Game Club   Players of DUMII are invited to join the DUMII Game Club, a club external   to the game, aiming to further the interaction of the players outside the   game. This is mostly for the benefit of players in Umeň, Sweden, where the   Game Club is hosted, but all are welcome to join. You can even use the   Game Club to organise events or gatherings in places other than Umeň.     To join the club and its mailing list, send an email with your real name,   preferred email address and your character's name to   gameclub-admin@dum.acc.umu.se, expressing your desire to join. You will then   be added to a mailing list for all the members of the club to participate in.

[ games boards boardgames ] GAMES   There are a number of games that can be played, so long as you have   a board to play them on. Two-player games include Kalah, Othello,   Fourday's bindings, Noughts and Crosses, and Draughts. There is also   Solitaire for when you want to play a game by yourself.   Some games have a special play mode. Use "play board" to enter this mode.   It is also possible to observe a game in progress by observing the board.   Use "observe board" to enter this mode.   See also: BINDINGS, CROSSES, DRAUGHTS, KALAH, MASTERMIND, OTHELLO,             SOLITAIRE, SUDOKU, OBSERVE, PLAY

[ hidealignment ] 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 ] HOMES   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:   1. Shack     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.   2. House     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!   3. Tower     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.   4. Castle     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   convenience.   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.

[ mapping mstart mstop mclear mview mlook minfo mgoto mmove mremove mreplace mcreate msave mload mexit automap ] MAPPING   With these commands you can create a map that could come in handy when exploring a maze or complex cave system for instance.   Here is how the mapping works:   The first room in which you start the mapping will be numbered 01. When you enter new rooms the room numbers will be increased by one as you explore your surroundings. If you enter a room that look like an old room, the mapper assumes you have walked to the old room. This can be confusing in mazes. You can however use commands (mreplace, mremove, mmove) to renumber the rooms and alter the map-layout in a way you seem fit.   Example:     You stand in room 01 and walk south. The new room is number 02.     If you walk north from 02, you will be back in room 01.   You can look at the map anytime with mlook. The "current room" will be marked with an asterisk (*). That room can be changed with the mgoto command. With minfo you read the visited rooms' descriptions.   A room look like this on the map:           NN           +---+UU         WW|RR |EE           +---+DD           SS   RR is the room's number. WW, NN, EE, SS may be room numbers or arrow symbols pointing to other rooms in those directions. UU and DD are for up and down exits.   Needless to say, the maps can become very confusing if you don't keep track of the room numbers, so use this function wisely (or not at all).     MSTART                  - begins mapping.   MSTOP                  - stops mapping.   MCLEAR                  - clears the map.   MLOOK [<nr>|<dir>]      - look at room number or in a direction.   MINFO [<nr>|<dir>]      - information about a room.   MGOTO <nr>              - Change the "current room" on the map.   MMOVE <nr> TO <dir>    - Move a room on the map.   MREMOVE <nr> [TO <dir>] - removes the room number or the connection   MEXIT <dir> TO <nr>    - create an exit from the current room in                             direction <dir> to room <nr>.   MREPLACE <nr>          - replaces the current room with room <nr>,                             the current room will be removed and all                             exits leading to it will lead to room <nr>                             instead.   MCREATE                - creates a new room on the map.   MSAVE <1|2|3>          - saves a map for later retrieval.   MLOAD <1|2|3>          - loads a saved map.   See also: AUTOEXITS

[ memorize memory memorise ] MEMORISE [string]   This will allow you to remember a name, word or phrase which you can   recall later. If you do not include any text, you will clear the text   that you had memorised earlier.   You can have only one piece of text memorised at any given time. The   memorised text is not saved when you quit.   See also: RECALL, HISTORY

[ me emote ] ME   ME is the emote command that exists in DUMII. With this command you can   make your own actions and roleplay without the constraint of having to   use the actions already in the game.   ME is not a default command; it is only given to players who appear to   be able to handle it. In order for a mortal to receive the command he   or she needs to be recommended by a wizard.                                                                                            If a player abuses the ME command it will be taken away from him or her   for an indefinite period of time.   See also: ACTIONS

[ moving movement ] MOVING AROUND The general commands for moving are: NORTH, SOUTH, EAST, WEST, UP, DOWN. When moving, you will move at different speeds, depending on your method of travel. Flying is slightly faster than running, which in turn is slightly faster than walking. Your speed can also be affected by spells. LOOK                takes a look around. LOOK<direction>    looks in a specific direction. EXITS              shows the obvious exits from where you are. AUTOEXITS          shows exits automatically when you look in a room. ENTER<something>    try to enter something. CLIMB<something>    try to climb up on something. CLIMB<direction>    try to climb in a specific direction. JUMP<direction>    try to jump in a specific direction. FOLLOW<someone>    start following someone. STOP[someone]      stop following, or try to stop someone following you. SEARCH<direction>  try to find an hidden exit. DIG<direction>      try to dig in the specified direction. HIDE                try to hide. STEPOUT            step into view again. MOUNT<something>    start riding something. DISMOUNT            stop riding. Type 'help <command>' to see more information on the given command.

[ names ] NAMES   Since this is a fantasy game we expect the names of the characters to   be fantasyish. Names that simply are not allowed are names of major   characters in real religions (Beelzebub, Buddha, Kali, Loke) or common   names from the real world. Do not expect to be registered if you got   your name from some famous (comic)book or movie. Also, try to avoid   names similar to those of other existing registered characters.   There is no need to have a name which is extremely difficult to spell,   since the names can always be abbreviated. So names like Xptykl or   Qbxylsaodl are not needed and you will not be registered with such   a name.   These rules are not absolute and we might look through our fingers if   you really, really, have to have that name.   Bearing this in mind we hope you choose a good fantasy name which   we all can appreciate.   See also: REGISTRATION, ADMINISTRATORS

[ rcomment ] RCOMMENT <text>   Add a comment to your last report, i.e. the one you get when you type REPORT.   This is for example a good thing to do if you have thought of more details to   add that might help resolving the report, or if you want to make corrections   to the report.   See also: REPORT

[ roamed ] ROAMED   This shows you how long you have been roaming the world, in DUMII time,   since you last logged in.   See also: GAINED, SCORE, TIME, TIMEFLOW

[ timeflow ] TIMEFLOW   The year in DUMII is divided into twelve months, each consisting of five   weeks of five days.   There are four seasons each year.   WEEKDAYS     Onesday, Twosday, Tresday, Fourday, Fiveday.   WEEKS     Moneek, Deek, Treek, Tetreek, Penteek.   MONTHS     Alfon, Beton, Gammon, Delton, Theton, Lambdon,     Ximon, Pimon, Sigmon, Upsimon, Phimon, Psimon.   SEASONS     Waterseason, Earthseason, Fireseason, Airseason.

[ time date ] TIME   Tells you what day it is, when the world was last recreated, and when the   game was last started. It also shows what fantasy time it is, according to   CET (Central European Time).   See also: TIMEFLOW

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