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[ 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 ]
This command shows how your armour is distributed on your body.
See also: INVENTORY, SCORE
[ delimiter delimeter ]
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,
[ 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 126.96.36.199, and the port it runs on is 2001.
For more information about DUMII, visit the homepage at:
For more information about the machine, see:
For more information about ACC (Academic Computer Club), go to:
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
firstname.lastname@example.org, 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 ]
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 ]
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.
[ mapping mstart mstop mclear mview mlook minfo mgoto mmove mremove mreplace mcreate msave mload mexit automap ]
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.
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:
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>
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 ]
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 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 ]
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 ]
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
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 ]
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 ]
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 ]
The year in DUMII is divided into twelve months, each consisting of five
weeks of five days.
There are four seasons each year.
Onesday, Twosday, Tresday, Fourday, Fiveday.
Moneek, Deek, Treek, Tetreek, Penteek.
Alfon, Beton, Gammon, Delton, Theton, Lambdon,
Ximon, Pimon, Sigmon, Upsimon, Phimon, Psimon.
Waterseason, Earthseason, Fireseason, Airseason.
[ time date ]
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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