These are the commands every character uses.


Basic Commands Printout!

Basic Commands Reference

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Basics

look (optional target)

look on its own will show you the room description, any exits from the room, and who and what is in the room. You can look at other characters, items, and extra details about a room, by typing look followed by the name of the thing you want to look at.

look (character or mob) — shows you the description of the character, their current health, plus whatever equipment they are wearing.

look (item) — shows you the description of an items.

look in (container) — will show you what is inside a container.

examine (item) — extra information when you look at certain items, in addition to their description.

  • containers: the contents of the container
  • weapons: whether the weapon needs to be repaired
  • resource nodes: whether you’ve harvest from that node recently

look (direction) — shows a short description of what’s in the next room. Helpful for orientation and noticing traps.

Example: look, look (character)
<100hp 100m 99mv> look
 The Hall of Heroes
   Framing this corridor are marble statues of ancient heroes from ages long
 past.  Each serves as a mute honor guard to those adventurers who would
 tread the hallowed halls of the School of Heroes.  Dim globes of light are
 inset in brackets on the wall, their faint glow reflecting off the
 surrounding white marble.  To the south, the hallway opens up into the Hall
 of Knowledge, while the statues thin out to the west.  

 [Exits: south west]
 A human pupil reflects on the quality of the magic mouth's tests.

 <100hp 100m 99mv> look pupil
 A human pupil looks at the stone faces of the statues within the Hall of
 Heroes.  He is young, little over eighteen, and moves from statue to statue,
 inspecting their frozen expressions.  His skin is light and his hair blonde,
 with a slight but not unhealthy build.  
 A human pupil is in excellent condition.

 a human pupil is using:
  a copper chainmail shirt
   some copper chainmail leggings
   a pair of hide boots

north, south, east, west, up, down

Moves you to the next room in that direction. Moving costs movement points. You might need to open a door before heading in that direction.

Example: South, east
 <100hp 100m 100mv>
south
 You gained 1 exploration point and 1 experience point!
 The Hero's Armory
   This branch of the Hall of Arms includes the same pale stone and gilded
 ceiling as its northern counterpart.  The room itself uses furniture
 sparingly, offering a bench along the western wall for students to sit.  A
 counter lines the south wall, made of polished wood.  The walls and the
 front of the counter are decorated with various examples of the School's
 in-house wares, including copper mail, shields, and cloth or hide
 stitchwork.  The armory is well-lit and well-maintained on all accounts.  To
 the east lies another shop, while the entrance to the Hall of Arms lies to
 the north.  
 A sign sits upon the counter with additional instructions.

 [Exits: north east]
 A retired mercenary sits behind the counter, offering his wares.
 Arslan Cuningsforth tells you, 'Hail, Eoilian!  Welcome to the Hero's Armory.'
 Arslan Cuningsforth tells you, 'I have a good stock of armor, and it's inexpensive to boot.'
 Arslan Cuningsforth tells you, 'It helps to be well-armed, so be prepared!'

 <100hp 100m 98mv> 
 east
 You gained 1 exploration point and 1 experience point!
 The White Satchel
   In the back of the southern branch of the Hall of Arms is another
 shop-front, set up against the eastern wall.  This is the White Satchel,
 which sells support items and consumables to young adventurers.  The room
 shares the pale stone and gilded ceilings of the rest of the Hall, as well
 as the same polished tile floor.  Cases along the north and south wall show
 examples of the shop's wares and includes information on their individual
 properties.  The shop is clean and brightly lit, welcoming students at all
 hours.  To the west is the Hero's Armory.  
 A small sign sits upon the counter.

 [Exits: west]
 A middle-aged woman sells supplies to young adventurers.
 Essandra Istan tells you, 'Hello, Eoilian, and welcome to the White Satchel.'
 Essandra Istan tells you, 'There are many supplies you'll need on an adventure.'
 Essandra Istan tells you, 'Take a look in the cases if you're not sure what you need.' 

eat (item), drink (item)

Consumes a food item or drinks from a drink container.

Item-Related

inventory

Shows the items you have with you. The inventory is a nebulous, abstracted space representing your packs, bags, etc.

equipment

Shows what you are wearing. These items affect your combat ability in a variety of ways.

identify (item)

Shows you exactly how an item will affect you in numerical detail.

get (item), take (item)

Pick up an item from the ground and put it in your inventory. Get and take are synonymous; you may use either.

get (item) (container) — remove an item from a container and put it in your inventory. You might need to open the container first.

get all — pick up everything in the room that you can pick up.

get all (container) — get everything from a container.

get all (corpse) — if the container is the corpse of a player character, you will only grab one item at a time. If it is your own corpse, you may take more items at a time, but still not all.

hold (item), wear (item), wield (item)

Equips an item from your inventory onto your person.

drop (item)

You will drop the item onto the ground where anyone can take it.

put (item) (container)

Puts an item from your inventory into the specified container. The container may be in your inventory or on the ground.

give (item) (character)

Gives the item to the specified character.

Example: buy, inventory, look in, examine, drop, get, put in
<100hp 100m 97mv> 
 buy pack
 You buy a small hide pack for 1 silver.

 <100hp 100m 97mv> 
 i
 You are carrying:
      a small hide pack
      a copper sword

 <100hp 100m 97mv> 
 look in pack
 A small hide pack holds:
      Nothing.

 <100hp 100m 97mv> 
 exam pack
 This small pack is made of stitched animal hides, with two straps
 allowing it to be slung over the one or both shoulders.  It seems reasonably
 well-made.  It has a large flap over the back which can be secured to close
 it.  
 A small hide pack holds:
      Nothing.

 <100hp 100m 100mv> 
 drop sword
 You drop a copper sword.

 <100hp 100m 100mv> 
 l
 The White Satchel
   In the back of the southern branch of the Hall of Arms is another
 shop-front, set up against the eastern wall.  This is the White Satchel,
 which sells support items and consumables to young adventurers.  The room
 shares the pale stone and gilded ceilings of the rest of the Hall, as well
 as the same polished tile floor.  Cases along the north and south wall show
 examples of the shop's wares and includes information on their individual
 properties.  The shop is clean and brightly lit, welcoming students at all
 hours.  To the west is the Hero's Armory.  
 A small sign sits upon the counter.

 [Exits: west]
      This copper sword seems a sturdy weapon for a young adventurer.
 A middle-aged woman sells supplies to young adventurers.

 <100hp 100m 100mv> 
 get sword
 You get a copper sword.

<100hp 100m 100mv> 
 put sword pack
 You put a copper sword in a small hide pack.

 <100hp 100m 100mv> 
 l i pack
 A small hide pack holds:
      a copper sword

Information

Informational commands give you facts about your character and the world around them.

Your Character

score

Contains a wealth of facts about your character. A breakdown of what’s in your score is in the Newbie Guide.

Command: Score
<100hp 100m 100mv> score
/--------------------------------------------------------------------------\
| Eoilian Sulesean the Apprentice Bard                                     |
\--------------------------------------------------------------------------/
/-------------\/-----------------------------------------------------------\
| Str: 12(12) || Race: aelin        Class: bard              Level:  1     |
| Int: 17(17) || Sex : none         Age  : 23 (youthful)     Hours: 0      |
| Wis: 12(12) ||                                                           |
| Dex: 19(19) || Hit : 100/100      Experience : 1805        Hitroll: 5    |
| Con: 12(12) || Mana: 100/100      Exper/level: 1295        Damroll: -2   |
| Chr: 20(20) || Move: 100/100      Exploration: 5           Saves  : 2    |
\-------------/\-----------------------------------------------------------/
/-------------------------------------\/-----------------------------------\
| Armor                               || Pracs : 5     Trains    : 17      |
| Piercing: 60    (vulnerable)        || Weight: 0     Max Weight: 312     |
| Bashing : 60    (vulnerable)        || Items : 0     Max Items : 89      |
| Slashing: 60    (vulnerable)        || Wealth: 100c                      |
| Magical : 60    (vulnerable)        || Align.: Neutral Good              |
| Encumbrance:    unencumbered        || Karma : Pale Gold Aura            |
\-------------------------------------/\-----------------------------------/
/--------------------------------------------------------------------------\
| You were born at 2 o'clock am, Nimensday, 32nd day of The Dawning.       |
| You are getting hungry.                                                  |
| You are charming.                                                        |
| You are well-versed in the ancient lore.                                 |
\--------------------------------------------------------------------------/

affects

The affects list tells you what is currently affecting your character, what that affect does, and how long it will last. You can make affects appear in your score with the ‘show‘ command.

<100hp 100m 100mv> aff
You are affected by the following:
Spell: poison         : modifies strength by -3 for 2.5 hours
Spell: armor          : modifies armor class by -35 for 29.5 hours

worth

Shows how much money you have, as well has how many experience and exploration points you need to level.

<100hp 100m 100mv> worth
You have 100 copper, and 1805 experience (1295 exp to level).
You have 5 exploration points (0 ep to level).
You are unencumbered by your equipment.

faction

Shows your allied and enemy factions.

<100hp 100m 100mv> faction
 +--------------------------------------------------------------------------+
| Allied Factions                    | Enemy Factions                      |
| ---------------------------------- | ----------------------------------- |
| the Srryn of Jasa Lake             | Krilin Fortress                     |
| the Druids of Nendor               |                                     |
+--------------------------------------------------------------------------+

skills, spells, abilities, forms, songs

Shows a list of your class skills. If you have them, there will also be a separate list for spells, abilities (mentalist foci), forms, and songs. The list is sorted by level and will also show your percentage in that skill. 1% means you need to ‘practice’ the skill at your guildmaster. N/a means you are not high enough level to learn that skill yet.

Command: Skills
<100hp 100m 100mv> skills
 Level  1: dagger               1%        sword               40%        
           whip                 1%        dodge                1%        
           haggle               1%        
 Level  3: hand to hand       n/a      
 Level  4: kick               n/a      
 Level  5: dirt kicking       n/a      
 Level  9: tumbling           n/a      
 Level 10: peek               n/a      
 Level 12: second attack      n/a      
 Level 14: trip               n/a      
 Level 15: meditation         n/a      flourish           n/a      
 Level 16: fast healing       n/a      
 Level 20: harmony            n/a      
 Level 21: throw              n/a      
 Level 22: mimicry            n/a      
 Level 23: detect hidden      n/a      
 Level 24: third attack       n/a      
 Level 25: enhanced damage    n/a      
 Level 27: catch throw        n/a      
 Level 30: disarm             n/a    
Command: Songs
<100hp 100m 100mv> songs
 Level  6: The March to Harrud        75%     
 Level  8: Touch of the Seas          n/a     
 Level 11: Note of Shattering         n/a     
 Level 12: The Walls of Nordath       n/a     
 Level 13: The Mute God               n/a     
 Level 14: The Feckless Nefortu       n/a     
 Level 15: The Day of Two Dawns       n/a     
 Level 16: Bane of Asjia              n/a     
 Level 17: Crash of Arms              n/a     
 Level 18: The Veils of Tyril         n/a     
 Level 19: The Lone Defender          n/a     
 Level 20: The Hakuran Balm           n/a     
 Level 24: The Lay of Lilisa          n/a     
 Level 25: Song of Salyra             n/a     
 Level 26: The Tides of War           n/a     Note of Striking           n/a     
 Level 30: The Forgotten Fugue        n/a     
 Level 32: The Stuttering Sage        n/a     
 Level 35: The Price of Cowardice     n/a     Tears of Kyana             n/a   

prompt

You can customize your prompt with the prompt command.

Help: Prompt
Syntax: prompt
Syntax: prompt all
Syntax: prompt <%*>
Syntax: defaultprompt <%*>

PROMPT with out an argument will turn your prompt on or off.

PROMPT ALL will give you the standard "<hits mana moves>" prompt.

PROMPT <%*> where the %* are the various variables you may set yourself.

        %% :  Display the % character 
        %h :  Display your current hits
        %H :  Display your maximum hits
        %m :  Display your current mana
        %M :  Display your maximum mana
        %v :  Display your current moves
        %V :  Display your maximum moves
        %x :  Display your current experience
        %X :  Display experience to level
        %p :  Display your current exploration points
        %P :  Display exploration points required
        %a :  Display your alignment
        %r :  Display the room name you are in
        %l :  Display current language spoken
        %t :  Display current gametime in hh:mm format
        %e :  Display the exits from the room in NESWDU style
        %c :  Display a carriage return (useful for multi-line prompts)
        %s :  Display your current position
        %T :  Display the terrain of the room you are in.
        %d :  Display the light/dark status of the room you are in.

Example:  PROMPT <%hhp %mm %vmv>
        Will set your prompt to "<10hp 100m 100mv>"

DEFAULTPROMPT <%*> will set a prompt that all new characters created on the
same account will use.

Prompts may be colourized using the codes contained in help EXCOLOUR.
Example: prompt with excolor
<100hp 100m 100mv> 
 prompt {c<%h/%Hhp %m/%Mm %v/%Vmv (%Xxp)>{x%c
 Prompt set to <%h/%Hhp %m/%Mm %v/%Vmv (%Xxp)>%c

 <100/100hp 100/100m 100/100mv (916xp)>
 l
 The Beginning of the First Floor
   The Tower of Testing's first floor is a simple and rugged affair, built
 of heavy, rough-hewn bricks.  Torches line the grey walls, and a chill
...

Interaction

Combat

consider (character or mob)

Consider provides a rough estimate of how difficult it will be for you to kill this creature. Consider also shows the creature’s alignment–important if you are good or evil.

kill (mob), hit (mob)

The kill command initiates combat with the mobile in question. Your character will use their base melee attack with the weapon(s) they are currently wielding.

Combat rounds will proceed from then on. You and your opponent will make automatic melee attacks until combat ends. You may use additional skills and spells while in combat. Combat ends when one of you is killed, or when either or you flee.

Example: Kill and combat ending

Starting combat, note our character’s hp goes down each time the rat bites successfully. If our character reaches 0 hp, they will die. The rat has hp, too; our goal is to make the rat’s hp go to 0. We cannot see the numbers of the rat’s hp, but we can see a rough estimate of how hurt it is. The estimate is updated every round so we can see our progress.

 <100/100hp 100/100m 100/100mv (916xp)> 
 k rat
 Your pathetic slash tears into an oversized rat.
 An oversized rat has some small wounds and bruises.
 
 <100/100hp 100/100m 100/100mv (916xp)>
 Your slash misses an oversized rat.
 An oversized rat's pathetic bite grazes you.
 An oversized rat has some small wounds and bruises.

<99/100hp 100/100m 100/100mv (916xp)>
 Your pitiful slash maims an oversized rat.
 An oversized rat's pathetic bite grazes you.
 An oversized rat has quite a few wounds. 

<98/100hp 100/100m 100/100mv (916xp)>

A few more rounds, and eventually the rat loses…

Your slash misses an oversized rat.  
An oversized rat's bite misses you.  
An oversized rat looks pretty hurt.   

<99/100hp 100/100m 100/100mv (916xp)>  
Your pitiful slash kills an oversized rat.  
An oversized rat is DEAD!!  You receive 401 experience points.  
You hear an oversized rat's death cry.  
You get 5 copper coins from the corpse of an oversized rat.  
You quickly destroy the corpse of an oversized rat. 

<99/100hp 100/100m 100/100mv (515xp)>

flee

Flee lets you escape combat. When you flee, you will run into a random neighboring room.

murder (player character)

Murder will start combat with another player character. Like ‘kill,’ it is generally best to start combat with a skill or spell. Use ‘murder’ as a last resort.

inspect (character or mob)

Inspect displays the current health of the other creature in general terms.

<100hp 100m 100mv>
cons rat
 The perfect match!
 An oversized rat seems very disinterested.

<100hp 100m 100mv> 
inspect rat
 An oversized rat is in excellent condition.

Learning Skills and Training Attributes

When you character gains levels, you often get access to new skills, practices, and trains.

train

Shows how many training sessions you have available, and which attributes you can train

<103/103hp 102/102m 90/100mv (499xp)>
train
You have 17 training sessions.
You can train: str int wis dex con chr hp mana.

train (attribute)

At your guildmaster, you can type ‘train (attribute)’ to increase that attribute. You can see it go up by checking ‘score.’

<103/103hp 102/102m 100/100mv (499xp)>
train dex
Your dexterity increases!

practice

You can check your practice list at anytime. This shows you your current skills, spells, etc, and what percentage you have in them. It also shows how many practices you have available.

<100/100hp 100/100m 100/100mv (509xp)>
 practice
 aelin              100%  common             100%  dagger               1%  
 dodge                1%  haggle               1%  recover              1%  
 sword               40%  whip                 1%  
 You have 5 practice sessions left.

practice (skill)

‘Practice (skill)’ will increase your percentage in that skill. A higher percentage means you are more likely to succeed when using that skill, or the skill will be more effective. For example, a higher percentage in dodge means you will avoid getting hit more often. Higher percent in sword increases how likely you are to hit, and additionally increases the damage you do with a sword.

Example: Using Practice to learn skills
p sword
You are now learned at sword.

<103/103hp 102/102m 100/100mv (499xp)>
p
aelin              100%  common             100%  dagger               1%  
dodge                1%  haggle               1%  recover              1%  
sword               75%  whip                 1%  
You have 4 practice sessions left.

<103/103hp 102/102m 100/100mv (499xp)>
p dodge
You practice dodge.

<103/103hp 102/102m 100/100mv (499xp)>
p
aelin              100%  common             100%  dagger               1%  
dodge               69%  haggle               1%  recover              1%  
sword               75%  whip                 1%  
You have 3 practice sessions left.

Practice points are spent when you practice. How much percentage you get in a skill is dependent on which attribute is the primary attribute of the skill. You can find out the primary attribute in the skill’s helpfile.

Tasks

Tasks are Avendar’s equivalent of a quest journal in other games. It keeps track of your active tasks and records which ones you’ve completed. NPCs that offer tasks will be highlighted with a symbol, which you can see when you enter the room.

A green exclamation point (!) means the NPC has a task which you qualify for.

A red question mark (?) means you have accepted their task but have not completed it yet.

A yellow plus (+) means you have completed the task and may turn it in.

begin

When you are in the same room as an NPC with a green exclamation point (!), type ‘begin’ to start their task. They will tell you about what they want you to do. It is up to you to do it or not!

complete

Use the ‘complete’ command when you are at the task-giver. The ‘complete’ command can do two things:

  • If you have finished the task, typing ‘complete’ will complete the task, and you will receive your reward.
  • If you haven’t finished the task, typing ‘complete’ will cancel the task. You may begin the task again later if you still qualify.

tasks, tasks cooldown, tasks complete

‘Tasks’ with no argument shows the current tasks you’ve accepted, including what you need to do, who gave you the task and where they are, and how long you have to complete it. If you have completed the task, (completed) will appear next to the title of the task.

tasks cooldown (or ‘tasks cd’) — shows tasks you’ve completed or cancelled, and when you can begin them again. Some tasks are not repeatable; they will not appear on tasks cd.

tasks complete — shows the tasks you’ve done in your current area, and how many times you’ve completed them.

Example: Walkthrough of A Simple Task
<100/103hp 100/102m 96/100mv (504xp)>
west
You gained 1 exploration point and 1 experience point!
The Test of Discovery
  An uneven doorway leads into this shadowy room, which is known as the
Test of Discovery.  The stones of the chamber are masked by darkness, the
tenuous lamp light that keeps them lit dancing wildly across their surfaces.
The floor is covered with a variety of junk: old books, debris, broken wood,
long-forgotten barrels, and assorted glassware.  There are few places in the
room which are available for standing room, what with the large pile of
refuse that takes up most of it.  To the east, the Hall of Trials awaits.  
A forgotten sign sits within the pile of debris.

[Exits: east]
(!) A scruffy, thick-waisted human looks meaningfully at the pile of junk.
Arriden moves towards Eoilian, saying, 'You there.  I have a small problem.  You'll help me, yes?'

<100/103hp 100/102m 95/100mv (503xp)>
begin
Arriden says, 'Unfortunately, I dropped my precious monocle not long ago, and I'm having no luck finding it myself.'
Arriden says, 'You'll have to search for it, and don't be surprised it it takes a few tries.'
This task must be completed before reaching level 11.

<100/103hp 100/102m 95/100mv (503xp)>
task
+----------------------------------------+
| Current Tasks                          |
| -------------------------------------- |
| 1. The Test of Discovery for Arriden   |
|      Location:  The School of Heroes   |
|      Time:      24 hours               |
|      Max Level: 10                     |
| 2. Obtain the School Sigil for Jimacha |
|      Time:      permanent              |
|      Max Level: 10                     |
+----------------------------------------+

<100/103hp 100/102m 95/100mv (503xp)>
search
You go over the surrounding area inch by inch.
You uncover something while searching about.

<100/103hp 100/102m 95/100mv (503xp)>
l
The Test of Discovery
  An uneven doorway leads into this shadowy room, which is known as the
Test of Discovery.  The stones of the chamber are masked by darkness, the
tenuous lamp light that keeps them lit dancing wildly across their surfaces.
The floor is covered with a variety of junk: old books, debris, broken wood,
long-forgotten barrels, and assorted glassware.  There are few places in the
room which are available for standing room, what with the large pile of
refuse that takes up most of it.  To the east, the Hall of Trials awaits.  
A forgotten sign sits within the pile of debris.
[Exits: east]
     (Targeted) A dirty glass monocle is here, dangling from a chain.
(?) A scruffy, thick-waisted human looks meaningfully at the pile of junk.

<103/103hp 102/102m 100/100mv (503xp)>
get monocle
You get a dirty monocle.
The Test of Discovery is complete!
Return to Arriden in The School of Heroes to collect your reward.

<103/103hp 102/102m 100/100mv (503xp)>
l
The Test of Discovery
  An uneven doorway leads into this shadowy room, which is known as the
Test of Discovery.  The stones of the chamber are masked by darkness, the
tenuous lamp light that keeps them lit dancing wildly across their surfaces.
The floor is covered with a variety of junk: old books, debris, broken wood,
long-forgotten barrels, and assorted glassware.  There are few places in the
room which are available for standing room, what with the large pile of
refuse that takes up most of it.  To the east, the Hall of Trials awaits.  
A forgotten sign sits within the pile of debris.

[Exits: east]
(+) A scruffy, thick-waisted human looks meaningfully at the pile of junk.

<103/103hp 102/102m 100/100mv (503xp)>
task
+--------------------------------------------------+
| Current Tasks                                    |
| ------------------------------------------------ |
| 1. The Test of Discovery for Arriden (Completed) |
|      Location:  The School of Heroes             |
|      Time:      23.5 hours                       |
|      Max Level: 10                               |
| 2. Obtain the School Sigil for Jimacha           |
|      Time:      permanent                        |
|      Max Level: 10                               |
+--------------------------------------------------+

<103/103hp 102/102m 100/100mv (503xp)>
complete
You give a dirty monocle to Arriden.
Arriden says, 'Perfect.  Thank you, Eoilian.'
Arriden goes through his bag, saying, 'I had an executioner's axe somewhere that would be perfect… bother, I can't find it.'
Arriden sighs, 'This will have to do instead.'
You receive 1 gold.

<103/103hp 102/102m 100/100mv (503xp)>
task complete
+--------------------------------------------------------------------------+
| Completed Tasks (The School of Heroes)                        # of Times |
| ------------------------------------------------------------------------ |
| 1. The Test of Keys (Kajjias)                                          1 |
| 2. The Test of the Statue (Jeskach)                                    1 |
| 3. The Test of Discovery (Arriden)                                     1 |
+--------------------------------------------------------------------------+

where target

Some tasks need you seek out a mob. Use ‘where target’ to locate them.