Human Telnet Commands


Movement Commands

Before you can do much, you need to know how to get around the Jamud. The Jamud supports abbreviated commands, which means that rather than having to enter 'north' to move north, you simply have to enter 'n' and you will go north. The following table has movement related commands and their abbreviations.


Action Abbreviation
north Moves your character north n
east Moves your character east e
south Moves your character south s
west Moves your character west w
up Moves your character up u
down Moves your character down d
<Exitname> Moves your character through the <Exitname>  *
go <Exitname> Moves your character through the <Exitname>  *
teleport <area> Teleports your character to the area
teleport <object> Teleports your character to the parent container of any object
teleport <any> <area> Teleports anything into the child container of any area/object
back Teleports your character to the previous location
recall Teleports your character directly to the recall point (your home) reca
If you try to move your character in a direction that isn't available, you will receive a message that tells you that you have made a mistake. To know what exits to the current room are available, you can enter 'exits'.   Teleportation commands are useful for building but can damper the realism.


Social Commands

You will need to talk to people quite a lot on the Jamud, either for help or to help others, and during quests you may need to ask questions. It also doesnt hurt to say hello to people as you become a regular. Here is the table for conversation related commands, and their abbreviations. 


Action Abbreviation
gossip Sends your conversation accross the whole Jamud and is the most popular gos
chat Same functionality of gossip, but most people are used to gossip ch
say Allows you to talk to anyone in the same room as you sa
whisper <name> Sends a private message to someone in the same room as you whi
grats Sends a congratulation message across the whole Jamud, use on special occasions like levelling grat
auction Allows you to buy/sell equipment to other players, but is never used as most eq is free au
tell <name> Sends a private message to anyone you specify te
reply Sends a tell to the last person that sent you a tell, useful if someone invisible is talking to you re
shout Allows anyone in the same zone as you to hear you sh
holler Like gossip, but takes 20 move points from you holl
qsay Anyone with the (Qst) flag will hear you if you use qsay qs
cgossip Sends a gossip to everyone in your clan only cg
Hopefully all of these are pretty easy to follow, the only thing I should say is careful about using the 'reply' command. Sometimes you can be typing a response to someone, when another person will send you a private message, and as you are 'replying' to whoever sent you the last message, you may send that message to the wrong person. Surprisingly enough it happens quite often.


Object Commands

You will come into using many objects throughout the Jamud, so its best you know what to do with them. Here is the table for object related commands and their abbreviations.


Action Abbreviation
inventory Allows you to see what your currently carrying with you i
equipment Allows you to see what your currently wearing eq
examine <object> Gets a more detailed description of an object in your inventory exa <object>
examine <container> Allows you to see what objects are inside a container exa <container>
get <object> Picks up the object from the ground and puts it in your inventory g <object>
get all.<object> Gets all of the objects that have that name and puts them in your inventory g all.<object>
get <object> <container> Gets the object from inside something (bag, corpse) and puts it in your inventory g <object> <containter>
get all.<object> <container> Gets all of the objects, with that name from inside something and puts them in your inventory g all.<object> <container>
get all <container> Gets all objects from inside that container and puts them in your inventory g all <container>
drop <object> Drops the object from your inventory to the ground dro <object>
drop all.<object> Drops all of the objects from your inventory to the ground dro all.<object>
put <object> <container> Puts an object from your inventory into a container p <object> <container>
put all.<object> <container> Puts all of the objects from your inventory into a container p all.<object> <container>
wear <object> Puts that object on your body wea <object>
wear all.<object> Puts all of that type of object on your body wea all.<object>
hold <object> Holds that object ho <object>
wield <object> Wields that object as your weapon wi
give <object> <person> Gives the object to the person you specify gi <object> <person>
give all.<object> <person> Gives all of that type of object to the person you specify gi all.<object> <person>
remove <object> Removes that object from your equipment listing rem <object>
remove all.<object> Removes all of that type of objects from your equipment listing rem all.<object>
donate <object> Donates the object of your inventory to the charity room don <object>
donate all.<object> Donates all of that type of objects of your inventory to the charity room don all.<object>
junk <object> Deletes that object of your inventory from the Jamud j <object>
junk all.<object> Deletes all of that type of objects of your inventory from the Jamud j all.<object>
sacrifice <object> Deletes that object from the ground, in the current room from the Jamud sac <object>
sacrifice all.<object> Deletes all of that type of   objects from the ground, in the current room from the Jamud sac all.<object>
sacrifice all Deletes all of  the objects from the ground, in the current room from the Jamud sac all
Whenever I have mentioned a command like 'get all.<object>' you can actually enter, 'g all.b' and it will get all of the objects that starts with the letter b. Same with junking, the command 'j all.s' will junk all the objects that start with the letter s. Using the 'all' string in your commands is very useful. Whenever you kill a mob, you can do a 'exa corpse' to see what equipment that mob was carrying. If there is anything you want, do a 'g <object> corpse' to get that object, or even enter 'g all corpse' to get all of the equipment from that corpse.


3.4 - Combat Commands

During the course of your adventures you will want to kill many, many mobs. As easy as this sounds, there are a couple of ways to start a battle. Here is the table for combat related commands and their abbreviations.

Information Commands

There are many, many, many other commands in a Jamud, so it would be tiresome to list them all here, but some very helpful commands that give you information about yourself or others. Here is the table for information related commands and their abbreviations. Some of these I have explained before but belong under a couple of different categories.


Action Abbreviation
look <person>/<mob>/<direction> Gives you detailed information l <person>/<mob>/<direction>
scan Shows your the mobs/players in your immediate N/E/S/W/U/D directions sca
examine <object> Also gives you detailed information, only for objects exa <object>
inventory Displays all the objects your carrying i
equipment Displays what equipment your wearing eq
who Displays a list of who is currently playing wh
score Displays your scoresheet sco
toggle Shows you what settings you have for the Jamud to
where Tells you the other players in your current zone and their room whe
where <mob> Tells you where the <mob> is, and only if they are in the same zone as you whe <mob>
levels Shows you how much XP you need for the next 10 levels lev
affects Typing 'help [topic]' will provide you with more information on almost any subject. af
help Shows you what current spells are cast on you af
show player <name> Shows information about the player you specifiy show p <name>

B1 OLC Commands

This section of the appendix attempts to document the OLC (On Line Creation) system for Labyrinth MUD. It is comprised of three sections: rooms, mobiles, and objects.

This section builds on the available on-line documentation and and adds complete tables for each option, last minute updates, and advice. Some of this material is derived from older sources such as Gabrielle Taylor's rom24.doc building guide.

The OLC commands follow with examples and/or descriptions of their use.


create room <TID@LID>
create mobile <TID@LID>
create object <TID@LID>

This command creates a new room, mobile or object for further editing. If you create a mobile or object a reset is automatially created in the room where you are standing where that object will "repop" during an area reset. You must be physically in the area you are building or modifying for the "create mob" and "create object" commands to work. The given TID@LID is checked to ensure it lies within the builder's allowed range.

A TID@LID is a number used to represent a distinct object, room, or mob. When you begin building you will be assigned a range of TID@LIDs which will become your area, for example, 11200-11249. This gives you enough TID@LIDs for 50 different rooms, mobiles (monsters), and objects.


The 'room' command is used to edit a room online. You character has to be in the room you wish to edit. You can check out the settings on a room that you have OLC privileges for with the command "stat room". The room commands are:

room clan <clan name>
room description <room description line>
room flags [+-=] <flags>
room heal <heal rate>
room mana <mana rate>
room name <name of room>
room owners <owners>
room sector <sector type>
room resets
room door
room exit
room extra
room purge

<clan name> is the name of a current clan on The Labyrinth.
This command restricts a room to members of a certain clan, and should only be used for clan houses.

<room description line> is a line of text. You can add more than one description line by using a "+", in the same way that multi-line notes can be created. Similarly 'room description -' will remove the last line of a room description. Use 'room description c <line number > <room description line> to replace an existing line of room description with different text. If you wish to clear a room description use 'room description NULL'.

<flags> can be one or more of the following:

court Room is a courthouse
dark Room is always dark
indoor Room is inside and impervious to weather. Remember to set this for all indoor rooms!
no_mob Mobiles will not wander into this room
no_recall Room is impervious to recall, summon, gate, and teleport
gods_only Only immortals (gods) can enter this room
imp_only Only the highest level immortals (implementors) can enter this room
heroes_only No mortal under  level 51 can enter this room
newbies_only No mortal over level 5 can enter this room
safe No fighting can take place in this room
private No more than two creature can be in this room
solitary No more than one creature can be in this room
pet_shop This is a room where mortals can buy pets. See appendix B2.
law No charming allowed. Used for ultra-good cities
nowhere The "where" command will not detect creatures in this room
no_scan The "scan" command will not detect creatures in this room.
no_cast_mage No mage spells can be cast in this room
no_cast_cleric No cleric spells can be cast in this room
<heal rate> and <mana rate> are a percentage of how many "normal" hit or mana points a character will heal per tick. 100% is the default.

<name of room> is the title of the room. It's usually a short phrase. See "The Builder's Guide to Style and Long Life" appendix A for the correct format.

<sector type> determines how many movement points it costs to enter this room. The default sector type is city; remember to change this where appropriate. It can be one of the following:

inside 1 point
field 2 points
forest 3 points
hills 4 points
mountain 6 points
desert 7 points (will affect thirst and hunger)
air 2 points (must be able to fly)
city 2 points (room is always lit)
water_swim 4 points
water_noswim (boat required)
underwater (usually requires spells)
underwater_bottom (usually requires spells)


This command shows you what objects and mobs "repop" in this room when the area resets.


The room door can be used to add a door to an exit, remove a door from an exit, set a door's key, set the state to which a door resets, and toggle a doors pass-proof and pick-proof flags. Note that you must create an exit with the "room exit" command before you can create a door. The syntax is as follows:

room door <direction> none [oneway]
room door <direction> open [oneway]
room door <direction> closed [oneway]
room door <direction> locked [oneway]
room door <direction> nopass [oneway]
room door <direction> pickproof [oneway]
room door <direction> key <TID@LID> [oneway]
<direction> is either north, south, east, west, up, or down. It represents the side of the room where you want to set door attributes. If for some reason you want a particular door flag to only apply to the current side of the exit then you can specify the 'oneway' switch. This is generally not recommended.

These sub-commands have the following affects:

none remove an existing door
open add a door to the exit, its default state will be open
closed add a door to the exit, its default state will be closed
locked add a door to the exit, its default state will be closed and locked
nopass toggles whether or not the door can be bypassed with the "pass door" spell
pickproof toggles whether or not the door can be bypassed by the "pick lock" skill
key <TID@LID> sets the lock key to object <TID@LID>
Note: Passproof doors are magically protected. Make sure there is some reason why they are magically protected. Also don't make doors pickproof arbitrarily; the thieves in the world need something to do.

*** Be sure to add the appropriate keyword to your door by setting the exit description (see ROOM EXTRA).


This command is used to create an exit from one room to another. The syntax is as follows:

room exit <direction> <destination> TID@LID [oneway]
room exit <direction> 0
The direction is specified by using the direction name ("north", "south", etc).

When an exit is created the reverse exit (from the destination room) will be automatically be created. The behavior can be prevented by specifying the "oneway" switch. If this is done any exits created will only be one-way (from the current room to the destination room).

An exit can be removed by specifying "0" as the destination TID@LID.


This command is used to add an extra description to a room, or to set an exit description. The syntax is as follows:

room extra <key word(s)> <description>
room extra <key word(s)> NULL
For example, "room extra painting The painting shows the likeness of an old man" will create a description that a character can see if they are in the room and type "look painting".

For an extra description that has more than one keyword, put the keywords in single quotes, e.g. "room extra 'mural wall' A hunting scene has been painted on the wall."

If you create a room extra description using a direction (north, south, east, west, up, or down) as the keyword it's called an exit description.

When a door is created it is given the keyword <direction> by default. You can (and should) add a keyword such as "door," "curtain," "gate," "trapdoor," etc. using an exit description. The syntax is:

room extra '<direction> "<keyword 1>" "<keyword(n)>" '   <description>
The direction must come before the keywords. For example, "room extra 'north "palace gate" gate' You see a gate here." will set up an exit description so that the when the player types "look north" they will see: "You see a gate here. The palace gate is locked" (assuming you made the exit a locked door). A player will also be able to use "open gate" as well as "open north."

Multiline exit/extra descriptions can be created in the same way as room descriptions (using "+" to add a line, "-" to remove a line). A room or exit description can be removed using the NULL syntax above.


"room purge" will remove all resets attached to a room. Use "room resets" to see the resets.

B1.3 MOB

This command lets you make changes to all mobs of a given TID@LID. Your builder character has to be standing somewhere within your area for this command to work. You must create a mob with the "create" command before you can edit it with these commands. You can check on the status of your mob at any time by typing "stat mob <TID@LID of your mob>" or "stat mob <name of your mob>" (see <names> below).

MOB has the following sub-commands:

mob <TID@LID> name <names>
mob <TID@LID> short <short description>
mob <TID@LID> long <long description>
mob <TID@LID> description [+] <description>
mob <TID@LID> level <level>
mob <TID@LID> act [+] <act flags>
mob <TID@LID> race <race>
mob <TID@LID> auto
mob <TID@LID> spec <special function>
mob <TID@LID> immune [+] <immune flags>
mob <TID@LID> vuln [+] <vuln flags>
mob <TID@LID> resist [+] <resist flags>
mob <TID@LID> offense [+] <offense flags>
mob <TID@LID> damtype <damage type>
mob <TID@LID> damage <n>d<n>+<n>
mob <TID@LID> hp <n>d<n>+<n>
mob <TID@LID> mana <n>d<n>+<n>
mob <TID@LID> hitroll <hitroll>
mob <TID@LID> sex <gender>
mob <TID@LID> limit <limit>
mob <TID@LID> roomlimit <roomlimit>
mob <TID@LID> clone
mob <TID@LID> purge
mob <TID@LID> resets
mob <TID@LID> alignment <alignment>
mob <TID@LID> wealth <silver>
mob <TID@LID> size <size>
mob <TID@LID> position <position>
mob <TID@LID> aggression [+] <aggression flags>
mob <TID@LID> affect [+] <affected flags>
mob <TID@LID> equip <object TID@LID [location]>
mob <TID@LID> shop
<names> is a list of arbitrary names, or keywords, that will work with the mob.
For example: "mob <TID@LID of your mob> name orc warrior groob" will give your mob three names. Now, if a player types "look orc" "look warrior" or "look groob" they will see the description of your mob. Make sure to give your mob all the names that a player might logically try.

<short description> is the name that players see for this mob in combat and when they interact with it.
For example: "mob <TID@LID of your mob> short Groob the elfslayer" will configure your mob so that if someone pats it on the head they will see "You pat Groob the elfslayer on his head". When they fight this mob they will see messages like "Groob the elfslayer dodges your blow". Short descriptions are typically proper names, proper names with epitephs, or generic phrases like "a marauding orc" or "a green troll". If your mob is unique you can use phrases like "the statue of Marhuk". Do not capitalize the first letter of the short description unless it's a proper name. Never capitalize "a" or "the." The short description should be kept, well, short -- under 20 characters is recommended.

<long description> is the description of this mob that players will see when they enter the room (provided, of course, that the mob is visible to them). It is typically a complete sentence, punctuated appropriately.
For example: "mob <TID@LID of your mob> long A marauding orc brandishes a rusty sword with evil intent." will cause people who walk into the room with your mob to see "A marauding orc brandishes a rusty sword with evil intent." Make sure that you don't set this to something like "The marauding orc turns toward you and says, 'make my day'." since the character walking into the room might be invisible, hidden, or 30 levels higher than the orc. "mob <TID@LID of your mob> long NULL" will create a mob with no long description.

See appendix C "Tips, Tricks, and War Stories" for more on names, short and long descriptions.

<description> is one or more lines of text that give a detailed description of the mob when a character looks at it. Like room descriptions, this should be at least three lines long and conform to the same style rules. This command works similarly to "room description".

After you have created a mob and described it, you can fill in its remaining attributes:

<level> is the numerical level you wish this mob to be. It can be frrom 1 to 60. Always set this before using "mob auto".

<race> sets the mob's race. Set this next. If you don't see the exact race you want, just choose one that is close. Use your imagination! If you strongly feel there should be a new race post a note to Murgen. Race can be only one of the following:

unique Mob is unclassifiable. Not recommended.
elf Generic. Try and use one of the more specific elf races.
giant Generic. Try and use one of the more specific giant races.
fido For old Midgaard fidos - Don't use this.
modron For old Nirvana modrons - Don't use this.
school monster For the academy - Don't use this.
<act flags> are actor flags that specify a mobs behavior. Set these after level and race.
Act flags can be one or more of the following:
sentinel Mob does not move.
scavenger Mob will pick up objects from the ground.
mount Mob can be ridden as a mount.
aggressive Mob will automatically attack characters it can see. See "mob aggression" flags below
stay_area Mob will not wander out of its home area. Recommended.
wimpy Mob will try to flee if it is seriously injured. If both wimpy and aggressive flags are set, the mob will only aggress against sleeping characters.
pet Mob is a pet (can't be attacked by players).
train Mob will let players use the train command.
practice Mob will let players use the practice command.
undead Mob is undead. Usually you want to set spec_cast_undead in conjunction with this. (See special functions below)
cleric Mob is a priest.  Usually you want to set spec_cast_cleric in conjunction with this. (See special functions below)
mage Mob is a mage. As with the above commands you should set spec_cast_mage.
thief Mob steals from players it can see. You should set spec_thief or spec_nasty in conjunction with this. (See special functions below)
warrior Mob will fight like a skilled warrior, dodging and parrying when wielding a weapon.
noalign Mob has no alignment. Use this with mobs of very low or no intelligence, such as animals and golems. 
nopurge Mob will survive a purge command. This should be set on "permanent" mobs such as shopkeeper, trainers, and practicers.
outdoors Mob will not wander into rooms with the  indoor flag.
indoors Mob will not wander into rooms without an indoor flag.
healer Mob will heal for money
gain Mob will let players use the gain command.
update_always Mob will reset every three ticks whether there are players in the area or not.
changer Mob can change gold for silver.
banker Mob will let players deposit money to an account.
meta-physician Mob will train heroes. Don't use this without permission.
crier Mob will yell a news item every tick (like Henri).
surrenders Mob will surrender if badly injured
no_scan Mob does not show up on the "scan" command. This flag stats as "act"

This command sets up most of the standard settings of a mobile for you. It looks at the mobile level, race, and act flags in determining how to set up the mobile. Use this command after mob level, mob act, and mob race.

<special function> sets special programs associated with a mob. These usually affect combat. <special function> can be only one of the following:

spec_breath_any Mob breathes random breath weapon spells.
spec_breath_acid Mob breathes area-affect acid.
spec_breath_fire Mob breathes area-affect fire.
spec_breath_frost Mob breathes area-affect cold.
spec_breath_gas Mob breathes area-affect poison.
spec_breath_lightning Mob breathes lightning.
spec_cast_adept Mob casts beneficial spells on newbies.
spec_cast_cleric Mob casts spells like a priest. (set act cleric flag)
spec_cast_mage Mob casts spells like a mage. (set act mage flag)
spec_cast_undead Mob casts spells associated with the undead. (set act undead flag)
spec_executioner Mob attacks player killers and player stealers.
spec_guard Mob assists based on alignment like a lawful city guard.
spec_janitor Mob picks up and sacrifices trash.
spec_poison Mob has a poisonous bite.
spec_thief Mob steals from players (set act thief flag).
spec_nasty Mob steals from players and flees (set act thief flag).
spec_medusa Mob is a medusa (stone gaze + biting snakes).
spec_stone_gaze Mob can turn players to stone with it's gaze.
<immune flag> <vuln flag> <resist flag>
These flags are all the same but have different effects depending on what command you use to set them. "mob immune" makes a mob completely immune to a certain kind of attack. "mob vuln" makes it vulnerable (takes more damage than usual), and "mob resist" makes it resistant (takes less damage than usual). You can set one or more of these flags with the following arguments:
summon summoning spells (includes gate)
charm charm spells
magic all forms of magic (Powerful. Use SPARINGLY)
weapon all weapons (Powerful. Use SPARINGLY)
bash blunt weapons
pierce piercing weapons
slash slashing weapons
fire fire-based attacks
cold cold-based attacks
lightning electrical attacks
acid acid attacks
poison poison
negative negative attacks including energy drain
holy holy (good) attacks.
energy pure energy magics like magic missile
mental mental attacks
disease plague-like spells
drowning water attacks
light light based attacks like color spray spells
sound sound attacks
wood wood
silver silver
iron iron
For example: "set mob <TID@LID of your mob> resist bash charm" will make your mob resistant to blunt weapon attacks and charm spells.

<offense flags> typically describe warrior-like kinds of behavior in combat. <offense flags> can be one or more of the following:

area_attack Mob can attack more than one character at a time (Powerful. Use SPARINGLY).
backstab Mob can backstab.
bash Mob will try to bash in combat.
berserk Mob will try to berserk in combat.
disarm Mob can disarm.
dodge Mob can dodge.
fade Mob can fade in and out of existance. Generally only weapons flagged "magic" are effective against it. (Powerful.)
fast Mob can attack many times in one round.
kick Mob can kick in combat.
dirt_kick Mob can kick eye-blinding dirt in combat.
parry Mob can parry blows, even without a weapon.
rescue Mob can use the rescue command. (Not yet implemented, but feel free to use it)
tail Mob can perform a tail sweep attack.
trip Mob can trip in combat
crush Mob can crush in combat
assist_all Mob will help all other mobs in combat
assist_align Mob will assist other mobs of similar alignment.
assist_race Mob will assist other mobs of its exact race.
assist_players Mob will assist a fighting player.
assist_guard Mob will assist the combatant with the most "good" alignment.
assist_TID@LID Mob will assist other mobs of its own type.
hunter Mob will pursue fleeing characters. If mob is immobile it will still remember the player  and will agress upon the player's return. 
unmount Mob can unmount mounted opponents.
<damtype> both determines the kind of damage the mob's natural attack does in combat and what it looks like from the player's point of view. It can be only one of the following:
slice slashing attack
stab piercing attack
slash slashing attack
whip slashing attack
claw slashing attack
blast bashing attack
pound bashing attack
crush bashing attack
grep slashing attack
bite piercing attack
pierce piercing attack
suction bashing attack
beating bashing attack
digestion acid attack
charge bashing attack
slap bashing attack
punch bashing hand-to-hand attack
wrath energy attack
magic energy attack
divine holy attack
cleave slashing attack
scratch piercing attack
peck piercing attack
peckb bashing attack
chop slashing attack
sting piercing attack
smash bashing attack
shbite lightning attack
flbite fire attack
frbite cold attack
acbite acid attack
chomp bashing attack
drain negative attack
thrust piercing attack
slime acid attack
shock lightning attack
thwack bashing attack
flame fire attack
chill cold attack
damage <n>d<n>+<n>, hp <n>d<n>+<n>, mana <n>d<n>+<n>
These commands set the mob's base damage per hit, total number of hit points, and total number of mana points respectively.

The syntax for these commands is derived from the old Dungeons&Dragons notion of using combinations of dice to yield random numbers in a certain range. The syntax means:"<number of dice to roll> d <highest value any one die can yield (number of sides to the die)> + <integer added to the result>". For example "mob damage 5d5+10" will configure the mob so that every time it successfully hits it will do between 15 and 35 points of damage before being modified for things like strength, armor class, etc.

These values are automatically set by the "mob auto" command. Unless you really know what you're doing it's best not to mess with them. Changing these values can upset game balance (read B3 "Game Balance  Policies & Rules"). Having said this, it may be appropriate to give tough spell casting mobs a little more mana than normal.

<hitroll> is a number representing the mob's bonus to its chance to hit in combat. This is automatically set by "mob auto". Adjust this value up or down only to reflect truly exceptional fighting ability or clumsiness, and even then only a couple points.

<gender> sets the mobs gender. It can be only one of the following:

none Mob is a "it" (is neither male nor female -- use sparingly)
male Mob is male.
female Mob is female.
either Mob will randomly be set to male or female when reset.
<limit> sets how many mobs of this TID@LID can exist in the game at any time. If you set this at more than one, a new mob of this type will pop up in your area every time the area resets until the limit has been reached.

<roomlimit> sets how many mobs of this TID@LID can exist in the same room at any time. Once this limit has been reached, new mobs of this TID@LID will not longer reset into the room even if their <limit> hasn't been reached yet. They will try to pop up in other rooms where this mob has a reset, or if they have also reached their <roomlimit> in those rooms they will not pop up at all. This setting is highly recommended to prevent too many resetting mobs from piling up on top of each other.


This commands creates a new reset is the room you're standing in for the mob whose TID@LID you specify. It will also automatically load the mob into the room.

Note: Use the command "load mob <TID@LID>" to create a mob in the room temporarily. It will only last until the next reboot or room purge.



mob <TID@LID> purge
mob <TID@LID> purge room
mob <TID@LID> purge all
This command is used to remove mob resets. All equip resets applying to the removed mob resets are also removed.

The command "mob <TID@LID purge>" removes the most recently added reset of that mob in the room. Specifying "room" removes all mob resets with the given TID@LID for the current room; specifying "all" removes all resets of this mob in the current area.

Note: Use the command "purge <name of mob>" to remove a mob from the room temporarily. Unless you also remove the mob reset, it will repop the next time the area resets. The "purge" command by itself will purge everything in the room (mobs and objects).


This command will tell you the TID@LIDs of the rooms where this mobile has resets and the equipment that resets with it.

<alignment> is an integer value from -1000 (evil) to 1000 (good). Most alignments should be from -500 to 500, with a good amount in the neutral range around zero. You should only set mobs with extreme alignments SPARINGLY. Remember that non-intelligent creatures often use  the "noalign" act flag.

<silver> is the number of silver pieces the mob typically carries. Keep this low if you set it at all. Be VERY careful not to add lots of money to your mobs and contribute to "game inflation". Note: Not all builder will be able to use this command.

<size> is a very important attribute to set! Do not forget to set the size, as it has many far reaching effects. The size can be set to only one of the following:

tiny insects, small birds
small small animals, small halflings
medium most humanoids
large horses, giant races, ogres, things of this sort
huge very large creatures, small dragons, wyverns
giant VERY large creatures - leviathans, dragons, titans
<position> is not yet implemented. In the future it will set a mob's position such as sleeping, sitting, standing.

<aggression> flags specifies the kinds of characters this mob will automatically attack. The aggressive "mob act" flag has to be set in order for this to work. If no aggression flag are set the mob will typically aggress against all characters less 5 levels over its own level.

The agression flags can be one or more of the following:

cast_mage characters that cast mage spells
cast_cleric characters that cast priest spells
non_caster characters that do not cast spells (monks)
semi_caster characters that cast some spells (thieves with spells, warriors with spells)
pure_caster characters who are straight clerics or mages
male characters who are male
female charasters who are female
eunich character who have no gender
good characters of good alignment
neutral characters of neutral alignment
evil characters of evil alignment
human characters who are human
elf characters who are some kind of elf
dwarf characters who are dwarves
giant characters who are some kind of giant
centaur characters who are centaurs
gnome characters who are gnomes
orc characters who are half-orc
cambion characters who are cambions
everyone all characters
chicken only characters lower than the mob's level
psycho only characters higher than the mob's level
non-ruler characters who are not of ruler social status
noble characters who are of noble social status
peasant characters who are of peasant social status
Note: Specifying more than one aggression flag will result in the mob aggressing against EACH flag that you specify. For example, "mob agg elf" and "mob agg dwarf" will make your mob aggressive to both elves and dwarved. The exception to this are the chicken and psycho flags. These flags will limit the scope of the other flags. For example, a mob with aggression flags "elf" "dwarf" and "psycho" will only go after elves and dwarves of a higher level than the mob.

<affected> flags are spells and or spell effects that are permanently applied to the mob. These should be used SPARINGLY. Make sure to read the OLC abuse section. Note: not all of these are implemented, but are included for completeness. <affected> flags can be one or more of the following:

blind Mob is blind.
invisible Mob is invisible.
detect_evil Mob can detect evil alignment.
detect_invis Mob can detect invisible creatures.
detect_magic Mob can detect magic.
detect_hidden Mob can detect hidden creatures.
detect_good Mob can detect good alignment.
sanctuary Mob has a permanent sanctuary.
faerie_fire Mob has a permanent faerie fire.
infrared Mob can see warm-blooded creatures in the dark.
curse Mob is affected by curse.
paralysis Mob is affected by paralysis. Not Recommended.
poison Mob is affected by poison.
protect_evil Mob is affected by "protection from evil" spell.
protect_good Mob is affected by "protection from good" spell.
sneak Mob sneaks.
hide Mob is hidden.
sleep Mob is affected by sleep.
flying Mob flies.
pass_door Mob can pass through closed doors.
haste Mob is affected by the haste spell.
calm Mob is affected by the calm spell.
plague Mob is affected by the plague spell.
dark_vision Mob can see in the dark.
berserk Mob is permanently berserk (frenzy spell).
swim Mob can swim.
regeneration Mob regenerates quickly.
slow Mob is affected by the slow spell.
detect_traps Mob can detect traps.
water_speach Mob can speak underwater.
water_breathing Mob can breathe underwater.
water_ways Mob can fight well underwater.
smoke_parasite Mob is affected by a smoke parasite. Not recommended.
stabilize_mana Mob is affected by "Mana Stabilization". Not recommended.
hallucination Mob is affected by hallucination. Not yet implemented
detect_illusion Mob can detect illusions.
pacifist Mob cannot instigate combat
delude Mob is under the effect of the "delude" spell
improved_invis Mob can remain invisible while fighting.
death_trance Mob is under the effect of the "death trance" spell
corpse_form Mob is under the effect of the "corpse form" spell


mob <TID@LID> equip <obj_TID@LID> [inventory|left|right] [all]
This mobile sub-command is used to equip or give an object to a mobile. If "inventory" is specified then the object will be given to the mobile in question for it to carry, but not wear. Otherwise the object will be equiped on the mobile(s) in the appropriate slot. If "left" or "right" is specifiedthen the object will be equipped on the appropriate side of the mobile. If "all" is specified then the object will be equipped on all mobiles of the given TID@LID; otherwise it will be equipped on the first mobile in the room only.


This mobile sub-command allows you to make a shopkeeper. As soon as one of these commands is used the mob will automatically start functioning as a shopkeeper. The following fields can be specified:

mob <TID@LID> shop buy [+] <item types>
mob <TID@LID> shop hours <open hour> <close hour>
mob <TID@LID> shop margin <buy_margin> <sell_margin>
mob <TID@LID> shop purge
<item types> are one or more object types that the mob will do business with. See the "obj type" command for a list of valid types. Usually a shopkeeper will not trade in more than one or two types of objects.

<open hour> and <close hour> set the hours that the mob will sell to players. The hours are specified as integers from 0 (midnight) to 23 (11:00 PM).

<buy_margin> and <sell_margin> specify the markup and/or overhead involved in the purchaser's buying and selling activity, respectively. These fields are specified as percentages of the item's actual value. The buy_margin is usually around 120, and the sell margin is usually around 80. Note that the overhead involved in both buying and selling can be greatly exaggerated for magical items such as potions, scrolls, and the like.

mob <TID@LID> shop purge
This use of this command will stop the mob from being a shopkeeper.


This command lets you make changes to all objects of a given TID@LID. Before a TID@LID can be edited it must be first created with the "create" command while your builder character is standing in a room where you have OLC privileges. You can check the status of your object with the command "stat obj <TID@LID of your object>" or "stat obj <name of your object>".

The OBJECT editing command has the following sub-commands:

obj <TID@LID> name <names>
obj <TID@LID> short <short description>
obj <TID@LID> long <long description>
obj <TID@LID> desc [+] <description>
obj <TID@LID> level <level>
obj <TID@LID> extra <extra flags>
obj <TID@LID> cost <cost>
obj <TID@LID> weight <weight>
obj <TID@LID> wear <wear flags>
obj <TID@LID> type <item type>
obj <TID@LID> food
obj <TID@LID> liquid
obj <TID@LID> furniture
obj <TID@LID> use
obj <TID@LID> spell
obj <TID@LID> container
obj <TID@LID> light
obj <TID@LID> focus
obj <TID@LID> weapon
obj <TID@LID> armor
obj <TID@LID> money
obj <TID@LID> portal
obj <TID@LID> auto
obj <TID@LID> apply <apply location> <modifier>
obj <TID@LID> affect <affect flags>
obj <TID@LID> fit <body type>
obj <TID@LID> restrict <restrict type>
obj <TID@LID> messages
obj <TID@LID> clone
obj <TID@LID> purge
obj <TID@LID> put <container TID@LID>
<name> is one or more keywords which characters can use to refer to this object. For example: "obj <your object's TID@LID name spear iron bloody" configures an object so that it can be called either "spear" "iron" or "strong". You should include any words which a character would be likely to try.

<short> is a word or phrase that will be what object looks like while in someone's inventory or equipment. For example: "obj <your obj's TID@LID> short a heavy iron spear" will configure an object so that if you look at someone wearing it you will see: "<wielded a heavy iron spear". Do not capitalize the first letter of the short description unless it's a proper name. Never capitalize "a" or "the." Short descriptions should be under 20 characters.

<long> is a complete sentence that describes what an object looks like when lying in a room. For example: "obj <your obj's TID@LID> long A heavy iron spear with a worn leather grip leans against the wall."

This command can be used to give an object a "looked at" description. The default description is the same as the long description and should almost always be replaced using "object <TID@LID> desc." The descriptions should be at least three lines long; Characters who take the time to look at objects should be rewarded! The "obj desc" command has similar syntax to the "mob description" command and works as follows:

obj <TID@LID of your object> desc [+] description
The description can be edited like a note, with the option "+" signifying that this line should add this line to the previous description. For example:
"obj <TID@LID of your object> desc This spear is made of a heavy wood stained darkly with ash. The blade is of sharp"
"obj <TID@LID of your object> desc + iron, but it has been dented and chipped on some prior occasions."
This will create a two line description for an iron spear object that would work if a character typed "look iron" "look spear" or "look heavy", provided that you have named the object  "iron", "spear", and "heavy" with the "obj name" command. You can clear a botched description with the syntax "obj <TID@LID of your obj> NULL".

<level> is the minimum level of character who can use the object. Objects should be of a level that falls within the level range defined in your area proposal. In general useful objects should be guarded in some way, either by a maze, secret doors, locked doors, or one or more mobs. It's customary to keep an object's level within 5 levels of the mob that owns/guards it.

<extra> is a space-separated list of one or more flags that give the object certain qualities. The flags can be one or more of the following:

glow Item glows and can be seen in the dark.
hum Objects hums.
dark Object is very difficult to see.
lock (unimplemented)
evil Item is inherently evil.
invis Item is invisible.
magic Item is inherently magical. Magical weapons should have this set.
nodrop Item is cursed so that it cannot be dropped by a character.
bless Item is holy, improves its saving throws.
mirror Item can be used as a mirror (to reflect gaze attacks).
anti_good Item is aligned against good creatures. (Old, use obj restr instead)
anti_evil Item is aligned against evil creatures. (Old, use obj restr instead)
anti_neutral Item is aligned against neutral creatures. (Old, use obj restr instead)
noremove Item is cursed so that once worn, it cannot be removed.
inventory Use this for shopkeepers only!! Gives mob an unlimited number of each equipped item in its inventory. (Old, automatically set by shopkeepers)
nopurge Object will persist through a purge command.
rot_death Item will disappear (rot away) soon after its owner dies.
vis_death Item will only become visible after its owner dies.
nolocate Item cannot be found with "locate object" (good for quests).
melt_drop Item will be destroyed when dropped.
had_timer Item's timer has expired. Do not use this.
sell_extract Item's price is fixed, no markup (use for certain gems).
burn_proof Item cannot be magically destroyed. USE SPARINGLY.
nouncurse Sets a nodrop or noremove object so that it cannot be uncursed with the "remove curse" spell. NOT RECOMMENDED.
nosac Item is not suitable for a sacrifice.
Use common sense when setting extra flags. Be logically consistent.

<cost> is a number representing this item's value in silver pieces. Remember that 100 silver is equal to 1 gold piece. Do not overvalue your objects! Try and keep "found" objects cost low while objects to be purchased in a shop should cost more.

<weight> is the weight of your object in 1/10ths of an english pound. Weapons and armor will be given an automatic weight by the "obj auto" command, but be sure to double check that the value is rational. Try and be accurate as to the weight of your objects.

<wear> flags are a list of flags describing if an object can be picked up, and if so where it can be worn on one's body. The flags can be one or more of the following:

take Item can be picked up
finger Item can be worn on one's finger
neck Item can be worn around the neck
body Item can be worn on one's torso
head Item can be worn on the head
legs Item can be worn on one's legs
feet Item can be worn on one's feet
hands Item can be worn on one's hands
arms Item can be worn on one's arms
shield Item can be strapped to the arm as a shield
about Item is worn over other clothing, like a cloak
waist Item is worn around the waist like a belt
wrist Item can be worn around one's wrist
wield Item can be wielded as a weapon
hold Item can be held in one's hand
no_sac Item cannot be sacrificed (OLD, Use obj extra flag instead)
float Item hovers or floats nearby
hair Item can be worn in one's hair
face Item can be worn on the face, like a mask
ears Item can be worn on the ears, like an earring
Usually you only want to specify one specific body location in addition to take.

<type> sets the item's fundamental type. This determines many things, not least of which is what shop keepers will buy and sell this item. Type can be only one of the following:

key Item is destroyed if a player carries it when he logs out. This is usually used for keys so that at any given time one of them will exist in the game. However, you can make objects of other types act as keys, and items of type "key" can be described as something other than a key that just happens to disappear on logout. See appendix C for examples.
room_key Item is a permanent key. It will not disappear on logout.
boat Item can be used to cross deep water
jewelry Item is a piece of jewelry
map Item is a map
gem Item is a gem
clothing Item is a piece of clothing
symbol Item is a holy symbol
treasure Item is a treasure
warp_stone Item is a spell component for nexus or portal spells
instrument Item can be used to play bard songs
trash Item is unimportant and useless
food Item can be eaten (see "obj food" below)
drink Item can be imbibed (see "obj liquid" below)
fountain Item is a fountain (see "obj liquid" below)
furniture Item is furniture (see "obj furniture" below)
wand Item is a wand (see "obj use" below)
staff Item is a staff (see "obj use" below)
potion Item is a potion (see "obj spell" below)
scroll Item is a scroll (see "obj spell" below)
pill Item is a magic pill (see "obj spell" below)
container Item is a container (see "obj container" below)
light Item is a light (see "obj light" below)
focus Item is a focus (see "obj focus" below)
weapon Item is a weapon (see "obj weapon" below)
armor Item is a piece of armor (see "obj armor" below)
money Item is a pile of money (see "obj money" below)
portal Item is a portal (see "obj portal" below)
trap Item is a trap (see seperate TRAPS section in appendix B2)
poison Item is a poison (see "obj poison" below)

The object food sub-command allows a food object to be created. It has the following syntax:

obj <TID@LID> food fullness <n>
obj <TID@LID> food hunger <n>
obj <TID@LID> food poison
Fullness determines how filling the food is. Its value is the number of 10-minute increments it will keep the eater full. Hunger is the number of increments it will keep the eater free from hunger. Very extraordinary foods and dry rations will have a higher hunger than fullness value. Most "wet" foods have a fullness value slightly greater than the hunger value. Poison toggles whether or not the food is poisonous.


The object liquid sub-command allows you to specify charactieristics of drink and fountain objects. It has the following syntax:

obj <TID@LID> liquid type <liquid name>
obj <TID@LID> liquid capacity <capacity>
obj <TID@LID> liquid contains <contains>
obj <TID@LID> liquid poison
<liquid name> can be only one of the following:
name color proof
water  clear  0
beer  amber  12
red wine  burgundy  30
ale  brown  15
dark ale  dark  16
whisky  golden  120
lemonade  pink  0
firebreather  boiling  190
local specialty  clear  151
slime mold juice  green  0
milk  white  0
tea  tan  0
coffee  tan  0
blood  red  0
salt water  clear  0
coke  brown  0
root beer  brown  0
elvish wine  green  35
white wine  golden  28
champagne  golden  32
mead  honey-colored  34
rose wine  pink  26
benedictine wine  burgundy  40
vodka  clear  130
cranberry juice  red  0
orange juice  orange  0
absinthe  green  200
brandy  golden  80
aquavit  clear  140
schnapps  clear  90
icewine  purple  50
amontillado  burgundy  35
sherry  red  38
framboise  red  50
rum  amber  150
cordial  clear  100
hot chocolate  brown  0
blackberry juice  purple  0
dragon blood  boiling red  199
Please keep and mind that not all liquid types are equally thirst quenching. Generally water is best. Salt water and a couple others actually make you more thirsty.

<capacity> is a measure of how much liquid the object can hold when full. A negative capacity will never run out.

<contains> is a measure of how much liquid the object holds when brought into the game.
Note: You do not need to set capacity or contains values for fountains.

<poison> toggles whether the liquid is poisonous or not.


The object furniture sub-command allows pieces of furniture to be created. It has the following syntax:

obj <TID@LID> furniture people <number of people it can hold>
obj <TID@LID> furniture weight <maximum weight it can hold in 1/10 pounds>
obj <TID@LID> furniture heal <percentage of normal hp regeneration rate>
obj <TID@LID> furniture mana <percentage of normal mana regeneration rate>
obj <TID@LID> furniture flags [+] <furniture flags>
"obj <TID@LID> furniture heal" and "obj <TID@LID> furniture mana" should not be abused! 100% is the normal default argument. For example, "obj <your object's TID@LID> furniture heal 110" will make your object heal a player 10% faster than usual when they are sitting/standing/etc. in it.

<furniture flags> determine ways in which the piece of furniture can be used and affect the messages that appear when a character uses them. They can be one or more of the following:

Choose only one flag per catagory (stand,sit,rest,sleep,put) for your furniture.


The object use sub-command is used to create wand and staff objects. The syntax is:

obj <TID@LID> use spell <spell name>
obj <TID@LID> use charges <current charges>
obj <TID@LID> use maximum <maximum charges>
obj <TID@LID> use level <spell level>
<spell name> can be one of the following. Note: Wands typically affect only one target, Staves have an area affect.
*** Game Balance Note: As a general rule we *do not* want to give powerful spell-like ability to non-spell casters via magical objects. Mages, Priests, and especially remorts should be unique. We do not want to make these classes less unique by making their special powers available to just anyone. If you want to use a powerful spell, think about it carefully. Think about restricting it to the particular classes, alignments, and/or races that would normally be able to use such a spell.
*** Would-be experimentor's note: Avoid the temptation to create objects (mobs, etc) in order to test or experiment with spells or spell-like effects. Such activities will definitely be noticed and are seriously frowned upon. If you don't know what something does, don't use it. If something doesn't work the way you expect, ask an immortal for help. Experimentation can, in certain cases, be considered an abuse of privileges. You have been warned.
absolution  Instant-death spell. Powerful. Not recommended.
acid blast
alkar  Remort spell. Not recommended.
animal call  Remort spell. Not recommended.
anti-freeze  Resist Cold
avatar  Remort spell. Not recommended.
awakening Remort spell. Not recommended.
banishment  (unimplemented)
befriend  Remort spell. Not recommended.
brittle bones
burning hands
call lightning
cause critical
cause light
cause serious
chain lightning
change sex
charm person
chill touch
cloud of darkness  Remort spell. Not recommended
color spray
come clarion rage  Remort spell. Not recommended
continual light
control undead  Remort spell. Not recommended
control weather
corpse form  Remort spell. Not recommended
create focus
create food
create rose
create spring
create symbol
create water
cure blindness
cure critical
cure disease
cure light
cure poison
cure serious
dark vision
death trance  Remort spell. Not recommended
delude  Remort spell. Not recommended
detect evil
detect good
detect hidden
detect illusion  Remort spell. Not Recommended
detect magic
detect invis
detect poison
detect traps  Generally not recommended
dispel evil
dispel good
dispel magic
earth elemental  Remort spell. Not Recommended
embalm  Remort spell. Not Recommended
empathic healing  Remort spell. Not Recommended
enchant armor  Powerful, use SPARINGLY
enchant weapon  Powerful, use SPARINGLY
energy drain
ere faerie glamour  Remort spell. Not Recommended
eyes of the undead  Remort spell. Not Recommended
faerie fire
faerie fog
fix soul  Remort spell. Not Recommended
floating disc
fortitude  Remort spell. Not Recommended
fossilize  Very Powerful. Not Recommended
giant strength
greater healing  Remort spell. Not Recommended
heat metal
holy word
improved invisibiliy  Remort spell. Not Recommended
know alignment
lightning bolt
lightning storm  Remort spell. Not Recommended
locate object
long eye Remort spell. Not Recommended
magic missile
mana stabilization  Remort spell. Not Recommended
mark tree  Remort spell. Not Recommended
mass healing  Powerful, use sparingly
mass invis
merge soul  Remort spell. Not Recommended
mind scan  Remort spell. Not Recommended
mirror image  Remort spell. Not Recommended
pass door
petrify  Very Powerful. Not Recommended
polar wind Remort spell. Not Recommended
prayer  Remort spell. Not Recommended
presence  Remort spell. Not Recommended
protection evil
protection good
ray of dissolution Very Powerful. Not recommended
ray of truth
raze Remort spell. Not Recommended
reflection Remort spell. Not Recommended
rejoin soul  Remort spell. Not Recommended
remove curse
sanctuary Powerful, use sparingly
shadow Remort spell. Not Recommended
shadowfire Remort spell. Not Recommended
shocking grasp
smoke parasite  Very Powerful. Not Recommended
soul vision Remort spell. Not Recommended
spell steal Remort spell. Not Recommended
stone skin
stone to flesh Remort spell. Not Recommended
swarm  Remort spell. Not Recommended
the dragon flight thunder Remort spell. Not Recommended
the voice of nations calling  Remort spell. Not Recommended
tree transport  Remort spell. Not Recommended
turn undead  Remort spell. Not Recommended
unmark tree Remort spell. Not Recommended
water breathing
water speech
waters ways
winters touch Remort spell. Not Recommended
withering touch Powerful, use sparingly
word of recall
acid breath Powerful, use SPARINGLY
fire breath  Powerful, use SPARINGLY
frost breath Powerful, use SPARINGLY
gas breath Powerful, use SPARINGLY
lightning breath Powerful, use SPARINGLY
<spell level> should be no more than half the maximum level range of your area, or half the level of the mob carrying/guarding the object, whichever is less.

<maximum charges> are usually small. 10 should be considered extremely rare. 3 is extremely rare for powerful spells such as dragon's breath type stuff.


The object spell sub-command is used to create pill, potion or scroll objects. The syntax is as follows:

obj <TID@LID> spell spells <spell list>
obj <TID@LID> spell level <spell level>
See "obj use" section above for a list of spells and rules for setting the spell level. Each potion or pill can carry up to four spells -- potions that carry more than one beneficial spell should be very expensive (if sold) or difficult to get (if guarded by a mob).


The object container sub-command is used to create container objects.
The syntax is:

obj <TID@LID> container capacity <capacity>
obj <TID@LID> container weight <maximum item weight>
obj <TID@LID> container multiplier <multiplier>
obj <TID@LID> container key <key TID@LID>
obj <TID@LID> container status <container flags>
Weights are specified in tenths of english pounds.

<capacity> is the maximum total weight of objects that the container can hold.

<maximum item weight> is the maximum weight of any one item the container can hold.

<multiplier> is a percentage of the contained weight that the character feels. It is normally 100. A well made backpack might justify a 70-80 value. Anything less than that probably involves magic and should be used SPARINGLY.

<key TID@LID> is the TID@LID of an object that can be used as a key to lock/unlock this container, providing it is lockable.

<container flags> can be one of the following:

closed Object can be closed and is normally closed
closable Object can be closed and is normally open
locked Object can be closed and locked and is normally locked
pickproof When used with locked, prevents pick lock skill from working (not normally recommended).

The light object sub-command allows light sources to be created. It has the following syntax:

obj <TID@LID> light duration <ticks>
<ticks> is the number of 10 minute increments the light source will last once lit. A value of -1 will create an unlimited light source.

Note: light objects are usually given a wear location of "light" or "hold", but in special cases it can be something else. A light object has to be worn for it to be "lit".


The object focus sub-command is used to create focus objects to aid mages.
It has the following syntax:

obj <TID@LID> focus level <power level>
<power level> is the level of maximum level of spell that the focus should work with. This level should be within the level range of your area and should be within five levels of the mob(s) guarding the focus. Most focus objects take the appearance of gems, but you may also use a traditional object associated with the collection of energy. (For example a miniature pyramid, or a special headdress)


The weapon object sub-command is used to specify weapon objects. Before using these commands you should set the type of your object to "weapon" (see "obj type") and then use the "obj auto" command. After this, you can set the following weapon characteristics:

obj <TID@LID> weapon type <weapon type>
obj <TID@LID> weapon damage <dice>
obj <TID@LID> weapon message <damage type>
obj <TID@LID> weapon flags [+] <weapon flags>
<weapon type> can be only one of the following types:
flail Weapons that involve some kind of flexible chain. (nunchucks, ball-and-chains, traditional flails)
mace This includes blunt clubbing weapons of all materials including saps, hammers, and morning stars
polearm These are usually some kind of blade/spike/hammer attached to a long pole and are usually two handed
staff These are quarterstaff-like weapons, usually two handed.
sword This includes any weapon consisting of a long, usually metal, blade most commonly used in one hand.
whip whips, chains, lassos, bolas, etc.
exotic This is a catch-all catagory for weapons that do not fit in other catagories including ranged weapons and purely magical weapons. Weapon skill is level-dependent. Use SPARINGLY.
dagger This includes short piercing weapons including knives, claws, spikes.
axe Use this for hand axes,  two handed battle axes, or other chopping weapons.
Dmoon's advice: It's traditional to make spears type "staff" but I make my spears type "polearm" because they are used more similarly to a polearm than they are to a quarterstaff.

<dice> represents the damage the weapon inflicts in D&D dice notation. See the MOB command for a detailed description of the syntax. This value should be automatically set with "obj <your object's TID@LID> auto". This value should not be changed much, if at all.

<damage type> can be only one of the following:
See "mob <immune/vuln/resist>" for explanations of these damage types. Note that unless your weapon is very extraordinary, it should use bash, pierce, or slash.

<weapon flags> can be one or more of the following:
flaming  Weapon magically burns victim
frost Weapon magically freezes victim
vampiric Weapon steals life from victims, turns wielder evil
sharp Weapon occasionally does exceptional damage
vorpal Weapon has a small chance of beheading victim
two_hands Weapons must be wielded with two hands. USE THIS WHEN APPLICABLE.
shocking Weapon magically shocks victim
poison Weapon has a chance of poisoning victim
fading AntiPaladin's sword anti-parry. DO NOT USE.
defender Paladin's defender sword. DO NOT USE.

The armor object sub-command allows the armor values of an object to be
set. The syntax is:

obj <TID@LID> armor values <pierce> ac <bash ac> <slash ac> <exotic ac>
<piece ac> <bash ac> <slash ac> <exotic ac> are all automatically set using the "obj auto command". If you change these values try and keep the average value among the first three (pierce, bash, and slash) the same. Some armor may not have the same values for all kinds of attack (leather armor, for instance, may be more susceptible to piercing). A piece of armor that has a logical reason for protecting the wearer from magical effects may have a higher <exotic ac> value than automatically set. Higher values are better.

Note: Objects configured as armor should in fact be armor. Clothing, jewelry, and similar attire that does not physically protect against weapon blows should NOT be configured as armor! If you want to do something like this set up the object as its correct type and use the "obj applies ac" command.

Note: If your armor is not made from metal, make sure to use the "obj extra nonmetal" command.


The object money sub-command is used to create piles of coins. This command is not normally available to builders. When available, it has the following syntax:

obj <TID@LID> money silver <n>
obj <TID@LID> money gold <n>
<n> is the number of silver and/or gold pieces the object represents.


The portal object sub-command is used to set up portal objects. The syntax is as follows:

obj <TID@LID> portal charges <n>
obj <TID@LID> portal flags [+] <portal flags>
obj <TID@LID> portal exitflags [+] <exit flags>
obj <TID@LID> portal key <key TID@LID>
obj <TID@LID> portal toroom <room TID@LID>
<n> is the number of times the portal can be used. Set it to 0 for unlimited use.

<portal flags> must be one or more of the following:

normal The portal functions normally
gowith The portal transports WITH the user
nocurse The portal cannot be used when the user is cursed
buggy The portal occasionally teleports the user randomly
random The portal always teleports the user randomly
Note: Except under very unusual conditions, portals should not be moveable by players (flag them untakeable or too heavy to carry).

<exit flags> can be one or more of the following (some of these may be unimplemented):

closed Portal can be opened but is naturally closed
locked Portal can be opened but is naturally closed and locked
pickproof When locked the portal cannot be picked
easy When locked the portal can be picked easily
hard When locked the portal can be picked with difficulty
infuriating When locked the portal can hardly ever be picked
<key TID@LID> is the TID@LID of an object that can unlock the portal, if it is configured as locked. This object does not have to be of type "key".

<room TID@LID> is the TID@LID of the room that the portal goes to. This room should normally be inside your own area.


This command is used to automatically set standard values for object of types weapon and armor. This command should always be used after setting the level and type of the object. In the case of weapons, the <weapon type> and <weapon flags> of the object should also be set properly before this command is used. See "obj weapon" for details.



obj  apply <apply location> <modifier>
This command gives an object certain properties that confer advantages or disadvantages to the wearer. The object must be worn or held for these modifications to take effect. Each object may have up to four seperate "apply" modifications.

Note: This command is particularly easy to abuse. Do not use this command to disrupt game balance.

<apply location> can be only of the following:

strength the wearer's strength attribute
dexterity the wearer's dex attribute
intelligence the wearer's int attribute
wisdom the wearer's wisdom attribute
constitution the wearer's con attribute
perception the wearer's perception attribute
charisma the wearer's charisma attribute
sex the wearer's gender (modifier should be -1 to +1)
mana the wearer's maximum mana capacity
hit the wearer's maximum hit point capacity
move the wearer's maximum movement capacity
ac the wearer's armor class (across all values)
hitroll the wearer's hit roll
damroll the wearer's damage roll
saves the wearer's saving throws (across all values)
saves_paralyzation the wearer's save vs paralyzation
saves_rods the wearer's save vs rod
saves_petrification the wearer's save vs petrification
saves_breath the wearer's save vs breath weapons
saves_spell the wearer's save vs "normal" spells
<apply modifier> is a positive or negative integer value that adjusts the wearer's attribute chosen in the <apply location> part of the command. For the most part what this value does should be self-explanatory. The correct range of these values varies with the level value of the object. Please use common sense here! A good guideline for avoiding the wrath of the immortals is to make your item no more powerful than one already in the game of similar level and use plenty of restrict and/or fit flags.



obj apply <affected flags>
<affected flags> specifies a permanent magical effect this object confers on the player or mob who wears it. The affect can be one or more spell like effects detailed in the "MOB AFFECTS" command above. It also can include resistances such as "resist_fire". This command is not normally available to mortal builders.


This command is used to specify the kinds of races and sizes of creature that CANNOT wear the object because of physical imcompatibilities. You are encourages to use these, especially in regards to non-standard shaped races such as giants, centaurs, and cambions. Armor in particular should generally fit only one appropriate kind of body type. Syntax is :

obj fit <body type>

<body type> can be one or more of the following values:

no_tiny object cannot fit on tiny (less than duck sized) creatures
no_small object cannot fit on small (about dog sized) creatures
no_medium object cannot fit on medium (most humanoid) creatures
no_large object cannot fit on large (most giant race, horse) creatures
no_huge object cannot fit on huge (wyvern, hippo) creatures
no_giant object cannot fit on gargantuan (huge dragon) creatures
no_human object will not fit on humans
no_elf object will not fit on elves
no_dwarf object will not fit on dwarves
no_giant_race object will not fit on giant players
no_centaur object will not fit on centaurs
no_gnome object will not fit on gnomes
no_orc object will not fit on half-orcs
no_cambion object will not fit on cambions

This command is used to prevent certain kinds of players from wearing the object. This is similar to "obj fit" but "obj restrict" is more flexible and can have different effects on the restricted would-be wearer. "Obj restrict" should be used to implement magical incompatabilities, "obj fit" should be used for physical ones. The syntax is:

obj restrict <restrict type>
<restrict type> can be one or more of the following:
cast_mage Object cannot be used by mages
cast_cleric Object cannot be used by priests
non_caster Object cannot be used by monks
semi_caster Object cannot be used by warriors, thieves, mixed classes
pure_caster Object cannot be used by mages, priests, "magic" classes
male Object cannot be used by males
female Object cannot be used by females
eunich Object cannot be used by players with no gender
good Object cannot be used by "good" aligned players
neutral Object cannot be used by "neutral" aligned players
evil Object cannot be used by "evil" aligned players
human Object cannot be used by humans
elf Object cannot be used by elven races. NOTE: use this for iron weapons and armor!
dwarf Object cannot be used by dwarves
giant Object cannot be used by giant race PCs
centaur Object cannot be used by centaurs
gnome Object cannot be used by gnomes
orc Object cannot be used by half-orcs
cambion Object cannot be used by cambions
harmful Object will burn restricted PC's who try to use it.
wasting Object will slowly harm restricted PC's who try to use it.
corrupting Object will slowly turn restricted PC's "evil" who try to use it.
non-ruler Object cannot be used by those of non-ruler social class
noble Object cannot be used by those of noble social class
peasant Object cannot be used by those of peasant social class.

The object message sub-commands allow you to set the message displayed when a character wears or removes an object, and the wear location displayed when someone looks at a player. It has the followingvariants:

obj <TID@LID> worn <worn message>
obj <TID@LID wear_self <wear self message>
obj <TID@LID wear_room <wear room message>
obj <TID@LID remove_self <remove self message>
obj <TID@LID remove_room <remove room message>
<worn message> is what is shown as the location when someone looks at a player. For example to make some spectacles that appear to be worn over the eyes you could type "obj <TID@LID of your object> worn <over eyes>"
Note the use of the '<' and '>' around "over eyes". These should always be specified in the worn message.

<wear_self> <wear_room> <remove_self> <remove_room> These sub-commands allow you to specify what is shown when an object is worn or removed. The 'self' versions specify the message sshown to the character wearing or removing the object, the 'room' versionsare shown to everyone else in the room. Each of these strings can contain the following tags:
$n = name of wearer

$p = the object name
$s = his/her/its,
$m = him/her/it.
For example suppose you have a bracelet which takes theform of a snake. The following command "obj <TID@LID wear_room $p coils slowly around $ns wrist." would have the bracelet coiling itself around the wearer's wrist whenever worn.


"obj <TID@LID of your object> clone" will set up a new reset for this object in the room you are standing in and also load theobject into the room.

Note: as with "load mob", "load obj <TID@LID>" will temporarily load an object into the room without adding a reset.


"obj <TID@LID of your object> purge" will remove the specified object's reset from the room you are standing in, provided one exists.

Note: Use the command "purge <name of object>" to remove an object from the room without affecting room resets. The plain "purge" command removes everything in the room (both mobs and objects).



obj <TID@LID> put <TID@LID of container>
This command will load the specified object inside the container specified by <TID@LID of container> and set up a new reset in the room to load the object inside this same container. Note that for this to work, you have to be standing in a room with the desired container's reset.

B2 Misc building related documentation

B2.1 How to build a pet shop.

Unlike other shops, pet shops are special. In order to build one, first create the room where you want to sell pets. Give this room the flag "petshop". Now, create a room to serve as the pet shop mob storage. This room has to be the very next room TID@LID in sequence after the pet shop room! For example, if your pet shop is in room TID@LID 11808 you must create a mob storage room for the shop in 11809.

Make sure that the pet storage room is flagged no_recall and does not have any exits. Now create the mobs you want to sell as pets in this room. Make sure to give them the "pet" act flag. The pets should now be able to be bought and sold in the pet shop room.


(coming soon)

B3 Game Balance - OLC Abuse policy

Unfortunately area builders are extremely susceptable to ruining game balance. Here is how it works: New builder Joe builds a castle with a tough paladin ruler. Joe wants his area to stand out, so he gives his tough paladin ruler better equipment than most other things in the game for his level. Now new builder Ted comes along and builds the evil swamp temple of Marhuk.Ted wants his area to stand out too, so he makes the evil statue of Marhuk tougher than Joe's paladin and also gives him a better sword than Joe's paladin. This cycle continues until the first areas ever put into the game are filled with "wimpy" equipment that nobody wants anymore. You can extrapolate this example to potions, scrolls, and other useful items besides weapons and armor.

B3.1 What can we do?

This problem with equipment inflation is very real, and we've had to take some drastic steps to prevent and in some cases reverse it. When planning your area, restrict yourself to creating only one (1) powerful item that's unique in the game. You do not need to make any more. Your other items can be of comparable value to others of their type. Keep in mind that building areas is *not* about making powerful items and killer mobs. Although this is admittedly fun, your area should be fun and interesting on its own without having to rely on special items to lure people in.

If you think that non-superpower objects have to be boring, please read "Interesting Objects" in appendix C "War stories and Expert Advice".

B3.2 What else can we do?

In order to keep control of the object inflation described above, we require builders to request approval before creating certain kind of items and mobs. The specifics are listed below:


Obviously some of this is a little vague. Use your judgement. Do not try to push the limits of what's allowed in a lower level area (i.e. though a +15 hp helmet might be acceptable, it should *not* be level 5). It's much safer to ask questions than it is to have one of us think you are trying to get away with something.This may seem like a lot of rules, but keep in mind that every single one of them exists because someone abused it at some point.

Sabeth's interjection: If you want to give an object a really powerful flag, counterbalance it with a negative effect. An object that gives a high +dam bonus can also be -dex, etc. Equipment that is a 'mixed blessing' forces people to make decisions and weigh what's really important to them.Alternately, if you must give your super-mob a super-weapon, make it a weapon type that's unpopular that no one has, like polearm. (Do NOT make it exotic, even if it's pretty bizarre -- make them have to practice the skill to use it.)

B3.3 - Other forms of OLC abuse.

Some builders occasionaly try to use their OLC privileges to help themselves or their non-builder friends advance levels, escape death, find out information,or otherwise cheat the system. Gross experimentation using the OLC to create a laboratory to test spells, mobs, and other effects is also in this catagory. Punishment for this kind of abuse is swift and most fatal. Don't do it! Consider this more than fair warning.

B3.4 - Supporting Remarks

(from ROM builders tips)

NEVER write an area that is too easy, or that has absurdly powerful equipment, just to make it popular. Do not rely on a mobile being 'really tough' as the sole balance to an otherwise overpowered item -- people have soloed 30,000hp mobiles (admittedly, people with nothing better to do, but you get the idea). A well-balanced item (for example, the enchanted leather bracer) will ultimately earn popularity of its own right, and be less likely to be adjusted by a disgusted implementor who was tired of seeing people hero after spending a half day in your zone. Besides, then all the Real Studly Area Builders will laugh at you. :)

Appendix C Tips, Tricks and War Stories - Advice from Experts

This section is a compilation of various bits of wisdom from many sources, most notably "Building Tips From the Masters" by Rainman, Slash, and Lok. This appendix is broken down into three sections - mobiles (mobs), objects, and rooms. Unlike appendix A, "The Builder's Guide to Style and Long Life", this appendix is geared towards technical issues and not specifically writing style.

C1.1 Mobiles - Consider putting them in the background.

For stationary mobs that are typically in the background such as shopkeepers, consider describing them in the room description and setting the mob's long description to NULL. This will make them not show up as a mob when you look at the room, but they will be there to sell objects or perform other tasks when needed.

C1.2 Mobiles - Special considerations for high level mobs.

When creating high level mobs, high hit points and damage bonuses are hardly ever enough to present a serious challenge to players. Make sure to give high level mobs some good offensive flags, spells, special attacks, and/or a sizable bonus to their hit roll. Don't go overboard on this, though. It's actually harder to fight a mob that only has one or two flags than one that has every offensive flag; it will keep trying to do those one or two things each round, and probably have a much better success rate that way.

As with everything else, try to make the various flags and affects make sense. All a mob's special attributes should complement each other as well as be consistent with the theme and "character" of the mob.

C1.3 Mobiles - Get the size right.

Makes sure your mobs are set with the correct size. Many game effects are dependent on size, such as mount trampling. It's really silly that you can't tramble a bunny rabbit because someone forgot to set its size to small.

C1.4 Mobiles and Objects - Give them many names.

When you fill in the "name" field for mobs and objects, make sure that you specify every name that a reasonable player might expect to work. For example, a tall orc warrior's name field should include "tall", "orc", and "warrior". The names you choose should match up with the short and long description fields.

Keep in mind that mobiles (or even objects) with proper names may not "announce" them in their long descs (or even their short descs). For instance, Sere the bard in Tressardvalia has a long desc. of  "A wandering bard leans tipsily on the table, a glass of mead in his hand." His name field includes "Sere" and "bard" ("wandering" would be good to throw in here, for good measure).

C2.1 Objects - Round out the MUD weapon types.

When you create weapons, try to help round out the distribution of weapon types. What I mean by this is that there's tons of swords already in the game, but not that many polearms or flails. You're probably going to get a few groans from the immortals if you create yet another sword while neglecting the other weapon types.

C2.2 Objects - Get the weight right.

Make sure that your objects have their weight set correctly. All weights are measured in 10ths of an english-measurement pound. A kg is about 2.2 pounds.

C2.3 Objects - Take care with alignment-hostile objects.

Some builders like to make certain objects restricted to only users of a certain alignment. If you do this, try and be friendly to neutral players. There aren't enough neutral-aligned weapons and armor in the game as it is, so unless your aligned object absolutely can't be used by neutral characters, don't restrict it from them.

C2.4 Objects - Consider hiding them in the background.

Like the tip above, you can hide a stationary object by setting its long description to null. You can then let the character know that the objects exists by mentioning it in the room's  description, or through some other means. This is a good way of making secret containers and compartments. Use this only on objects that can't be moved.

*** Objects should *always* have a short description, no matter what. Weird things happen when they don't, and none of us want that.

C2.5 Objects - Methods of making items unmovable

Most people make an object unmovable by removing its wear "take" flag. However, you can also accomplish the same thing by giving the object a very heavy weight value, such as 50000. This is slightly superior for heavy things like furniture and statues because the character will get the message "It's too heavy." instead of the less satisfactory "You can't take that".

C2.6 Objects - Create "useless" objects.

You can and should add depth and interest to your area by creating objects that do not have any game value. These can be rocks, candlesticks, toys, clothing, or anything else you can think of. This makes the truly useful objects more challenging to find, and it provides good props for people who enjoy roleplaying. Useless objects are typically type trash, furniture, or jewelry.

Useless objects that can be easily obtained (on easy mobs or just sitting in the room) should be truly useless! Do not leave equipment that is actually beneficial lying around. This may sound obvious, but it has been done.

Also consider creating objects that are harmful to the owner. Objects that lower certain stats, saving throws, or confer weaknesses make the game more interesting.

(from "Area Building Tips From the Masters")

Don't totally go to town on this, outfitting every mob with 18 different reset positions of normal objects, but try to have some fun. Lets say you have a witch-doctorwith a +3 int magic tribal mask. Give him a some jungle magic as well, maybe a necklace made of human teeth (non-magical), a non-magical jujubag with maybe a chicken's foot in it that is a staff of create water, an herbal potion of refresh, maybe dress him in a zebra-skin loincloth (non-magical).

C2.7 Objects - "Interesting Objects"

You can make your weapons, clothing, armor, and other objects more interesting by giving them minor apply modifications. Perhaps a light rapier adds 1 to the user's dexterity. Perhaps a very fine dress adds 2 to the wearer's charisma. Perhaps a iron dagger subtracts 5 from the wielder's mana points, due to some interference between iron and magic. These applies do not make a significant game impact, but they make otherwise ordinary objects more interesting. The key to doing this is to make the applies logical and *very*minor.

C2.8 Objects - Containers and pills can look like anything.

You can make a container and call it an apple tree, a stream, or "the ground" and then put appropriate things in it. Containers do not have to all be pouches and backpacks. Likewise objects of type "pill" can be strange colored rocks, the eyeball of some creature, or a powdered horn. To a slightly lesser extent this flexible naming extends to all the objects types. Be creative!

C2.9 Objects - Variations on keys

Any object can be made to function as a key using the "room door key" and "object key" commands. Usually it is also set as type "key" so that it will disappear when the player logs out, but this is not required. Occasionally keys can be some other object type so that they can be more permanent (or even used for other purposes) and also so it is not immediately obvious when someone identifies it that it is a key. You may ask an immortal to set a timer on these objects if you do not want players to have a permanent key to your door or lockable object.

As with containers and pills, keys do not have to look like keys. In the old StormRider clan compound, the gate key was an obsidian stud, worn as an earring. Things like clan house and player home keys *should* be flagged "room_key" or some type other than "key" so they won't disappear every time the player logs out.

C2.10 Objects and Rooms - Give thieves a chance.

(Dmoon's advice) Thieves already have it pretty tough on The Labyrinth, and many other MUDs. Don't cripple the class further by making locked objects or doors pickproof. Also consider giving mobs things in their inventory such that a good thief could steal it without a terrible fight.

C3.1 Rooms - Use exit descriptions where appropriate.

(from "Area Building Tips From the Masters")

In the seas area I wrote, there are many many identical rooms, some of which border on 'shoals' rooms, rooms with no exits for which you must recall. Anyway, the players can get through the area easily in the daytime, but at night 'exits' doesn't work. However, I put in exit descriptions in each direction so that a player could look in a direction and see if there was land, seas, shallows, or shoals in that direction. This is how they sailed. Dumb players would wait til morning. Smart players would navigate by looking at compass points. The point is this -- those exit descriptions are always there, and you can put clues and paths and other hints in them to help the player. For instance the great pyramid area uses exit descriptions to tell the player whether a path in any given direction is safe.

C3.2 Rooms - Give people room to walk.

When building rooms, try to allow characters some freedom of movement. Don't create paths and trails that force you to go a certain way without any choices. Try and let characters get from point A to point B in a number of different ways, if possible.

C3.3 Rooms - Creating mazes.

If you're building a maze-like area consider using oneway-exits, so that it's difficult to retrace steps. Also consider asking for a mob program to create confusion. Don't make mazes just for the sake of making mazes though, make sure they have a logical reason for existing.

C3.4 Rooms - Landmarks and Features

If you mention a large landmark or terrain feature in your room description, such as a river, make sure that you reference that landmark in nearby room descriptions as well. Also, if your landmark continues outside your area (such as a river) make sure that it fits into the other areas where it goes. There's nothing more silly than to follow someone's river to an abrupt, mysterious halt as soon as it crosses the border of another area.

C3.5 Rooms - Secret Doors

A popular techique is to make a "secret" door by putting a closed door to cover an exit and then not mentioning the door in the room's description. Use this when appropriate.

Also check out the "room extra" command to find out how to give your door an interesting keyword/name.

C3.6 Rooms - Mob Confinement.

Make sure to set up rooms with the "no_mob" flag to keep your wandering mobs from wandering too far from where they belong. Good places to put "no_mob" rooms are on stairways between floors, entrances to buildings, and borders to other areas. Another technique is to flag mobs "stay_area" and "indoors" or "outdoors", but be sure to flag the rooms in your area as appropriate.

Dmoon's Advice - I like to make a special "mob loader room" for my areas.This room is flagged no_recall and  usually "nowhere" so that players can't get in or detect its existence. The room contains one-way exits to certain parts of the area. All the wandering mob resets occur in the mob loader room, and then the mobs wander out into the area on their own. This is superior to having the mobs reset directly in the area, because players can't predict where they will come back, or even if the area is "clean".

C3.7 Rooms - Use hidden objects and extra descriptions.

Sometimes (hopefully often!) you'll have a very well-developed idea for a room, with lots of intricate details. This makes for good, long room descs -- sometimes too long. Remember, a room description should not be longer than 8-10 lines at the most, *especially* if it is a room people will be likely to walk through a lot. If you have more information than you can cram into that space, you can use hidden objects and extra descriptions to flesh out the room description. For example, take this room:

(The following examples have been written exactly as they would appear on an 80 column terminal.)

The altar of Lisen and Athrea [Room 9999]

  This altar to the mother and daughter goddesses of the elves, is made out
of diamond, the purest of crystals. On the wall above you a design begins to
take shape. You can see two beautiful female elven faces in the wall, with the
rare deep blue eyes made out of sapphires. The dominant of the two faces has
ruby red hair curling gently around her face. Her piercing eyes seem hawk-like
but still very gentle. The other face must be her daughter. She has her
mother's red hair, pulled back more playfully in a ponytail. She seems kind,
yet somewhat aloof. In a tiny corner you see an elven man with loving eyes.
He must be Amairgen, the consort of Lisen and father of Athrea. The altar is
strewn with flowers ranging from delicate yet dangerous roses to the pristine
daisy. Plants grow up the walls, covering the obsidian except in front of you,
where the goddesses watch over their people. There is a tall white candle on
the beautifully carven deep emerald altar, held in a diamond candle holder. On
one side of it is a little crystal bowl of water and on the other side is a
bowl of salt, the cleanser among crystals. In between the two sits a bowl made
of jet filled with sand with a little piece of charcoal in it. On the charcoal
burns some sandlewood powder, giving the whole place a woody scent. Laying
across the front of the altar is a diamond sword, too heavy to lift, but
looking very dangerous, while also very gentle.

19 lines is definitely way too much! Fortunately a lot can be ripped and moved to extra descriptions:
The altar of Lisen and Athrea [Room 9999]

  This altar to the mother and daughter goddesses of the elves, is made out
of diamond, the purest of crystals. On the wall above you a design begins to
take shape. You see two beautiful female elven faces in the wall, with the
rare deep blue eyes made out of sapphires. In a tiny corner opposite them
you see an elven man with loving eyes. Plants grow up everywhere, clinging
to the obsidian walls save for the one clear spot, where the goddesses watch
over their people. On the altar itself lie various ritual tools, each with
their own significance. The air is infused with a woody scent, somehow
recalling the memory of spirits long since passed.

Now, you can restore all the details through extra descs such as:
(Note: notice how you must wrap your lines around for them to fill an 80 col. display properly)
room extra 'elven female goddess face Lisen' The dominant of the two faces has
ruby red hair curling gently around her face.
room extra 'elven female goddess face Lisen' +Her piercing eyes seem hawk-like
but still very gentle.

room extra 'elven female goddess face Athrea' The other face must be her
daughter. She has her mother's red hair, pulled
room extra 'elven female goddess face Athrea' + back more playfully in a
ponytail. Her expression is kind, yet somewhat aloof.

room extra 'elven man' He must be Amairgen, etc. etc.

You can then make a furniture object. In this example we'll use the fake TID@LID 9999:
obj 9999 name 'altar diamond crystal'
obj 9999 desc The altar is strewn with flowers ranging from delicate yet
dangerous roses
obj 9999 desc + to the pristine daisy. A tall white candle stands on its
beautifully carven
obj 9999 desc + emerald-topped surface, held in a diamond candle holder. On one
side of it is
obj 9999 desc + a little crystal bowl of water and on the other side is a bowl
of salt, the
obj 9999 desc + clenser among crystals. In between the two sits a bowl made of
jet filled with
obj 9999 desc +  sand with a little piece of charcoal in it, on which some
sandlewood powder
obj 9999 desc + burns. Laying across the front of the altar is a diamond sword,
too heavy to
obj 9999 desc + lift, but looking very dangerous,while also very gentle.

The flowers, candle, various bowls, and sword can then be objects that are 'put on' the altar and can be used by players (except, probably, for the sword).

The same techniques can also be used to hide information intentionally, so that players have to 'look' more carefully at the room to discover everything that's there (such as secret containers, exits, etc.)