Cast, v.
(1) To iniate a magical spell.
(2) To define what type of object something is.
See spell for details.

CF, n. [comp. of Center Fountain] (DIKU) Many towns contain a main or center fountain. Thelocation is called CF.

Channel, n.,v.
(1) Named or numbered communication route by which subscribers maylisten or send messages. Generally has replaced the shout feature MUDs once offered. Shout was essentially a single channel.Now games typically offer multiple channels, some public and othersprivate. Private channels may be exclusive to a particularguild or to game administrators .On some MUDs channels are treated like radio channels, where onemust have a special radio receiver. In others one uses a special
See: page .
(2) Use of magic based on the Wheel of Time book series.command to gain access.

Character, n.
(1) Object that represents a lifeform within the game.
See: NPC , player , pc .
(2) Single text letter. Example: "b".
See: PC .

Chat, v., n.
Style of communicating with other players that favors conversationin a human written language over symbolic or indirect methods.

Chomp, n.
(1) Same as snip .
(2) Three bytes .
See: nibble .

Clan, n.
Same as guild 2 .

Class, n.
Character membership or role providing access toa special set of skills or magical abilities.Some games limit players to holding membership in more than one class.Common classes (DIKU): Cleric , Mage , Thief ,Warrior .
See: guild 1 , skilltree .

Classless, n., adj.
MUD that does not support or provide classes .

Cleric, n.
Class of those associated with temple worship.Typically have the power to heal.

Client, n.
(1) Program used to communicate to a game. Such clients areintended to make interfacing with the game more user friendly.
(2) Any program that is incomplete unless used in conjunction with aserver (or central process).
See: program , hilite , trigger .

Close, v.
To limit access to. Command or act that limits accesss to the contents ofcontainers type items or to room exits provided by doors .
See: open , lock , unlock .

Code, n., v.
(1) Plural (spelled "code"): instructions. Collectively known as aprogram .
(2) Same as password .
(3) (v). To create programs .

Codebase, n.
Fundamental underlying code of a MUD. Usually refersto the server and not a mudlib or othernon-essential data files.

Coder, n.
(1) Someone who makes modifications and additions to the codewithin a MUD .
(2) Title given to someone who may code (3) .
See: Head Coder .

Color, n.
Also colour [British].
Feature producing colors on ANSI compatible terminals .Often used in the promotion of text based MUDs.

Combat, n.
(1) Aspect of a game related to physical conflict (within a MUD).
(2) Game that features warriors in competition described asphysical.
See: system for balance relationship.

Command, n.
Word or sentence containing instructions for the game to follow.
See: command line .

Command Line, n.
Place for you to enter commands for the game such asat the MUD prompt .

Compress, v.
To reduce the size of something. Typically a computerprogram makes a file of data that was once large smaller.A decompress is required to re-create the originalfile.

CON, n. [comp. of constitution]
See: constitution .

Consider, v.
To size up an opponent such as for combat.
Often abrev. con.

Constitution, n. also CON
(1) Character statistic that often indicates a form ofendurance.
(2) Character's moral alignment: evil , neutral or good .
(3) Chief game rules for players , which are specific to aparticular MUD.
See: character .

Connect, v.
Same as logon .

Connected, n.
(1) To be in control of a particular character at this moment.
(2) To be in communication with the game.
See: linkdead , switch .

Coordinate System, n.
Game play scheme that allows items within a location to be precise distances from each other. For instance a door maybe five units from a table. Most often used in combat gamesand depictions of outer space or other situations where players areallowed to move great distances without necessarily leaving onedistinct location. Sometimes associated with virtual rooms.
See: ranged weapons , sublocation ,X , Y , Z .

Copyover, n.
(DIKU) Same as hotboot .

Core, n.
File (usually megabytes in size) that may be created when a gamecrash occurs. The file creation is called a core dump. A corefile can be used to examine the state of the game at the time of thecrash, and help diagnose the cause.
See: crash .

Core Dump, n.
Same as core .

Corpse, n.
Dead remains of a character (PC or NPC ) that has beenkilled. These may act as open containers for the possesions which theliving character had. Note: The corpse is often only a representation ofthe character that died so it is possible for living characters to seetheir own corpse seperate from themselves.

Corpse Retrieval, v.,n.
Act of returning to the location of demise in orderto reclaim the body (and equipment) of a PC .This act often also involves eliminating whatever killedthe adventurer in the first place.
See: corpse .

Crash, v., n.
Unscheduled cessation of all game operations. This conditionusually deletes many current variables, meaning that the most recentlyperformed activities will leave no trace following the reboot .
See: hung , reboot .

Create, v.
(1) To build something for the first time.
(2) Same as logon, only this is to create a new PC .

Creator, n.
(1) Person responsible for the initialization of a MUD .
(2) Builder of areas . Some prefer therather ominous title, "Destroyer of Worlds" and biblical (or notso biblical) variations thereof.
See: founder , implementor , wizard .

Cryo, n. [Comp. of Cryogenically Frozen.]
(DIKU) Similar to hybernate .A specific form of renting available on some Diku MUDsthat usually costs the same as several days rent, but keepsthe character suspended until the player next connectswithout any additional daily rent costs.

Currency, n.
Any money circulated within the game and generally accepted forthe purchase of equipment or in other forms of trade.Often gold . Mostly limited to combat or otherRPG oriented games.
See: economy .

Cyberportal, n.
(1) Feature that allows game objects (PCs for example) to migratefrom one game server to another while both games arerunning.
(2) In game representation of a link to another gameserver for the transmissionof information to or from the other game.
See: intermud .

Encyclopædia of MUDs, © 1993-2000 by Henry McDaniel III. Licensed to Blane Bramble, Virtua-Web Limited.