Fatal Dimensions

First some rules/findings, just to get that off my chest.
You are no longer a mortal player now. That means you have at least a bit of responsibility towards the rest of the players, mortal and immortal.
Practically, this means that you are logged, and when council suspects foul play, we'll take a look. Don't worry, only few councilmembers have access to the logs.
This guide is a start how to build. It won't tell you what kind of ratings you should use for your armor, or howmany lines of description you should use. There are other documents on the website about that.

So, now that you have become immortal, you got a load of new commands and possibilities.
Let's start with explore some of the commands.
You can see which commands you have by doing:
Verlag says: 'type: wizhelp'
You can use all the commands preceded by a [*];
Let's go somewhere else:

Verlag says: 'type: goto 3302'
3302 is the vnum of the room. You can also go to mobs:
Verlag says: 'type: goto zelda'
You can play with "poofin" and "poofout" on your own.
Before we continue, get yourself some more vision:
Verlag says: 'type: holylight better'
So, that's much better, now you can see everything in a room, including vnums.

Some existing commands have been extended.
For example, the prompt-command has more options:
Verlag says: 'type: help prompt'
For example, use my prompt (or don't):
Verlag says: 'type: config prompt <%r [%R] %c>%i%t%hhp %mm %vmv | %e>'

Now that you're a bit warmed up, let's start working on some building skills.
You got some vnums from the headbuilder to play with. I assume you're working with 4300-4399, but change the vnums into the ones you got.
First create the first room.
Verlag says: 'type: redit create 4300'
You are now automatically transferred into that room.
It is pretty empty now, and should be looking like this:

Name: []
Area: [ 102] [5] testarea
Vnum: [4300]
Sector: [inside]
Room flags: []
Manarate : [100]
Healrate : [100]
Level : [0]
Characters: [Verlag]
Objects: [none]
Prog instance: none

Let's start on top; type a name for the room:
Verlag says: 'type: name <anything you like>'
Sector gives the mud information about the environment. It is used for movement and battles.
Verlag says: 'type: ? sector'
These are the sectors you can use.
Type name of the sector to set it:
Verlag says: 'type: city'
Let's take a look at room flags:
Verlag says: 'type: ? room'
Most flags are self explaining:
dark: you need a light to see something, day and night.
private: only owners and invitees can enter.
safe: no fighting allowed
deathtrap: you're not allowed to use it unless the headbuilder agrees.
Manarate and Healrate are obsolete and not used in code anymore.
Level denies characters with lower level. Use a mob to prevent access, not this flag.
Objects is empty, that's because there aren't objects in the room, and there is no program attached.
Let's add a description to the room.
Verlag says: 'type: desc'
This works thesame as writing a note, or changing your own description. You won't be the first to have a roomdescription in your own.
When you're finished, exit the editor:
Verlag says: 'type: done'
Verlag says: 'type: look'
You should see your description now. In most room descriptions, there are statements people try to look at. For example "On the wall is a picture." This picture doesn't need to be an object with a description, yet you want to look at it. These little descriptions are called "extra descriptions". Let's add that picture:
Verlag says: 'type: redit'
Verlag says: 'type: ed add picture' (and put a little description of a picture here)
Exit the editor again after you're done:
Verlag says: 'type: done'
Verlag says: 'type: look picture'

Next, let's add another room and connect it to this one. Or more easier: let's create a connection, which automatically adds another room.
Verlag says: 'type: redit'
Verlag says: 'type: north dig 4301'
Verlag says: 'type: walk north'
Fill out the form of this room as well. (I'll wait)
Next, let's add a door to the connection:
Verlag says: 'type: south door'
And a lock:
Verlag says: 'type: south locked'
Verlag says: 'type: south closed'
You can add a key to the lock with "south key <vnum of the key>", but as we don't have a key yet, we can't do that.
So, now you can create a room, and connect it to other rooms.
Finish off:
Verlag says: 'type: done'
Now take a look around and see if everything is as expected. You can look at the stats of the room:
Verlag says: 'type: stat droom'

Let's continue with a mob. m(ob)edit basically works thesame as r(oom)edit.
Create a mob with vnum 4300:
Verlag says: 'type: medit create 4300'
Now you'll see

Name: [no name]
Area: [ 102] [v5] testarea
Vnum: [4300] Count: [0]
Sex: [none ] Race: [unique]
Start Pos: [stand] Default Pos: [stand]
Level: [ 0] Align: [ 0]
Wealth: [ 0] Material: []
Hitroll: [ 0] Damage type: [hit]
Size: [ tiny] Group: [0]
Dice: Hit: [0d0+0] Mana: [0d0+0] Damage: [0d0+0]
AC: Pierce: [ 0] Bash: [ 0] Slash: [ 0] Exotic: [ 0]
Act: [NPC]
Offensive: [none]
Immune: [none]
Resistance: [none]
Vulnrable: [none]
Affected by: [none] [none]
Form: [none]
Parts: [none]
Short descr: (no short description)
Long descr:
(no long description)
(no description)
Prog instance: none

The important things are working thesame as in redit.
There are a few different descriptions. You have "long description", which is the line you see when you enter a room and that mob is visible. (A cityguard is here) You have "short description", which you see when you poke the cityguard. (You poke the cityguard). You have the normal description, which you see when you look at the mob. (This man is tall..etc) Linked to the descriptions is the "name" parameter. This is what you type when you want to address the mob. For example "poke cityguard".
When you fill out "race" and "level", a few defaults are filled out automatically. You can alter it as you see fit.
Hitroll is the bonus the mobs gets on top of his normal hitroll, which is based on level. No need to change that unless, ofcourse, you see a reason why a mob is better or worse than normal.
Dice and AC speak for themselves. Don't change those from the default unless you have a good reason.
Now take a look at the "Act" flags:
Verlag says: 'type: ? act'
This is what they mean:

sentinel : the mob will stay in the room where it was resetted
scavenger : the mob will pick up and if possible use items
remove_obj : the shopkeeper with this flag will destroy items sold to him
aggressive : the mob will attack players within 5 levels difference
tcl_aggressive : the mob is an aggressive mob by his program
stay_area : the mob will stay in the area where it was resetted
wimpy : the mob will flee
pet : the mob is a pet
train : the mob is a trainer
practice : the mob is a teacher
unseen_servant : the mob is invisible for mortal characters
undead : the mob is an undead
cleric : the mob knows and uses clerical spells
mage : the mob knows and uses mage spells
thief : the mob knows and uses thief skills
warrior : the mob knows and uses warrior skills
no_align : the death of this mob won't affect alignment of the killer
no_purge : the mob won't be purged when told to. Don't use this one, it's very annoying for builders and it adds nothing to the game
outdoors : the mob will stay outdoors
indoors : the mob will stay indoors
is_healer : the mob is a healer
gain : you can gain skills at this mob
update_always : this mob will be updated every reset
is_changer : this mob is a money changer
peacefull : you can't attack this mob
noquest : you won't get quests to kill this mob
ignore_position : programs will always run, regardingless of his position
ingore_neghealing : the mobs hitpoints won't deteriorate from a negative healing environment
corrupt : this shopkeeper is a corrupt one
mudwanderer : this mob can wander through the intire mud. Ask permission before setting this flag
pc_blocks_respawn : this mob will respawn at a lower rate when people are present in the area

Next, take a look at the offensive flags:
Verlag says: 'type: ? offensive'

area_attack : the mob can attack everyone it's fighting with
backstab : the mob will perform a backstab if he's aggressive and able to
bash : the mob uses bash
berserk : the mob can berserk
disarm : the mob can disarm
dodge : the mob can dodge (this is getting boring)
fade : the mob will try to hide
fast : the mob is hasted
kick : the mob can kick
dirt_kick : the mob can dirtkick
parry : the mob can parry
rescue : the mob can rescue
use_tail : the mob uses his tail, if he has one
trip : the mob can trip
crush : the mob can crush
assist_all : the mob will assist anyone. 'PROTECT THE INNOCENT!! BANZAI!!', you know the drill
assist_align : the mob will assist anyone with thesame alignment
assist_race : the mob will assist people with thesame race
assist_players : the mob will assist players
assist_guard : the mob will assist guards
assist_vnum : the mob will assist mobs with thesame vnum
remember : the mob will attack again when you have fled and returned
hunter : the mob will come after you when you flee
headbutt : the mob knows how to headbutt

You can make a mob immune, resistant or vulnerable for certain kinds of things.
Verlag says: 'type: ? immresvul'
For immunities, you need a good reason, and permission. For vulnerabilities and resistances you need a reason, and balance. So, don't make him vulnerable for everything.
Verlag says: 'type: ? aff'
You see the spells a mob can be affected with. The spells are cast as with his level.
At last for this mob, you can add extra descriptions, like you did with the room.
Verlag says: 'type: done'
There you go, your first mob has been created.
Verlag says: 'type: stat dmob 4300'

Let's skip objects for a moment, and look at the different ways to get a mob "alive". There are two ways, one is a one-time thing, the other is a more permanent solution.
The first thing is loading a mob.
Verlag says: 'type: load mob 4300'
There you go. Type look, and see if it worked. When you're finished cheering and toying around with it, remove it again:
Verlag says: 'type: purge <name of the mob>'
Or to clean out the complete room:
Verlag says: 'type: purge'
When a mob is loaded, it won't come back when the mud does a copyover, or when he's killed. This is not what we want. What we want is the second option: resetting of the mob.
Verlag says: 'type: reset'
How boring, nothing yet. Let's add the mob to the list:
Verlag says: 'type: reset 1 mob 4300 2 1' (reset one mob fourthousandthreehundred two one)
This means: make sure there are maximum of two of these mobs in the mud, and one in this room.
Now reset the room, and look:
Verlag says: 'type: reset room'
If I'm correct, you have your mob back. Reset the room again, and you see that nothing happens. This is because there is only one mob allowed in this room. Go to your other room, and add thesame reset and reset that room as well. You see that the mob will reset there also. Now you have two mobs.
Verlag says: 'type: mwhere 4300'
There you go, all two of them.

Now let's continue for an object.
Verlag says: 'type: oedit create 4300'
You see the next form:

Name: [no name]
Area: [ 102] [v5] testarea
Vnum: [4300] [0 counts]
Type: [trash]
Material: [no material]
Level: [0]
Wear flags: []
Extra flags: []
Extra2 flag: []
Weight: [0]
Cost: [0]
Condition: [100]
Prog instance: none
Short desc: (no short description)
Long desc:
(no description)

The descriptions and name are similar to the ones you used with mobs. Unlike mobs, objects don't have a standard description when you look at it. When you do, you'll see the long description. You can overrule this by adding an extra description. (like the painting in the room) Use the "name" ofthe mob as extradescription.
You have different types of objects:
Verlag says: 'type: ? type'
Most things are pretty selfexplaining. You can play around later, but first let's make a weapon:
Verlag says: 'type: weapon'
The form changes a little.
Add the descriptions: long, short, extra and add a name based on the short and long description.
Let's continue by telling it how you can want to wear the item.
Verlag says: 'type: ? wear'
You have to be able to pick it up, and to wield it:
Verlag says: 'type: take'
Verlag says: 'type: wield'
Now look at the extra flags.

glow : the object is glowing
hum : the object is humming
dark : the object can't be seen without light
lock : ?
evil : the object reacts on detect_evil
invis : the object is invisible
magic : the object reacts on detect_magic
no_drop : the object can't be dropped (a curse)
bless : the object reacts on detect_good
anti-good : the object can't be worn by good aligned chars/mobs
anti-evil : the object can't be worn by evil aligned chars/mobs
anti-neutral : the object can't be worn by neutral aligned chars/mobs
no_remove : the object can't be removed when worn (a curse)
inventory : ?
no_purge : the object won't be purged with a purge command. (don't use this)
rot_death : the object will decay when a timer trigger triggers
vis_death : ?
non_metal : the object won't react on heat_metal spell
no_show : the object is invisible for mortal chars
no_locate : the object can't be located by 'locate object' spell
melt_drop : the object will be destroyed when dropped
sell_extract : the object will disappear after being sold
freeze_proof : the object won't be affected by cold based spells
burn_proof : the object won't be affected by heat based spells
no_uncurse : the object can't be uncursed
no_identify : the object can't be identified
no_steal : the object can't be stolen
no_sell : the object can't be sold (can be set by chars themselves as well)
reflecting : the object is reflecting (needs additional properties
noquest : the object won't be a target for quests
pc_blocks_respawn : the object won't be reset when people are in the area (usefull for treasures)
saveobj : the object will be saved, so it's still there after a reboot/crash

So... now you can create your areas. We've talked a little about being an immortal and how to use the commands.
Next we talked about creating a mob, and an object. We even talked about the difference between loading and resetting mobs and objects.
The last thing I want to do, is tell you about my job, and the way to real immortality.
Before you start an area, you need to file some basic information to me.
Verlag says: 'type: help newarea'
With this information, I can see if the area is material we can use, and what to use to create the area. As for mobs, rooms and objects, there's a template to fill out for new areas.
Verlag says: 'type: stat area'
Most things are relevant for an area. Most important for you are the name, the creator and the absence of the "unfinished" flag. The name and creator are shown on the "area" command, and the existence of the flag means that you won't get xp from killing mobs, and that objects will crumble.
Last thing to say is: good luck on your new areas, and may I express the hope that many areas will flow from your hands with lots and lots of many lined descriptions.