- A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z -
Other
.:. CAEMLYN |
The city of Caemlyn is a major RP center on A Moment in Tyme. A large portion of the player population often can often be found in this Andoran city. Caemlyn consists of an Outer City and an Inner city. The Outer City is where most of the shops and businesses of Caemlyn are located, as well as many inns and the homes of commoners. The Inner City is where the nobility live, and where the nicer inns and more upscale shops can be found. It is also where the Royal Palace is located at the highest point of the city, its golden domes and pale bright walls gleaming over the rest of the city. In front of the Royal Palace is the Oval Plaza, which is a popular place to find roleplay. Essential RP locations in Caemlyn: Paths indicated are from the Main Intersection of Caemlyn. To get there, type "recall CM". Oval Plaza: North The Royal Palace: 2 x North The Queen's Blessing Inn: 6 x East, 3 x South, East. The Lion Banner Inn: North, East, North. The Embassy of Cairhien: 6 x West, South, West Whitecloak Embassy: 6 West, 3 South, West Queen's Guard Barracks: West, South, 6 x West, 6 x South, West The White Stag: 2 x South, East, South Shen an Cal'har Embassy: 6 x South, 5 x West, North The Saucy Wench: 6 x South, 5 x West, South The Crown of Roses Inn: West, South (A map of Caemlyn will eventually be added to this file.) See Also: Andor, Andorans, Andoran Law |
:: Beginning |
.:. CAIRHEIN |
Help Information for Cairhien Pronunciation: KEYE-ree-EHN SIGIL: A many-rayed golden rising sun; the Rising Sun BANNER: A many-rayed golden sun rising on a field of blue CAPITAL CITY: Cairhien SYMBOLS: The Sun Throne, the Sun Crown RESOURCES: Farming, Trade, the Great Library, Education HISTORY Cairhien, once known as Al'cair'rahienallen, or the Hill of the Golden Dawn, was founded at the end of the War of the Hundred Years. It was a vast nation, stretching from the River Erinin to Shienar, to the Spine of the World. Now the land covers less than half that area, south of what is known as Kinslayer's Dagger. In 566 NE, the king of Cairhien gave the Aiel what is known as the Water Gift, for water is a precious commodity in the Waste, and usually the Aiel have to fight for what they need. In gratitude for the King's generosity, the Aiel granted Cairhien the exclusive right to travel the Silk Path from the Jangai Pass through the Aiel Waste. At the same time, they gave the king the only known sapling of Avendoraldera, the Tree of Life. The nation prospered from trade with the lands beyond the Waste, until Laman's Sin. LAMAN'S SIN It was a minor part of one of King Laman's plots that caused him to cut down Avendoraldera to make a throne which could never be duplicated. This action started the Aiel War, which changed Cairhien's history forever, and earned Laman the name of "Treekiller" among the Aiel. The black-veiled savages, as they are often referred to in Cairhien, stormed over the Dragonwall and began one of the bloodiest wars in history. Cairhien was sacked and looted, the Aiel taking their 'fifth' of everything. Farmlands were razed, graineries destroyed. The only thing the Aiel left untouched was the Great Library, for they valued knowledge, and saw the destruction of books as great a sin as Laman's killing of the Tree of Life. AFTERMATH After the Aiel War, Cairhien was greatly weakened, and the nation's exclusive rights to the Silk Path were revoked. With the razing of its farmlands, and the destruction of its graineries and other resources, the nation was forced to request aid in feeding its people from neighboring countries such as Andor, with whom Cairhien has fought often. The Aiel continue to remember Laman's Sin even to this day. The once-majestic, sky-reaching towers of Cairhien are now known as the Topless Towers, for they were burned and never rebuilt during the Aiel War. Only the Great Library remains, the nations greatest treasure, though the city has since been rebuilt. THE CITY OF CAIRHIEN The City of Cairhien is the nation's capital, and is today laid out in a precise grid of perfectly straight lines and sharp angles in a square surrounded by high gray walls. The River Alguenya borders one side of the city, allowing for river trade. People travel in closed sedan chairs or in curtained carriages among pedestrians who make a pretense of intently minding their own business. All of the buildings are similarly desgined in precise, square structures with straight lines and sharp angles, and even the hills are carved out into straight lines that look man-made. Recently, Cairhien has become the home of a ground-breaking school in what was once the manor of Lord Barthanes, where inventors, philosophers, and those of scientific thought may work and study and experiment to create new wonders. Between the school and the Great Library, Cairhien has, in fact, become a center for learning and forward thinking since it fell to Rand al'Thor, the Dragon Reborn. See Also: Cairhienin, Aiel, Nations, Rulers, Update, Timeline |
:: Beginning |
.:. CAIRHIEN |
Help Information for Cairhien Pronunciation: KEYE-ree-EHN SIGIL: A many-rayed golden rising sun; the Rising Sun BANNER: A many-rayed golden sun rising on a field of blue CAPITAL CITY: Cairhien SYMBOLS: The Sun Throne, the Sun Crown RESOURCES: Farming, Trade, the Great Library, Education HISTORY Cairhien, once known as Al'cair'rahienallen, or the Hill of the Golden Dawn, was founded at the end of the War of the Hundred Years. It was a vast nation, stretching from the River Erinin to Shienar, to the Spine of the World. Now the land covers less than half that area, south of what is known as Kinslayer's Dagger. In 566 NE, the king of Cairhien gave the Aiel what is known as the Water Gift, for water is a precious commodity in the Waste, and usually the Aiel have to fight for what they need. In gratitude for the King's generosity, the Aiel granted Cairhien the exclusive right to travel the Silk Path from the Jangai Pass through the Aiel Waste. At the same time, they gave the king the only known sapling of Avendoraldera, the Tree of Life. The nation prospered from trade with the lands beyond the Waste, until Laman's Sin. LAMAN'S SIN It was a minor part of one of King Laman's plots that caused him to cut down Avendoraldera to make a throne which could never be duplicated. This action started the Aiel War, which changed Cairhien's history forever, and earned Laman the name of "Treekiller" among the Aiel. The black-veiled savages, as they are often referred to in Cairhien, stormed over the Dragonwall and began one of the bloodiest wars in history. Cairhien was sacked and looted, the Aiel taking their 'fifth' of everything. Farmlands were razed, graineries destroyed. The only thing the Aiel left untouched was the Great Library, for they valued knowledge, and saw the destruction of books as great a sin as Laman's killing of the Tree of Life. AFTERMATH After the Aiel War, Cairhien was greatly weakened, and the nation's exclusive rights to the Silk Path were revoked. With the razing of its farmlands, and the destruction of its graineries and other resources, the nation was forced to request aid in feeding its people from neighboring countries such as Andor, with whom Cairhien has fought often. The Aiel continue to remember Laman's Sin even to this day. The once-majestic, sky-reaching towers of Cairhien are now known as the Topless Towers, for they were burned and never rebuilt during the Aiel War. Only the Great Library remains, the nations greatest treasure, though the city has since been rebuilt. THE CITY OF CAIRHIEN The City of Cairhien is the nation's capital, and is today laid out in a precise grid of perfectly straight lines and sharp angles in a square surrounded by high gray walls. The River Alguenya borders one side of the city, allowing for river trade. People travel in closed sedan chairs or in curtained carriages among pedestrians who make a pretense of intently minding their own business. All of the buildings are similarly desgined in precise, square structures with straight lines and sharp angles, and even the hills are carved out into straight lines that look man-made. Recently, Cairhien has become the home of a ground-breaking school in what was once the manor of Lord Barthanes, where inventors, philosophers, and those of scientific thought may work and study and experiment to create new wonders. Between the school and the Great Library, Cairhien has, in fact, become a center for learning and forward thinking since it fell to Rand al'Thor, the Dragon Reborn. See Also: Cairhienin, Aiel, Nations, Rulers, Update, Timeline |
:: Beginning |
.:. CAIRHIENIN |
The People and Dress Code of Cairhien Cairhien is pronounced: KEYE-ree-EHN Daes Dae'mar is pronounced: Dah-ess day-MAR People from Cairhien are called 'Cairhienin'. (KEYE-ree-EHN-in) Daes Dae'mar Also known as the Great Game, or the Game of Houses. This is not truly a game, though Cairhienin children learn to play it, whether of common birth or noble, with their dolls and soldiers. It is a complex system of political intrigue and maneuverings, using the art of misdirection and hidden meanings to gain power and status. For a Cairhienin, even the commonfolk, nothing is as it seems. Everything has a deeper meaning, a hidden motive. Even those who claim not to play the Great Game are not above suspicion, and at times, they are even more suspect. Daes Dae'mar can often turn deadly, with the use of poisons, and assassinations in order to open otherwise occupied positions of power for those who consider themselves more cunning and capable. The Great Game is a way of life for the people of Cairhien, and the presence of the Dragon Reborn does little to sway them from this historically destructive force, which is a large part of Cairhien's volatile nature and internal strife. Dress Code The people of Cairhien are generally a stoic people, with a strict desire to control everything, and have everything in order precisely as it should be. Cairhienin are short and pale-skinned, with dark hair and usually dark eyes. The ladies wear their hair tightly coiffed into elaborate towers of curls, each designed to suit the unique tastes of the wearer. Men wear their hair long, either loose or tied back. NOBLE ATTIRE Cairhienin noblewomen usually wear dark dresses and gowns, in shades of black or dark blue or green. The dark clothing is relieved only by narrow horizontal slashes of color down the front, and ivory lace at throat and wrists. Noblemen usually wear coats in similarly dark colors, with slashes down the front as well. The slashes indicate rank in Cairhienin society. The more slashes, the higher the noble is ranked. For instance, a noble with only a few slashes across the chest would be of low rank, while a noble with slashes nearly all the way down would likely be a High Seat of his or her House. The King or Queen would have slashes from neckline to hem. The colors of the slashes vary, and indicate to which House the noble belongs. Formalwear among the nobility is much the same, except more elaborate. Ladies formal gowns are usually made of silk or other finer materials, with skirts supported by hoops that are so wide that they at times must turn sideways to pass through a door. Noblemen often wear bell-shaped or flat caps of soft velvet. SERVANTS Servants play a large role in Cairhienin society, and they too are bound by the restrictions of their Lord or Lady's dress code. Their livery usually only has color in a few stripes on the cuffs of the sleeves, and their House badge embroidered on the breast of their coat or dress. Some liveries have house colors covering the collar or sleeves, but rarely the entire coat or dress. Upper servants show more color on their livery than lower servants. MILITARY DRESS Cairhienin military dress, like the upper classes, follows the same strict guidelines, but with a few additions. The Officers wear slashes of rank across their coats much as nobles do, but they shave the front of the head and dust it with white powder, leaving their hair hanging long in back. High-ranking officers wear ornate, gilded cuirasses and gauntlets as well as large white plumes attached to their bell-shaped helmets. They also wear small banners called "con" to indicate which lord they serve, and allow others to easy locate and identify them. Lesser officers and soldiers wear plainer armor. Regular soldiers wear their hair cut short in a basic bowl cut. COMMONERS AND FOREGATERS In contrast to the rest of Cairhienin society, those of the lower classes tend to dress in bright, festive colors almost in defiance of the ordered customs of their betters. Not bound to conform to such rigid restrictions, their clothing is often ill-fitted and shabby, but colorful, with bright skirts and shirts, with coats and shawls that are equally bright. THE FEAST OF LIGHTS The only time Cairhienin break these rigid rules of order and class is during the Feast of Lights, which lasts for two days. During this time, all social barriers are discarded between nobles and commoners. It is a time when the Cairhienin seem to make up for their perfect etiquette and celebrate with wild and careless abandon. Any man can kiss any woman. Any woman can kiss any man. It is common to see nobles and commoners together in varying states of undress. The streets are often filled with dancing and music, with Illuminator displays at night. People run around half-naked. No repercussions are ever incurred for anything that might have occurred during the holiday, and there is no acknowledgement that anything did, in fact occur. When the Feast of Lights is over, everyone goes back to their normal lives, to live behind their rigid masks of formality and propriety. See Also: Daes Dae'mar, Cairhien, Nations, Rulers |
:: Beginning |
.:. Call Frost |
-------------------Call Frost-------------------- Please use syntax 'inform 'call frost'' for weave information. |
:: Beginning |
.:. CART |
Travel wagons may be used as transportation from one part of the mud to another, saving you from walking. The travel wagon goes from location to location, momentarily stopping to take on new passengers and deposit old. The cart driver usually charges a fee for this service. To use a travel wagon you must be at the location of the wagon. Syntax: > travel wagon list Lists the locations the wagon travels to. Wagon must be in the room. > travel wagon Enters the wagon. Upon entering the wagon, you will not be charged the fee until the wagon starts moving. See also: Recall |
:: Beginning |
.:. chanmastery |
The Channeling Mastery system is no longer in use. Please see Policy OCS for more information on channeling strength. See also: Emote Channeling |
:: Beginning |
.:. CHANNELER STRENGTHS |
When you create your character, you can choose which flows you are naturally stronger or skilled in. This is your 'flowstrength' and your 'flowskill'. You can see what you have chosen by typing 'talents'. Strong/Moderate/Weak = referring to flow strength Gifted/Average/Inept = referring to skill with said flow If one selected strong in fire then their base flow of fire would be considerably strong. If coupled with gifted that person would be quite adept at weaving strong fire weaves. When you type 'talents' you will see your chosen flow strengths and skills. For example, if you chose 'Strong Air' 'Strong Spirit', and 'Gifted Air' 'Gifted Spirit', this is what you would see when you type 'talents': * finesse air * finesse spirit * strength air * strength spirit These are your -base- settings for your flowstrengths and flowskills and represent your natural abilities. For example, a Novice at the White Tower with these settings would be naturally strong and gifted in Air and Spirit. This would eventually be discovered in time through roleplay, which should reflect these talents. Policy OCS gives more information on overall channeler strength. See Also: Talents, Flowstrengths |
:: Beginning |
.:. CHANNELING |
A Brief Summary of Tyme's Magic System In the Wheel of Time setting, 'magic' is not referred to as 'magic'. It is called 'channeling'. Summary The One Power comes from the True Source. It is a thing feared by many, and it can be channeled by only those who have the ability to learn, or who have the spark inborn. The One Power comes from the True Source, and is said to be the force that turns the Wheel of Time. It is divided into five Powers or Flows: Air, Earth, Fire, Water, and Spirit. The True Source is divided into two halves. Saidar, which is the female half of the True Source, and Saidin which is channeled by men. Until recently, the male half of the True Source was tainted by the Dark One however, and men who channel Saidin were destined to go mad, and eventually die. They are held responsible for the Breaking of the World, and for many generations, they have been feared, hunted, and sometimes loathed. Female channelers, on the other hand, face no such risk, though they do have other reasons to be cautious. Aes Sedai are female channelers, bound by certain Oaths, who are trained to wield the One Power. They are feared, and often respected, but also blamed for the Breaking of the World, simply because they too wield the One Power. Some women are born with the spark, the ability to channel, and will do so whether they wish it or not. Those who are found by the Aes Sedai in time are trained until they can channel safely, and then either allowed to leave, or remain and possibly one day become Aes Sedai. Those who are not found by Aes Sedai usually end up dying or burning themselves out. Those few with the spark who survive, however, are known as Wilders. They have learned some sort of rough control over the One Power on their own, but usually have a block that prevents them from channeling whenever they wish. Men are said to be stronger in Fire and Earth, while women are said to be stronger in Air and Water. They are equally strong in Spirit. See Also: Flowstrength, Saidin, Saidar, Wilder, Block |
:: Beginning |
.:. Channeling Combat |
-------------------- Combat Channeling -------------------- The channeling commands for "turn weave" are not currently included in the combat system for MikkiMud 3.0. This will be an ongoing process, so please be patient. Thank you. See also: Turn-based Combat, Turn Weave, Turn Slice |
:: Beginning |
.:. Channeling Mastery |
The Channeling Mastery system is no longer in use. Please see Policy OCS for more information on channeling strength. See also: Emote Channeling |
:: Beginning |
.:. CHANNELING TALENTS |
Cloud Dancing - Manipulate the weather and winds. Healing - Heal with the One Power as well as Harm. Puny Channeler - Very Weak in the One Power. Weak Channeler - Weaker than normal in the One Power. Powerful Channeler - Stronger than normal in the One Power. Mighty Channeler - Very strong in the One Power. See Also: Cloud Dancing, Healing, Puny Channeler, Weak Channeler, Powerful Channeler and Mighty Channeler |
:: Beginning |
.:. CHANNELS |
There are a myriad of channels, both public and private, that are available for everyone to use. You can get a list of the channels by typing <channel list> or simply typing <channels> will give you options on how to customize which channels you wish to receive and those you want shut off. OOC forms of communication: > question|answer <string> - A channel to have questions answered. > <multiguild tag> <string> - a channel for your specific multiguild(s). > glt <string> - The Guild Leader channel. > newbie <string> - A good channel for newbies to ask questions. > ooc <string> - Global channel for OOC communication. > osay/say <string> - A channel for OOC discussion in a single room. > qsay <string> - The channel for those currently in a Quest. > tell <player> <string> - A private channel for 2 people. > vg <string> - A channel for the Visitor Guides. -IC forms of communication: > emote <string> - Most commonly used command to dictate a players actions and words during RP. > pemote <string> - Much like Emote, it is slightly altered but still very useful to RP. |
:: Beginning |
.:. character |
Welcome to a Moment in Tyme character creation. This is where you will create your character to play in our world. In the menu's that follow, you will have the opportunity to build a character that is as individual as yourself. You may set your characters height, age, weight, strength, and agility. You will be able to customize your characters strengths and weaknesses by adding talents or flaws. Unlike most other MUD creation systems, our system does not follow a rigid menu based format. You may change any part of your character at any time. You may also converse with visitor guides and staff members for help. To see what commands are available to modify your character, type 'commands'. To get help, try the 'help' command. For example, to get help on the 'mighty channeler' talent: Type: help mighty channeler If you can't find what you're looking for in the help files, try one of the following channels to ask for help. If you don't get a response on one channel try the other channel on the list: newbie <text> Example: newbie What does the talent 'Mighty Channeler' do? question <text> Example: question What does the 'weight' stat affect? We look forward to having you join our world and hope you enjoy your stay! |
:: Beginning |
.:. Charismatic Leader |
**This talent allows one to purchase retainers at a lower cost than usual. *see also: Nonchanneling Talents |
:: Beginning |
.:. CHAT |
This is a channel dedicated to the assistance of newbies, and to allowing them to have a channel they can communicate on freely. It is available to everyone until the point of being taken into a Guild, and to any Imms or Visitor Guides who wish to be on it. Newbienet is a strictly Out of Character channel. Usage: newbienet <text> Example: newbienet Hey all! Where is the guild requirement board? Also see: OOC, GDT, channels. |
:: Beginning |
.:. CHESS |
There is a chess game for you to play with another player, if you like, and can find a partner. The syntax is as follows: > chess ask <opponent> : Asks another player to play chess with you. > chess accept <opponent> : Accepts an invitation from another player. > chess watch <player> : Shows the current board of someone playing a chess game. > chess show : Shows the current chess board you are playing on. > chess resign : You give up a game of chess you're playing. > chess pass : Makes you pass your turn to your opponent. > chess move <pos1> <pos2> : You move a piece from position 1 to position 2. > chess longcastle : Does a Queen's castling, if it's allowed. > chess shortcastle : Does a King's castling if it's allowed. > chess : This gives a syntax help, listing all commands. Essentially, the expected sequence is this: -Player A types: chess ask B -Player B responds: chess accept A -Then a lot of moves.. -One player (presumably the loser) types: <chess resign> -Note that the game still goes on even if the king on either side is gone, so for the game to really end, someone must type <chess resign> to end the game. Chess technicalities: The "en passant" move is not implemented and promotion is always to the Queen. |
:: Beginning |
.:. CHILDREN |
Children of the Light (or known disparagingly as Whitecloaks) --------------------------------------------------------------------------- A society holding strict ascetic beliefs, dedicated to the defeat of the Dark One and the destruction of all Darkfriends. Founded during the War of the Hundred Years by Lothair Manthelar to proselytize against the increasing number of Darkfriends, they evolved during the war into a completely military organization, extremely rigid in their beliefs, and completely certain that they know the truth and the right. Please see Template Show 10 for information on joining the Children of the Light. |
:: Beginning |
.:. CIRCLEMUD |
C I R C L E M U D 3 . 0 Circle-MUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at Johns Hopkins University's Department of Computer Science. All code unique to Circle-MUD is protected under a copyright by the Trustees of the Johns Hopkins University. Many, many people contributed to Circle-MUD in one way or another throughout the course of its development. Although it's impossible for me to remember them all, I'd like to extend special thanks to certain people: -- Jeff Fink, for submitting a veritable mountain of excellent code. -- Chris Epler and Chris Herringshaw for extensive beta-testing and bug reporting. -- Furry (Alex Fletcher), for single-handedly managing Circle's world files. -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other code and area submissions. -- Jean-Jack Riethoven, for porting the code to the Amiga. -- Bill Bogstad and Tim Stearns, for allowing Circle to exist. -- The DikuMUD folk, and the good old WhatMUD implementors Dave & Justin, for starting the ball rolling. -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being there in the very early days of Circle's development. -- And, of course, Sharon, Ben, Erica, Aly, and Josh, for keeping me sane. ...plus everyone else in the Circle community who has submitted material! Thanks everyone! |
:: Beginning |
.:. CLASS |
A Moment in Tyme, unlike other MUDS you may be familiar with, does not have a coded class system. This MUD is unique, in that you are not limited merely to one form of class such as a fighter, or a mage. When you first log into the game and create your character, you can choose certain talents which ultimately define what type of character you end up playing. There aren't any limits on the talents you can choose from when you create your character, other than a leveling modifier which basically increases the amount of experience you need to level, based on how many talents you choose. The rarer or more advantageous the talents, the higher the leveling modifier. You can also choose weaknesses that lower your leveling modifier, but these weaknesses must be roleplayed out. In the end, your 'class' is not determined by code, but by your background, and which Guild (or Guilds) you end up choosing. All guilds require that you compose some sort of background, which includes an explanation of your talents and skills and why your character belongs. More information can be found under the specific guild help files, on the template board, or simply ask on the newbie channel and someone will be able to point you in the right direction. See Also: Multiguild, Template, Talents, Channeling |
:: Beginning |
.:. CLASSES |
A Moment in Tyme, unlike other MUDS you may be familiar with, does not have a coded class system. This MUD is unique, in that you are not limited merely to one form of class such as a fighter, or a mage. When you first log into the game and create your character, you can choose certain talents which ultimately define what type of character you end up playing. There aren't any limits on the talents you can choose from when you create your character, other than a leveling modifier which basically increases the amount of experience you need to level, based on how many talents you choose. The rarer or more advantageous the talents, the higher the leveling modifier. You can also choose weaknesses that lower your leveling modifier, but these weaknesses must be roleplayed out. In the end, your 'class' is not determined by code, but by your background, and which Guild (or Guilds) you end up choosing. All guilds require that you compose some sort of background, which includes an explanation of your talents and skills and why your character belongs. More information can be found under the specific guild help files, on the template board, or simply ask on the newbie channel and someone will be able to point you in the right direction. See Also: Multiguild, Template, Talents, Channeling |
:: Beginning |
.:. CLEAR |
Entering this as a command will clear the screen of most terminals. Syntax: > clear > cls |
:: Beginning |
.:. CLOSE |
Use these commands to open, close, lock and unlock doors. > <open | close | lock | unlock> <door> <direction> > open door east > lock door north > unlock door up > close gate west See also: Lockpicking, Enter |
:: Beginning |
.:. CLOUD DANCER |
This Talent allows one to manipulate the weather, for instance, to create storms or calm them, or create winds for better sailing. A person with the cloud dancing Talent has a natural affinity for weather weaves, and would find it easier to weave the complex flows than one who does not have this Talent. See also: Channeling Talents |
:: Beginning |
.:. CLOUD DANCING TALENT |
This Talent allows one to manipulate the weather, for instance, to create storms or calm them, or create winds for better sailing. A person with the cloud dancing Talent has a natural affinity for weather weaves, and would find it easier to weave the complex flows than one who does not have this Talent. See also: Channeling Talents |
:: Beginning |
.:. CLRCMDS |
This command clears all commands still waiting to be executed. Some skills or weaves are delayed, and this command is useful for clearing the delayed actions. > clrcmds |
:: Beginning |
.:. CLS |
Entering this as a command will clear the screen of most terminals. Syntax: > clear > cls |
:: Beginning |
.:. CM |
The Channeling Mastery system is no longer in use. Please see Policy OCS for more information on channeling strength. See also: Emote Channeling |
:: Beginning |
.:. CM grading |
The Channeling Mastery system is no longer in use. Please see Policy OCS for more information on channeling strength. See also: Emote Channeling |
:: Beginning |
.:. CMgrading |
The Channeling Mastery system is no longer in use. Please see Policy OCS for more information on channeling strength. See also: Emote Channeling |
:: Beginning |
.:. COLOR |
If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see. > color off This command disables all color. > color sparse > color normal > color complete Advanced use only: > color show These three commands turn color on to various levels. Experiment to see which level suits your personal taste. COLOR SHOW is an advanced command that causes the MUD to display the embedded color codes rather than translating them into colors on your screen. This is useful for copy-pasting colored text, for instance. Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticeable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all. You can also add color to titles or text by typing `` followed by 1-7 or !-* excluding only the $ symbol. This color code does not work correctly so instead, the symbol * substitutes for Blue color. Keep in mind, you must end all strings with color codes added to them with the color code ` to keep the color from bleeding on yours and others screens. See also: Colorcodes, talkcolor, color show |
:: Beginning |
.:. COLOR CODES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. COLOR SHOW |
COLOR SHOW is an addition to the COLOR command that allows a user to view all embedded color codes on their screen. After typing COLOR SHOW the user's screen will look something like this: color show `Your color has been set to 'show'. You will now see the actual color codes in text. ` ```(OoC)`->` Sadren says, '`Hi! This is how things look when you type color show!`' ` All color codes will be shown until you type COLOR SHOW again. |
:: Beginning |
.:. COLOR VALUES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. COLORCODES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. COLORS |
If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see. > color off This command disables all color. > color sparse > color normal > color complete Advanced use only: > color show These three commands turn color on to various levels. Experiment to see which level suits your personal taste. COLOR SHOW is an advanced command that causes the MUD to display the embedded color codes rather than translating them into colors on your screen. This is useful for copy-pasting colored text, for instance. Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticeable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all. You can also add color to titles or text by typing `` followed by 1-7 or !-* excluding only the $ symbol. This color code does not work correctly so instead, the symbol * substitutes for Blue color. Keep in mind, you must end all strings with color codes added to them with the color code ` to keep the color from bleeding on yours and others screens. See also: Colorcodes, talkcolor, color show |
:: Beginning |
.:. COLORVALUES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. COLOUR |
If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see. > color off This command disables all color. > color sparse > color normal > color complete Advanced use only: > color show These three commands turn color on to various levels. Experiment to see which level suits your personal taste. COLOR SHOW is an advanced command that causes the MUD to display the embedded color codes rather than translating them into colors on your screen. This is useful for copy-pasting colored text, for instance. Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticeable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all. You can also add color to titles or text by typing `` followed by 1-7 or !-* excluding only the $ symbol. This color code does not work correctly so instead, the symbol * substitutes for Blue color. Keep in mind, you must end all strings with color codes added to them with the color code ` to keep the color from bleeding on yours and others screens. See also: Colorcodes, talkcolor, color show |
:: Beginning |
.:. COLOUR CODES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. COLOUR VALUES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. COLOURCODES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. COLOURS |
If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see. > color off This command disables all color. > color sparse > color normal > color complete Advanced use only: > color show These three commands turn color on to various levels. Experiment to see which level suits your personal taste. COLOR SHOW is an advanced command that causes the MUD to display the embedded color codes rather than translating them into colors on your screen. This is useful for copy-pasting colored text, for instance. Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticeable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all. You can also add color to titles or text by typing `` followed by 1-7 or !-* excluding only the $ symbol. This color code does not work correctly so instead, the symbol * substitutes for Blue color. Keep in mind, you must end all strings with color codes added to them with the color code ` to keep the color from bleeding on yours and others screens. See also: Colorcodes, talkcolor, color show |
:: Beginning |
.:. COLOURVALUES |
These are the color codes used on the MUD to add colors to things like posts, titles, doings, descriptions, etc. 1=Red !=Crimson `rr=Red Background 2=Green @=Lime `gg=Green Background 3=Yellow #=Gold `yy=Yellow Background 4=Blue *=Navy `bb=Blue Background 5=Purple %=Pink `mm=Purple Background 6=Cyan ^=Aqua `cc=Cyan Background 7=Grey &=White `ww=Grey Background 8=Black To use color, simply put a backwards apostrophe before the color code you want to use. Like this: title `the `destroyer `of ``rall` would make your title appear like this: Loth the destroyer of `rall Make sure you END all of your colorized commands with the ` value. This is the neutral color that prevents color bleed. See also: Ansi, talkcolor |
:: Beginning |
.:. Combat Channeling |
-------------------- Combat Channeling -------------------- The channeling commands for "turn weave" are not currently included in the combat system for MikkiMud 3.0. This will be an ongoing process, so please be patient. Thank you. See also: Turn-based Combat, Turn Weave, Turn Slice |
:: Beginning |
.:. Combat Channeling System |
-------------------- Combat Channeling -------------------- The channeling commands for "turn weave" are not currently included in the combat system for MikkiMud 3.0. This will be an ongoing process, so please be patient. Thank you. See also: Turn-based Combat, Turn Weave, Turn Slice |
:: Beginning |
.:. Combat Example |
-------------------- Mock Battle -------------------- BOB Emote: "Bob hefts up his broadsword and quickly swings it towards Joe's left leg." Command: TURN ATTACK JOE LEG (Bob attacks Joe's leg. Joe has enough Defense Points to dodge the attack. Joe dodges Bob's attack) JOE Emote: "Feigning to the right, Bob's sword narrowly misses Joe's left leg, giving him time to dive forward and slash randomly." Command: TURN ATTACK BOB (Joe attacks Bob. Bob has enough Defense Points to dodge the attack. Bob dodges Joe's attack) BOB Emote: "Dashing away from Joe, Bob sees Jane nearby and races toward her, lifting his steel shield to protect her." Command: TURN DEFEND JANE (Bob has enough Defense Points to help defend Jane. Bob uses half of his remaining defense points. Bob defends Jane) JANE Emote: "Defended by Bob, Jane grasps Saidar and quickly weaves a fireball towards Joe." Command: TURN WEAVE JOE FIREBALL (Jane uses some of her Exhaustion Points to weave a fireball at Joe. Joe does not have enough Defense Points to dodge the attack. Jane's weave goes undefended) JOE Emote: "Engulfed in flames, Joe has no choice but to try to flee the battle, taking several steps back." Command: TURN RETREAT (Joe retreats one step) BOB Emote: "Seeing Joe begin to flee, Bob presses an offensive and moves forward as well." Command: TURN ADVANCE (Bob advances one step) JANE Emote: "Remaining behind Bob's shield, Jane watches intently." Command: TURN PASS (Jane passes her turn) JOE Emote: "Given time to prepare an attack in his retreat, Joe kicks his right foot toward Bob's right hand in an attempt to disarm him." Command: TURN DISARM BOB (Joe attempts to disarm Bob. Bob does not have enough Defense Points to block the attack. Bob is disarmed) BOB Emote: "Stunned, Bob quickly bends down to grab his fallen sword." Command: TURN GET SWORD (Bob gets a heron-marked sword) See also: Phase, Turn-Based Combat |
:: Beginning |
.:. Combat Points |
-------------------- Combat Points -------------------- These points are used to calculate the amount of energy you would have during a battle that will allow you to perform a certain task. Each action, be it attacking, defending, or manipulating objects and items, takes energy and action to perform, and thus you will use combat points during each phase UNLESS you pass your phase and do nothing. See also: Phase, Attack Points, Defense Points |
:: Beginning |
.:. Combat Stance |
-------------------- Combat Stance -------------------- These are the stances that every person will set before initiating combat with their opponents. Combat Stance will be the determining factor as to how your Combat Points are split up. Those with a more defensive stance will find that they have been given more Defense Points and fewer Attack Points while those in offensive stances will receive more Attack Points than Defense Points. This command has not been finalized yet, but will be put into MikkiMud 3.0 by its opening, so please be patient. Thank you. See also: Turn-based Combat |
:: Beginning |
.:. Combat Turn |
-------------------- Turn-Based Combat -------------------- Turn-Based Combat is the system of fighting implemented specifically for MikkiMud 3.0 combat situations. It's purpose is to allow people to have an objective system available that will allow people to determine the outcome of most actions in a battle without bias. In the helpfiles beyond, the turn-based system will be explained by each of its components and commands. INDEX TOPICS: Attack Points Phase Turn Information Combat Channeling Turn Advance Turn Object Combat Points Turn Attack Turn Pass Combat Stance Turn Defend Turn Retreat Defense Points Turn Disarm Turn Slice Mock Battle Turn Help Commands Turn Weave SYNTAX: help <index topic> See also: Phase |
:: Beginning |
.:. Combat Turn Based |
-------------------- Turn-Based Combat -------------------- Turn-Based Combat is the system of fighting implemented specifically for MikkiMud 3.0 combat situations. It's purpose is to allow people to have an objective system available that will allow people to determine the outcome of most actions in a battle without bias. In the helpfiles beyond, the turn-based system will be explained by each of its components and commands. INDEX TOPICS: Attack Points Phase Turn Information Combat Channeling Turn Advance Turn Object Combat Points Turn Attack Turn Pass Combat Stance Turn Defend Turn Retreat Defense Points Turn Disarm Turn Slice Mock Battle Turn Help Commands Turn Weave SYNTAX: help <index topic> See also: Phase |
:: Beginning |
.:. COMMANDS |
The <commands> command gives a list of all the known verbs. Syntax: <commands> Most commands listed should have help available by typing: "help <command>" |
:: Beginning |
.:. common |
Common Language/New Tongue All modern language in the world of the "Wheel of Time" stems from the Old Tongue. All people of the world speak the common language, be they from the Westlands, Shara, Seanchan, Seafolk, or Aiel. It is thought by scholars that the Old Tongue was kept alive through the publication of books printed around the time of the Breaking. The common language, or "new tongue" was a vulgar form of the Old Tongue during the time of the Ten Nations and took over as the dominant language during Artur Hawkwing's time. Trade and invasion throughout the world as well as the continuation of the printed word are most likely the causes for the spread of the common language. For more help on specific languages, please see: Old Tongue, Trolloc Tongue, Ogier Tongue, Dialects |
:: Beginning |
.:. COMMUNICATION |
There are a myriad of channels, both public and private, that are available for everyone to use. You can get a list of the channels by typing <channel list> or simply typing <channels> will give you options on how to customize which channels you wish to receive and those you want shut off. OOC forms of communication: > question|answer <string> - A channel to have questions answered. > <multiguild tag> <string> - a channel for your specific multiguild(s). > glt <string> - The Guild Leader channel. > newbie <string> - A good channel for newbies to ask questions. > ooc <string> - Global channel for OOC communication. > osay/say <string> - A channel for OOC discussion in a single room. > qsay <string> - The channel for those currently in a Quest. > tell <player> <string> - A private channel for 2 people. > vg <string> - A channel for the Visitor Guides. -IC forms of communication: > emote <string> - Most commonly used command to dictate a players actions and words during RP. > pemote <string> - Much like Emote, it is slightly altered but still very useful to RP. |
:: Beginning |
.:. COMPACT |
Entering this as a command toggles the extra blank line output to your screen after each command. This is useful if you have a small display. Syntax: > compact See also: Brief, Prefs, Lines |
:: Beginning |
.:. COMPARE |
This allows you to compare one piece of equipment against another to determine whether or not it is better than what you've got. Example: > compare <item1> <item2> > compare sword dagger You will receive a message informing you if which is better, or if they are both about the same. See also: Wear, Wield |
:: Beginning |
.:. COMPELLING |
This weave and ability are currently disabled. |
:: Beginning |
.:. COMPULSION |
This weave and ability are currently disabled. |
:: Beginning |
.:. CONCEAL TRAIL |
This skill allows a character to conceal the trail left behind that allows them to be tracked, thereby making them harder, if not impossible to track. Syntax: > conceal trail Due to the difficulties of concealing your trail, once you begin it will cost significantly more of your Endurance to maintain the concealed trail and it only gets more and more difficult and costly as you add people to your group. If only one person in a group uses the conceal trail skill it will still hide the entire group from those tracking them. Only one person in a group needs to do this at one time. See also: Track |
:: Beginning |
.:. CONSIDER |
Syntax: Consider <name of mobile or player> Entering this command will compare your OFA with the OFA of the mobile or player you are considering. You will then receive a rough estimate of your own combat ability compared to that of the mobile or player. This comparison is by no means exact, as it does not take into account hitpoints, special abilities or overall damage. See also: OFA, Consider Messages, Powersense |
:: Beginning |
.:. CONSIDER MESSAGES |
When using the consider command, you will receive various messages, depending on how your OFA compares to that of of the mobile or player being considered. The consider messages are as follows: User's OFA is 40.1 or more points below the target's OFA: May you find shelter in the palm of the Creator's hand! User's OFA is 20.1-40.0 points below the target's OFA: You would need the Dark One's own luck! User's OFA is 10.1-20.0 points below the target's OFA: You are a fool whistling in high wind. User's OFA is within 10 points of the target's OFA in either direction: No one can see the Pattern until it is woven. User's OFA is 10.1-20.0 points above the target's OFA: The Pattern favors you. User's OFA is 20.1-40.0 points above target's OFA: What is done is already woven into the Pattern. User's OFA is 40.1+ points above the target's OFA: Go with the Light. See also: Consider, OFA |
:: Beginning |
.:. CONSTITUTION |
Your hitpoints, or Life as it is called now, will tell you how much damage you can sustain. When you run out of Life, you die. Your Life will gradually regenerate to its maximum, and does so faster if you are resting or sleeping. However, during a fight it will not increase at all. Your Constitution is what affects your Life as you level. Raising your Con with the practices you gain from leveling will serve to increase your Life. See also: Training, Score, Stats |
:: Beginning |
.:. contact |
CONTACT is a command that lets players set contact information for themselves and look up other player's contact information. Usage: CONTACT <Name> CONTACT LIST CONTACT ADD <type> <value> [required guilds*] CONTACT REMOVE <number to remove Valid Types are: AIM ICQ Yahoo! MSN Other Examples: To add a contact item for AIM that's visible to all players: CONTACT ADD Aim MyAimScreenName To add an email address that's only visible to people in Daes: CONTACT ADD E-mail talktome@myemail.com DD *Required Guilds: This field is optional, and also a bit tricky to first understand. This field is a list of multiguild tags in the format of: A or B or C or D So if you list: DD TT Then if someone has DD or TT for a multiguild on a character, then they'll be able to see the contact item. However, you can also combine multiguild tags inside of quotes to say that both are required (ex: "DD TT" = DD /and/ TT, DD TT = DD /or/ TT) And to round out the system you can combine them to make a general format of: A or B or C or D or "E and F and G and H..." Which can lead to combinations like this: CONTACT ADD ICQ 1234567 "DD TT" "DD WK" VG Which would be visible to anyone in th VisGuide guild, anyone that is in both Deas and the Tower, or Daes and the Wolfkin. |
:: Beginning |
.:. CONVERT |
The exchange command is used to convert quest points to experience points. The exchange ratio is 1 qp to 150 xp. Currently, qps can only be exchanged for experience points. Syntax: Exchange <#> See also: QPs, Quest points |
:: Beginning |
.:. Copper Pennies |
The official monetary system for the Wheel of Time according to Robert Jordan himself (remember, of course, that coins of the same denomination from different countries are often different weights and hence, different values): 10 copper pennies = one silver penny. 100 silver pennies = one silver mark. 10 silver marks = one silver crown. 10 silver crowns = one gold mark. 10 gold marks = one gold crown. A Moment in Tyme currently uses 'gold' as the monetary unit. This does not translate nicely to Wheel of Time terms and will be changed in the future. The command to see how much gold you have on hand is: gold Example: > gold You have 500 gold marks. See also: Bank, Shops, List |
:: Beginning |
.:. Copper Penny |
The official monetary system for the Wheel of Time according to Robert Jordan himself (remember, of course, that coins of the same denomination from different countries are often different weights and hence, different values): 10 copper pennies = one silver penny. 100 silver pennies = one silver mark. 10 silver marks = one silver crown. 10 silver crowns = one gold mark. 10 gold marks = one gold crown. A Moment in Tyme currently uses 'gold' as the monetary unit. This does not translate nicely to Wheel of Time terms and will be changed in the future. The command to see how much gold you have on hand is: gold Example: > gold You have 500 gold marks. See also: Bank, Shops, List |
:: Beginning |
.:. COTL |
Children of the Light (or known disparagingly as Whitecloaks) --------------------------------------------------------------------------- A society holding strict ascetic beliefs, dedicated to the defeat of the Dark One and the destruction of all Darkfriends. Founded during the War of the Hundred Years by Lothair Manthelar to proselytize against the increasing number of Darkfriends, they evolved during the war into a completely military organization, extremely rigid in their beliefs, and completely certain that they know the truth and the right. Please see Template Show 10 for information on joining the Children of the Light. |
:: Beginning |
.:. COUNCIL |
Council is a multiguild designed for those who belong to the various lawmaking and peacekeeping organizations of the Land. It is comprised of military policing bodies, as well as magistrates, city clerks and other bureaucratic officials who do not necessarily have noble titles. Some nobles, however, may hold positions in Council in addition to their noble position. The Council guild is often interchangeable with the Daes Dae'mar guild in the case where a nobleman holds the rank of Captain of the Queen's Guards, or where a noblewoman might also serve as a magistrate. So if you wish for your character to be a Queen's Guard, or a Magistrate, or a member of the Tar Valon city council, this would be the guild to apply for. Currently, this guild does not have a GL, so applications should go through the Storytelling Imms. Those who wish to play a noble in addition to a Council rank must still apply to join Daes Dae'mar as well. This guild has generally mainly included Andoran officials, but it is not actually limited just to Andorans. It is intended to include all civil servants of any nation. See Also: Multiguild, Daes Dae'mar |
:: Beginning |
.:. CP |
-------------------- Combat Points -------------------- These points are used to calculate the amount of energy you would have during a battle that will allow you to perform a certain task. Each action, be it attacking, defending, or manipulating objects and items, takes energy and action to perform, and thus you will use combat points during each phase UNLESS you pass your phase and do nothing. See also: Phase, Attack Points, Defense Points |
:: Beginning |
.:. Crafter Talent |
**This talent allows one to craft things, similar to the old Tuatha'an Guildskill of tool. However, it's not likely you can make armor out of a dress or vice-versa. *see also: Nonchanneling Talents |
:: Beginning |
.:. creation |
Welcome to a Moment in Tyme character creation. This is where you will create your character to play in our world. In the menu's that follow, you will have the opportunity to build a character that is as individual as yourself. You may set your characters height, age, weight, strength, and agility. You will be able to customize your characters strengths and weaknesses by adding talents or flaws. Unlike most other MUD creation systems, our system does not follow a rigid menu based format. You may change any part of your character at any time. You may also converse with visitor guides and staff members for help. To see what commands are available to modify your character, type 'commands'. To get help, try the 'help' command. For example, to get help on the 'mighty channeler' talent: Type: help mighty channeler If you can't find what you're looking for in the help files, try one of the following channels to ask for help. If you don't get a response on one channel try the other channel on the list: newbie <text> Example: newbie What does the talent 'Mighty Channeler' do? question <text> Example: question What does the 'weight' stat affect? We look forward to having you join our world and hope you enjoy your stay! |
:: Beginning |
.:. creation_greeting |
Welcome to a Moment in Tyme character creation. This is where you will create your character to play in our world. In the menu's that follow, you will have the opportunity to build a character that is as individual as yourself. You may set your characters height, age, weight, strength, and agility. You will be able to customize your characters strengths and weaknesses by adding talents or flaws. Unlike most other MUD creation systems, our system does not follow a rigid menu based format. You may change any part of your character at any time. You may also converse with visitor guides and staff members for help. To see what commands are available to modify your character, type 'commands'. To get help, try the 'help' command. For example, to get help on the 'mighty channeler' talent: Type: help mighty channeler If you can't find what you're looking for in the help files, try one of the following channels to ask for help. If you don't get a response on one channel try the other channel on the list: newbie <text> Example: newbie What does the talent 'Mighty Channeler' do? question <text> Example: question What does the 'weight' stat affect? We look forward to having you join our world and hope you enjoy your stay! |
:: Beginning |
.:. Crown |
The official monetary system for the Wheel of Time according to Robert Jordan himself (remember, of course, that coins of the same denomination from different countries are often different weights and hence, different values): 10 copper pennies = one silver penny. 100 silver pennies = one silver mark. 10 silver marks = one silver crown. 10 silver crowns = one gold mark. 10 gold marks = one gold crown. A Moment in Tyme currently uses 'gold' as the monetary unit. This does not translate nicely to Wheel of Time terms and will be changed in the future. The command to see how much gold you have on hand is: gold Example: > gold You have 500 gold marks. See also: Bank, Shops, List |
:: Beginning |
.:. CUT |
Slicing a weave is a defensive technique that interrupts another channeler's weave by severing the flows used to create it. This results in a snap-back that physically impacts the channeler whose weave has been sliced. The construction of the slicing weave varies by channeler gender. For code purposes, when implemented, a channeler activating the autocut toggle will automatically attempt to slice, or cut, any incoming, hostile weaves. See also: Autocut |
:: Beginning |