- 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
.:. Daes Dae'mar |
Pronunciation: DAH-ess day-MAR Daes Dae'mar, also known as the Game of Houses, is the primary means of social advancement and financial gain throughout the great houses of Cairhien and the other large cities. Although the 'Great Game' is primarily participated in by members of houses with title, or royal blood, it can be played by anyone, from the lowest maid to the highest Lord. To participate in the game, all you need is a goal that is also desired by someone else, whether it's someone you know, or a complete stranger. And the result of the processes used to achieve this goal can be anything from the physical elimination of your opponent to just a simple victory without hard feelings or social status change. And the means and processes used to achieve your goal can be anything you can think of, from spying and note-passing to infiltration, and from simple poisons to outright fighting. Daes Dae'mar isn't meant to be a full-time occupation, but can at times seem like it, but instead it is meant to be the name for the ways that are used which consist of anything from somewhat shady undertakings, to outright deception and deceit. This is not to mean that all the methods used, and the people using them need be 'evil', it just means that they can be perceived differently by the various individuals and/or groups affected. On tyme the game is also a guild...to participate give the current Daes Dae'mar GuildLeader a mudmail and tell us a bit about yourself. But remember, if you get caught, you may be held accountable for your actions, so be careful... |
:: Beginning |
.:. Daes Daemar |
Pronunciation: DAH-ess day-MAR Daes Dae'mar, also known as the Game of Houses, is the primary means of social advancement and financial gain throughout the great houses of Cairhien and the other large cities. Although the 'Great Game' is primarily participated in by members of houses with title, or royal blood, it can be played by anyone, from the lowest maid to the highest Lord. To participate in the game, all you need is a goal that is also desired by someone else, whether it's someone you know, or a complete stranger. And the result of the processes used to achieve this goal can be anything from the physical elimination of your opponent to just a simple victory without hard feelings or social status change. And the means and processes used to achieve your goal can be anything you can think of, from spying and note-passing to infiltration, and from simple poisons to outright fighting. Daes Dae'mar isn't meant to be a full-time occupation, but can at times seem like it, but instead it is meant to be the name for the ways that are used which consist of anything from somewhat shady undertakings, to outright deception and deceit. This is not to mean that all the methods used, and the people using them need be 'evil', it just means that they can be perceived differently by the various individuals and/or groups affected. On tyme the game is also a guild...to participate give the current Daes Dae'mar GuildLeader a mudmail and tell us a bit about yourself. But remember, if you get caught, you may be held accountable for your actions, so be careful... |
:: Beginning |
.:. damane |
This skill is a Seanchan Guildskill for Sul'dams to summon a mob as replacement for a pc damane. Command to use this skill is calldam. |
:: Beginning |
.:. DAMROLL |
Your Damroll shows your power in damaging others, while your Hitroll indicates your success rate at hitting others. The higher it is, the better. Your hit/dam appear in your scoresheet. See also: Score, Armor |
:: Beginning |
.:. Darkfriend |
A Darkfriend is a person who has elected to serve the Dark One, though reasons vary widely. Some choose to serve the Dark out of a lust for power, others out of a hope for immortality, and more. Darkfriend male channelers can earn protection from the madness and rot caused by the Dark One's taint on Saidin. Aes Sedai Darkfriends, the so called Black Ajah, are no longer bound by the Three Oaths. Joining the Darkfriends Three easy steps: 1. Mudmail the Shadow Immortal(s) a background for the character seeking to join. Include the name of the character, why the character would want to join the Darkfriends, and how best to approach the character in an IC manner. 2. Wait. The Shadow will find you. 3. Be Patient. The Shadow will find you. Roleplay is required to join, much the same as any guild, but unlike other guilds, you will probably not know when you are RPing with people who could sponsor you. Endless bugging of the Shadow Staff will not assist your application and could, in fact, hinder it. See steps 2 and 3 above. For any further questions, contact a Shadow Immortal. |
:: Beginning |
.:. Darkfriends |
The Shadow calls to people for a wide variety of reasons. Some are lured to swear their souls to the Dark One by promises of immortality, others by whispers of fulfilled ambition, and still others just because it lets them commit the horrible acts that they yearn to commit. A few sell themselves to the Shadow because they see its victory as inevitable, and they hope to salvage something noble from the fall of humanity, but the Father of Lies is well- named, and these few usually find themselves dying in vain. Whatever causes Darkfriends to give themselves to the Shadow, they do gain benefits from their service. Male Channelers, if they prove themselves useful, gain protection from the Dark One's Taint upon Saidin. Male channelers and female alike gain access to forbidden knowledge, and those Darkfriends who have proven themselves time and again are sometimes even given command over Trollocs and other Shadowspawn. There are, of course, drawbacks to giving service to the Shadow. Darkfriends are asked to do terrible things to further the cause of the Lord of the Grave, and the Dark One is not an easy master. He does not care over-much for any but his most powerful servants, and even they are on tenuous ground if they fail over-much. Beyond that, the most frequent way for Darkfriends to move up in the esteem of their Great Lord is over the bodies of their erstwhile superiors, so even the most powerful of Darkfriends cannot sit easily. But then again... what other power in all of the world can offer you the benefit of immortality if you serve well and true? Joining the Shadow Players wishing to have their characters start the game as Darkfriends or wishing for their characters to become Darkfriends should contact the Shadow Immortal. They will need to send in a Background via mudmail, along with a detailed explanation of either how they were recruited to the Shadow or the best way to recruit their character to the Shadow through Roleplay. |
:: Beginning |
.:. DATE |
This command displays the Real-Life date and time of the MUDs clock. The current date and time are shown in military fashion according to Pacific Standard Time. (GMT -800) |
:: Beginning |
.:. DAWN RUNNERS |
============================================================= Rahien Sorei (Dawn Runners) ============================================================= Dawn Runners are the postal service of the Three-Fold Land. They are used to transfer messages from clan to clan, and sept to sept. They are trained with a variaety of weapons, as well as unarmed combat. Carrying their messages and seeing them delivered is the highest duty of a Rahien Sorei. |
:: Beginning |
.:. DC |
Immortals Only dc <descriptor number> DC (DisConnect) is used to disconnect a socket. If used on a playing socket, the player will lose his/her link, but, unlike PURGE, will not extract the player or dump the player's inventory on the ground. DC is also useful for disconnecting people who have accidentally left themselves at the main menu, or connections sitting in the "Get name" state. See also: USERS |
:: Beginning |
.:. DD |
Pronunciation: DAH-ess day-MAR Daes Dae'mar, also known as the Game of Houses, is the primary means of social advancement and financial gain throughout the great houses of Cairhien and the other large cities. Although the 'Great Game' is primarily participated in by members of houses with title, or royal blood, it can be played by anyone, from the lowest maid to the highest Lord. To participate in the game, all you need is a goal that is also desired by someone else, whether it's someone you know, or a complete stranger. And the result of the processes used to achieve this goal can be anything from the physical elimination of your opponent to just a simple victory without hard feelings or social status change. And the means and processes used to achieve your goal can be anything you can think of, from spying and note-passing to infiltration, and from simple poisons to outright fighting. Daes Dae'mar isn't meant to be a full-time occupation, but can at times seem like it, but instead it is meant to be the name for the ways that are used which consist of anything from somewhat shady undertakings, to outright deception and deceit. This is not to mean that all the methods used, and the people using them need be 'evil', it just means that they can be perceived differently by the various individuals and/or groups affected. On tyme the game is also a guild...to participate give the current Daes Dae'mar GuildLeader a mudmail and tell us a bit about yourself. But remember, if you get caught, you may be held accountable for your actions, so be careful... |
:: Beginning |
.:. DEATH |
A Player Kill occurs when one player attacks another player. When a PK is initiated, the players involved enter into code combat and fight until one or more of them surrenders or retreats or dies. Please keep in mind that Pkilling is always In Character. It is highly advised that you read the Policy regarding Pkilling before ever attempting it. To view this policy, type: <policy PK> Currently the SUBDUE feature is not working. To avoid dying in a Pkill fight you must retreat and escape the battle. Also note that you no longer lose anything in the way of skills, EXP or gold upon death. See also: Turn-Based Combat, Turn Retreat, Recreate |
:: Beginning |
.:. DEBUG |
Immortals Only debug <mobname> DEBUG allows you to check the scripts of mobs that speak or act. > debug puff |
:: Beginning |
.:. Defense Points |
-------------------- Defense Points -------------------- Defense Points are those Combat Points used to defend against an opponent's attack(s) while in battle. Every time an opponent attacks you, your defense points will automatically engage in defending you against the attack. Once you run out of defense points, each attack thereafter will go undefended. You can also use half of your defense points to help defend someone else in your party by using "turn defend". See also: Phase, Turn Defend, Combat Points, Attack Points |
:: Beginning |
.:. DELETE |
Syntax: > delete <password> Use this command with extreme caution. DELETE will erase your character's pfile from the active database. Characters can only be recovered from deletion if a new character with the same name has not been created after deletion. Reversing a deletion will only occur in extremely rare circumstances. See any of the Immortal staff (wizlist) with questions. |
:: Beginning |
.:. deltext |
These commands let you edit your personal text repository. edittext <name> - start a new editing session with the named file in the editor viewtext <name> - view the contents of an existing file listtext <name> - view all files owned by you that begin with <name> ie listtext /descriptions will list all files that begin with /descriptions deltext <name> - delete the named file |
:: Beginning |
.:. DEPOSIT |
Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. This command can be used at the old man willing to handle your money. > deposit 400 - Would deposit 400 of your marks into the bank. > withdraw 1000 - Would withdraw 1000 of your deposited marks from the bank. > balance - Would display the current amount of marks you have in the bank. See also: Gold, Score |
:: Beginning |
.:. DESCRIPTION |
--------------------------Description--------------------------- This command allows you to enter an in character (Help IC) description of your player, basically a list of physical attributes, as well as the impressions other players should get when looking at you, Simply type 'description' to use it, and it will bring you into an editor in which you can edit your description. You can see other player's descriptions by typing 'Glance (playername)'. The description command allows you to edit your current description, if you wish to keep your current description, but would like to make another, type 'Switchdesc'. Usage: Description - Create or edit your description, close with @@. Switchdesc - Switches your current description with your alternate one. Desc Clear - Clears your entire description. (for use outside the description editor) Options within description editor: @? - Lists all the commands that are available for use within the description. @# - When used with a specific number, it takes you to the beginning of that line, @c - Clears every line within the description buffer. @d - Used to delete a specific line, you must be on the line before you may delete it. @e - Goes to the last line of the description. @i - This command allows you to push the text from the line you're currently on, down to the next, leaving behind a blank line for new text to be added. You can also have extra descriptions set on your character, for things others can notice about you. This can include your clothes, hair, weapons, etc. Up to five such extra descriptions are settable. To set or edit an extra descriptions: description <keyword>. For example: description cloak. Others can then see those if they type: glance <your name> <keyword>. For example: glance olorin cloak. To delete your extra descriptions, type: description delete <keyword>. See also: Glance, Switchdesc |
:: Beginning |
.:. DESCRIPTION CLEAR |
--------------------------Description--------------------------- This command allows you to enter an in character (Help IC) description of your player, basically a list of physical attributes, as well as the impressions other players should get when looking at you, Simply type 'description' to use it, and it will bring you into an editor in which you can edit your description. You can see other player's descriptions by typing 'Glance (playername)'. The description command allows you to edit your current description, if you wish to keep your current description, but would like to make another, type 'Switchdesc'. Usage: Description - Create or edit your description, close with @@. Switchdesc - Switches your current description with your alternate one. Desc Clear - Clears your entire description. (for use outside the description editor) Options within description editor: @? - Lists all the commands that are available for use within the description. @# - When used with a specific number, it takes you to the beginning of that line, @c - Clears every line within the description buffer. @d - Used to delete a specific line, you must be on the line before you may delete it. @e - Goes to the last line of the description. @i - This command allows you to push the text from the line you're currently on, down to the next, leaving behind a blank line for new text to be added. You can also have extra descriptions set on your character, for things others can notice about you. This can include your clothes, hair, weapons, etc. Up to five such extra descriptions are settable. To set or edit an extra descriptions: description <keyword>. For example: description cloak. Others can then see those if they type: glance <your name> <keyword>. For example: glance olorin cloak. To delete your extra descriptions, type: description delete <keyword>. See also: Glance, Switchdesc |
:: Beginning |
.:. Dex |
--------------------------------[ Dexterity ]-------------------------------- Dexterity by itself makes you naturally harder to hit in combat, as you can manuver faster than someone with lower dexterity. However, you may not wish to rely on it alone to save you, a person having more offensive/defensive forms, fighting manuvers, than yourself could shift the balance. Dexterity also effects how many movement points (Help Move). To see your current dexterity, type 'score' (Help Score). See also: Score, Stats |
:: Beginning |
.:. Dexterity |
--------------------------------[ Dexterity ]-------------------------------- Dexterity by itself makes you naturally harder to hit in combat, as you can manuver faster than someone with lower dexterity. However, you may not wish to rely on it alone to save you, a person having more offensive/defensive forms, fighting manuvers, than yourself could shift the balance. Dexterity also effects how many movement points (Help Move). To see your current dexterity, type 'score' (Help Score). See also: Score, Stats |
:: Beginning |
.:. DF |
A Darkfriend is a person who has elected to serve the Dark One, though reasons vary widely. Some choose to serve the Dark out of a lust for power, others out of a hope for immortality, and more. Darkfriend male channelers can earn protection from the madness and rot caused by the Dark One's taint on Saidin. Aes Sedai Darkfriends, the so called Black Ajah, are no longer bound by the Three Oaths. Joining the Darkfriends Three easy steps: 1. Mudmail the Shadow Immortal(s) a background for the character seeking to join. Include the name of the character, why the character would want to join the Darkfriends, and how best to approach the character in an IC manner. 2. Wait. The Shadow will find you. 3. Be Patient. The Shadow will find you. Roleplay is required to join, much the same as any guild, but unlike other guilds, you will probably not know when you are RPing with people who could sponsor you. Endless bugging of the Shadow Staff will not assist your application and could, in fact, hinder it. See steps 2 and 3 above. For any further questions, contact a Shadow Immortal. |
:: Beginning |
.:. DFBOARD |
Dfboard is the special Darkfriend board. See Also: Darkfriend, Channels |
:: Beginning |
.:. DFTALK |
Dftalk is the channel used by the Darkfriends for their private conversations. > dftalk <string> > dftalk Hello, people of the dark! See Also: Channels, Darkfriend, Dfboard |
:: Beginning |
.:. DIAGNOSE |
Use this when you want to see someone's condition without using Use this when you want to see another players condition without using the <look> command. Example: > diagnose narsil Narsil has some nasty wounds and scratches. See also: Look |
:: Beginning |
.:. dialects |
Dialects While all people in the current world of the "Wheel of Time" speak the common language, or the "new tongue", not all of them speak the language in the same way. The following is a list of notable dialects from the world of the "Wheel of Time": Cairhien: The Cairhienin speak in a precise, clipped accent, enunciating every word. Their speech is characterized by a distinctive musical accent. Illian: Illianers do speak a unique version of the common language, one that does use the word 'do' as an auxiliary before most verbs, and do no be having the usual forms of the verb 'to be'. Example: "You can no go into the palace alone. You say you will no channel unless you must, no to warn these Black Aes Sedai. Then you must have muscle to swing a club if the need do arise, and eyes to watch your backs will no be amiss either. I am known there, to the servants. I did take gifts to the old Panarch too. I will go with you. You do make me stretch my neck on the headsman's block because I did leave you at Falme. Fortune prick me if you do no! Well, it do be done now; you can no object to this! I will go in with you." (Bayle Domon to Nynaeve and Elayne; The Shadow Rising, Chapter 54) Murandy: Murandians are often described as having a lilting accent. (NS, Ch. 5; CoT, Ch. 10) Saldaea: While Saldeans do not have a pronounced dialect they have developed a special language of the fans. Saldaean women can use to convey anything from a simple 'yes' or 'no' to an eloquent declaration of love. Seanchan: The Seanchan speak their own dialect of Common, which seems heavily accented and slurred to most westlanders. Their speech is laced with terms from the Old Tongue. Tarabon: Taraboner commoners use a unique grammar for the common tongue. The speakers, they use nouns and pronouns together, yes? Example: "We will need to negotiate with those sisters who remain in the Tower," Beonin mused, only half to herself. "The Amyrlin we choose, she must be a skilled negotiator, yes?" (Beonin to Sheriam and the rest of the Salidar leaders; The Fires of Heaven, Chapter 27) For more help on specific languages, please see: Old Tongue, New Tongue, Common, Ogier Tongue, Trolloc Tongue |
:: Beginning |
.:. Dice |
The Dice command allows players to insert a random element into their Roleplay. This can be used to solve disputes or to simulate IC games of chance. The syntax for the Dice command is as follows: Dice <number of dice to be rolled> <number of sides per die> <modifier to roll> For example, "Dice 1 6 1" would roll one six-sided die and add one to the result. Dice are always totalled, never counted separately, and all modifiers must be positive. It is quite possible to roll dice with a physically impossible number of sides. An easy way to simulate the popular WoT dice game "Pips" is to use "Dice 5 6 0." The highest roll wins, unless any of the characters rolls a number divisible by five, in which case it is assumed that the character rolled the same number on each die. The only exception to the above rule is a total roll of 5, in which case the character has rolled The Dark One's Eyes (all ones), and loses. This system simulates a significantly higher chance of rolling all the same number, but that only adds a little excitement to the game. See also: TOSS |
:: Beginning |
.:. dig |
Usage: dig <direction> <room VNUM> DIG allows you to create an exit from the room you are currently stationed at to another room. It quickly cuts an opening from the room in the direction you choose that leads to another room you also choose. Example: > dig n 59 That creates an exit north from the room you are currently in to the room with the VNUM of 59. |
:: Beginning |
.:. Dirt Kicking |
-------------------Dirt Kicking-------------------- Used in battle, this skill kicks dirt on your victim. If you are successful, the dirt will hit the victim's eyes, thus blinding him for a short while and decreasing his battle performance. After dirt kicking, you must wait a few rounds before you may dirt kick again. |
:: Beginning |
.:. Dirtkicking |
-------------------Dirt Kicking-------------------- Used in battle, this skill kicks dirt on your victim. If you are successful, the dirt will hit the victim's eyes, thus blinding him for a short while and decreasing his battle performance. After dirt kicking, you must wait a few rounds before you may dirt kick again. |
:: Beginning |
.:. DISGUISE |
This is a command available only to Immortals and Forsaken. It allows them to disguise their name and appear to be someone other than who they truly are. > disguise <name> > disguise Boogyman This would disguise you as "Boogyman." You would show up in rooms and on the WHO list with that name. |
:: Beginning |
.:. DISPLAY |
Prompts are not yet working correctly to compensate for the changes brought in with MikkiMUD 3.0. Some of these work as they should, but most don't. When they come back online, the helpfile will be updated accordingly. Sorry for the inconvenience. The following fields are recognized by the prompt command: &h Hit points &H Max Hit points &v Endurance &V Max Endurance &x Experience to Level &R Exp to Level (Same as &x) &w Wimp Level &f Affects &g Grasp Amount &t Lesson Tick Counter &C Carrying Weight &c Carrying Number &e Encumbrance &n Name &1 Newline &2 Tab &d Doing &( &) Group Delimiting &G Gold &Y Year (4 digits) &M Month (2 digits) &D Day (2 digits) &T Time (24 hour: HH:MM) &S Seconds (2 digits) Immortals Only: &i Invis Level &I Ticks visible &r Room Number Example Prompts: SYNTAX: Prompt -< `&h`/`&H`HP `&m`/`&M`CP `&v/`&V`MV >- -< `&a`AC `&y`/`&u` >- -< `&x`XPTL `&R`RPTL &t`>- &f &1 EXAMPLE: -< 230/280HP 200/200CP 146/179MV >- -< -120AC 30H/40D >- -< 2465XPTL 567RPTL >- (hu) (th) Group delimiting works as follows: surround one or more parts of the prompt string with &( (text) &). These parts will not display unless the fields between them contain an amount above, or below zero. For instance, SYNTAX: Prompt < `&h`H `&m`C `&v`v &(`Grasping` `&g` &)> &f &1 EXAMPLE: < 100H 100C 100v (hu) (th) (While not Grasping) EXAMPLE: < 100H 100C 100v Grasping 100 > (hu) (th) (While Grasping) |
:: Beginning |
.:. Disputes |
--------------------Disputes-------------------- Occasionally, the need arises for a third party to become involved with your roleplay due to the fact that you may have a dispute or disagreement with someone about a facet of your roleplay. This can range from a fight that has gone wrong to a disagreement between what is a reasonable action to take during roleplay. For any roleplay disagreement, first try to come to an agreement between yourself and the other party(ies) involved. If this does not work, then contact a Policy Immortal to deal with the dispute. If you have any concerns, please read through A Moment In Tyme's policy files by simply typing "policy". See also: Policy |
:: Beginning |
.:. DLC |
Dlc is used by the Dreadlords to communicate amongst themselves. > dlc <string> > dlc Hello, dreadlords. See Also: Darkfriend, Channels |
:: Beginning |
.:. DOING |
This allows you to change what you are "doing" and display it for others who enter the room to see, so that their character will know what is going on when they enter. Example: > option doing <string> > option doing standing near the door, wielding an axe. Now, should someone else enter, they would see: Loth is standing near the door, wielding an axe. Your doing is also displayed in your score, in case you forget what your current doing is set to. See also: Options, Look, IC, Emote, Pemote, Score |
:: Beginning |
.:. DOINGTYPE |
This allows you to change what you are "doing" and display it for others who enter the room to see, so that their character will know what is going on when they enter. Example: > option doing <string> > option doing standing near the door, wielding an axe. Now, should someone else enter, they would see: Loth is standing near the door, wielding an axe. Your doing is also displayed in your score, in case you forget what your current doing is set to. See also: Options, Look, IC, Emote, Pemote, Score |
:: Beginning |
.:. DOMANI |
Help Information for Arad Doman Pronunciation: AH-rahd do-MAHN SIGIL: A silver hand, grasping a silver sword by the blade, point down; the Sword and Hand. BANNER: The Sword and Hand on a field of four green and three blue horizontal stripes. CAPITAL CITY: Bandar Eban RESOURCES: Trade The nation of Arad Doman lies off the coast of the Aryth Ocean, and has relied largely upon trade for its wealth. Over the years, Arad Doman has bickered with the nation of Tarabon over the land to the south known as Almoth Plain. This bickering came to outright war, just before the arrival of the Seanchan. Arad Doman is one of the few nations which surrendered to the Seanchan after the former ruling family was deposed or had fled the country. As a result, Almoth Plain was 'awarded' to Arad Doman for its cooperation, and both territories are now ruled by Philipe Ankaer, High Lord of the Blood, a native of Arad Doman raised to the Blood after swearing the Oaths. The nation's capital is Bandar Eban, which is said to have been built on the ruins of an older city after the War of the Hundred Years. It lies at the mouth of the River Daghon on the coast of the Aryth Ocean, and is home to the famous Terhana Library. Since the arrival of the Seanchan, the city has been stable. No one seems to know what happened to King Alsalam since the Seanchan arrived, nor the rest of his family. Rumors suggest that the Seanchan did something to them, and these rumors tend to cause a great deal of uneasiness among the people. There are also rumors of a "Domani Resistance" beneath the surface, and despite the Seanchan's best efforts to quell it, this small group of brave souls somehow refuses to be crushed. THE DOMANI PEOPLE Arad Doman is a nation known best for its women and the skill of its people in commerce. Most Domani merchants are women, and the nation has owed its wealth and success to their skill in bartering and wrapping men around their fingers in a brand of seduction that has become, among them, an art form. Domani women are legendary for their beauty, copper-skinned and exceedingly graceful. It is said they can twist a man around their wrist with a look, and imprison his heart with a smile. Their dresses are scandalous by most standards, barely opaque, and clinging to every curve, hinting at everything, while revealing nothing. Domani men usually have long, thin moustaches and wear earrings, and are known famously for their quick tempers. Some blame their temperament on having to deal with their women, while others claim it is caused by eating with sursa, which are thin, lacquered sticks. In the past, the Domani acquired much of their wealth by trading with the Seafolk, but with the Seanchan presence, the Atha'an Miere have been scarce. Arad Doman's commerce has turned to Tarabon and Saldaea, as well as through sea trade with other nations and the Seanchan. |
:: Beginning |
.:. DONATE |
> <donate|junk|get|take|put|give|drop> <item|all|marks> > <donate shield> or <donate all.bread> or <donate 500 marks> This will send any or all of these items to the Donation Room. > <junk sword> or <junk all.bronze> or <junk 500 marks> This will delete an item from your inventory. Be careful with this command. > <get sword corpse> or <get all belt> or <get all.ring backpack> The GET and TAKE commands are essentially the same thing. They allow you to pick up items or gold, or take things out of containers. > <put bread bag> or <put all.bread sack> or <put all belt> This allows you to put items into containers. > <give all khaira> or <give sword dain> or <give all.dagger devon> This allows you to give all your items, one of your items, or all of one type of item to another player. You can give marks to another player by typing: give # marks <player>. Example: give 200 marks duke > <drop all> or <drop all.bracelet> or <drop 300 marks> With this you can drop items or marks in the room you are in. |
:: Beginning |
.:. DOWN |
In order to move from place to place on this MUD there are six directions you need to be very familiar with. UP, DOWN, EAST, WEST, NORTH, and SOUTH. These will take you in whichever direction you want, assuming there is an exit in that direction from the room you are currently in. These can all be abreviated to: n, s, e, w, u d. See also: Move, Stats |
:: Beginning |
.:. DP |
-------------------- Defense Points -------------------- Defense Points are those Combat Points used to defend against an opponent's attack(s) while in battle. Every time an opponent attacks you, your defense points will automatically engage in defending you against the attack. Once you run out of defense points, each attack thereafter will go undefended. You can also use half of your defense points to help defend someone else in your party by using "turn defend". See also: Phase, Turn Defend, Combat Points, Attack Points |
:: Beginning |
.:. DRAG |
If someone is sitting or sleeping in the room you are in you may drag the player to an adjacent room using the DRAG command. > drag kinmourn east This would drag Kinmourn east, assuming there is an eastern exit to your room. If the player is simply standing in the room you may PUSH them out of it if your Strength is high enough. > push kinmourn east This would push Kinmourn out the eastern exit of the room. If the player is sitting, resting or sleeping, refer to the DRAG command. |
:: Beginning |
.:. Drams |
The unit of weight measurement in the Wheel of Time series was as follows: 10 ounces = 1 pound 10 pounds = 1 stone 10 stone = 1 hundredweight 10 hundredweight = 1 ton While this makes calculations easier, it does not allow measurements to be easily understood by players/readers. In order to make things more comparable to real world weights, A Moment in Tyme has adopted British Imperial units for weight: 16 drams = 1 ounce 16 ounces = 1 pound 14 pounds = 1 stone 8 stone = 1 hundredweight 20 hundredweight = 1 ton These match up with real world weights very closely so you can better comprehend the units being used. To convert between book units and our units, we assume that one 'pound' in the Wheel of Time world matches one 'pound' in the real world, thus it is the other units that need to be converted. |
:: Beginning |
.:. DREAM |
Preconditions for use: Talents - Dream Walker This skill allows you to enter Tel'aran'rhiod, the World of Dreams. Beware, for harm that comes to you there will stay with you in the waking world. Dream must be used while sleeping. USAGE: <while sleeping> dream {enters Tel'aran'rhiod} <while in Tel'aran'rhiod> dream {returns you to normal sleep} See also: Dream Walker |
:: Beginning |
.:. DREAM WALKER |
This talent is only available by application. Speak with your GL for initial approval, then apply with the Story Department. This talent allows one to learn how to enter Tel'Aran'Rhiod, the world of Dreams. Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby making it impossible for a Wolfkin dreamer to teach their dreaming abilities to non-Wolfkin. Everyone who is not a wolfkin and wants to be a dreamer, including Wise Ones, will have to apply. Applications should include the following: 1) Why you, as a player, want your character to have the talent. 2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking. 3) Why your character should be able to have the talent. 4) What your character plans to do with the talent, if and when it has been granted. 5) Show a willingness to learn the talent from 'scratch', through roleplay. NO ONE has the right to have full dreamwalker talents handed to them on a silver platter. Send applications via mudmail to Ayasha, Rissa and your GL. |
:: Beginning |
.:. DREAMER |
This talent is only available by application. Speak with your GL for initial approval, then apply with the Story Department. This talent allows one to learn how to enter Tel'Aran'Rhiod, the world of Dreams. Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby making it impossible for a Wolfkin dreamer to teach their dreaming abilities to non-Wolfkin. Everyone who is not a wolfkin and wants to be a dreamer, including Wise Ones, will have to apply. Applications should include the following: 1) Why you, as a player, want your character to have the talent. 2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking. 3) Why your character should be able to have the talent. 4) What your character plans to do with the talent, if and when it has been granted. 5) Show a willingness to learn the talent from 'scratch', through roleplay. NO ONE has the right to have full dreamwalker talents handed to them on a silver platter. Send applications via mudmail to Ayasha, Rissa and your GL. |
:: Beginning |
.:. DREAMING |
This talent is only available by application. Speak with your GL for initial approval, then apply with the Story Department. This talent allows one to learn how to enter Tel'Aran'Rhiod, the world of Dreams. Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby making it impossible for a Wolfkin dreamer to teach their dreaming abilities to non-Wolfkin. Everyone who is not a wolfkin and wants to be a dreamer, including Wise Ones, will have to apply. Applications should include the following: 1) Why you, as a player, want your character to have the talent. 2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking. 3) Why your character should be able to have the talent. 4) What your character plans to do with the talent, if and when it has been granted. 5) Show a willingness to learn the talent from 'scratch', through roleplay. NO ONE has the right to have full dreamwalker talents handed to them on a silver platter. Send applications via mudmail to Ayasha, Rissa and your GL. |
:: Beginning |
.:. DREAMWALKER |
This talent is only available by application. Speak with your GL for initial approval, then apply with the Story Department. This talent allows one to learn how to enter Tel'Aran'Rhiod, the world of Dreams. Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby making it impossible for a Wolfkin dreamer to teach their dreaming abilities to non-Wolfkin. Everyone who is not a wolfkin and wants to be a dreamer, including Wise Ones, will have to apply. Applications should include the following: 1) Why you, as a player, want your character to have the talent. 2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking. 3) Why your character should be able to have the talent. 4) What your character plans to do with the talent, if and when it has been granted. 5) Show a willingness to learn the talent from 'scratch', through roleplay. NO ONE has the right to have full dreamwalker talents handed to them on a silver platter. Send applications via mudmail to Ayasha, Rissa and your GL. |
:: Beginning |
.:. DREPORT |
The dreport command allows you to report on how you think the various immortal departments are doing their jobs. The command may also be used to make various requests from certain immortal departments. > dreport Puts you in the report editor. See Also: Reportedit, Reptool, Vote, Wizlist |
:: Beginning |
.:. DRINK |
None of the Eat, Drink, Sip or Taste commands have any bearing on the MUD as all Hunger/Thirst code was removed from the game. |
:: Beginning |
.:. DROP |
> <donate|junk|get|take|put|give|drop> <item|all|marks> > <donate shield> or <donate all.bread> or <donate 500 marks> This will send any or all of these items to the Donation Room. > <junk sword> or <junk all.bronze> or <junk 500 marks> This will delete an item from your inventory. Be careful with this command. > <get sword corpse> or <get all belt> or <get all.ring backpack> The GET and TAKE commands are essentially the same thing. They allow you to pick up items or gold, or take things out of containers. > <put bread bag> or <put all.bread sack> or <put all belt> This allows you to put items into containers. > <give all khaira> or <give sword dain> or <give all.dagger devon> This allows you to give all your items, one of your items, or all of one type of item to another player. You can give marks to another player by typing: give # marks <player>. Example: give 200 marks duke > <drop all> or <drop all.bracelet> or <drop 300 marks> With this you can drop items or marks in the room you are in. |
:: Beginning |
.:. Duplicate Ter'angreal |
-------------------Duplicate Ter'angreal-------------------- SYNTAX: Weave 'Duplicate Ter'angreal' <object> {<object> is the original} EXAMPLE: Weave 'Duplicate Ter'angreal' Necklace Preconditions: Talents: Ter'angreal Spells: Probe Ter'angreal Description: This weave allows the caster to duplicate a ter'angreal. The duplication, if successful, will create a ter'angreal that works in a similar fashion to the original. The failure rate is high, though something will most likely be duplicated each time - it just may not work, or work in the wrong fashion. A point to note is that ter'angreal have a chance of burning out the user if used incorrectly, so one must be careful using a duplicated ter'angreal, as the chance of burn out may increase! See Also: Ter'angreal, Probe Ter'angreal |
:: Beginning |
.:. Duststorm |
-------------------Duststorm-------------------- Please use syntax inform 'duststorm' for information on this weave. |
:: Beginning |