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.:. EARTH


Your flowstrengths reflect your proficiency in the five flows (air, water,
spirit, fire, earth).  Generally, men are stronger in fire and earth, and  
women are stronger in air and water.  Flowstrengths are used as preconditions
for various spells.

Air:    Air is used to gain spells such as wrap, gag, etc.
Water:  Water is the flow needed for spells like create water, waterwalk, and so on.
Spirit: Spirit is needed to use such spells as shield, gentle, etc.
Earth:  Earth is required for weaves along the lines of earthquake.
Fire:   Fire is the flow needed to manipulate spells such as slice weave, fireball, etc.

The higher your flows are, the better. Higher flows allow you to cut weaves
much easier. So, for example, if someone attempted to weave wrap upon you
and their flow of Air was lower than yours, you would stand a greater chance
of slicing their weave than they would have at succeeding at it. That is,
of course, if you have the slice weave spell.

To raise a flow from:
1  - 10     1 practice raises 3 points
11 - 20     1 practice raises 2 points
21 - 30     1 practice raises 1 point
31 - 40     2 practices raises 1 point
41 - 50     3 practices raises 1 point

See also: Training, Stats, Score




















:: Beginning

.:. EAST




















In order to move from place to place on this MUD there are ten
directions you need to be very familiar with: UP, DOWN, EAST, WEST,
NORTH, SOUTH, and the four diagonals NORTHEAST, NORTHWEST, SOUTHEAST
and SOUTHWEST. These will take you in whichever direction you want,
assuming you are standing and there is an exit that way from the room
you are currently in.

All of them can be abbreviated to: n, s, e, w, u, d, ne, nw, se, sw.
The exits command spells out every exit, and the autoexit line shows
them with those short forms.

Syntax:
> north
> northeast

Example:
> ne

See also: Exits, Autoexit, Look























:: Beginning

.:. EAT







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

.:. ECHO



These commands are for Immortals and Guild Leaders only.

> echo <string>
This echoes a message to the room the one echoing is standing in.

> gecho <string>
Sends the message to the whole MUD.

> qecho <string>
Sends the message to those on the same Quest channel as the qechoer.

> zecho <string>
Sends the string to all players within 50 rooms distance.

> send <player> <string>
Sends the message to a single player.














:: Beginning

.:. ECONOMICS


The method of getting paid is based on rp.  The number of players
in the same room and the speed of posts are factors in how often
a player gets paid.

Players are charged 'rent' as well at regular intervals and it is
a fraction of total coin possessed so that the more a player has
the more they are charged.

At the moment, money has no use.  When equipment is reimplemented
players will be charged an amount that corresponds to the
power/stats/etc of the gear.
















:: Beginning

.:. ECONOMY


The method of getting paid is based on rp.  The number of players
in the same room and the speed of posts are factors in how often
a player gets paid.

Players are charged 'rent' as well at regular intervals and it is
a fraction of total coin possessed so that the more a player has
the more they are charged.

At the moment, money has no use.  When equipment is reimplemented
players will be charged an amount that corresponds to the
power/stats/etc of the gear.
















:: Beginning

.:. ECONSHOW


Econshow lets you look at the game's economy: the global resource
figures and money pools, the nations and their provinces, who is
online from each nation, and the guild roleplay report. It only shows
information; nothing here changes the economy.

Syntax:
> econshow
> econshow nations
> econshow <nation ID>
> econshow <nation ID> provinces
> econshow <nation ID> <province number>
> econshow provinces
> econshow citizens
> econshow citizens <nation number>
> econshow rp
> econshow guild

Econshow alone shows the global picture: resource costs, tax and
payout settings, money pools, resource totals and base production.
Econshow nations lists the nations with their ID numbers. Use one of
those IDs to see that nation's resource modifiers, add provinces to
list its provinces and what they produce, or add a province number to
look at a single province. Econshow provinces lists every province in
the game with its treasury and production.

Econshow citizens lists the players online right now who belong to no
nation; add a nation number to list that nation's online citizens
instead. Econshow rp and econshow guild both show the guild roleplay
report, with each guild's player count, last week's and current
totals, and its leaders.

Example:
> econshow nations
Pick a nation ID from that list, then:
> econshow <nation ID> provinces
> econshow rp

See also: Rpexplog, Split, House


:: Beginning

.:. EDIT FORM






Syntax:  fedit <form name>
         fedit create <form name>
         fedit copy <existing form> <new form>
         fedit save [form name]
         fedit reload [form name]
         fedit list
Options enclosed in <> are required, [] are optional.


FEDIT is the editor for combats forms. Typing fedit will bring up
categories of information about the forms. The categories are Basic,
Mods, Text, and Exclusive.

BASICS includes basic information about the form, what weapons it
works with, character stances, etc.

MODS is a list of modifiers that include things like the speed and
force of the form.

TEXT includes all of the text that will be seen be players while
using the forms.

EXCLUSIVES are special text that are unique to that particular type of form.

Typing the category name will expand or collapse the corresponding
information in the form editor.

Typing COMMANDS while in FEDIT will give you a full list of commands
that you can use to input and change form information. All of the
commands support act codes that affect what plays will see when using
the forms. HELP ACT CODES gives a complete list of the codes.

NOTICE: Options enclosed in <> are required, [] are optional.

fedit <form name>
  - This opens the named form inside FEDIT.
fedit create <form name>
  - This will create a new form with the given name.
fedit copy <existing form> <new form>
  - This will all of the information from an existing form into a new form name.
fedit save [form name]
  - This will save your current form information.
  - Notice that [form name] is optional.  If you don't specify a form, all
     forms will be saved.
  - Once inside FEDIT you can simply type 'save' to save the current form.
fedit reload [form name]
  - Again notice that [form name] is optional.  If you fail to specify a form
     name it will reload *all* forms.
  - This will reload a previously written form. If changes were
    made to a form and you decided to revert back to the original
    without saving, this is the option you would use.
fedit list
  - This will give a complete list of all forms on the MUD.

Once you type 'fedit', you enter the form editor and all commands you typed
will first be interpreted by FEDIT.  Then if the command doesn't exist it will
be sent to the MUD.  When you are finished editing a form you can exit FEDIT by
typing 'done'.  This allows you to continue using regular MUD commands while
editing forms.

Sub-Command listing:  (Type 'help fedit <sub-command>' for more information on
specific sub commands listed here)

commands         List valid commands
create           Create a new form.
delete           Deletes a form
basics           Expand/Collapse 'Basics' section
mods             Expand/Collapse 'Mods' section
text             Expand/Collapse 'Text' section
exclusives       Expand/Collapse 'Exclusives' section
form_type        Set the form type (dodge/block/attack/flourish/recovery)
name             Set the name of the form
class_name       Set the class of the form
secondary_id     See 'help fedit secondary_id'
flags            Set form flags (teachable/learnable/decrement/exotic)
tier             Set form tier between levels 0 and 4
damage type      Set the damage type (none/slashing/crushing/piercing/unarmed)
endurance_cost   Set the endurance requirement for using form
initial          Set the text displayed when form is initially invoked
critical         Set the text for when a critical failure occurs
unblocked        Set the text if form succeeds without being blocked
blocked          Set the text if form is blocked by victim
modifier         Set the modifiers for the form
areas_allowed    Specify what areas a form may be used in
weapons_allowed  Specify valid weapons for the form
regions          Specify valid bodypart regions form may be used against
deflection_dire  Specify the direction of deflection
attack_directio  Specify the direction of attack
orientation      Specify where player has to be in relation to victim
                 e.g. (front/behind/left/right/all/none)
stance           Specify required stance for ch or victim (standing/sitting)
special          Specify any special procedures to handle special circumstances
list             List all forms in the game
save             Save a form
reload           Reload a form
show             Display the current stats of currently opened form

Again this is only a brief synopsis.  Please see:  'help fedit <sub-command>'
to get more information on specific subcommands.    


In order to set a form on a player, use the SETFORM command.
It works exactly like the SETSKILL command.

NOTE: Forms are quite buggy at the moment and can crash the MUD so if
any testing is done on the BuilderPort please make sure to do so when
anyone is building.  As special test port has been created for editing forms
or testing other combat related items.  It currently runs at tymemud.com port
6996.


SEE ALSO : ACT CODES, SETFORM





:: Beginning

.:. edithelp


This command is used to edit the help database while the MUD is running.

Usage:
edithelp <help topic>

If <help topic> does not exist it will be created, otherwise you will
be put into the editor with the text for the help topic loaded.  The
first line of text in the editor will become the keywords for the help
topic, from the second line on will be the help body.  The keywords
portion supports using double quotes "" to group words with spaces. Note
that keywords must be unique among all help topics.

NOTE:  There is now an online version of edithelp.  Go to http://tymemud.com,
log in with your immortal username and password.  Click on 'Resources',
and it'll be in the Immortal section.


:: Beginning

.:. edittext






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

.:. EMBRACE


Embracing or seizing the Source lets a channeler hold the One Power
ready for weaving. Use the grasp command to take hold of it.

Syntax:
> grasp
> grasp <amount>

The optional amount is an Endurance amount, not a percentage and not a
weave level. You can change it while already grasping. For a weave cast
without an explicit level, that amount supplies the spend within the
weave's allowed range. Grasping without an amount leaves an unlevelled
weave at its normal spend.

An explicit weave level from 1 to 4 selects that weave's Endurance
tier instead of using your grasp amount. You must still be grasping.
Changing your grasp does not change the spend or strength already fixed
for a held combat weave.

Example:
> grasp
> weave 'fireball' 1 loth

Type grasp in full: gr and gra select grab, the item command.
Only a channeler can grasp the Source. A shield, stilling or a place
where the Source cannot be reached can prevent a fresh grasp. You also
cannot take a fresh grasp while your Endurance is negative. This is not
a ban on further weaving while exhausted if you still hold the Source.

Use Release to let the Source go. Grasp is a skill, so an attempt to
take hold can fail, and a successful grasp may not last indefinitely.

Channeling skills can still be taught through approved RP avenues and
then set on the character by the appropriate immortals. See Spells for
the existing player-to-player learning guidance.

See also: Weave, Release, Spells, Channeling,
Combat Channeling, Channeling Exhaustion








:: Beginning

.:. EMOTE


Emote is the main command which precedes your In-Character actions.
It is one of the most important tools to Roleplay here on A Moment
in Tyme, along with many other useful roleplaying commands such as
pemote, npc and rpseek.

Syntax:
> emote <action>
> : <action>

Example:
> emote draws his cloak closer. "The wind has teeth tonight."

Everyone in the room will see:
Aros draws his cloak closer. "The wind has teeth tonight."

The colon is a short form of emote. Anything you put in double quotes
is shown in your talk color, and an action that begins with an
apostrophe or a comma is joined straight onto your name, so that
emote 's shoulders sag. comes out as Aros's shoulders sag.

All emotes are considered IC.

It is advised that all OOC conversation be kept solely to the osay
command. Using emote for OOC conversation could result in the loss of
the roleplaying experience privileges.

Some notes to keep in mind when typing an emote:

Emotes should be written in prose, unless your character is actually
reciting poetry. It should be styled such that the passage about your
character could be included in the Wheel of Time series itself. While
everyone will have his/her own style of writing - and we encourage
this - in general, try to write in a way that fits the general scope
of the world we are inhabiting and creating.

A point of note with regard to style choices: though the Wheel of Time
series is written in past tense, as a story being retold, our world is
a work in progress. Since we are creating this story as we go, rather
than trying to tell a story which has already happened, it is customary
to write emotes in present tense. In addition to creating the sense of
a living narrative, present tense provides a measure of clarity to
combat and allows 'open' emotes to flow more smoothly. See below for
an explanation of open emoting.

Emotes should be about external descriptors. Your emotes should not
include inner monologue unless the thoughts in your head can be clearly
seen in your expression or other external indicators.

Try to avoid this:

Fred walks along the streets of Caemlyn, ashamed that he had to leave
his hometown of Four Kings to come to this big city. He feels out of
place here and wants to leave as soon as possible.

Instead try this:

Fred walks slowly through the streets of Caemlyn, his eyes downcast more
often than not, and his shoulders hunched in on himself as he moves.
He tries his best to avoid contact with the large groups of people he
squeezes past, and each time he bumps into someone, he lets out a small
squeak of fear.

Your actions should speak for you. No one here is a mind reader, and
your descriptions should be sufficient to evoke the motivations behind
your actions for your fellow RPers.

Emotes should be inclusive of the others in the scene with you. This
means you should be mindful of the other PCs and allow them to
participate with you. Give them something to work with. This is also
a good habit to be in for the sake of 'open' emotes in combat.
Basically, think of even wordless emotes as one side of a conversation.

Try to avoid this:

Martha moves into the room and slinks into the corner, sitting down
quickly and folding her arms over her chest. Her cotton dress is nice,
but fairly simple and blue. She doesn't make eye contact with anyone
and seems bored by her surroundings.

Instead try this:

Martha slinks into the room quietly, her simple blue cotton dress
swirling softly around her ankles. As she quickly sits at an unoccupied
table, she tries to avoid meeting anyone's eyes, apparently uneasy about
her surroundings. With her arms folding over her chest, she seems both
defensive and vulnerable.

The subtle difference is that the first emote does not do anything to
encourage other players to approach your PC and include her in the
scene, while the second provides a reason for someone to address her
and draw you into the scene.

Emotes must be 'open' rather than 'closed'. This means that you cannot
dictate another character's response to any action you take. You must
always leave the resolution of your actions toward another character
up to that PC's player.

You must avoid this:

Adam swings his sword toward Bob's chest, the steel whistling through
the air as the sharp blade slices quickly across the intervening space.
The keen edge makes direct contact with Bob's ribs and slides along his
breastbone, parting the flesh in a spray of red.

Instead do this:

Adam swings his sword toward Bob's chest, the steel whistling through
the air as the sharp blade slices quickly across the intervening space.
His face is set in concentration and he strikes with a deadly will,
attempting to make direct contact with Bob's ribs and slide the keen
edge along the other man's breastbone.

The response to your attempt is up to your opponent in the scene, and
this is true whether in combat or in casual RP. Your actions cannot
dictate another player's response; you must allow other characters to
react. You, in turn, have the responsibility (and the right) to deliver
your own character's reply. Keep in mind that the more completely your
open emote is described, the better the chances are that it will be
answered appropriately.

See also: Pemote, RP, NPC, Policy, RPseek, Roleplay-Examples, IC,
Where, Osay





:: Beginning

.:. EMOTE CHANNELING 101



This helpfile is meant as a guideline on basic channeling emoting and
understanding.


Overview of general rules on channeling:

1) When RPing a channeler and channeling, always remember who you are and
   what IC situation you are in. If you are a Novice, you should not be
   emoting being able to hold more of the Power than an Aes Sedai. If you
   are wounded during a fight, you should not be able to keep up 100% with
   the rest of what is going on in the fight, you should tire more easily,
   etc. This also goes for male channelers and the Void. The Void does not
   make you invincible. Yes, even you tire, yes, even you hurt.
  
2) Always be as clear as you can be without overcomplicating things.

  
a) When writing a channeling emote, be sure not to sacrifice the intent
   and meaning of the emote to needless details. The insertion of some
   description is acceptable and can be interesting, but it can also lead
   to problems, awkwardness, and misinterpretation of what you are actually
   trying to accomplish. Unless you are comfortable with an emote style
   heavy on description of details, you should consider being as clear
   and straightforward as possible.

  
b) Make sure the people you RP with understand what you are trying to do
   with your channeling. If you are trying to shield someone, make it clear
   you are trying to shield them, instead of trying to still/gentle, or put
   them to sleep, or any other thing involving Spirit.
  
  
(example emotes)
  
   Nynaeve, drawing her full capacity of saidar, and scowling darkly at The
   Spider, hurls her Spirit matrix laced with Fire toward Moghedien, screaming,
   "You will not take me, you filthy darkfriend!"
[ = unclear emote. We don't
   know wtf that weave was supposed to do.
]
  
   Nynaeve, drawing her full capacity of saidar, and scowling darkly at The
   Spider, hurls her Spirit matrix with a razor-sharp edge toward Moghedien,
   aiming to cut the woman off from the Power forever, screaming, "You will
   not take me, you filthy darkfriend!"
[ = clear emote. We know EXACTLY what
   Nynaeve is trying to do here.
]
  
3) Do not close emotes aimed at other people. This is basic RP 101. If you
   are -very- friendly with Janea Sedai, you can emote taking her arm in
   yours as you two walk out of the dining room, but Janea Sedai, even if
   a friend, will likely not want you to emote pinching her side with a
   small flow of Air unless you've worked it out somehow beforehand that she
   won't mind this instance of it, and will respond appropriately.
  
  
(example emotes)
  
   Elayne, separating out several small threads of Air, continues laughing
   hysterically as she now lifts Nynaeve's skirts above the woman's head,
   just as Lan walks by.
[ = closed emote. This is bad, because it gives
   the other person no chance to react. Even non-channelers should be given
   EVERY opportunity to react to a channeling emote aimed at them. If it is
   a violent weave, however, you should work out with your intended target
   beforehand, or through tells, as to how they can realistically react to
   it that will satisfy you both and fit the RP.
]
  
   Elayne, separating out several small threads of Air, continues laughing
   hysterically as she now sends these to five different points on Nynaeve's
   hem, trying to lift the woman's skirts above her head so that Lan will
   see this as he walks by the open doorway.
[ = non-closed emote. This is
   a good emote, because it is clear what Elayne is trying to do to Nynaeve,
   and it is clear what she would like the result to be, but gives Nynaeve
   the chance to try to stop it.
]
  
**The only time clearly closed emotes are acceptable is if you are trying
   to avoid things being done to you. If someone is trying to slap you, or
   shield you, or something else, it is perfectly acceptable to emote in a
   way as to avoid or thwart their action in a manner that does not then
   close an emote on the opponent himself.
**
  
  
(example emotes)
  
   Aviendha, apparently seeing the Maiden's spear being launched toward
   her, creates a small net of Air, in which she traps the flying spear,
   stopping its forward momentum. Releasing her net so that the spear
   then clatters to the dry ground, she sends a wrist-thick rope of air
   with a blunted end like a club flying back toward the Maiden's temple,
   knocking her unconscious.
[ = bad emote. Obviously the Maiden can't
   see the Air coming to duck, but you should not simply emote the cause
   AND the result for a person unless they've told you it is okay priorly.
   In this case, the Maiden doesn't have to be knocked unconscious right
   away. Give the other player options.
]
  
   Aviendha, apparently seeing the Maiden's spear being launched toward
   her, creates a small net of Air, in which she traps the flying spear,
   stopping its forward momentum. Then, using yet another flow of Air,
   she sends it hurtling back toward the Maiden who threw it, aiming
   directly for the woman's chest.
[ = good emote. Here, Aviendha blocks
   the action done to her, yet does not infringe upon the opponent's
   emoting rights by closing the emote of her reaction.
]
  
4) Base what you do on what is clearly possible or plausible, from reading
   the situations illustrated in the books. There are certain things that
   are considered "impossible", and it's generally a good idea to steer
   away from those things, when you go to channel. The same thing goes for
   "improbable" things. For instance, we do not really see anyone weaving
   a "sleep" weave on anyone, but from the examples we are given from the
   books (the ter'angreal that put Faile and Perrin to sleep and trapped
   them in t'a'r, and knowing that Spirit is closely connected with
   Dreaming, and it's the only Flow that can be channeled in one's sleep),
   putting someone to sleep with the Power falls within the "probable"
   and "plausible" ranges. However, being able to fly with the Power,
   weaving with one's eyes shut, and using the Power to breathe under
   water would be considered "impossible" or "implausible".

5) It is generally a good idea to emote in turn, if possible, so that
   people can emote reacting to the emotes prior to theirs without having
   to struggle to keep up with the rhythm of the RP. If you emote once,
   let the others in the RP have a chance to react to you before you
   respond again.
  
6) Try not to void during RP, and try to respond to EVERYTHING that applies
   to you, or has to do with you, in terms of direct interaction.
  
  
Specifically combat-oriented guidelines and tips:

1) Men can feel it when a woman is grasping or channeling nearby. This
   does NOT, however, mean that men know where their weaving is directed,
   or what it is being woven since they cannot see flows of saidar at all.
  
2) We RARELY see anyone slicing ANYTHING in the books. We see people who
   evade, dodge, counter, and avoid weaves in other ways, 99% of the time.
   The only certainties in slicing things should come from slicing weaves
   like bindings (NOT wards - wards are different). In this case, if you
   are bound with flows of the Power, even when it comes to male/female
   interaction, the person bound knows EXACTLY where the flows are to cut
   them off. Things like fireballs, lightning, Gateways, Healing, and other
   such "instantaneous affect" or projectile weaving should not be attempted
   to be sliced, because the failure percentage would nearly be 100%. What
   can be sliced include: bindings, walls, barriers, shields, and things
   of a "blocking" nature.
  
3) Shielding - some basic fundamentals:
  
  
a) The stronger someone is in the Power, the harder it is for anyone
      else to shield them.
  
b) The stronger person in the Power will almost always be able to
      shield the weaker person, unless the strength difference is close,
      or other events interject to throw the balance on the side of the
      weaker person. Similarly, the weaker person will simply not be able
      to shield the stronger person if the stronger person is grasping, or
      resists.
  
c) Persons close in strength in the Power will have a difficult time
      trying to shield each other, if the shield is unwanted.
  
d) It is MUCH harder for someone to be shielded when they are grasping
      the Power at the time of the attempt.
  
e) Surprise and control has a LOT to do with being able to resist, or,
      on the other hand, force a shield on someone. If the shielding target
      becomes fatigued, or loses control of the Power for some reason, or is
      otherwise distracted, while resisting a shield, the advantage turns to
      the shielder. If someone is not grasping and is not expecting an attack,
      like any other surprise or ambush maneuver, the advantage falls on the
      side of the attacker.
Remember: Nynaeve, Elayne, Egwene were surprised
      and shielded several times, even after being trained AND strong in the
      Power.
  
e) Shielding attempts can be resisted. This means somehow "pushing"
      against the shield weave by drawing on more of the Power and struggling
      to maintain hold while your link to the Power is being assaulted by the
      shield weave.
Reference: see in book 4, Nynaeve's classic struggle with
      Moghedien. It is progressively easier to resist shielding, the stronger
      you are in the Power than the person trying to shield you, and, in fact,
      this goes in a very logical fashion - a Novice trying to shield an
      average Aes Sedai would be like an average Aes Sedai trying to shield a
      Forsaken, etc.
  
f) Shields CAN be sliced, either before it reaches you, or afterward. In
      the case of male vs. female, being able to slice a shield before it comes
      into contact with you is not applicable. But in the case (with male vs.
      female) where the shield contacts the other person's link and is trying
      to be forced through, the person attempting to be shielded/severed can
      FEEL the weave trying to be pushed upon them, and knows where to direct
      his/her slicing attempt.
  
g) The only way someone can break through or force a dissolution of a
      maintained shield is to throw all their strength into breaking free and
      pushing against the maintained shield. This is highly unlikely if more
      than one person is shielding you, and similarly unlikely if you are the
      weaker person.
  
h) Breaking through a tied shield is easier than breaking through a
      maintained one, for the reason that the person who made the shield
      cannot reinforce it if it is tied, like they can draw more of the
      Power to try to prevent you breaking the shield, while maintaining it.
      However, if the person who tied the shield on you is significantly
      stronger than you are, the likelihood of your breaking it, even while
      tied, is small.
NOTE BENE: "Unraveling" or "untying" shields is, at
      this point in time, knowledge ONLY possessed by Rand and the Forsaken.


4) Reiteration - when channeling the One Power, you get tired, with more
   of the Power you channel. This should reflect in your emotes. You
   should not seem to be at 100% after three fireballs, two Healings,
   an earthquake, a windstorm, and a shielding attempt.
  

Closing notes:

     Generally, emote channeling should be a common-sense sort of thing.
The purpose of this helpfile is not to try to teach common sense, but
simply to point out things that may or may not be obvious to everyone.
These things are at the foundation of good emote channeling. Embellishment
and creativity are encouraged, but not to the extent that they infringe
upon the basics. Creativity should not pass clear and obvious boundaries
that are given from the examples of the Wheel of Time books. We should not
see rediscoveries from the Age of Legends any time someone goes to channel.
We, similarly, should not see impossibilities, super-channelers, super-
human feats of exertion or ability. Each character and channeler SHOULD
have clear limits and flaws, and these should be adhered to, in your RP.
Just remember who you are and what you can do, and do that, instead of
doing what you can't. :)


-
The Channeling Mastery Immortals






:: Beginning

.:. EMOTECHANNELING



This helpfile is meant as a guideline on basic channeling emoting and
understanding.


Overview of general rules on channeling:

1) When RPing a channeler and channeling, always remember who you are and
   what IC situation you are in. If you are a Novice, you should not be
   emoting being able to hold more of the Power than an Aes Sedai. If you
   are wounded during a fight, you should not be able to keep up 100% with
   the rest of what is going on in the fight, you should tire more easily,
   etc. This also goes for male channelers and the Void. The Void does not
   make you invincible. Yes, even you tire, yes, even you hurt.
  
2) Always be as clear as you can be without overcomplicating things.

  
a) When writing a channeling emote, be sure not to sacrifice the intent
   and meaning of the emote to needless details. The insertion of some
   description is acceptable and can be interesting, but it can also lead
   to problems, awkwardness, and misinterpretation of what you are actually
   trying to accomplish. Unless you are comfortable with an emote style
   heavy on description of details, you should consider being as clear
   and straightforward as possible.

  
b) Make sure the people you RP with understand what you are trying to do
   with your channeling. If you are trying to shield someone, make it clear
   you are trying to shield them, instead of trying to still/gentle, or put
   them to sleep, or any other thing involving Spirit.
  
  
(example emotes)
  
   Nynaeve, drawing her full capacity of saidar, and scowling darkly at The
   Spider, hurls her Spirit matrix laced with Fire toward Moghedien, screaming,
   "You will not take me, you filthy darkfriend!"
[ = unclear emote. We don't
   know wtf that weave was supposed to do.
]
  
   Nynaeve, drawing her full capacity of saidar, and scowling darkly at The
   Spider, hurls her Spirit matrix with a razor-sharp edge toward Moghedien,
   aiming to cut the woman off from the Power forever, screaming, "You will
   not take me, you filthy darkfriend!"
[ = clear emote. We know EXACTLY what
   Nynaeve is trying to do here.
]
  
3) Do not close emotes aimed at other people. This is basic RP 101. If you
   are -very- friendly with Janea Sedai, you can emote taking her arm in
   yours as you two walk out of the dining room, but Janea Sedai, even if
   a friend, will likely not want you to emote pinching her side with a
   small flow of Air unless you've worked it out somehow beforehand that she
   won't mind this instance of it, and will respond appropriately.
  
  
(example emotes)
  
   Elayne, separating out several small threads of Air, continues laughing
   hysterically as she now lifts Nynaeve's skirts above the woman's head,
   just as Lan walks by.
[ = closed emote. This is bad, because it gives
   the other person no chance to react. Even non-channelers should be given
   EVERY opportunity to react to a channeling emote aimed at them. If it is
   a violent weave, however, you should work out with your intended target
   beforehand, or through tells, as to how they can realistically react to
   it that will satisfy you both and fit the RP.
]
  
   Elayne, separating out several small threads of Air, continues laughing
   hysterically as she now sends these to five different points on Nynaeve's
   hem, trying to lift the woman's skirts above her head so that Lan will
   see this as he walks by the open doorway.
[ = non-closed emote. This is
   a good emote, because it is clear what Elayne is trying to do to Nynaeve,
   and it is clear what she would like the result to be, but gives Nynaeve
   the chance to try to stop it.
]
  
**The only time clearly closed emotes are acceptable is if you are trying
   to avoid things being done to you. If someone is trying to slap you, or
   shield you, or something else, it is perfectly acceptable to emote in a
   way as to avoid or thwart their action in a manner that does not then
   close an emote on the opponent himself.
**
  
  
(example emotes)
  
   Aviendha, apparently seeing the Maiden's spear being launched toward
   her, creates a small net of Air, in which she traps the flying spear,
   stopping its forward momentum. Releasing her net so that the spear
   then clatters to the dry ground, she sends a wrist-thick rope of air
   with a blunted end like a club flying back toward the Maiden's temple,
   knocking her unconscious.
[ = bad emote. Obviously the Maiden can't
   see the Air coming to duck, but you should not simply emote the cause
   AND the result for a person unless they've told you it is okay priorly.
   In this case, the Maiden doesn't have to be knocked unconscious right
   away. Give the other player options.
]
  
   Aviendha, apparently seeing the Maiden's spear being launched toward
   her, creates a small net of Air, in which she traps the flying spear,
   stopping its forward momentum. Then, using yet another flow of Air,
   she sends it hurtling back toward the Maiden who threw it, aiming
   directly for the woman's chest.
[ = good emote. Here, Aviendha blocks
   the action done to her, yet does not infringe upon the opponent's
   emoting rights by closing the emote of her reaction.
]
  
4) Base what you do on what is clearly possible or plausible, from reading
   the situations illustrated in the books. There are certain things that
   are considered "impossible", and it's generally a good idea to steer
   away from those things, when you go to channel. The same thing goes for
   "improbable" things. For instance, we do not really see anyone weaving
   a "sleep" weave on anyone, but from the examples we are given from the
   books (the ter'angreal that put Faile and Perrin to sleep and trapped
   them in t'a'r, and knowing that Spirit is closely connected with
   Dreaming, and it's the only Flow that can be channeled in one's sleep),
   putting someone to sleep with the Power falls within the "probable"
   and "plausible" ranges. However, being able to fly with the Power,
   weaving with one's eyes shut, and using the Power to breathe under
   water would be considered "impossible" or "implausible".

5) It is generally a good idea to emote in turn, if possible, so that
   people can emote reacting to the emotes prior to theirs without having
   to struggle to keep up with the rhythm of the RP. If you emote once,
   let the others in the RP have a chance to react to you before you
   respond again.
  
6) Try not to void during RP, and try to respond to EVERYTHING that applies
   to you, or has to do with you, in terms of direct interaction.
  
  
Specifically combat-oriented guidelines and tips:

1) Men can feel it when a woman is grasping or channeling nearby. This
   does NOT, however, mean that men know where their weaving is directed,
   or what it is being woven since they cannot see flows of saidar at all.
  
2) We RARELY see anyone slicing ANYTHING in the books. We see people who
   evade, dodge, counter, and avoid weaves in other ways, 99% of the time.
   The only certainties in slicing things should come from slicing weaves
   like bindings (NOT wards - wards are different). In this case, if you
   are bound with flows of the Power, even when it comes to male/female
   interaction, the person bound knows EXACTLY where the flows are to cut
   them off. Things like fireballs, lightning, Gateways, Healing, and other
   such "instantaneous affect" or projectile weaving should not be attempted
   to be sliced, because the failure percentage would nearly be 100%. What
   can be sliced include: bindings, walls, barriers, shields, and things
   of a "blocking" nature.
  
3) Shielding - some basic fundamentals:
  
  
a) The stronger someone is in the Power, the harder it is for anyone
      else to shield them.
  
b) The stronger person in the Power will almost always be able to
      shield the weaker person, unless the strength difference is close,
      or other events interject to throw the balance on the side of the
      weaker person. Similarly, the weaker person will simply not be able
      to shield the stronger person if the stronger person is grasping, or
      resists.
  
c) Persons close in strength in the Power will have a difficult time
      trying to shield each other, if the shield is unwanted.
  
d) It is MUCH harder for someone to be shielded when they are grasping
      the Power at the time of the attempt.
  
e) Surprise and control has a LOT to do with being able to resist, or,
      on the other hand, force a shield on someone. If the shielding target
      becomes fatigued, or loses control of the Power for some reason, or is
      otherwise distracted, while resisting a shield, the advantage turns to
      the shielder. If someone is not grasping and is not expecting an attack,
      like any other surprise or ambush maneuver, the advantage falls on the
      side of the attacker.
Remember: Nynaeve, Elayne, Egwene were surprised
      and shielded several times, even after being trained AND strong in the
      Power.
  
e) Shielding attempts can be resisted. This means somehow "pushing"
      against the shield weave by drawing on more of the Power and struggling
      to maintain hold while your link to the Power is being assaulted by the
      shield weave.
Reference: see in book 4, Nynaeve's classic struggle with
      Moghedien. It is progressively easier to resist shielding, the stronger
      you are in the Power than the person trying to shield you, and, in fact,
      this goes in a very logical fashion - a Novice trying to shield an
      average Aes Sedai would be like an average Aes Sedai trying to shield a
      Forsaken, etc.
  
f) Shields CAN be sliced, either before it reaches you, or afterward. In
      the case of male vs. female, being able to slice a shield before it comes
      into contact with you is not applicable. But in the case (with male vs.
      female) where the shield contacts the other person's link and is trying
      to be forced through, the person attempting to be shielded/severed can
      FEEL the weave trying to be pushed upon them, and knows where to direct
      his/her slicing attempt.
  
g) The only way someone can break through or force a dissolution of a
      maintained shield is to throw all their strength into breaking free and
      pushing against the maintained shield. This is highly unlikely if more
      than one person is shielding you, and similarly unlikely if you are the
      weaker person.
  
h) Breaking through a tied shield is easier than breaking through a
      maintained one, for the reason that the person who made the shield
      cannot reinforce it if it is tied, like they can draw more of the
      Power to try to prevent you breaking the shield, while maintaining it.
      However, if the person who tied the shield on you is significantly
      stronger than you are, the likelihood of your breaking it, even while
      tied, is small.
NOTE BENE: "Unraveling" or "untying" shields is, at
      this point in time, knowledge ONLY possessed by Rand and the Forsaken.


4) Reiteration - when channeling the One Power, you get tired, with more
   of the Power you channel. This should reflect in your emotes. You
   should not seem to be at 100% after three fireballs, two Healings,
   an earthquake, a windstorm, and a shielding attempt.
  

Closing notes:

     Generally, emote channeling should be a common-sense sort of thing.
The purpose of this helpfile is not to try to teach common sense, but
simply to point out things that may or may not be obvious to everyone.
These things are at the foundation of good emote channeling. Embellishment
and creativity are encouraged, but not to the extent that they infringe
upon the basics. Creativity should not pass clear and obvious boundaries
that are given from the examples of the Wheel of Time books. We should not
see rediscoveries from the Age of Legends any time someone goes to channel.
We, similarly, should not see impossibilities, super-channelers, super-
human feats of exertion or ability. Each character and channeler SHOULD
have clear limits and flaws, and these should be adhered to, in your RP.
Just remember who you are and what you can do, and do that, instead of
doing what you can't. :)


-
The Channeling Mastery Immortals






:: Beginning

.:. ENDURANCE



The terms MANA or MOVE no longer applies to the MUD. Endurance is now
what represents your stamina on the MUD. Your Endurance is the code
representation of your character's stamina. It determines how far they
can walk, how long they can fight, and how much they can channel. When
you run out of Endurance, you are exausted.

See also: Stats, Score





:: Beginning

.:. ENDURANCE TALENT



**This talent grants a character an increased stamina and endurance
against fatigue, allowing them to suffer greater strain yet still
press on.

See also: Nonchanneling Talents





:: Beginning

.:. EnhDmg





:: Beginning

.:. ENTER




If you type <enter> while you are outdoors, you will enter any
nearby shelter. You can allso follow
<enter> with an argument. For
example:
<enter window> would make you enter an open window in the
room you are standing in.

If you feel claustrophobic, simply typing
<leave> will make you
use the nearest obvious exit to the outside.





:: Beginning

.:. ENTRANCE



   By typing:
      options entrance <string>
   or
options exit     <string>
  
   you can set your character's entrance/exit messages, i.e. what people
see after your name when you walk in, or out of a room if they are in it.

Examples:
  
option entrance walks in drunkedly.
  
option exit walks purposefully     (without a period at the end)
These will cause messages to show up to people in rooms you walk in/out of:
  
Simkin walks in drunkedly.
  
Simkin walks purposefully south.
  
Also see: option.
      





:: Beginning

.:. EQUIPMENT



Entering <equipment> as a command lists all of the equipment you
are currently wearing. This equipment may be altered and changed
by using the commands
<remove>, <wear>, <wield>, <hold> and <grab>.

> hold/grab <item>
Basically,
HOLD and GRAB do the same thing. They put an item into
the Equipment slots for
<held> and <used as light>

> hold torch
> grab rune

> wield <weapon|shield>
This equips a weapon or a shield into your hands. You can ONLY wield
weapons or shields.

> wear|remove <item|all>
With these commands you can either wear or remove a single item, or
you may wear or remove ALL of your equipment with a single command.

















:: Beginning

.:. Eruption Spell


Eruption

Eruption bursts rock and earth beneath eligible occupants of your room.
It deals crushing injuries; armor's physical protection against crushing
blows applies. A surviving standing combatant may also be thrown off
their feet. This is a recoverable fall: use
stand to get back up.

You do not name a target. Properly grouped allies are normally avoided,
but a misfire can still hit them. A successful cut can stop the eruption
before it reaches its victims.

Syntax:
> weave 'eruption' <power>

Example:
> weave 'eruption' 2

Power may be 1-4. It is separate from your grasp and the weave's complexity.
You may also omit power:
weave 'eruption'. See WEAVE for casting
requirements and
Combat Channeling for gathering a weave during a fight.

See also: WEAVE, Combat Channeling, Cure Wounds, Heal


:: Beginning

.:. ESAY





Say is the command for IC (In Character) conversation in your immediate
room. Using say counts as role-playing, and we strongly encourage using
emote instead, as say is somewhat outdated as a means of RP.

Syntax:
> say <message>
> ' <message>
> esay <message>
> osay <message>

Example:
> say Hello!
You say, 'Hello!'

The apostrophe is a short form of say. Esay says the same thing in your
talk color, and if someone in the room is recording the scene with
rplog, an esay goes into the log the way emotes do; a plain say does
not. What your listeners understand depends on the language you are
speaking at the time.

Osay is the command for OOC (Out Of Character) conversation in your
immediate room. Only the people in the room hear it, unlike the global
OOC channel, and it marks your words as OOC.

> osay Hello!
(OoC)-> Loth says, 'Hello!'

See also: Emote, OOC, IC, RP, Channels, RPLog





:: Beginning

.:. ESCORT


The Daes make their living on the road, and a Daes who has learned
the way can travel between the great cities without walking every
mile. Coach sets out riding; escort travels the same roads as an
escort. Only the Daes can start either trip, and each needs its own
skill.

Syntax:
> coach <city>
> coach stop
> escort <city>
> escort stop

Example:
> coach caemlyn
> escort stop

The coachman knows the way to the Tower, Jornhill, Kore, Madding,
4kings, Whitebridge, Garso, Baerlon, Caemlyn, Aringill, Cairhien,
Illian, Alindaer and the Ferry. Some destinations may be unavailable;
if there is no route from where you stand, the trip will not begin.
Once under way, you travel toward your city, but a blocked route or
a passage you cannot enter can end the trip before you arrive.
Use coach stop to end a coach journey, or escort stop to end an escort
journey where you are.

See also: March, Traveling, Guilds





:: Beginning

.:. EVENTS



Quests and Events are one and the same. They are run by Event Immortals
or occasionally by mortals with Event Imm supervision. Quests will be
announced, usually via gecho to inform the MUD that one is starting.
They range in content and can be anything the Event Imms can dream up.
Often, if you participate in a Quest, you will be rewarded Quest Points
which you may then use to purchase Quest Skills or perhaps useful equipment.
You will only receive QPs for participating in IC Quests.

Joining a quest is simple. To do so, when one is announced, type:
<quest>
If the Quest is on a specific quest channel, you will be notified of this, and
must simply add a number after the command to enter that channel:
<quest 44>
In order to speak on the quest channel, type: qsay
<string>

See also: Qsay, Quest Points








:: Beginning

.:. EXAMINE




May give you some valuable information about an item.

Example:
> examine <item>

See also: Look


:: Beginning

.:. EXCHANGE


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

.:. EXIT



   By typing:
      options entrance <string>
   or
options exit     <string>
  
   you can set your character's entrance/exit messages, i.e. what people
see after your name when you walk in, or out of a room if they are in it.

Examples:
  
option entrance walks in drunkedly.
  
option exit walks purposefully     (without a period at the end)
These will cause messages to show up to people in rooms you walk in/out of:
  
Simkin walks in drunkedly.
  
Simkin walks purposefully south.
  
Also see: option.
      





:: Beginning

.:. EXITS



> exits
This gives a list of the obvious exits from your location, including closed
doors or windows.

See also: Autoexit


:: Beginning

.:. EXPERIENCE



With the code change to MikkiMUD 3.0, the old system of Levels and
RPlevels has been removed. Now levels are gained through EXP, which you
earn by Roleplaying with other players, by fighting, and as your skills
improve with use. You do not gain EXP from Teaching.

Score and Worth show your total EXP, with RP EXP tracked as part of it.
RP EXP comes from roleplay; fighting and skill improvement add non-RP EXP.
Both help you gain levels and the Training Sessions that come with them.
Your RP EXP is already included in the total, not an extra amount to add.
Only RP EXP counts toward RP contests and your guild's RP totals.
Roleplay remains the main and fastest way to advance; combat adds to it.

As you gain levels, your Endurance grows, and you receive Practices for
every level you gain. You may use these Practices, listed on your Score as
Training Sessions, to Train up your Stats.

In addition, these new levels are infinite. If you RP enough, you can go
on gaining levels forever. Though, with each additional level you gain,
your required EXP to the next level increases, making every following level
more and more difficult to attain. The amount of EXP you increase depends
on your Level Modifier. When you gain Talents during creation, your
Level Modifier increases. The higher it goes, the harder it will be to
gain levels, as you progress to the higher levels.

See also: Training, Stats, Score, Flows




















:: Beginning

.:. EXTRA 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

 
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.:. Top of Page