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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 |
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.:. EAST |
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 |
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.:. 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. |
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.:. 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. |
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.:. 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. |
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.:. 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 |
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.:. 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. |
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.:. 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 |
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.:. EMBRACE |
Currently, Moment in Tyme is in the process of a complete revision of the code for all actions. Until it is completed, there is no code channeling. As such the skills for doing it are disabled. They can still be taught through approved rp avenues and then set on the character by the appropriate immortals. |
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.:. EMOTE |
Emote is the main command which precedes your In-Character actions. Emote 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, rpseek, etc. Syntax: > emote <string> > emote is feeling very sad today. Everyone in the room will see: Aros is feeling very sad today. 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 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. > Examples: 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 word- less emotes as one side of a conversation. > Examples: 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. > Examples: 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 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 |
:: 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 |
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.:. 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 |
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.:. 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 |
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.:. EnhDmg |
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.:. 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. |
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.:. 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. |
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.:. 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. |
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.:. Eruption Spell |
-------------------Eruption-------------------- Please use syntax inform 'eruption' for information on this weave. |
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.:. 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 |
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.:. EXAMINE |
May give you some valuable information about an item. Example: > examine <item> See also: Look |
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.:. 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 |
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.:. 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. |
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.:. EXITS |
> exits This gives a list of the obvious exits from your location, including closed doors or windows. See also: Autoexit |
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.:. EXPERIENCE |
With the code change to MikkiMUD 3.0, the old system of Levels and RPlevels has been removed. Now levels are gainable only through RP. You no longer gain EXP from Teaching, nor from mob killing, or succeeding with skills. Only from Roleplay with other players on the MUD. As you gain levels from Roleplay, you'll gain Life, Power and Endurance as well as receive Practices for every level you gain. You may use these Practices 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 |
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.:. 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 |
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