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| .:. FAQ |
Frequently Asked Questions Why can't I see anything? -Your character starts with a light, either a torch or a lantern. Type 'equipment' to see whether you are holding it, and 'hold torch' if you are not. If you need another, torches and lanterns are sold in shops. See 'help light'. I'm naked! How do I get clothes? -Your character starts with clothes picked in character generation. Type 'equipment' to see what you are wearing. How you look to other people is mostly your description, which you write yourself without any need for equipment. To learn how to write a good one, see 'help description'. To wear and remove things, see 'help equipment'. Why can't I kill that chicken/cow/thief/Lord of the Tower? -You can! Combat is turn based, and you can fight NPCs as well as other players. Pick a blow (slash, thrust or unarmed) and a target, and the fight begins. See 'help combat' for all the commands and settings. What do you mean by "RP"? -A Moment in Tyme is a Roleplay-intensive MUD, which means that while we have most of the standard functions of a 'regular' MUD, our focus is on Roleplay, specifically within the Wheel of Time setting. See 'help roleplay' for what RP means and a list of helpfiles about how RP works around here. What's the Wheel of Time? -The Wheel of Time is a fantasy series written by Robert Jordan (and finished by Brandon Sanderson). If you haven't read the series, that's ok. You might find it a little challenging to understand some of the world- specific details, but there is a wealth of information online to help fill in the gaps, or, of course, our Visitor's Guides, Immortals, and friendly players will help answer any questions you have about the setting. See 'help wheel of time'. How do I talk to people? -We have a multitude of chat channels that you can use to communicate, as well as private messaging and mudmail. The channel names are all displayed out to the left of any channel you see, and they're all colorcoded, but the ones to know at first are OOC and Newbie. Just type 'ooc <text>' to talk to the MUD community or 'newbie <text>' to communicate with the Visitor's Guides and Immortals. To send someone a private message, type 'tell <name> <text>'. Mailing is as simple as 'mail <name>'. See 'help channels'. How do I know who is online to talk to? -Type 'who' to see the list of characters currently online. See 'help who'. I want a nifty long listing on the 'who' list! -Type 'title <text>' to change the way your name reads on the 'who' list. Checking 'help color codes' will tell you how to change the colors in your title or anything else you type. See 'help title'. I want to be a Warder/Asha'man/Hornhunter/damane/Aes Sedai. How do I do that? -Our associations are set up into Guilds which each have their own requirements to be accepted. Type 'template list' to see the list of our Guilds, then 'template show <#>' to see the things a Guild requires in order to bring you into its ranks. 'GLList' will get you a full list of the Guilds and their Guildleaders. See 'help guild'. I think I made my character wrong. Do I have to start over? -While you are welcome to go through character generation again, any Immortal would be happy to help outfit you with the skills and talents you may have missed. Typing 'wizlist' will show you full list of Immortals. See 'help immortals'. What can I do to help? -If you would like to help with our building efforts, send a mudmail to Ayasha. If you would like to help with our coding efforts, send a mudmail to Duren. See 'help mail' for how to send mudmail. None of this answered my question(s), so what now? -Our helpfiles are quite extensive and can be found both online at our website tymemud.com and right here in game by typing 'help <topic>'. Specifically the 'help newbie' file is a good place to start. And as always our Visitor's Guides, Immortals, and friendly players will be happy to answer any questions you have about the game. See 'help newbie'. See also: FAQ2 |
| :: Beginning |
| .:. FAQ2 |
A Moment in Tyme is a RolePlaying MUD, in the setting of the Wheel of Time books written by Robert Jordan. This is some help on how this roleplaying is organized, based on some frequently asked questions. ---------------------------------------------------------------------- Question: What is a Moment in Tyme? Answer: A Moment in Tyme (or Tyme, or MiT) is a multiplayer roleplaying game set in the world created by Robert Jordan in the Wheel of Time series. Players in the game control 'characters' who go about acting as they would in this universe, trying to achieve their own goals or those of their guilds. See 'help wheel of time'. Question: How do I kill things? Answer: Combat is turn based. Pick a blow and a target, for example "slash bandit", and the fight begins. You can fight NPCs as well as other players, and they will fight back. Fighting another player is covered by "policy PK". See 'help combat' for the commands and settings. Question: What is a guild? Answer: A guild is a group that people of similar backgrounds belong to, more or less loosely, ICly: some guilds (like the Aes Sedai) are very strict about their members' behavior and membership, while others (like Daes Dae'mar, the nobles' guild) are more loosely defined to include guards, Lords, Magistrates, etc. See 'help guild'. Question: How do I join a guild? Answer: First, you need to decide on which guild(s) you are interested in. Then, with examination of the Guilds Recruitment Board (which is not In Character, by the way) you can find out what the guild you wish to join requires from its applicants. That board can be found by typing 'template list'. ('help template' for more information on using the command.) Once you follow the instructions, simply type "seek <guild tag>" and start roleplaying. Usually, the more popular and influential a guild is, the harder it is to get in, demanding more sponsors, time, etc - but that is just a rule of thumb. Many "small" guilds are quite demanding and seek the highest quality of roleplayers. See 'help guild'. Question: Where do I find roleplaying? I don't know anyone! Answer: To solve this problem, a Moment in Tyme offers several "tools" that can be used to locate others who wish to roleplay: "rpseek" and "where". In addition, certain rooms in Caemlyn are usually frequented: although you'll find more, two of them are the Oval Plaza and the Lion Banner Inn. See 'help rpseek'. Question: Where do I find various places? Answer: Type "help newbie" for some starting hints. Also, feel free to ask on the newbie channel by typing "newbie <your question>". A good resource to find specific places is found in "help caemlyn". See 'help caemlyn'. Question: Where do I learn skills from? Answer: You can pick skills up in two ways: a) By another player's character. If you are in roleplay with someone, you can ask them to teach you something. Note that you are ONLY allowed to teach/be taught skills during roleplay, but you do not -need- to be roleplaying about being taught something specifically in that time, unless the lesson is about Weapon Mastery or Channeling Mastery skills. b) Your skills can increase while using them, albeit slowly. See 'help learn'. Question: What are forms? Where do I find them? What do they do? Answer: Forms are 'moves' that your character may learn to defend himself or herself in combat and attack his opponents. New characters begin with some basic forms, and you can learn more from a teacher or by practicing. See 'help forms'. Question: Are there levels? How do I advance? What are RP levels? Answer: You advance by gaining experience, mostly by roleplaying your character. Feel free to ask any Visitor Guide or Immortal for specifics. See 'help rplevels'. Question: Who is everyone? Where are they? Answer: Type "who". If you see a 'tag' before people's names, it usually means they are either Immortals - part of the game's staff and not In Character entities - , Visitor Guides - who are mortal players wishing to help newbies to the game - and of course, Guild Leaders, who are in charge of a guild each and handle its matters. As to where everyone is.. it depends. There are many thousands of rooms on a Moment in Tyme, and various cities: when you begin your life you appear in the Recall Room, and from there you can go anywhere your roleplaying leads you. Caemlyn, the capital of Andor, is a major roleplay center. See 'help who'. Question: But what -is- everyone else? Answer: We aren't telling. :) Certain people wish to disclose the truth about their characters, especially if they play 'hunted' types like darkfriends, or male channelers. Usually unless someone tells you in an Out Of Character manner, you only find out through roleplaying - if at all. However, there are people whose reputations are widely known, and your character would have heard of. To learn about such, see 'help reputation'. Question: Wow, there are a lot of people with a lot of history.. a LOT. Answer: Since the game has been in progress for years, catching up with what has been going on might be a challenge. To assist with that, IC rumors and news are kept for each region, and the timeline command gives an overview of the history. See 'help update'. ---------------------------------------------------------------------- This Frequently Asked Questions list is a work in progress: more topics will be covered as time passes, hopefully answering new players' first questions about the vast world they are visiting. If you see things missing from this list, please consult an Immortal for it to be updated. See also: FAQ |
| :: Beginning |
| .:. Fast Healer |
**This talent allows one to heal quicker than usual physical damage, illness and quite possibly diseases. If one is Healed with the power while possessing this talent the result would be a full recovery. *see also: Nonchanneling Talents |
| :: Beginning |
| .:. FEDIT |
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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| .:. FEDIT AREAS_ALLOWED |
'areas_allowed' is a hack to combine the area data from room_data.sector_type (integers) and room_data.room_flags (bitvector) into one single bitvector. Both are defined in structs.h. I did this because I really want all this data in one spot, so combat.c is simpler and so fedit.c only needs one command to set them all (it's cluttered enough as it is - size of the menu is becoming an issue). This only works because there is no overlap between the two definitions - all bits less than 19 in room_flags should never be used in combat. This does allow for expansion to terrain types, like desert, at a later date. Add them where they belong in sector_type, and use the corresponding bits below (10 - 18) to incorporate them to fedit. -Nico Syntax: areas_allowed <arg> -or-: area <arg> args: *inside *city *field *forest *hills *mountain *water_swim *water_noswim *underwater *flying *ship *plank *deck *helm *all *none Ex: area forest |
| :: Beginning |
| .:. FEDIT ATTACK_DIRECTION |
'attack_direction' sets the angle of attack for attacks, and the angle(s) the defense works against if the form is defensive. The 4 most significant bits of this bitvector handle orientation (modified by 'orientation)'. Attacks are listed in draw_punchbag_a (cuz it was easier to explain visually with integer angles than it was to call everything 'diagonally_downward_left_to_right', or 'diagonally_upward_left_to_right' etc. Plus I just really wanted a funny function that drew pictures. Syntax: attack_direction ə/2/.../10/all/none> -or-: attack ə/2/.../10/all/none> ***Attack Angles*** '0' '7' | '1' * | * * V * '6'--> X <--'2' * ^ * * | * '5' | '3' '4' '8': Dead On (Thrusts) '9': Thrown '10': Undefined (none) The 'X' is the defender, and he's facing us (attacker). Ex: attack 2 |
| :: Beginning |
| .:. FEDIT BLOCKED |
Below are the various text fields that are the code's version of player emotes. The text is broken up into what the character sees, what the victim sees, and what everybody else in the room sees. It is further divided by the combat settings of the character (like aggressiveness). Commands: * initial * critical * unblocked * blocked Syntax: initial <message recipient> <aggressiveness> <text> critical <message recipient> <failure type> <text> Ex: critical to_char fall Your pivot foot skips beneath you as you kick - you fall heavily to the ground! unblocked <message recipient> <followthru> <text> blocked <message recipient> <partial|complete> <normal|extreme> <text> Valid choices for <message recipient>: * to_character -- Message displayed to character who invoked the form. * to_victim -- Message displayed to victim (Character that form is being invoked against) * to_room -- Message displayed to everyone *else* in the room. Valid choices for <aggressiveness>: * normal * aggressive * reckless Valid choices for <failure type>: * fall * stumble-recover * lose weapon * counter * penalty-free Valid choices for <followthru>: * practice * normal * extreme NOTE: See 'help act codes' for information on the act codes ($-codes) that can be embedded in the <text> portion to refer to things such as the players name, the bodypart being targeted, or the name of the form. See Also: ACT CODES |
| :: Beginning |
| .:. FEDIT CRITICAL |
Below are the various text fields that are the code's version of player emotes. The text is broken up into what the character sees, what the victim sees, and what everybody else in the room sees. It is further divided by the combat settings of the character (like aggressiveness). Commands: * initial * critical * unblocked * blocked Syntax: initial <message recipient> <aggressiveness> <text> critical <message recipient> <failure type> <text> Ex: critical to_char fall Your pivot foot skips beneath you as you kick - you fall heavily to the ground! unblocked <message recipient> <followthru> <text> blocked <message recipient> <partial|complete> <normal|extreme> <text> Valid choices for <message recipient>: * to_character -- Message displayed to character who invoked the form. * to_victim -- Message displayed to victim (Character that form is being invoked against) * to_room -- Message displayed to everyone *else* in the room. Valid choices for <aggressiveness>: * normal * aggressive * reckless Valid choices for <failure type>: * fall * stumble-recover * lose weapon * counter * penalty-free Valid choices for <followthru>: * practice * normal * extreme NOTE: See 'help act codes' for information on the act codes ($-codes) that can be embedded in the <text> portion to refer to things such as the players name, the bodypart being targeted, or the name of the form. See Also: ACT CODES |
| :: Beginning |
| .:. FEDIT DAMAGE_TYPE |
'damage_type' tells the code which stats to use to determine damage. Each weapon has a damage mod for each of the three main damage types: slashing (SL), crushing (CR) and piercing (PR). A form may use the pommel of a sword to deal CR damage, for example. In addition, a PC may use the fourth damage type - unarmed crushing - for attacks like kicks and punches. Note that the PC may or may not be armed to deal one of these types. This type distinguishes the damage type from that of the crushing value of the weapon. In unarmed attacks, crushing damage is determined by the character's stats, like strength, and the character's combat settings, like follow-through. Syntax: damage_type <type> -or-: damage <type> Ex: damage crushing Note that throwing attacks may be slashing, crushing, or piercing. The fact that they are throwing attacks is defined elsewhere. |
| :: Beginning |
| .:. FEDIT ENDURANCE_COST |
'endurance cost' is the raw integer value that is subtracted from a character's stamina each time they use this form. The PC's aggressiveness and other settings may further modify this value. Set the base amount of stamina this form uses. A standard sword slash uses about 25. Spin kicks might use 40. Syntax: endurance 25 |
| :: Beginning |
| .:. FEDIT INITIAL |
Below are the various text fields that are the code's version of player emotes. The text is broken up into what the character sees, what the victim sees, and what everybody else in the room sees. It is further divided by the combat settings of the character (like aggressiveness). Commands: * initial * critical * unblocked * blocked Syntax: initial <message recipient> <aggressiveness> <text> critical <message recipient> <failure type> <text> Ex: critical to_char fall Your pivot foot skips beneath you as you kick - you fall heavily to the ground! unblocked <message recipient> <followthru> <text> blocked <message recipient> <partial|complete> <normal|extreme> <text> Valid choices for <message recipient>: * to_character -- Message displayed to character who invoked the form. * to_victim -- Message displayed to victim (Character that form is being invoked against) * to_room -- Message displayed to everyone *else* in the room. Valid choices for <aggressiveness>: * normal * aggressive * reckless Valid choices for <failure type>: * fall * stumble-recover * lose weapon * counter * penalty-free Valid choices for <followthru>: * practice * normal * extreme NOTE: See 'help act codes' for information on the act codes ($-codes) that can be embedded in the <text> portion to refer to things such as the players name, the bodypart being targeted, or the name of the form. See Also: ACT CODES |
| :: Beginning |
| .:. FEDIT ORIENTATION |
'orientation' modifies the four most signicant bits of the attack_direction bitvector, and acts as a series of shift bits to enable defenses to work (or not work) against any combination of attacks from any of the four sides. It also allows for attacks to be aimed specifically from certain orientations - for example, a form called backstab might work only on a player who is facing away from you. This is Nico putting his electrical engineering background to nonprofit use. :p Syntax: orientation <front/behind/left/right/all/none> Ex: orientation behind |
| :: Beginning |
| .:. FEDIT REGIONS |
'regions' is for non-dodge defenses, like parries, that can protect only certain parts of the body, period. For instance, driving the tip of a sword into the ground might protect slashes aimed at the legs and feet, but it can never protect your head. Consequently 'regions' is built as an add on to the angle code. This allows the form to attack or defend specific regions. Exclude body regions only if the form NEVER applies to them at all: for instance, if the form is designed to break arms, don't enable it for anything but arms. :p Syntax: regions <arg> args: *head *body *left_arm *left_hand *left_leg *left_foot *right_arm *right_hand *right_leg *right_foot *all *none Ex: regions right_hand |
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| .:. FEDIT SECONDARY_ID |
'secondary_id' is used to group very, very similar forms so that in certain cases, the code can treat them all as a group. For instance, if two forms are so alike that improving in one will improve them both, then they should both have the same secondary_id. Then, when the code increments the skill level in one, all forms of the same secondary_id will raise as well. |
| :: Beginning |
| .:. FEDIT STANCE |
'stance' modifies the two bitvectors handling character and victim stance. Currently, the only stances we care about are 'standing' and 'on ground', which is still defined as 'sitting' from MM2. We saw no need to make a distinction, but if it comes up we can always modify this further pretty easily. Syntax: stance <char/vict> <standing/sitting> Ex: stance char standing |
| :: Beginning |
| .:. FEDIT TIER |
'tier' identifies the level of the form, relative to the weaponmastery system. Tier 0 is rated as below any WM level, and tiers 1 - 4 correspond to WM 1 - WM 4. Syntax: tier ɘ/1/2/3/4> Ex: tier 1 |
| :: Beginning |
| .:. FEDIT UNBLOCKED |
Below are the various text fields that are the code's version of player emotes. The text is broken up into what the character sees, what the victim sees, and what everybody else in the room sees. It is further divided by the combat settings of the character (like aggressiveness). Commands: * initial * critical * unblocked * blocked Syntax: initial <message recipient> <aggressiveness> <text> critical <message recipient> <failure type> <text> Ex: critical to_char fall Your pivot foot skips beneath you as you kick - you fall heavily to the ground! unblocked <message recipient> <followthru> <text> blocked <message recipient> <partial|complete> <normal|extreme> <text> Valid choices for <message recipient>: * to_character -- Message displayed to character who invoked the form. * to_victim -- Message displayed to victim (Character that form is being invoked against) * to_room -- Message displayed to everyone *else* in the room. Valid choices for <aggressiveness>: * normal * aggressive * reckless Valid choices for <failure type>: * fall * stumble-recover * lose weapon * counter * penalty-free Valid choices for <followthru>: * practice * normal * extreme NOTE: See 'help act codes' for information on the act codes ($-codes) that can be embedded in the <text> portion to refer to things such as the players name, the bodypart being targeted, or the name of the form. See Also: ACT CODES |
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| .:. FIGHT |
FIGHT is not a command. Fighting works through turn-based combat. Pick a blow and a target, for example slash bandit, and the fight begins. The commands, along with autocombat, aggressiveness and fleeing, are explained in help combat. Fighting other players is covered by <policy PK>. See also: Combat, Death |
| :: Beginning |
| .:. FIGHTING |
FIGHT is not a command. Fighting works through turn-based combat. Pick a blow and a target, for example slash bandit, and the fight begins. The commands, along with autocombat, aggressiveness and fleeing, are explained in help combat. Fighting other players is covered by <policy PK>. See also: Combat, Death |
| :: Beginning |
| .:. FILL |
If you want to fill a container you're holding with liquid from a fountain in the same room as you, type: > fill <container> <fountain> If you want to pour some liquid from one container to another, type: > pour <item1> <item2> > pour hide canteen You may also empty a container of liquid by typing: > pour <container> out |
| :: Beginning |
| .:. FINESSE |
When you create your character, you can choose which flows you are naturally stronger or skilled in. This is your 'flowstrength' and your 'flowskill'. You can see what you have chosen by typing 'talents'. Strong/Moderate/Weak = referring to flow strength Gifted/Average/Inept = referring to skill with said flow If one selected strong in fire then their base flow of fire would be considerably strong. If coupled with gifted that person would be quite adept at weaving strong fire weaves. When you type 'talents' you will see your chosen flow strengths and skills. For example, if you chose 'Strong Air' 'Strong Spirit', and 'Gifted Air' 'Gifted Spirit', this is what you would see when you type 'talents': * finesse air * finesse spirit * strength air * strength spirit These are your -base- settings for your flowstrengths and flowskills and represent your natural abilities. For example, a Novice at the White Tower with these settings would be naturally strong and gifted in Air and Spirit. This would eventually be discovered in time through roleplay, which should reflect these talents. Policy OCS gives more information on overall channeler strength. See Also: Talents, Flowstrengths |
| :: Beginning |
| .:. FINGER |
A Moment in Tyme is a MUD, not a MUSH. You cannot view other characters' information with this command. There are other commands that allow you to see some information about other characters, both In Character and Out of Character. In Character Information Resources: Reputation Out of Character Information Resources: Last Title Who Contact See Also: Last, Title, Who, Reputation, and Contact |
| :: Beginning |
| .:. FIRE |
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 |
| .:. FIRE PROTECTION |
Fire Protection Fire protection is a property of physical armor, not a weave or a command. Wear armor with this property to reduce the fire damage reaching the body parts it actually covers. Armor carried in your inventory does not protect you, and uncovered parts do not gain protection from armor worn elsewhere. Ratings vary between items. If several armor layers cover the same struck part, each protects against the damage remaining after the other layers; their ratings are not simply added together. Fire protection is separate from physical absorption against piercing, slashing and crushing blows. It does not change those physical absorption rules. Ordinary clothing and passive physical shields do not count as protective armor layers here. If you have the Identify skill, successfully identifying a carried armor item shows its fire-protection property and coverage. Check the armor you have; its material alone does not guarantee protection. Fire protection reduces incoming injury; it does not heal burns you already have. Settled burns can still leave injured parts. Cure Wounds repairs ordinary injuries, while Heal also mends fractures in present parts. See also: Cure Wounds, Heal |
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| .:. FIREBALL |
Fireball Fireball strikes a single victim in your room with fire. Its damage is distributed across the victim's present external body parts, rather than aimed at an internal organ or a missing limb. Worn armor's fire protection reduces the damage to the parts it actually covers. Ordinary clothing and passive physical shields do not provide this protection; physical absorption is not the same as fire protection. The hit can leave burns that cause further injury over time. Saving, quitting and logging back in does not clear them. Burns eventually settle, but the affected parts can remain injured. Cure Wounds and Heal can treat these injuries and their burns. Syntax: > weave 'fireball' <power> <target> Example: > weave 'fireball' 3 Shai Power may be 1-4. It is separate from your grasp and the weave's complexity. The unlevelled form is also valid: weave 'fireball' Shai. See WEAVE for casting requirements and Combat Channeling for gathering during a fight. See also: WEAVE, Combat Channeling, Fire Protection, Cure Wounds, Heal |
| :: Beginning |
| .:. Firestorm Spell |
Firestorm Firestorm calls a raging blaze through your room, burning eligible occupants. Fire damage is spread across each victim's present external body parts. Worn armor with fire protection reduces the damage only where it covers the body; ordinary clothing does not provide that protection. Burns can keep causing injury after the initial hit. They persist through saving, quitting and logging back in. Burns eventually settle, but damaged body parts may still need healing. Cure Wounds and Heal can treat them. 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 firestorm before it reaches its victims. Syntax: > weave 'firestorm' <power> Example: > weave 'firestorm' 2 Power may be 1-4. It is separate from your grasp and the weave's complexity. You may also omit power: weave 'firestorm'. See WEAVE for casting requirements and Combat Channeling for gathering a weave during a fight. See also: WEAVE, Combat Channeling, Fire Protection, Cure Wounds, Heal |
| :: Beginning |
| .:. FIREWORKS |
This is an Illuminator's skill. They can create fireworks to be used in the game. Fireworks can be made to do various things, but of course are mysterious things. One would have to contact an Illuminator to find out the detailed ins and outs of these objects. > firework This takes you into the firework creation menus. Create your fireworks as desired. Note that the cost of the firework is Range^3. (Range cubed. ie: Range X Range X Range = Cost) :) > firework <firework name> This will use a firework in your inventory and the effects of the firework will echo as far as the Range permits. See also: Illuminators |
| :: Beginning |
| .:. FIX |
Fix repairs a broken item you are carrying, if you have learned the skill. A successful fix clears the break and restores the item to full endurance. Syntax: > fix <item> Example: > fix boots > fix coat Choose what you fix with care: a failed attempt usually leaves the item as it was, but a bad enough fumble can crack it beyond repair, and then it is gone for good. See also: Tool, Endurance, Equipment |
| :: Beginning |
| .:. FLAGS |
Players sometimes have FLAGS after their names in the WHO list. These flags are always in parentheses, not brackets or braces. FLAG MEANING ----------- --------------------------------------------------------- (writing) Player is writing on the board; do not disturb. (mailing) Player is writing mail; do not disturb. (quest) Player is participating in a quest currently being run by an Event Immortal. See also: Mail, Boards, Quest |
| :: Beginning |
| .:. FLAIL |
A Moment in Tyme has many kinds of weapons: daggers, swords, maces, spears, axes, flails, polearms, bows and more. To put yours to good use, you need fighting forms that suit it. Your skill in those forms matters, rather than a separate skill for the weapon itself. Syntax: > wield <weapon> > forms Wield readies a weapon for battle. The forms command lists the fighting forms you know. Example: > wield sword > forms Commands such as Slash and Thrust choose a form you know that fits the weapon in your hands. The weapon style you choose when you create your character decides which forms you begin with. See also: Forms, Combat, Wield |
| :: Beginning |
| .:. Flaw Bad Eyesight |
**This flaw, when taken, makes a character's vision considerably weaker (near-sighted, blind, or far-sighted). Options like lookahead and scan may be considerably limited depending upon the placement of the flaw. It is likely that one with bad eyesight may not be as good of a tracker as one with good eyesight. *see also: Flaws |
| :: Beginning |
| .:. Flaw Frail Bones |
**This flaw, when taken, makes a character's bones considerably weaker and more prone to breakage and other damage. It is also possible that due to this flaw a character may not be able to walk properly, ride or write well. Healing of a broken bone with this flaw may take more effort than usual and the Healing may or may not take. *see also: Flaws |
| :: Beginning |
| .:. Flaw Physical Disability |
**This flaw, when taken, gives a character a physical disability. For example perhaps a lame leg, severe blindness, a permanent and likely unhealable limp, etc. *see also: Flaws |
| :: Beginning |
| .:. Flaws |
**Flaws allow one to level easier however there are real penalties to flaws. Flaws are here for character development and can be an interesting role-playing tool. Taking a flaw will reduce the amount of experience one needs to level. *see also: Frail Bones, Bad Eyesight, Physical Disability |
| :: Beginning |
| .:. FLEE |
Try to break away from a fight and run out through one of the exits. You have to be fighting, and a bit of Dexterity helps your chances. Syntax: > flee On your turn, this tries to escape right away. Getting out, failing to break away, finding no way out, being too tired to move, and opening a door all use up your turn. If something stops you from fleeing at all, you are told "You can't flee right now." and keep your turn. If it is not your turn, or you are busy defending an attack, flee instead asks to run when your turn comes. Type it again to cancel the request. You do not need autocombat for this, and an attack aimed at you is dealt with before the request is acted on. If the only way out is a closed door, the attempt opens it, and you try to run on a later turn. Example: > flee You escape the fight. The room sees that you leave, or sees you fail with "tries to flee, but can't break away!" See also: Combat, Wimpy, Autocombat |
| :: Beginning |
| .:. flourish |
Combat is turn based. Fighters take turns, and on your turn you choose one action. When someone attacks you, you get a chance to defend. If you take too long, the game picks an action for you. You can fight NPCs as well as other players, and they will fight back. Fighting another player is covered by policy PK. Syntax: > slash <target> [aim] > thrust <target> [aim] > unarmed <target> [aim] Attack. The command names the kind of blow, and the game picks one of your known forms of that kind. The optional aim is head, body (or torso, chest), a side and limb such as right_arm, left_hand, left_leg or right_foot, or the name of a bodypart, which you can shorten. Use an underscore in place of a space. > parry [attacker] > dodge [attacker] Defend against the person attacking you. When you are defending, you can leave the name off. You have to deal with that attack before you can turn on anyone else. > pass Skip your turn. wait and flourish currently do the same thing. > flee Try to get away from the fight. See help flee. > turn get <object> Plain get is blocked while you fight. This spends your turn picking up one loose object from the room. Settings: > autocombat Lets the game choose your attacks and defenses for you. > aggressiveness <mode> Sets how boldly you fight, from defensive to reckless. > fthru <practice/normal/extreme> Sets how hard you swing. > wimpy <hit points> Makes you try to flee when your hit points drop below that number. > subdue Toggles whether a deadly blow against another player knocks them out instead of killing them. > combat speed <number> Sets how many seconds you get to act on your turn. Very short times are refused. Example: > slash Sabin right_hand Aiming at an area like right_hand makes the game pick a part within it, such as the hand or a finger. The attack line names the part it picked. If the game tells you your motions feel predictable, you have been repeating the same kind of blow. Mix it up. You can add your own description to an attack with a colon, see help combat descriptions. See also: Autocombat, Aggressiveness, Followthru, Wimpy, Subdue, AutoRewield |
| :: Beginning |
| .:. FLOWS |
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 |
| .:. FLOWSKILL |
When you create your character, you can choose which flows you are naturally stronger or skilled in. This is your 'flowstrength' and your 'flowskill'. You can see what you have chosen by typing 'talents'. Strong/Moderate/Weak = referring to flow strength Gifted/Average/Inept = referring to skill with said flow If one selected strong in fire then their base flow of fire would be considerably strong. If coupled with gifted that person would be quite adept at weaving strong fire weaves. When you type 'talents' you will see your chosen flow strengths and skills. For example, if you chose 'Strong Air' 'Strong Spirit', and 'Gifted Air' 'Gifted Spirit', this is what you would see when you type 'talents': * finesse air * finesse spirit * strength air * strength spirit These are your -base- settings for your flowstrengths and flowskills and represent your natural abilities. For example, a Novice at the White Tower with these settings would be naturally strong and gifted in Air and Spirit. This would eventually be discovered in time through roleplay, which should reflect these talents. Policy OCS gives more information on overall channeler strength. See Also: Talents, Flowstrengths |
| :: Beginning |
| .:. FLOWSTRENGTHS |
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 |
| .:. FLY |
Fly lifts a dreamer into the air of the World of Dreams. You must be dreaming to use it, and an attempt can fail. Syntax: > fly Example: > fly Fly again and you land. See also: Dream, Dreaming, Talents |
| :: Beginning |
| .:. FOLLOW |
Use follow to automatically follow someone else wherever they go. Type follow self when you wish to stop following the other character; this also takes you out of their group. Syntax: > follow <name> > follow self Example: > follow loth > follow self You have to be in the same room as the person to start following them, and you only go through an exit behind them if you are standing when they leave; if you are sitting, resting or asleep you stay behind. Any exit you could not use on your own still stops you. You cannot follow someone who is already following you, and you cannot follow anyone while people are following you. They must stop following you first. Following someone does not make you part of their group; the leader has to add you with group. See also: Group, Ungroup, Split, Report |
| :: Beginning |
| .:. follow-through |
Follow-through is how hard and how far you swing. A bigger swing lands harder but is easier to avoid, and it is the only way to sever a bodypart. Syntax: > fthru <practice/normal/extreme> Sets your follow-through. With no argument, it explains the setting. The command also goes by followthru, followthrough, follow-thru, follow-through and fthrough. They are all the same. Practice does almost no damage, and suits sparring. Normal is where new characters start. Extreme hits much harder and blows through blocks more easily, but your chance to connect goes down. Example: > fthru extreme Follow-through set to extreme. Only extreme follow-through can sever a bodypart. Practice and normal cannot. An NPC you attack with extreme fights back with extreme for the rest of that encounter. If you are not using extreme, you get one warning when you face an extreme opponent. See also: Combat, Aggressiveness, Followthru Practice, Combat XP |
| :: Beginning |
| .:. follow-thru |
Follow-through is how hard and how far you swing. A bigger swing lands harder but is easier to avoid, and it is the only way to sever a bodypart. Syntax: > fthru <practice/normal/extreme> Sets your follow-through. With no argument, it explains the setting. The command also goes by followthru, followthrough, follow-thru, follow-through and fthrough. They are all the same. Practice does almost no damage, and suits sparring. Normal is where new characters start. Extreme hits much harder and blows through blocks more easily, but your chance to connect goes down. Example: > fthru extreme Follow-through set to extreme. Only extreme follow-through can sever a bodypart. Practice and normal cannot. An NPC you attack with extreme fights back with extreme for the rest of that encounter. If you are not using extreme, you get one warning when you face an extreme opponent. See also: Combat, Aggressiveness, Followthru Practice, Combat XP |
| :: Beginning |
| .:. followthrough |
Follow-through is how hard and how far you swing. A bigger swing lands harder but is easier to avoid, and it is the only way to sever a bodypart. Syntax: > fthru <practice/normal/extreme> Sets your follow-through. With no argument, it explains the setting. The command also goes by followthru, followthrough, follow-thru, follow-through and fthrough. They are all the same. Practice does almost no damage, and suits sparring. Normal is where new characters start. Extreme hits much harder and blows through blocks more easily, but your chance to connect goes down. Example: > fthru extreme Follow-through set to extreme. Only extreme follow-through can sever a bodypart. Practice and normal cannot. An NPC you attack with extreme fights back with extreme for the rest of that encounter. If you are not using extreme, you get one warning when you face an extreme opponent. See also: Combat, Aggressiveness, Followthru Practice, Combat XP |
| :: Beginning |
| .:. followthru |
Follow-through is how hard and how far you swing. A bigger swing lands harder but is easier to avoid, and it is the only way to sever a bodypart. Syntax: > fthru <practice/normal/extreme> Sets your follow-through. With no argument, it explains the setting. The command also goes by followthru, followthrough, follow-thru, follow-through and fthrough. They are all the same. Practice does almost no damage, and suits sparring. Normal is where new characters start. Extreme hits much harder and blows through blocks more easily, but your chance to connect goes down. Example: > fthru extreme Follow-through set to extreme. Only extreme follow-through can sever a bodypart. Practice and normal cannot. An NPC you attack with extreme fights back with extreme for the rest of that encounter. If you are not using extreme, you get one warning when you face an extreme opponent. See also: Combat, Aggressiveness, Followthru Practice, Combat XP |
| :: Beginning |
| .:. followthru practice |
followthru practice Use followthru practice for sparring and training intensity. Practice sparring can be eligible for bounded combat experience when both players are in valid mutual combat. Practice does not make scripted loops safe. No emote sparring, unattended actions, repeated custom text, and predictable loops can be diminished or denied. RP during practice combat is still RP when it meets normal RP rules. Combat XP remains supplemental. RP remains fastest. See also: help followthru, help combat xp, help combat descriptions. |
| :: Beginning |
| .:. FORAGE |
Forage finds food and water where others would go hungry, if you have learned how. Searching is hard work: it costs energy whether or not you find anything. Syntax: > forage food > forage water <container> Example: > forage food > forage water waterskin What you find depends on where you stand: the streets of a city yield scraps, open water yields fish, and the wilds yield whatever grows there. Forage water adds water to a drink container you carry. It will not top off a container holding something other than water, and ground water will cloud a flask of clear spring water. See also: Eat, Drink, Water |
| :: Beginning |
| .:. FORCE |
Immortals Only FORCE forces a character, either monster or player, to perform a certain action. FORCE ALL forces everyone in the game; FORCE ROOM forces everyone in your room. > force melaine drop all > force all save > force room look melaine See also: Mforce |
| :: Beginning |
| .:. FORGETPERM |
MOB MEMORY An NPC can permanently remember things about a player: quest steps, lessons, favors, anything that must survive logouts and reboots. Each memory belongs to one NPC (by vnum) and one player. A memory is a key, optionally with a value: mob rememberperm $n paid - remember the key 'paid' mob rememberperm $n QUEST started - set the key QUEST to 'started' mob rememberperm $n QUEST done - replaces 'started' with 'done' if hasmemory $n QUEST - QUEST is set, to any value if not hasmemory $n QUEST - QUEST was never set if hasmemory $n QUEST done - QUEST is set to 'done' mob forgetperm $n QUEST - forget QUEST, whatever its value mob forgetperm $n QUEST done - forget it only if it is 'done' mob forgetperm $n all - forget everything about $n mob forgetperm all QUEST - forget QUEST for every player The key is the first word; the rest of the line is the value. Case does not matter. To take a player through several steps, keep the step in one key and write the steps in the order the player meets them: if not hasmemory $n QUEST ...offer the quest... mob rememberperm $n QUEST started elseif hasmemory $n QUEST started ...check their progress... mob rememberperm $n QUEST done elseif hasmemory $n QUEST done ...thank them again... endif 'mob remember' and 'mob forget' are different commands: they set the mob's target ($q), not a permanent memory. Check how long ago this NPC last remembered a key about that player: if memoryage $n <KEY> <op> <number> [unit] The age is whole seconds since the NPC last remembered the key on this port, whatever its value. Remembering it again restarts its clock. If the key has no memory, or the target is not a player, every comparison is false. Operators: ==, !=, <, <=, >, >=. Use a literal whole number, not a $ code. Without a unit, the number is seconds. Unit words ignore case; use singular or plural (add s): second(s) = 1 second minute(s) = 60 seconds hour(s) = 3600 seconds day(s) = 86400 seconds mudhour(s) = 75 seconds mudday(s) = 1800 seconds mudmonth(s) = 63000 seconds mudyear(s) = 1071000 seconds Example: if memoryage $n GRASP >= 1 mudmonth See also: MOB COMMANDS, MOB FUNCTIONS, MOB LOGIC, SEMANTIC |
| :: Beginning |
| .:. FORM EDITOR |
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 |
| .:. FORMS |
==*FORMS*==================================================================== Forms are the moves your character knows for attacking and defending in combat. When you slash, thrust or fight unarmed, the game picks one of the forms you know of that kind, and defenses such as parry and dodge use forms too (help combat). New characters begin with some basic forms for their starting weapon. You can learn more from a teacher in a lesson, or by practicing on your own (help learn). The list below shows some of them. -slash- Slash From Right....................................................400 Slash From Left.....................................................499 Overhead Slash......................................................499 -thrust- Basic Thrust........................................................400 -parry- Overhead Parry To Right.............................................499 Parry To Left.......................................................499 Parry To Right......................................................499 Overhead Parry to Left..............................................499 -dodge- Withdraw............................................................300 Advanced Withdrawl..................................................400 Master Withdrawl....................................................499 -unarmed- Ram.................................................................200 Off-Hand Jab........................................................400 -flourish- Weapon Spin.........................................................499 |
| :: Beginning |
| .:. Forsaken |
--------------------------Forsaken--------------------------- The Forsaken, or "Chosen", as they prefer to be called, are 13 of the most powerful male and female channelers ever known. After the Bore was opened into the Dark One's prison, they chose to serve him in exchange for promises of power and immortality. When Lews Therin Telamon and his Hundred Companions sealed the Bore, the Forsaken were trapped "under the patch". The seals, however, have weakened or broken, and now the Forsaken are free again. The true names of the Forsaken have been forgotten, in some cases even by the Forsaken themselves, and the names they are now known by are: Aginor, Asmodean, Balthamel, Be'lal, Demandred, Graendal, Ishamael, Lanfear, Mesaana, Moghedien, Rahvin, Sammael, and Semirhage. See also: Forsaken RP, Darkfriend, Channeler |
| :: Beginning |
| .:. Forsaken Roleplay |
--------------------------Forsaken--------------------------- If you are playing a character who is not a Forsaken, you may nevertheless have occasion to encounter and roleplay with one. There are several important things to bear in mind when interacting with a Forsaken character. First, unless the Forsaken has identified himself or herself, your character has no way of knowing who/what the Forsaken is. Although the Forsaken have the ability to disguise themselves, you should not assume that your character can recognize a Forsaken on sight even if the Forsaken is undisguised. So please do not "wink knowingly" at them, or otherwise behave in a way incommensurate with the knowledge your character would have of them. Second, if your character IS aware that s/he is confronting one of the Forsaken, this is cause for considerable fear and anxiety. Remember that not only are the Forsaken among the most powerful channelers of all time, but they possess more knowledge of the use of the One Power than anyone else alive. Boasting that you will destroy them and the evil master they serve is only appropriate if your character is either very foolish, or is currently backed by exceptionally powerful allies. Third, remember that the people who play Forsaken characters often try very hard to promote creative and interesting roleplaying on the MUD. This can prove very difficult to sustain if players will not engage in cooperative roleplaying. What this means is that if a Forsaken is pretending to be what you (the player, not the character you are playing) know they are not (especially if they are disguised), it is inappropriate for you to refuse to play along on the grounds that you (the player) are able to recognize a Forsaken plot in the making. See also: Forsaken, Darkfriend, Channeler, Disguise |
| :: Beginning |
| .:. Forsaken RP |
--------------------------Forsaken--------------------------- If you are playing a character who is not a Forsaken, you may nevertheless have occasion to encounter and roleplay with one. There are several important things to bear in mind when interacting with a Forsaken character. First, unless the Forsaken has identified himself or herself, your character has no way of knowing who/what the Forsaken is. Although the Forsaken have the ability to disguise themselves, you should not assume that your character can recognize a Forsaken on sight even if the Forsaken is undisguised. So please do not "wink knowingly" at them, or otherwise behave in a way incommensurate with the knowledge your character would have of them. Second, if your character IS aware that s/he is confronting one of the Forsaken, this is cause for considerable fear and anxiety. Remember that not only are the Forsaken among the most powerful channelers of all time, but they possess more knowledge of the use of the One Power than anyone else alive. Boasting that you will destroy them and the evil master they serve is only appropriate if your character is either very foolish, or is currently backed by exceptionally powerful allies. Third, remember that the people who play Forsaken characters often try very hard to promote creative and interesting roleplaying on the MUD. This can prove very difficult to sustain if players will not engage in cooperative roleplaying. What this means is that if a Forsaken is pretending to be what you (the player, not the character you are playing) know they are not (especially if they are disguised), it is inappropriate for you to refuse to play along on the grounds that you (the player) are able to recognize a Forsaken plot in the making. See also: Forsaken, Darkfriend, Channeler, Disguise |
| :: Beginning |
| .:. Frail Bones Flaw |
**This flaw, when taken, makes a character's bones considerably weaker and more prone to breakage and other damage. It is also possible that due to this flaw a character may not be able to walk properly, ride or write well. Healing of a broken bone with this flaw may take more effort than usual and the Healing may or may not take. *see also: Flaws |
| :: Beginning |
| .:. FREEPLAYER |
This command allows you to release someone whom you have subdued and made your prisoner. It may be abbreviated to <free> by players but must be typed in full, <freeplayer>, by Immortals. > free <player> See also: Subdue |
| :: Beginning |
| .:. FREEZE |
Immortals Only FREEZE, originally invented at CircleMUD (I think), is used to prevent a player from playing. If frozen, the game will ignore all commands entered by the player, including QUIT, until the player is unfrozen with THAW. Obviously, this command should only be used in extreme disciplinary circumstances. See also: Set Frozen. |
| :: Beginning |
| .:. FS |
--------------------------Forsaken--------------------------- The Forsaken, or "Chosen", as they prefer to be called, are 13 of the most powerful male and female channelers ever known. After the Bore was opened into the Dark One's prison, they chose to serve him in exchange for promises of power and immortality. When Lews Therin Telamon and his Hundred Companions sealed the Bore, the Forsaken were trapped "under the patch". The seals, however, have weakened or broken, and now the Forsaken are free again. The true names of the Forsaken have been forgotten, in some cases even by the Forsaken themselves, and the names they are now known by are: Aginor, Asmodean, Balthamel, Be'lal, Demandred, Graendal, Ishamael, Lanfear, Mesaana, Moghedien, Rahvin, Sammael, and Semirhage. See also: Forsaken RP, Darkfriend, Channeler |
| :: Beginning |
| .:. fset |
FSET Staff command for editing stored combat form fields. Endurance cost syntax: fset <form id|start id-end id|'form name'> endurance_cost [=|+|-|*|/]<value> Examples: fset 120 endurance_cost =7 fset 120-130 endurance_cost +1 fset 'Boar Rushes Down the Mountain' endurance_cost =7 Use fset when you intend to change the authored endurance_cost stored on forms. Those edits persist in the form table and affect future runtime costs before any global percent is applied. Do not use fset for a temporary global balance pass. Use the combat endurance percent control instead. See also: help combat endurance_cost_percent. |
| :: Beginning |
| .:. FSTALK |
This is the private channel for the Forsaken. > fstalk <string> > fstalk Hello, forsaken. See Also: Darkfriends, Channels |
| :: Beginning |
| .:. fthrough |
Follow-through is how hard and how far you swing. A bigger swing lands harder but is easier to avoid, and it is the only way to sever a bodypart. Syntax: > fthru <practice/normal/extreme> Sets your follow-through. With no argument, it explains the setting. The command also goes by followthru, followthrough, follow-thru, follow-through and fthrough. They are all the same. Practice does almost no damage, and suits sparring. Normal is where new characters start. Extreme hits much harder and blows through blocks more easily, but your chance to connect goes down. Example: > fthru extreme Follow-through set to extreme. Only extreme follow-through can sever a bodypart. Practice and normal cannot. An NPC you attack with extreme fights back with extreme for the rest of that encounter. If you are not using extreme, you get one warning when you face an extreme opponent. See also: Combat, Aggressiveness, Followthru Practice, Combat XP |
| :: Beginning |
| .:. fthru |
Follow-through is how hard and how far you swing. A bigger swing lands harder but is easier to avoid, and it is the only way to sever a bodypart. Syntax: > fthru <practice/normal/extreme> Sets your follow-through. With no argument, it explains the setting. The command also goes by followthru, followthrough, follow-thru, follow-through and fthrough. They are all the same. Practice does almost no damage, and suits sparring. Normal is where new characters start. Extreme hits much harder and blows through blocks more easily, but your chance to connect goes down. Example: > fthru extreme Follow-through set to extreme. Only extreme follow-through can sever a bodypart. Practice and normal cannot. An NPC you attack with extreme fights back with extreme for the rest of that encounter. If you are not using extreme, you get one warning when you face an extreme opponent. See also: Combat, Aggressiveness, Followthru Practice, Combat XP |
| :: Beginning |

