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.:. handbook |
There is a brief guide on roleplay available. To access simply type 'handbook roleplay' |
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.:. handbook roleplay |
There is a brief guide on roleplay available. To access simply type 'handbook roleplay' |
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.:. HARVEST |
Kin Guildskill This skill allows the player to harvest a number of different herbs, each having a different affect, ranging from healing to other, more lasting, affects. Not all of the uses are IC, but a good many of them can be used to accompany RP. There are two different arguments for the command: harvest list - gives a list of all harvestable items harvest <herb> - harvests a specific herb |
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.:. HEALING TALENT |
**This talent allows one to learn weaves that are specifically related to Healing or Harming someone with the One Power. One cannot Heal others without this talent. See also: Channeling Talents |
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.:. HELP INDEX |
------Movement/Interaction:-------|--------Communication:------------------ NORTH SOUTH EAST WEST UP DOWN | SAY GSAY TELL NOTELL ASK OOC NEWBIENET LOOK EXITS SCAN GLANCE PEMOTE | WHISPER MAIL RECEIVE CHECK REPLY QUESTION ENTER LEAVE DRAG PUSH EMOTE |--------Information:-------------------- SLEEP WAKE REST SIT STAND | HELP INDEX, INFORMATION, NEWBIE (LOCK UNLOCK OPEN CLOSE) | TIMELINE, WELCOME, WIZLIST, POLICY ------Objects:--------------------| TEMPLATE SHOW <#> GET DROP JUNK DONATE PUT GIVE WEAR| GRAB INVENTORY EQUIPMENT REMOVE |--------Utility:------------------------ EXAMINE COMPARE WIELD USE READ | BUG IDEA TYPO QUIT SAVE BRIEF COMPACT WRITE | COLOR COMMANDS SOCIALS DISPLAY LINES ------Combat:---------------------| AUTO AREAS REPEAT TITLE DOING ALIAS See: TURN-BASED COMBAT | POLICY PK, POLICY OCS |--------Player:------------------------- CHANNELING | SCORE WORTH SPELLS SKILLS PRACTICE ----------------------------------| TRAINING FLOWSTRENGTH AFFECTED EQ Further information available: | TALENTS EXP HELP <keyword>, keyword being a | command. Ex. "HELP TIMELINE" | NOTE: see "HELP GUILDS" for guild info. --------------------------------------------------------------------------- |
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.:. HERBS |
There are certain herbs, potions and brews on the MUD. Things that, when quaffed, grant an affect to your character. The affect can be positive or negative, so one is advised against quaffing items when they are uncertain of the results. Example > quaff <item> See also: Wisdoms, Affects |
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.:. HIDE |
The hide skill allows your character to attempt to conceal themselves in a room, preventing other players from noticing you upon casual inspection of their surroundings. However, wolfkin and channelers holding the One Power have enhanced sight and so can often see through these attempts to hide. > hide |
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.:. HINTS |
Tips for new players are seen every tick by default. While these contain useful information, after a time a player may wish to no longer see them. 'notip' acts as a toggle to turn the tips on and off. |
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.:. HIT |
The terms HIT, KILL or MURDER no longer apply. For information about engaging in code fighting, type: <help turn-based combat> Also see Policy PK. |
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.:. HIT POINTS |
Your hitpoints, or Life as it is called now, will tell you how much damage you can sustain. When you run out of Life, you die. Your Life will gradually regenerate to its maximum, and does so faster if you are resting or sleeping. However, during a fight it will not increase at all. Your Constitution is what affects your Life as you level. Raising your Con with the practices you gain from leveling will serve to increase your Life. See also: Training, Score, Stats |
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.:. HITPOINTS |
Your hitpoints, or Life as it is called now, will tell you how much damage you can sustain. When you run out of Life, you die. Your Life will gradually regenerate to its maximum, and does so faster if you are resting or sleeping. However, during a fight it will not increase at all. Your Constitution is what affects your Life as you level. Raising your Con with the practices you gain from leveling will serve to increase your Life. See also: Training, Score, Stats |
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.:. HITROLL |
Your Damroll shows your power in damaging others, while your Hitroll indicates your success rate at hitting others. The higher it is, the better. Your hit/dam appear in your scoresheet. See also: Score, Armor |
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.:. HOLD |
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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.:. HOLYLIGHT |
Immortals Only A toggle which allows you to see: Invisible people and objects Hidden people Dark rooms, even if you don't have a light It is expected most immortals will keep HOLYLIGHT on most of the time; it exists so that you have the ability to see what mortals see for debugging purposes. |
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.:. HOME |
This command allows you to transport yourself to various places rather than walking there. Anyone can recall and it does not stop working after certain levels. Note that recall is an OOC action and cannot be used to escape an IC situation such as hostile Roleplay. Examples: > recall This takes you to The Recall Room. > recall guild <multiguild tag> This will take you to your multiguild's recall point. > recall <set|learned> Entering <recall set> sets a room as your recall point. <recall learned> will take you back to that point if you ever leave it. > recall gl This takes GuildLeaders to the GL lounge. > recall <city name|list> This will take you to the main recall of a city or list all the cities. To recall to a city with multiple words to its name, you must put it in Quotes: > recall 'far madding' > recall <city name> <location|list> This will take you to a location in a city or list all the locations in that city. See also: Multiguilds, GLCommands, Recall list |
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.:. HORN OF VALERE |
The Horn of Valere The Grave is no Bar to my Call These are the words said to be inscribed on the legendary Horn of Valere, which it is said was hidden long ago to keep it safe until it was needed for the Last Battle. It is a well-known legend that he who sounds the Horn of Valere will summon the Heroes of the Horn back from the grave to fight against the Shadow. Prophecy states that it will be found in time for Tarmon Gai'don. Many stories have arisen from this legend and from the Prophecies, and have become a part of the bardic cycle 'The Great Hunt of the Horn'. The Great Hunt of the Horn is called in Illian on occasion. The Great Hunt had not been called for four hundred years, at the end of the Trolloc Wars, and at the beginning of the War of the Hundred Years. But it was recently called again in Illian on the Feast of Teven, and would be-Hunters came from every nation to seek the Horn, or at least glory or fame. The city celebrated their coming with a carnival celebration with song and dance, costumes and fireworks, and of course, a contest for the best telling of the Great Hunt of the Horn, which takes several days to recite in High Chant. The Hunters swore the Oath, and were sent forth on their quest with much pomp and circumstance. Since then, there have been rumors of the Horn everywhere, and a dozen people will tell you they can -sell- you the Horn of Valere. Other rumors tell of an army of heroes of legend appearing in Falme, but thus far, the Horn of Valere has not been returned to Illian, which is deemed its rightful place. Therefore, one must only conclude that it has not yet been found, or if it has been, it is still fair game, for all the Hunters true are sworn to bring the Horn back to Illian. See Also: Illian |
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.:. Hornhunters |
-------------------Hornhunters-------------------- The Horn of Valere... 'Let whosoever sounds me think not of Glory, but only of Salvation.' The Great Hunt is once again upon us, The Horn of Valere, must be found... Requirements: 1. Be a good role-player, or at least be willing to work on it. 2. Have a strong desire for Roleplaying, and adventure. 3. MudMail the GL or Guild Imm a strong background. Note: At this time we do not require Guild Sponsors to be guilded into Hunters. This will however change once the guild grows and there are a steady number of Hunters online to RP with and gain sponsorship from. There are no class, age, race, or gender restrictions. Those who wish to join the Great Hunt are not entirely undistinguished: however. There are traits which will make entry into the guild smoother. Things such as being resourceful, adventurous, and willing to learn will go far. If you are prone to complaining, being easily bored, or generally lazy, chances are you will not gain the required sponsors. Hunters are unique in that you can role-play whatever you wish: sneaky, arrogant, timid, Lord, Lady - are all appropriate as long as its in the interests of RP. If you wish to Role-play as a Noble you must, however, gain the permission of the Daes Guild by sending their Guild Leader an application for the house and position you desire. Hunters have a very wide selection of Ranks and Subranks, which will be awarded for role-playing and IC standing. Last but not least Hunters possess some very handy code skills. The Grave is no bar to the call of the Horn, and the World is no bar for our search for it. Come and join the Hunt, you too could become Mythical. |
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.:. HP |
Your hitpoints, or Life as it is called now, will tell you how much damage you can sustain. When you run out of Life, you die. Your Life will gradually regenerate to its maximum, and does so faster if you are resting or sleeping. However, during a fight it will not increase at all. Your Constitution is what affects your Life as you level. Raising your Con with the practices you gain from leveling will serve to increase your Life. See also: Training, Score, Stats |
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.:. Hundredweight |
The unit of weight measurement in the Wheel of Time series was as follows: 10 ounces = 1 pound 10 pounds = 1 stone 10 stone = 1 hundredweight 10 hundredweight = 1 ton While this makes calculations easier, it does not allow measurements to be easily understood by players/readers. In order to make things more comparable to real world weights, A Moment in Tyme has adopted British Imperial units for weight: 16 drams = 1 ounce 16 ounces = 1 pound 14 pounds = 1 stone 8 stone = 1 hundredweight 20 hundredweight = 1 ton These match up with real world weights very closely so you can better comprehend the units being used. To convert between book units and our units, we assume that one 'pound' in the Wheel of Time world matches one 'pound' in the real world, thus it is the other units that need to be converted. |
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.:. HUNTER TALENT |
**This talent allows one to be proficient in skills that can increase one's abilities as a hunter. See also: Nonchanneling Talents |
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.:. HUNTING |
This skill allows you to track the movements of another player, following them to wherever they've stopped. You may also track mobs. You can track a mob or player even while they are hidden or invisible, however you will not be able to see them when you arrive in their room unless you have other skills to allow this. You cannot track across water or in rooms not "connected" to the mortal realm of the MUD. Immortal's rooms, for example. See also: Search, Conceal Trail, Talent Hunter |
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