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.:. IC



-------------------- IC and OOC --------------------

Some basic concepts:

A character is the person that you play. He/she can be good, evil, or
anywhere in between. You have complete control over your character's
actions.

A player is you, the person sitting over the keyboard staring at
the monitor.

In Character (or IC for short) is the mode your character is in.
Everything he/she says or does affects the world of a Moment in Tyme
to some extent. It is advised to be IC as much as possible, since that
is the main focus of the MUD. You are always assumed to be IC, unless
clearly marked otherwise.

Out of Character (or OOC for short) includes anything you,
the player, say to anyone else. All channels of communication (tells,
gdt, obviously the OOC channel) are assumed to be OOC, unless clearly
marked otherwise.

NOTE: It is not acceptable to request help with an IC situation
your character might be in using OOC means, or to use OOC information
in an IC manner. If in doubt, ask a member of the Immortal staff.

See also: Emote, Pemote, Say














:: Beginning

.:. ICA


ICA = ICC

You may have seen the term "ICA = ICC" floating around.  This
means:
In Character Actions equal In Character Consequences.

Because we are a RP MUD, we take this concept very seriously.
This means that your actions as a character have a direct effect
on IC events, and may have consequences.  If you do not wish to
face the consequences for your actions, don't do the action that
will result in the consequence to begin with.

This is why it is important to familiarize yourself with the
Wheel of Time world, so you are aware of the customs, laws
and traditions of the land.  If you break a law, there could
be consequences.  If you kill someone and someone witnesses
it, there could be consequences.  If you kidnap someone, and
someone sees you, you can count on being pursued and having
your captive rescued.

The actions of players may also have direct implications for
the Story as a whole.  Killing off a bookie, for example,
could have undesired consequences, such as... the Shadow
winning the Last Battle. So be very careful, and be sure
that what you are doing is what you want to do, and that
you are prepared to take responsibility for your actions.
Please do not complain if you knowingly break a law or
create a problem, and someone calls you on it ICly.  Just
deal with it IN CHARACTER, or a Policy Imm will have to
sort it out.


:: Beginning

.:. ICDELETE



   Icdelete is the command Immortals and GLs have to delete news and
rumours from the command update's tables.
   The syntax is:
icdelete <location> <keyword> .

Example: icdelete cairhien Ball! .

See also: update, icedit.



:: Beginning

.:. icebox



The Icebox is where the bad kids go.  Trust us, you do not want to
find yourself in the Icebox.  This is the extreme end of punishments
for players who become abusive, short of sitebanning.

See
policy for more information on the game's policies.

See Also:  Policy Playnice


:: Beginning

.:. ICEDIT



Icedit is the command Immortals and GLs have to insert news and
  rumours into the command
update's tables.

The syntax is:
icedit <location> <news|rumour> <keyword> <Title>.

If a keyword on a specific location is already present, then instead of
  being re-added it is edited instead.

With
icdelete <location> <keyword> you can remove items entirely.


Example: icedit cairhien news Ball! A costume ball for Lady Keitha's
  naming day.

See also: update, icdelete.
  


:: Beginning

.:. IDEA




For making useful suggestions to the Powers That Be.

> <bug | typo | idea> <text>

Examples:
> bug the MUD crashes when I type <look null>
> idea Make a restaurant in Caemlyn.
> typo "sence" should be spelled "sense"
Note that the commands only accept one string. Pressing enter
will send the string.








:: Beginning

.:. IDENTIFY


Identify tells you the basic details of an item you are carrying,
including its name, weight, value and level. A successful use of the
Identify skill gives a fuller report and a note to keep or pass on.
If the attempt fails, you still get the basic details, but no note.

Syntax:
> identify <item>

Example:
> identify dagger
> identify coat

The item must be in your inventory: identify cannot study what you are
wearing or what lies on the ground.

See also: Equipment, Endurance, Value


:: Beginning

.:. IDLE


When you are idle for a certain amount of ticks, you are
automatically set to 'idle' status.  When you look at the
who list, you will often see people with (idle) by their
name.  This means they have not been active for some time,
and are possibly away from the keyboard, or otherwise
distracted.

See Also:  AFK, Playback, Tell


:: Beginning

.:. IF SEMANTIC





SEMANTIC

Semantic matching lets an NPC react to what a player means, not to exact
words. A language model compares what the player said or emoted with a short
description you write.

1. Attach the program with the SEMANTIC trigger:

     mprogadd <mob vnum> <prog vnum> semantic 0 all

   It runs whenever a player says or emotes something in the room. 'all'
   runs on everything; any other phrase runs only when the text contains it.
   NPCs never set it off, and the trigger itself does not ask the model.

2. Ask the model with 'if semantic <description>':

     if semantic asks how much it costs to cross the river
       emote names his price. "Two silver marks, friend."
     elseif semantic asks where the ferry goes
       emote points across the river. "Tar Valon, of course."
     endif

   The program waits for the answer (at most 60 seconds), then carries on.
   'if semantic' is true when the answer is match. Each 'semantic' line the
   program reaches asks the model once; an 'elseif semantic' is only asked
   when the lines before it did not match.

3. Check the other answers with 'semmatch':

     if semantic tries to slow their breathing; any honest attempt counts
       emote nods. "Good."
     elseif semmatch mismatch
       emote sighs. "No, child. Breathe slowly first."
     elseif semmatch unclear
       emote frowns. "Show me what you did."
     elseif semmatch busy
       emote raises a hand. "A moment, child."
     endif

   match    - it fits your description
   mismatch - it clearly does not
   unclear  - the model cannot tell
   busy     - nothing was judged: the model is unavailable or too slow, or
              too many questions are already waiting

   Handle only the answers you need; an answer with no branch gets no
   reply. With an 'all' trigger, leave out mismatch unless the NPC should
   answer every unrelated remark made in the room.

Writing descriptions:
- Describe what the player says or does: "asks to be taught to channel".
- Put your rules in the description, e.g. "any genuine attempt counts, even
   a failed one". The model sees only your description and the player's say
   or emote, nothing else about the game.
- Never let the model decide rewards. Check skills and memories with normal
   if-checks, and give rewards with normal commands.

Conversations with several steps: keep the player's step in a memory and
check it first, so each step asks the model only once (see 'help mob memory').

Good to know:
- 'if semantic' only works in programs started by the SEMANTIC trigger;
   anywhere else the answer is always busy.
- While a player waits for an answer from an NPC, their further says and
   emotes do not set off that NPC.
- If the player or the NPC leaves, the player disconnects, or the program
   is edited before the answer arrives, the program stops there.
- If the MUD has no model configured, every answer is busy.

See also: MOB TRIGGERS, MOB FUNCTIONS, MOB MEMORY, CANLEARN, MPROGADD








:: Beginning

.:. ILLIAN


                  Help Information for Illian


SIGIL:  Nine golden bees arranged in a diamond; The Golden Bees
BANNER:  Nine golden bees on a field of dark green.
        
Fringed in gold if the sovereign is present.
CAPITAL CITY:  Illian
SYMBOLS:  The Laurel Crown
RESOURCES:  Sea, land and river trade, rugs, textiles, leather goods.


The southern nation of Illian lies on the coast of the Sea
of Storms, bordering Altara and Murandy to the west, and Tear
to the east, south of the Plains of Maredo.  Illian is famous
for its involvement in the Whitecloak War under King Mattin
Stepaneos den Balgar, as well as the place where the Great
Hunt for the Horn is called.  The nation's military might is
formidable, but elite among them are the Companions of Illian,
whose intervention, it is said, saved Mattin Stepaneos from
defeat in the Whitecloak War.

Traditionally, in the past, Illian has been ruled by a King,
the Council of Nine, and an advisory body known as the Assemblage.
Recently however, Illian has fallen to Rand al'Thor, the Dragon
Reborn, who now holds the Laurel Crown.  It is unknown what
happened to Mattin Stepaneos den Balgar, or the mysterious Lord
Brend who held sway over the Council of Nine for a time.

Illian's capital city is named for the nation itself, and
is built over marshy grasslands along the coast of the Sea
of Storms.  The city is criss-crossed with canals and bridges,
with the great Square of Tammaz at the very center.  Here, the
palaces of the Council of Nine and the King are located across
from one another.  The Council palace, however, is precisely
two feet smaller in every dimension, testament to an ancient
feud between the Council of Nine, and the first King of Illian,
who famously told them, "You may have any place you wish, so
long as it is not larger than mine."  Both palaces are equally
majestic, built by the Ogier, with airy balconies, slender towers,
and purple roofs.

Illian is a major seaport, and a manufacturing center for fine
rugs and textiles, as well as leather goods.  Illian's production
of finished leather is the largest in the Westlands, and vast
tanneries cover a number of small islands in the marsh grass,
creating a distinctive aroma to the natural stench of the local
marshy terrain.

The port city is home to a large fishing fleet, which provides
most of Illian's food supplies, while still leaving enough to
export to neighboring countries.  The bay is always crowded
with fishing boats, merchant crafts, and Seafolk rakers.  The
city's port district is known as the Perfumed Quarter, though
its 'perfume' is the stench of hemp and pitch and sour harbor
mud.  It is generally viewed as a seedy area, enough so that
even the nobles and magistrates tend to turn a blind eye to
what transpires there.

See Also:  Illianers and Horn of Valere



:: Beginning

.:. ILLIANERS


                    Illianers and Illianer Fashions



The people of the nation of Illian are known as 'Illianers'.


Illianers speak very fast, with a distinctive accent.  

For example:
"The day do be getting brighter."
"I do no care do you be smarter than me!"

Other Illianer Sayings:

"Fortune prick me!"
"Light preserve me!"
"Fortune preserve me."
"Fortune desert you!" (Illianer curse)
"Burn my soul!" (Illianer curse)


FASHIONS

Illianers vary in appearance, usually with a southern tan,
dark hair and light eyes.  Gray eyes do not seem to be unusual.  

Illianer men wear long coats with raised collars and usually
wear their hair shoulder-length, with square-cut beards that
leave their upper lips bare.  Many lords also wear boots that
are fringed with gold or silver.

Women, both highborn and low, favor wide-brimmed hats held in
place by long scarves wound around the neck.  Illianer women
usually wear dresses that are of a light material for the warm
southern climate.  Noblewomen wear silk dresses, with low neck-
lines to show their natural assest to best advantage.  Their
skirts are usually cut above the ankle, to show off their
slippers, which are usually decorated with gold or silver.

The Companions of Illian wear burnished armor and burnished
conical helmets, with green coats with gold cuffs.

Servants of the Royal Palace wear green and yellow livery.

See Also:  Illian


:: Beginning

.:. Illuminators Guild



The Guild of Illuminators

"The best secret to reveal is the face behind a lady's veil, the most deadly
is that of an Illuminator's spark."
      
-Saying in Tanchico

****Book Information****

  
In the World of the Wheel of time, the Illuminators alone hold the secrets
that unlock fireworks, and with that, gunpowder and explosive weaponry.  This
secret is guarded jealously, and anyone that may have discovered a way  to
break their monopoly is killed.  

  
Using their knowledge only to produce colorful fireworks, the Illuminators
make huge profits off of their displays.  Usually, they sell their services
by arranging performances for lords, wealthy merchants, and kings.  However,
they also sell lesser fireworks with dire warnings: anyone who tampers with
the firework will cause it to explode, leading to their death.

****Game Information****

In the books, the Illuminators only had two chapterhouses, one in Tanchico,
and one in Cairhien.  While both were destroyed, they exist at this point in
the game.  Furthermore,there is a third chapterhouse in Caemlyn.  While
prewipe, we were known to take outsiders, that is no longer an option.
Illuminators, like Aiel, must be born into the guild.  The
Illuminator GLs
will be more than happy to help you come up with an appropriate background.

  
The Illuminator's Guild is performance oriented, please don't join expecting
to be able to blow people up.  Under most circumstances, in a combat situation,
smoke and flash bombs will be used to aid in an Illuminator's escape.  At all
times outside of the chapterhouse, an Illuminator must be accompanied by a
bodyguard.  Trainees are not allowed to leave the chapterhouse.

                
For information about being guilded, please refer to
                            
the guild requirements board.

Thank You,
          
      
The Management


:: Beginning

.:. IMMORTALS



An Immortal is a player that has been elevated to a special status.
Immortals keep the mud together for the players to have more fun.

The imms are divided into departments, the tag in front of their names
indicating the dept.

Example:
[Implementor] Duren
[Head Builder] Ayasha
[Guild Imm] Rissa

To see a list of all the current Immortal players, enter 'wizlist.'














:: Beginning

.:. IMMS



An Immortal is a player that has been elevated to a special status.
Immortals keep the mud together for the players to have more fun.

The imms are divided into departments, the tag in front of their names
indicating the dept.

Example:
[Implementor] Duren
[Head Builder] Ayasha
[Guild Imm] Rissa

To see a list of all the current Immortal players, enter 'wizlist.'














:: Beginning

.:. IMOTD


Immortals Only

IMOTD displays the Immortal Message of the Day.

> imotd

See also: MOTD



:: Beginning

.:. IMPLEMENTOR



These are the most powerful Immortals on the MUD. Basically, they
are the Administrators of the MUD, making the decisions on where to
take the MUD and deciding where the MUDs priorities lie. To see a
list of all the current Implementors, as well as other Immortals and
their various departments, type <wizlist>

See also: Immortals


:: Beginning

.:. Implode Spell


Implode

Implode collapses a weave inward upon a single victim, dealing immediate
damage. Name someone in your room; this is not an area attack.

Implode is reserved for use by the Asha'man guild.

Syntax:
> weave 'implode' <power> <target>

Example:
> weave 'implode' 2 Shai

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

See also: WEAVE, Combat Channeling





:: Beginning

.:. In Character



-------------------- IC and OOC --------------------

Some basic concepts:

A character is the person that you play. He/she can be good, evil, or
anywhere in between. You have complete control over your character's
actions.

A player is you, the person sitting over the keyboard staring at
the monitor.

In Character (or IC for short) is the mode your character is in.
Everything he/she says or does affects the world of a Moment in Tyme
to some extent. It is advised to be IC as much as possible, since that
is the main focus of the MUD. You are always assumed to be IC, unless
clearly marked otherwise.

Out of Character (or OOC for short) includes anything you,
the player, say to anyone else. All channels of communication (tells,
gdt, obviously the OOC channel) are assumed to be OOC, unless clearly
marked otherwise.

NOTE: It is not acceptable to request help with an IC situation
your character might be in using OOC means, or to use OOC information
in an IC manner. If in doubt, ask a member of the Immortal staff.

See also: Emote, Pemote, Say














:: Beginning

.:. In-Character



-------------------- IC and OOC --------------------

Some basic concepts:

A character is the person that you play. He/she can be good, evil, or
anywhere in between. You have complete control over your character's
actions.

A player is you, the person sitting over the keyboard staring at
the monitor.

In Character (or IC for short) is the mode your character is in.
Everything he/she says or does affects the world of a Moment in Tyme
to some extent. It is advised to be IC as much as possible, since that
is the main focus of the MUD. You are always assumed to be IC, unless
clearly marked otherwise.

Out of Character (or OOC for short) includes anything you,
the player, say to anyone else. All channels of communication (tells,
gdt, obviously the OOC channel) are assumed to be OOC, unless clearly
marked otherwise.

NOTE: It is not acceptable to request help with an IC situation
your character might be in using OOC means, or to use OOC information
in an IC manner. If in doubt, ask a member of the Immortal staff.

See also: Emote, Pemote, Say














:: Beginning

.:. INCOME


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

.:. INDEX





------Movement/Interaction:-------|--------Communication:------------------
NORTH SOUTH EAST WEST UP DOWN     | SAY GSAY TELL NOTELL ASK OOC NEWBIENET
LOOK EXITS SCAN GLANCE PEMOTE     | WHISPER MAIL 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.
---------------------------------------------------------------------------





:: Beginning

.:. INFORM



Entering this command informs you of the Preconditions for a spell
or a skill. You must meet the prereqs of a skill or spell before you
are able to learn it.

Example:
> inform '<spell|skill>'
> inform 'lightning'
> inform 'conceal trail'

Note that the spell or skill MUST be enclosed in single quotes for
the command to recognize what skill you seek the preconds for.

See also: Preconditions, Skills, Spells


:: Beginning

.:. INFORMATION



It is a good idea to read these every once in a while.
They contain useful information.

newbie          - read this if you are new here
handbook        - a guide to roleplaying on A Moment in Tyme
policy          - policies on topics like player killing
credits         - the people who made MikkiMUD possible!
version         - displays the current MikkiMUD version number.
motd            - shows the message of the day, what you see when you log on
who -v          - displays a list of people able to help you with the game.
update          - see IC news and rumors of what has been going on recently.
wizlist         - a list of the current Staff on A Moment in Tyme
unread          - shows which boards you have unread posts on.

See also: Webpages, MITupdate






:: Beginning

.:. Infrigidation Spell


Infrigidation

Infrigidation locks a killing cold around a single victim in your room.
It deals immediate damage and, if the victim survives the injury, leaves
a temporary slowing effect. The cold reduces speed, not force.

Recasting refreshes the slow rather than stacking a stronger penalty.
The slow survives saving, quitting and logging back in, but it still
wears off; it is not a permanent loss of speed.

Syntax:
> weave 'infrigidation' <power> <target>

Example:
> weave 'infrigidation' 2 Shai

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

See also: WEAVE, Combat Channeling





:: Beginning

.:. INTELLIGENCE



Int was removed from MM3 as a stat and no longer applies to
your char. It was also removed from score.


:: Beginning

.:. INVENTORY


All of the items you are carrying are stored within your inventory.
Type <inventory> for a list of the items you are currently carrying.

Raising your
STR increases the amount of weight you can carry in
your inventory. Raising your
DEX increases the amount of items you
are able to hold.

Note that this does NOT list the items you are wielding, holding,
wearing, or those that are stored within other items in your inventory.
To see any items you have equipped, type
<eq>.

See also: Equipment, Put, Get


:: Beginning

.:. INVERT


This command, similar to the <weave> command, allows you to invert
your weaves so that only you can see them. It is instant for the weave
used. This is not a violent weave and can only be used on any weave you
already know.

A thing to remember about inverting weaves is if a weave will be
visible after weaving normally (ie: Everyone can see a fireball, for
example), invert will only stop people from seeing that you are the
one weaving.

> invert '<weave name>' <target>
> invert 'call fire' vryce

Invert is not available to PCs.

See also: Mask Channeling





:: Beginning

.:. INVERT WEAVES


This command, similar to the <weave> command, allows you to invert
your weaves so that only you can see them. It is instant for the weave
used. This is not a violent weave and can only be used on any weave you
already know.

A thing to remember about inverting weaves is if a weave will be
visible after weaving normally (ie: Everyone can see a fireball, for
example), invert will only stop people from seeing that you are the
one weaving.

> invert '<weave name>' <target>
> invert 'call fire' vryce

Invert is not available to PCs.

See also: Mask Channeling





:: Beginning

.:. Invigorate Spell



-------------------
Invigorate--------------------
  
Please use syntax
inform 'invigorate' for information on this weave.





:: Beginning

.:. INVIS





Immortals Only

wizi <level>

WIZI sets your invisibility level.  With no argument, wizi toggles between
making you fully visible and fully invisible.  If you specify a level, only
people with trust at and above the level you specify will be able to see you.

> wizi
> wizi 31



:: Beginning

.:. INVISIBILITY



This weave allows one to make themselves vanish from sight,
though if you move, it will break the weave, revealing them
once again.

See also: Visible





:: Beginning

.:. INVISIBLE



This weave allows one to make themselves vanish from sight,
though if you move, it will break the weave, revealing them
once again.

See also: Visible





:: Beginning

.:. IRON WILL TALENT


**This talent allows one to resist mind weaves like compulsion
better than most. It can also make certain kinds of damage less
effective, and possibly help those who are tainted resist the
effects of the taint on Saidin.

See also: Nonchanneling Talents








:: Beginning

.:. IRONWILL


**This talent allows one to resist mind weaves like compulsion
better than most. It can also make certain kinds of damage less
effective, and possibly help those who are tainted resist the
effects of the taint on Saidin.

See also: Nonchanneling Talents








:: Beginning

 
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.:. Top of Page