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.:. PAGE


Immortals Only

page <player|'all'> <message>

PAGE is used to send a message, along with a beep, to another player.  Use
PAGE ALL to send a message and a beep to everyone in the game.

> page mattias Hey, are you still at the keyboard?
> page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES

Do not abuse this command.



:: Beginning

.:. PARDON


Immortals Only

Removes killer and thief flags from a player.
Obsolete.



:: Beginning

.:. parry


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

.:. pass


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

.:. PASSWORD



This command is used to change the password needed to log into your
character. Note that you must know your current password for this
command to work.

> password



:: Beginning

.:. PAY


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

.:. PAYMENT






A Moment in Tyme has introduced a simple taxation system; this represents
both what cash your character has to pay to the land he/she lives in for
any properties owned, as well as the normal every-day expenses of such,
like for a roof over his/her head, a stable for the horse, replacing or
mending clothes, etc.

This is normally done automatically when you log on. If you cannot
cover what you owe, you enter the tax office instead. Type help for
the available commands, taxes to see what you owe, and sell to raise
the money. Once you can pay, type done to settle up and leave.
Also, the fewer the resources at your disposal, the less money will
be taken from you in this manner, to the point of barely paying
-anything- if you have less than about a thousand golden marks.

Those who are members of a Guild however, enjoy the economic benefits of
such. They get "salaries" from their leaders, as rewards of the positions
they hold, or income coming from subjects' taxes in case of Lords, etc.



:: Beginning

.:. PAYPLAYER




This command is for guildleaders only.It allows you to transfer money
from your guilds treasury to any player in your guild, whether online
or not.

Syntax:
> payplayer <victim> bank <amount>
This for when the target for payment is online.

> payplayer file <victim> bank <amount>
This for when the target is offline.

See also: GLCommands


:: Beginning

.:. PEEK



Peek is a skill that allows a player to view the inventory of
another player or a mob. This skill is automatic and will succeed
according to your competance in the skill.

See also: Steal


:: Beginning

.:. PEMOTE


Pemote lets you describe something taking place without your name
having to be in front of the sentence. To avoid abuse, your name still
appears in brackets after it.

Syntax:
> pemote <sentence>

Example:
> pemote A cold wind gusts across the courtyard.
A cold wind gusts across the courtyard. [Loth]

Everyone in the room sees it, and anything in double quotes is shown
in your talk color. The same IC conduct applies as for emote: describe
what others can see, leave other characters free to decide their own
responses, and keep OOC conversation to osay.

See also: Emote, Say, Osay


:: Beginning

.:. Pennies























The official monetary system for the Wheel of Time according to Robert Jordan
himself (remember, of course, that coins of the same denomination from different
countries are often different weights and hence, different values):

10 copper pennies = one silver penny.
100 silver pennies = one silver mark.
10 silver marks   = one silver crown.
10 silver crowns  = one gold mark.
10 gold marks     = one gold crown.

A Moment in Tyme currently uses 'gold' as the monetary unit.  This does not
translate nicely to Wheel of Time terms and will be changed in the future.

The command to see how much gold you have on hand is:  gold

Example:
> gold
You have 500 gold marks.

See also: Bank, Shops, List




















:: Beginning

.:. Penny























The official monetary system for the Wheel of Time according to Robert Jordan
himself (remember, of course, that coins of the same denomination from different
countries are often different weights and hence, different values):

10 copper pennies = one silver penny.
100 silver pennies = one silver mark.
10 silver marks   = one silver crown.
10 silver crowns  = one gold mark.
10 gold marks     = one gold crown.

A Moment in Tyme currently uses 'gold' as the monetary unit.  This does not
translate nicely to Wheel of Time terms and will be changed in the future.

The command to see how much gold you have on hand is:  gold

Example:
> gold
You have 500 gold marks.

See also: Bank, Shops, List




















:: Beginning

.:. PERFORM


Perform sets off a rocket of your own devising. It is an Illuminator
guild skill, so only members of the Illuminators Guild can use it. The
rocket flies up from where you stand and bursts into a display that
players outdoors, awake and within its reach can see.

Syntax:
> perform <rooms> <description>

Example:
> perform 5 into a shower of silver stars

The rooms figure is how far the display carries in each direction, from
2 to 20. Your description finishes the sentence "A rocket shoots into
the sky, exploding...", so write it to follow on, and keep it to 300
characters or fewer. You cannot perform indoors or in a soundproof
room. If your skill fails, the rocket only makes a tiny spark and
fizzles out. You must wait a while before setting off another.

See also: Fireworks, Illuminators Guild


:: Beginning

.:. Physical Disability Flaw







**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

.:. PICK


Pick lets you spring a lock without its key. It works on locked doors and
gates, and on locked chests and other containers, whether you carry them
or they stand in the room. You need the lockpicking skill, and the door
or container must be shut and locked.

Syntax:
> pick <door|container> [direction]

Example:
> pick door north
> pick gate
> pick chest

A good pick undoes the lock but leaves the door or lid shut, so open it
afterward. A failed attempt can simply be tried again, and some locks
cannot be picked at all. Picking a door, or a container that is not in
your pack, is seen by everyone in the room.

See also: Lockpicking, Open, Unlock


:: Beginning

.:. PK


A Player Kill occurs when one player attacks another player. When
a PK is initiated, the players involved enter into code combat and
fight until one or more of them runs away or dies.

Please keep in mind that Pkilling is always In Character. It is
highly advised that you read the Policy regarding Pkilling before
ever attempting it. To view this policy, type:
<policy PK>

If the player attacking you has
SUBDUE turned on, a deadly blow knocks
you out instead of killing you. Otherwise, to avoid dying in a Pkill fight
you must
flee and escape the battle.

When you die to anything other than another player, you lose some
experience. A death at the hands of another player costs none. Death does
not take your gold or your skills.

You wake up in Wisdom's House.

See also: Combat, Flee, Subdue, Recreate

















:: Beginning

.:. PKILL


A Player Kill occurs when one player attacks another player. When
a PK is initiated, the players involved enter into code combat and
fight until one or more of them runs away or dies.

Please keep in mind that Pkilling is always In Character. It is
highly advised that you read the Policy regarding Pkilling before
ever attempting it. To view this policy, type:
<policy PK>

If the player attacking you has
SUBDUE turned on, a deadly blow knocks
you out instead of killing you. Otherwise, to avoid dying in a Pkill fight
you must
flee and escape the battle.

When you die to anything other than another player, you lose some
experience. A death at the hands of another player costs none. Death does
not take your gold or your skills.

You wake up in Wisdom's House.

See also: Combat, Flee, Subdue, Recreate

















:: Beginning

.:. PLANT ITEM



This skill allows someone to place an item into the inventory
of another player without that player's knowledge or consent.
The items must be of type note. Which basically means that only
notes can be planted. This is an IC skill and should be used
accordingly. Notes planted in this manner are also considered
IC.

> plant <item> <target>
> plant parchment loth


:: Beginning

.:. PLAYBACK




While you are in AFK mode, the most recent 20 messages sent to
you are saved into a buffer, like an answering machine. You can
play them back, delete them, etc.

Syntax:
> playback
> playback 1
> playback delete 1
> playback delete all

See also: AFK, Tell


:: Beginning

.:. Player Backgrounds


------------------[ Player Backgrounds ]-------------------
  
It is very crucial to your character that he or she have a very realistic
and well thought out background. Your background is the history and past
life of your character (
Help IC). When writing a Background, or "BG",
you should explain your parents, family, place of origin, IC attitude, why
he/she acts and thinks the way he or she does. Most guilds (
Help Guilds)
will require you to send them a copy of your players background, which
will normally be the focal point of their decision to allow you to seek
their guild or not. If you need help obtaining ideas for your character's
past, you should contact a guild leader of the guild you are planning to
seek.
  
See Also: Guilds, IC, Template


:: Beginning

.:. PLAYER KILL


A Player Kill occurs when one player attacks another player. When
a PK is initiated, the players involved enter into code combat and
fight until one or more of them runs away or dies.

Please keep in mind that Pkilling is always In Character. It is
highly advised that you read the Policy regarding Pkilling before
ever attempting it. To view this policy, type:
<policy PK>

If the player attacking you has
SUBDUE turned on, a deadly blow knocks
you out instead of killing you. Otherwise, to avoid dying in a Pkill fight
you must
flee and escape the battle.

When you die to anything other than another player, you lose some
experience. A death at the hands of another player costs none. Death does
not take your gold or your skills.

You wake up in Wisdom's House.

See also: Combat, Flee, Subdue, Recreate

















:: Beginning

.:. PLAYERKILL


A Player Kill occurs when one player attacks another player. When
a PK is initiated, the players involved enter into code combat and
fight until one or more of them runs away or dies.

Please keep in mind that Pkilling is always In Character. It is
highly advised that you read the Policy regarding Pkilling before
ever attempting it. To view this policy, type:
<policy PK>

If the player attacking you has
SUBDUE turned on, a deadly blow knocks
you out instead of killing you. Otherwise, to avoid dying in a Pkill fight
you must
flee and escape the battle.

When you die to anything other than another player, you lose some
experience. A death at the hands of another player costs none. Death does
not take your gold or your skills.

You wake up in Wisdom's House.

See also: Combat, Flee, Subdue, Recreate

















:: Beginning

.:. pmote






See pemote.



Other useful helpfiles: emote


:: Beginning

.:. POISON


Poison lets you spoil food or drink with a poison you are carrying. You
can lace something you carry, something lying in the room, or, if you
name a person standing there, something that person is carrying.

Syntax:
> poison <food|drink> <poison> [victim]

Example:
> poison bread vial
> poison waterskin vial loth

Each use spends one dose from the poison, and it must have a dose left.
Food, drink containers and fountains can be poisoned; nothing else can.
Your poison skill decides how discreet you are. A clumsy attempt still
spends the dose, but everyone in the room, victim included, sees you
slip something into the item.

See also: Eat, Drink, Thieves


:: Beginning

.:. Polearm


To fight with a polearm or staff, wield it and use fighting forms
that suit it. Your skill in those forms matters, rather than a
separate Polearm skill. Use Forms to see the fighting forms you
know, and Combat for help putting them to use.

See also: Blades, Forms, Combat








:: Beginning

.:. POLICY


Policy is the list of rules and guidelines players are expected
to follow while they play here.

All players are advised to read through all of the policies at
least once. Ignorance is not an acceptable excuse for breaking
the MUDs policy. To view the list of policies, type: 'policy'
by itself.


See Also:  Information, Newbie


:: Beginning

.:. POOFIN


Immortals Only

Sets the message seen by players when you use GOTO to move to a different
room.  POOFIN with no argument resets your poofin to the default "appears with
an ear-splitting bang"; POOFOUT with no argument defaults to "disappears in
a puff of smoke."

See also: Goto






:: Beginning

.:. POOFOUT


Immortals Only

Sets the message seen by players when you use GOTO to move to a different
room.  POOFIN with no argument resets your poofin to the default "appears with
an ear-splitting bang"; POOFOUT with no argument defaults to "disappears in
a puff of smoke."

See also: Goto






:: Beginning

.:. portzone


PORTZONE (git-based zone promotion)

Purpose:
  Promote one or more zones from the builder branch to the main branch.

Syntax:
  portzone <zone> [zone2 zone3 ...]
  portzone 12
  portzone 12 31 85
  portzone 12,31,85

Flow:
  1) You are forced into the in-game text editor to write a promotion message.
     - Finish with @@ to proceed.
     - Use @x to abort (nothing is merged/pushed).
  2) The promotion runs asynchronously (non-blocking).
  3) The game snapshots ONLY these files for each requested zone from origin/builder into origin/main:
       world/wld/<zone>.wld
       world/obj/<zone>.obj
       world/mob/<zone>.mob
       world/shp/<zone>.shp
       world/zon/<zone>.zon
  4) The game ensures <zone> exists in each relevant index file (adds only that zone number):
       world/wld/index, world/obj/index, world/mob/index, world/shp/index, world/zon/index
  5) The game creates a no-ff merge commit onto main and pushes origin/main.
  6) The game updates the mainport working tree by running a git pull in /home/tyme/mainport/lib.

Guardrail (important):
  portzone will FAIL if builder is behind main.
  Fix: run "portzone sync" then retry.

After promotion (required):
  To make the running mainport process load the updated zone files, run:
    copyover

Notes:
  - reboot/reload (do_reboot) reloads text/help/policy data; it does NOT reload world zone files.
  - Promotion is zone-scoped; it will not promote unrelated zones.


:: Beginning

.:. portzone sync


PORTZONE SYNC (bring main -> builder)

Use this when portzone promotion fails due to the guardrail: builder behind main.

Syntax:
  portzone sync

Behavior:
  - Runs asynchronously (non-blocking).
  - Merges origin/main into builder and pushes origin/builder.
  - If there are merge conflicts, the sync fails and requires coder intervention.


:: Beginning

.:. POSE


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

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

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

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

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

All emotes are considered IC.

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

Some notes to keep in mind when typing an emote:

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

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

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

Try to avoid this:

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

Instead try this:

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

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

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

Try to avoid this:

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

Instead try this:

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

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

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

You must avoid this:

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

Instead do this:

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

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

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





:: Beginning

.:. POTIONS












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


:: Beginning

.:. Pounds




















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.


:: Beginning

.:. POUR



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

.:. Powerful Channeler


**This talent allows one to gain more strength in the power (per level).  
-Note: This talent may not be taken with the Mighty Channeler Talent.-
`
*See Also: Channeling Talents, Mighty Channeler


:: Beginning

.:. POWERSENSE



Preconditions for use: Talents - Active/Latent Channeler or Wilder

Powersense is similar to the consider command, but is only useable by people
who can channel.  If you powersense a fellow channeler (must be used on same
sex as you), you will see how much stronger or weaker they are than you.

SYNTAX : powersense <target>
EXAMPLE: powersense nynaeve

In the above example, if you were female and powersensed nynaeve you would
probably get a message saying she was a lot stronger than you (depending on
your own strength of course). Males cannot powersense females and vice versa.
Power is based on strength in the flows and the amount of the One Power (mana)
you can hold at once.

See also: Consider



:: Beginning

.:. PRACTICE


Skills and spells can be player-taught, meaning that you can learn
them from other characters in the game through roleplay. To learn
skills, find a willing teacher. A suitable teacher in your room may
also offer lessons through the learn command.

To teach skills, you must first have the skill you wish to teach.
You must also have a student, or multiple students. If you wish to
teach more than two players at a time, you need the Teaching Talent.

Teaching and being taught belong in roleplay: you may only give or take
a lesson while you are roleplaying, although the roleplay need not show
the teaching itself. Lessons in Weapon Mastery and Channeling Mastery
skills are the exception. Your skills and spells also improve slowly as
you use them.

Syntax:
> lesson begin <student> <skill|spell> <name>
> lesson end <student>
> lesson end

Begin starts a lesson in a skill or spell you possess. End with a
student's name ends that student's lesson; end alone ends all your
lessons.

Example:
> lesson begin Mira spell lightning

Learning and practicing on your own
Practice without an argument lists your skills. Practice with an
argument is disabled; use learn for self-practice instead.

Syntax:
> learn
> learn <name>
> learn skill <name>
> learn spell <name>
> learn stop
> practice

With a suitable room teacher, learn lists what they offer, and learn
followed by a name asks to learn it. Learn skill and learn spell request
self-practice. For ordinary skills and spells, you must already know
enough to practice them. Self-practice uses Endurance and has learning
restrictions; it is not a way to learn every skill or spell from nothing.
Use learn stop to end your practice session.

Example:
> learn skill dagger
> learn stop

Forms
You can learn forms in lessons, practice them alone, or improve them
through use.

Syntax:
> lesson begin <student> form <form name>
> lesson end <student>
> learn form <form name>
> learn stop

A teacher must know the form, and the form must be teachable. You can learn
a form you do not yet know in a lesson. You cannot surpass your teacher.
Lessons normally stop at 50%; the Teaching Talent raises the limit to 75%.

To practice alone, you must already know a learnable form. Begin practice
at 30% or better, but below 50%. Practice uses Endurance; stop with learn
stop. A session normally raises a form no higher than 50%, or 75% if you
have the Teaching Talent. Learning slows as your proficiency grows.

Players also improve learnable forms by using them in resolved attacks or
defenses. By defending against a learnable form you do not know, you may
pick it up at 1%. Once known, improve it through your own use or training.
Non-learnable forms never improve through use or spread through defense.

Weapon Mastery is the forms you know, not a separate skill. Each form has
a fixed mastery tier; raising proficiency does not change that tier.

Example:
> forms
> learn stop
Use forms to find the name of a form you know before practicing it.
Use learn stop when you want to end your practice session.

See also: Forms, Skills, Spells, Teaching Talent

















:: Beginning

.:. PRACTICES


Skills and spells can be player-taught, meaning that you can learn
them from other characters in the game through roleplay. To learn
skills, find a willing teacher. A suitable teacher in your room may
also offer lessons through the learn command.

To teach skills, you must first have the skill you wish to teach.
You must also have a student, or multiple students. If you wish to
teach more than two players at a time, you need the Teaching Talent.

Teaching and being taught belong in roleplay: you may only give or take
a lesson while you are roleplaying, although the roleplay need not show
the teaching itself. Lessons in Weapon Mastery and Channeling Mastery
skills are the exception. Your skills and spells also improve slowly as
you use them.

Syntax:
> lesson begin <student> <skill|spell> <name>
> lesson end <student>
> lesson end

Begin starts a lesson in a skill or spell you possess. End with a
student's name ends that student's lesson; end alone ends all your
lessons.

Example:
> lesson begin Mira spell lightning

Learning and practicing on your own
Practice without an argument lists your skills. Practice with an
argument is disabled; use learn for self-practice instead.

Syntax:
> learn
> learn <name>
> learn skill <name>
> learn spell <name>
> learn stop
> practice

With a suitable room teacher, learn lists what they offer, and learn
followed by a name asks to learn it. Learn skill and learn spell request
self-practice. For ordinary skills and spells, you must already know
enough to practice them. Self-practice uses Endurance and has learning
restrictions; it is not a way to learn every skill or spell from nothing.
Use learn stop to end your practice session.

Example:
> learn skill dagger
> learn stop

Forms
You can learn forms in lessons, practice them alone, or improve them
through use.

Syntax:
> lesson begin <student> form <form name>
> lesson end <student>
> learn form <form name>
> learn stop

A teacher must know the form, and the form must be teachable. You can learn
a form you do not yet know in a lesson. You cannot surpass your teacher.
Lessons normally stop at 50%; the Teaching Talent raises the limit to 75%.

To practice alone, you must already know a learnable form. Begin practice
at 30% or better, but below 50%. Practice uses Endurance; stop with learn
stop. A session normally raises a form no higher than 50%, or 75% if you
have the Teaching Talent. Learning slows as your proficiency grows.

Players also improve learnable forms by using them in resolved attacks or
defenses. By defending against a learnable form you do not know, you may
pick it up at 1%. Once known, improve it through your own use or training.
Non-learnable forms never improve through use or spread through defense.

Weapon Mastery is the forms you know, not a separate skill. Each form has
a fixed mastery tier; raising proficiency does not change that tier.

Example:
> forms
> learn stop
Use forms to find the name of a form you know before practicing it.
Use learn stop when you want to end your practice session.

See also: Forms, Skills, Spells, Teaching Talent

















:: Beginning

.:. PRACTICING


Skills and spells can be player-taught, meaning that you can learn
them from other characters in the game through roleplay. To learn
skills, find a willing teacher. A suitable teacher in your room may
also offer lessons through the learn command.

To teach skills, you must first have the skill you wish to teach.
You must also have a student, or multiple students. If you wish to
teach more than two players at a time, you need the Teaching Talent.

Teaching and being taught belong in roleplay: you may only give or take
a lesson while you are roleplaying, although the roleplay need not show
the teaching itself. Lessons in Weapon Mastery and Channeling Mastery
skills are the exception. Your skills and spells also improve slowly as
you use them.

Syntax:
> lesson begin <student> <skill|spell> <name>
> lesson end <student>
> lesson end

Begin starts a lesson in a skill or spell you possess. End with a
student's name ends that student's lesson; end alone ends all your
lessons.

Example:
> lesson begin Mira spell lightning

Learning and practicing on your own
Practice without an argument lists your skills. Practice with an
argument is disabled; use learn for self-practice instead.

Syntax:
> learn
> learn <name>
> learn skill <name>
> learn spell <name>
> learn stop
> practice

With a suitable room teacher, learn lists what they offer, and learn
followed by a name asks to learn it. Learn skill and learn spell request
self-practice. For ordinary skills and spells, you must already know
enough to practice them. Self-practice uses Endurance and has learning
restrictions; it is not a way to learn every skill or spell from nothing.
Use learn stop to end your practice session.

Example:
> learn skill dagger
> learn stop

Forms
You can learn forms in lessons, practice them alone, or improve them
through use.

Syntax:
> lesson begin <student> form <form name>
> lesson end <student>
> learn form <form name>
> learn stop

A teacher must know the form, and the form must be teachable. You can learn
a form you do not yet know in a lesson. You cannot surpass your teacher.
Lessons normally stop at 50%; the Teaching Talent raises the limit to 75%.

To practice alone, you must already know a learnable form. Begin practice
at 30% or better, but below 50%. Practice uses Endurance; stop with learn
stop. A session normally raises a form no higher than 50%, or 75% if you
have the Teaching Talent. Learning slows as your proficiency grows.

Players also improve learnable forms by using them in resolved attacks or
defenses. By defending against a learnable form you do not know, you may
pick it up at 1%. Once known, improve it through your own use or training.
Non-learnable forms never improve through use or spread through defense.

Weapon Mastery is the forms you know, not a separate skill. Each form has
a fixed mastery tier; raising proficiency does not change that tier.

Example:
> forms
> learn stop
Use forms to find the name of a form you know before practicing it.
Use learn stop when you want to end your practice session.

See also: Forms, Skills, Spells, Teaching Talent

















:: Beginning

.:. PRECONDITIONS



At times, a skill you desire to learn is dependant upon you already
knowing another skill, or posessing a Talent. These are called
prerequisites or preconds, or requirements. Prereqs, preconds, or
simply reqs, for short. If you are unable to learn a skill or
weave, it is likely you are lacking one or more prereqs for that
skill or weave. To see the reqs, you may use the INFORM command.

See also: Inform, Lesson, Training








:: Beginning

.:. PREFS




Displays most of your toggled preferences.
Entering this as a command displays most of your toggled preferences.

Example:
> prefs

See also: Toggle


:: Beginning

.:. PREREQUISITES



At times, a skill you desire to learn is dependant upon you already
knowing another skill, or posessing a Talent. These are called
prerequisites or preconds, or requirements. Prereqs, preconds, or
simply reqs, for short. If you are unable to learn a skill or
weave, it is likely you are lacking one or more prereqs for that
skill or weave. To see the reqs, you may use the INFORM command.

See also: Inform, Lesson, Training








:: Beginning

.:. PROJ SHOW



The Project Board is an OOC virtual board that can be read
from any place on the MUD. You can post comments, make new
posts, ask questions, post information, arguments (if done
politely) and read what other players have written in the past.

When you have read a post and all of it's comments, that post
will no longer be visible by simply typing "proj show". This is
to help make reading it a little bit easier and less spammy. If
you want to get a list of all posts, whether you've read them or
not, type "proj list"

Usage:  project <subcommand> <argument>

         project new <title>
         project comment <topic #> <title>
         project show [<topic #> [<comment #>]]
         project list [<topic #>]
         project edit <topic #> [<comment #>]
         project stats <topic #> [<comment #>]
         project delete <topic #> [<comment #>]





:: Beginning

.:. PROJECT



The Project Board is an OOC virtual board that can be read
from any place on the MUD. You can post comments, make new
posts, ask questions, post information, arguments (if done
politely) and read what other players have written in the past.

When you have read a post and all of it's comments, that post
will no longer be visible by simply typing "proj show". This is
to help make reading it a little bit easier and less spammy. If
you want to get a list of all posts, whether you've read them or
not, type "proj list"

Usage:  project <subcommand> <argument>

         project new <title>
         project comment <topic #> <title>
         project show [<topic #> [<comment #>]]
         project list [<topic #>]
         project edit <topic #> [<comment #>]
         project stats <topic #> [<comment #>]
         project delete <topic #> [<comment #>]





:: Beginning

.:. PROJECT VOICE


Project Voice

Project Voice makes a disembodied voice boom out your words in a room:
the one you are standing in, or one somewhere else in the world. Put
the words in single quotes.

Syntax:
> weave 'project voice' '<text>'

Example:
> weave 'project voice' 'Hold the gate!'
A voice BOOMS: Hold the gate!

Everyone in your room hears that line. The projected message does not
include your name.

To send the voice to another room, add that room's name after the
quoted words. A one-word name can be typed as it is; a name of more
than one word goes in its own quotes.

> weave 'project voice' '<text>' <room>
> weave 'project voice' 'The gate is closed!' 'Great Hall'

The weave looks for the first room in the world whose name matches,
but not every room can receive a projection. You are told if the
destination cannot be used. If several rooms share a name, put a number
and a period in front of it to pick a later one: '2.great hall' is the
second room called Great Hall.

As with any weave, you can put a power level from 1 to 4 before the
quoted text, such as
weave 'project voice' 2 'Hold the gate!'. See
Weave for how levels and grasping work, and
inform 'project voice'
for this weave's requirements. A few rooms have color codes inside
their stored names, and those have to be typed as part of the name.

See also: Weave, Inform, Spells, Grasp, Combat Channeling


:: Beginning

.:. PROMPT


Prompts are not yet working correctly to compensate for the changes
brought in with MikkiMUD 3.0. Some of these work as they should, but
most don't. When they come back online, the helpfile will be updated
accordingly. Sorry for the inconvenience.

The following fields are recognized by the prompt command:

&h       Hit points             &H       Max Hit points
&v       Endurance               &V       Max Endurance
&x       Experience to Level     &R       Exp to Level (Same as &x)
&w       Wimp Level             &f       Affects                
&g       Grasp Amount           &t       Lesson Tick Counter
&C       Carrying Weight         &c       Carrying Number
&e       Encumbrance             &n       Name                    
&1       Newline                 &2       Tab
&d       Doing                   &( &)    Group Delimiting
&G       Gold                   &Y       Year (4 digits)
&M       Month (2 digits)       &D       Day (2 digits)
&T       Time (24 hour: HH:MM)   &S       Seconds (2 digits)


                        
Immortals Only:

                      
&i       Invis Level
                      
&I       Ticks visible
                      
&r       Room Number

                        
Example Prompts:

SYNTAX:  Prompt -< `&h`/`&H`HP `&m`/`&M`CP `&v/`&V`MV >-
          
-< `&a`AC `&y`/`&u` >- -< `&x`XPTL `&R`RPTL &t`>- &f &1

EXAMPLE: -< 230/280HP 200/200CP 146/179MV >-
          
-< -120AC 30H/40D >- -< 2465XPTL 567RPTL >- (hu) (th)
              
  Group delimiting works as follows:  surround one or more
parts of the prompt string with &( (
text) &). These parts
will not display unless the fields between them contain
an amount above, or below zero.  For instance,

SYNTAX:   Prompt < `&h`H `&m`C `&v`v &(`Grasping` `&g` &)> &f &1

EXAMPLE:  < 100H 100C 100v (hu) (th) (While not Grasping)
EXAMPLE:  < 100H 100C 100v Grasping 100 > (hu) (th) (While Grasping)






:: Beginning

.:. Puny Channeler




**This flaw is similar to the Weak Channeler flaw, although it makes one even weaker in the
power (per level and over all).  
-Note: This flaw may not be taken with the Weak Channeler Flaw.-
`
*See Also: Channeling Talents, Flaws


:: Beginning

.:. PURGE



Immortals Only

purge [name]

Purge destroys things.  If used with no arguments, it will clear a room of all
mobiles and objects, but will not harm players.  If the argument is an object,
that object (and all of its contents, if any) will be destroyed.  If the
argument is a mobile, the mobile will be destroyed, leaving its inventory and
equipment lying on the ground.

If the argument is the name of a player, the player's inventory and equipment
will drop on the ground and the player will lose his/her connection.  For this
reason, PURGE should only be used on players in disciplinary situations.

> purge
> purge <character>
> purge <object>

Note to Imms: When using the "purr" social, be certain to type
              the social in fully. An abbreviation will purge your
              target, rather than purr at them. Use with caution.

See also: DC, Slay


:: Beginning

.:. PUSH



If someone is sitting or sleeping in the room you are in you may
drag the player to an adjacent room using the
DRAG command.

> drag kinmourn east
This would drag Kinmourn east, assuming there is an eastern
exit to your room.

If the player is simply standing in the room you may
PUSH them
out of it if your Strength is high enough.

> push kinmourn east
This would push Kinmourn out the eastern exit of the room. If the
player is sitting, resting or sleeping, refer to the
DRAG command.





:: Beginning

.:. PUT



> <donate|junk|get|take|put|give|drop> <item|all|marks>

> <donate shield> or <donate all.bread> or <donate 500 marks>
This will send any or all of these items to the Donation Room.

> <junk sword> or <junk all.bronze> or <junk 500 marks>
This will delete an item from your inventory. Be careful with this command.

> <get sword corpse> or <get all belt> or <get all.ring backpack>
The
GET and TAKE commands are essentially the same thing. They
allow you to pick up items or gold, or take things out of containers.

> <put bread bag> or <put all.bread sack> or <put all belt>
This allows you to put items into containers.

> <give all khaira> or <give sword dain> or <give all.dagger devon>
This allows you to give all your items, one of your items, or all of
one type of item to another player. You can give marks to another
player by typing:
give # marks <player>. Example: give 200 marks duke

> <drop all> or <drop all.bracelet> or <drop 300 marks>
With this you can drop items or marks in the room you are in.




















:: Beginning

 
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.:. Top of Page