- A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z -
Other
| .:. 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 |

