Vote for MiT on TMC!


Add us on Google+
Please select by the first letter of the name or type in your search below:

- 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


.:. handbook


There is a brief guide on roleplay available.

To access simply type 'handbook roleplay'





:: Beginning

.:. handbook roleplay


There is a brief guide on roleplay available.

To access simply type 'handbook roleplay'





:: Beginning

.:. HARVEST



Kin Guildskill

This skill allows the player to harvest a number of different herbs, each having
a different affect, ranging from healing to other, more lasting, affects. Not all
of the uses are IC, but a good many of them can be used to accompany RP.
There are two different arguments for the command:

harvest list - gives a list of all harvestable items
harvest <herb> - harvests a specific herb



:: Beginning

.:. HEALING TALENT






**This talent allows one to learn weaves that are specifically
related to Healing or Harming someone with the One Power.
One cannot Heal others without this talent.

See also: Channeling Talents


:: Beginning

.:. HELP INDEX


------Movement/Interaction:-------|--------Communication:------------------
NORTH SOUTH EAST WEST UP DOWN     | SAY GSAY TELL NOTELL ASK OOC NEWBIENET
LOOK EXITS SCAN GLANCE PEMOTE     | WHISPER MAIL RECEIVE CHECK REPLY QUESTION
ENTER LEAVE DRAG PUSH EMOTE       |--------Information:--------------------
SLEEP WAKE REST SIT STAND         | HELP INDEX, INFORMATION, NEWBIE
(LOCK UNLOCK OPEN CLOSE)          | TIMELINE, WELCOME, WIZLIST, POLICY
------Objects:--------------------| TEMPLATE SHOW <#>
GET DROP JUNK DONATE PUT GIVE WEAR|
GRAB INVENTORY EQUIPMENT REMOVE   |--------Utility:------------------------
EXAMINE COMPARE WIELD USE READ    | BUG IDEA TYPO QUIT SAVE BRIEF COMPACT
WRITE                             | COLOR COMMANDS SOCIALS DISPLAY LINES
------Combat:---------------------| AUTO AREAS REPEAT TITLE DOING ALIAS
See: TURN-BASED COMBAT            |
    
POLICY PK, POLICY OCS        |--------Player:-------------------------
    
CHANNELING                   | SCORE WORTH SPELLS SKILLS PRACTICE
----------------------------------| TRAINING FLOWSTRENGTH AFFECTED EQ
Further information available:    | TALENTS EXP
HELP <keyword>, keyword being a   |
command. Ex. "HELP TIMELINE"      | NOTE: see "HELP GUILDS" for guild info.
---------------------------------------------------------------------------





:: Beginning

.:. HERBS












There are certain herbs, potions and brews on the MUD. Things that,
when quaffed, grant an affect to your character. The affect can be
positive or negative, so one is advised against quaffing items when
they are uncertain of the results.

Example
> quaff <item>

See also: Wisdoms, Affects


:: Beginning

.:. HIDE



The hide skill allows your character to attempt to conceal themselves
in a room, preventing other players from noticing you upon casual
inspection of their surroundings. However, wolfkin and channelers
holding the One Power have enhanced sight and so can often see through
these attempts to hide.

> hide


:: Beginning

.:. HINTS





Tips for new players are seen every tick by default.

While these contain useful information, after a time a player
may wish to no longer see them.

'notip' acts as a toggle to turn the tips on and off.












:: Beginning

.:. HIT


The terms HIT, KILL or MURDER no longer apply. For information about
engaging in code fighting, type: <help turn-based combat>

Also see
Policy PK.








:: Beginning

.:. HIT POINTS



Your hitpoints, or Life as it is called now, will tell you how much
damage you can sustain. When you run out of Life, you die. Your Life
will gradually regenerate to its maximum, and does so faster if you are
resting or sleeping. However, during a fight it will not increase at all.

Your Constitution is what affects your Life as you level. Raising
your Con with the practices you gain from leveling will serve to increase
your Life.

See also: Training, Score, Stats














:: Beginning

.:. HITPOINTS



Your hitpoints, or Life as it is called now, will tell you how much
damage you can sustain. When you run out of Life, you die. Your Life
will gradually regenerate to its maximum, and does so faster if you are
resting or sleeping. However, during a fight it will not increase at all.

Your Constitution is what affects your Life as you level. Raising
your Con with the practices you gain from leveling will serve to increase
your Life.

See also: Training, Score, Stats














:: Beginning

.:. HITROLL






Your Damroll shows your power in damaging others, while your
Hitroll indicates your success rate at hitting others. The higher
it is, the better. Your hit/dam appear in your scoresheet.


See also: Score, Armor


:: Beginning

.:. HOLD



Entering <equipment> as a command lists all of the equipment you
are currently wearing. This equipment may be altered and changed
by using the commands
<remove>, <wear>, <wield>, <hold> and <grab>.

> hold/grab <item>
Basically,
HOLD and GRAB do the same thing. They put an item into
the Equipment slots for
<held> and <used as light>

> hold torch
> grab rune

> wield <weapon|shield>
This equips a weapon or a shield into your hands. You can ONLY wield
weapons or shields.

> wear|remove <item|all>
With these commands you can either wear or remove a single item, or
you may wear or remove ALL of your equipment with a single command.

















:: Beginning

.:. HOLYLIGHT


Immortals Only

A toggle which allows you to see:
   Invisible people and objects
   Hidden people
   Dark rooms, even if you don't have a light

It is expected most immortals will keep HOLYLIGHT on most of the time;
it exists so that you have the ability to see what mortals see for
debugging purposes.



:: Beginning

.:. HOME


This command allows you to transport yourself to various places
rather than walking there. Anyone can recall and it does not
stop working after certain levels. Note that recall is an OOC
action and cannot be used to escape an IC situation such as
hostile Roleplay.

Examples:
> recall
This takes you to The Recall Room.

> recall guild <multiguild tag>
This will take you to your multiguild's recall point.

> recall <set|learned>
Entering <recall set> sets a room as your recall point. <recall learned>
will take you back to that point if you ever leave it.

> recall gl
This takes GuildLeaders to the GL lounge.

> recall <city name|list>
This will take you to the main recall of a city or list all the cities.
To recall to a city with multiple words to its name, you must put it in
Quotes:
> recall 'far madding'

> recall <city name> <location|list>
This will take you to a location in a city or list all the locations in that city.

See also: Multiguilds, GLCommands, Recall list








:: Beginning

.:. HORN OF VALERE


                    The Horn of Valere  

              
The Grave is no Bar to my Call
                


These are the words said to be inscribed on the legendary Horn
of Valere, which it is said was hidden long ago to keep it safe
until it was needed for the Last Battle.  It is a well-known
legend that he who sounds the Horn of Valere will summon the
Heroes of the Horn back from the grave to fight against the
Shadow.  Prophecy states that it will be found in time for
Tarmon Gai'don.  Many stories have arisen from this legend
and from the Prophecies, and have become a part of the bardic
cycle 'The Great Hunt of the Horn'.


The Great Hunt of the Horn is called in Illian on occasion.
The Great Hunt had not been called for four hundred years, at
the end of the Trolloc Wars, and at the beginning of the War
of the Hundred Years.  But it was recently called again in Illian
on the Feast of Teven, and would be-Hunters came from every
nation to seek the Horn, or at least glory or fame.  The city
celebrated their coming with a carnival celebration with song
and dance, costumes and fireworks, and of course, a contest
for the best telling of the Great Hunt of the Horn, which takes
several days to recite in High Chant.  The Hunters swore the
Oath, and were sent forth on their quest with much pomp and
circumstance.

Since then, there have been rumors of the Horn everywhere,
and a dozen people will tell you they can -sell- you the
Horn of Valere.  Other rumors tell of an army of heroes of
legend appearing in Falme, but thus far, the Horn of Valere
has not been returned to Illian, which is deemed its rightful
place.  Therefore, one must only conclude that it has not yet
been found, or if it has been, it is still fair game, for all
the Hunters true are sworn to bring the Horn back to Illian.

See Also:  Illian


:: Beginning

.:. Hornhunters



-------------------
Hornhunters--------------------

The Horn of Valere...

'Let whosoever sounds me think not of Glory, but only of Salvation.'

The Great Hunt is once again upon us, The Horn of Valere, must be found...

Requirements:
        
1. Be a good role-player, or at least be willing to work on it.
        
2. Have a strong desire for Roleplaying, and adventure.
        
3. MudMail the GL or Guild Imm a strong background.

Note: At this time we do not require Guild Sponsors to be
      guilded into Hunters. This will however change once
      the guild grows and there are a steady number of
      Hunters online to RP with and gain sponsorship from.

  
There are no class, age, race, or gender restrictions.
Those who wish to join the Great Hunt are not entirely
undistinguished: however. There are traits which will
make entry into the guild smoother. Things such as being
resourceful, adventurous, and willing to learn will go
far. If you are prone to complaining, being easily bored,
or generally lazy, chances are you will not gain the
required sponsors. Hunters are unique in that you can
role-play whatever you wish: sneaky, arrogant, timid,
Lord, Lady - are all appropriate as long as its in the
interests of RP. If you wish to Role-play as a Noble you
must, however, gain the permission of the Daes Guild by
sending their Guild Leader an application for the house
and position you desire.  Hunters have a very wide selection
of Ranks and Subranks, which will be awarded for role-playing
and IC standing. Last but not least Hunters possess some
very handy code skills.

  
The Grave is no bar to the call of the Horn, and the
World is no bar for our search for it.  Come and join
the Hunt, you too could become Mythical.




:: Beginning

.:. HP



Your hitpoints, or Life as it is called now, will tell you how much
damage you can sustain. When you run out of Life, you die. Your Life
will gradually regenerate to its maximum, and does so faster if you are
resting or sleeping. However, during a fight it will not increase at all.

Your Constitution is what affects your Life as you level. Raising
your Con with the practices you gain from leveling will serve to increase
your Life.

See also: Training, Score, Stats














:: Beginning

.:. Hundredweight




















The unit of weight measurement in the Wheel of Time series was as follows:

10 ounces = 1 pound
10 pounds = 1 stone
10 stone  = 1 hundredweight
10 hundredweight = 1 ton

While this makes calculations easier, it does not allow measurements to be easily
understood by players/readers.  In order to make things more comparable to real
world weights, A Moment in Tyme has adopted British Imperial units for weight:

16 drams  = 1 ounce
16 ounces = 1 pound
14 pounds = 1 stone
8 stone  = 1 hundredweight
20 hundredweight = 1 ton

These match up with real world weights very closely so you can better comprehend
the units being used.  To convert between book units and our units, we assume
that one 'pound' in the Wheel of Time world matches one 'pound' in the real
world, thus it is the other units that need to be converted.


:: Beginning

.:. HUNTER TALENT




**This talent allows one to be proficient in skills that can increase one's
abilities as a hunter.

See also: Nonchanneling Talents





:: Beginning

.:. HUNTING





This skill allows you to track the movements of another player,
following them to wherever they've stopped. You may also track
mobs. You can track a mob or player even while they are hidden
or invisible, however you will not be able to see them when you
arrive in their room unless you have other skills to allow this.
You cannot track across water or in rooms not "connected" to the
mortal realm of the MUD. Immortal's rooms, for example.

See also: Search, Conceal Trail, Talent Hunter


:: Beginning

 
 Copyright © 2003 A Moment in Tyme
 Web Design by: Tannil and Guy
.:. Top of Page