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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

.:. 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 all done automatically; there isn't something that you need to
do on your own, it is taken care of when you log on. 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 economi 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




This command is like an emote, combining elements of the
Imm command "echo". It will allow you to project something
that is taking place without your name having to necessarily
be in front of the sentence. However, to avoid abuse, it
will still be used in brackets, following it.

Syntax:
> pemote <string>
> pemote A cold wind gusts across the courtyard.
A cold wind gusts across the courtyard.
[Loth]

See also: Emote, Say


:: 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

.:. Phase




-------------------- Phase --------------------

The In-Character time between turns is approximately
1.7 seconds, which is just long enough to do a single action
or defense. This elapsed time is also called a "phase" while
in battle. The basic command that is used in conjunction with
a series of descriptor commands, such as "attack" or "defend"
during battle to specify an action during each phase is known
as a turn. This ONLY applies to a turn-based combat situation
and is deactivated when not in combat.

See also: Turn Help Commands





:: 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

.:. 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 surrenders or retreats 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>

Currently the
SUBDUE feature is not working. To avoid dying
in a Pkill fight you must retreat and escape the battle.

Also note that you no longer lose anything in the way of skills,
EXP or gold upon death.

See also: Turn-Based Combat, Turn Retreat, 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 surrenders or retreats 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>

Currently the
SUBDUE feature is not working. To avoid dying
in a Pkill fight you must retreat and escape the battle.

Also note that you no longer lose anything in the way of skills,
EXP or gold upon death.

See also: Turn-Based Combat, Turn Retreat, 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 surrenders or retreats 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>

Currently the
SUBDUE feature is not working. To avoid dying
in a Pkill fight you must retreat and escape the battle.

Also note that you no longer lose anything in the way of skills,
EXP or gold upon death.

See also: Turn-Based Combat, Turn Retreat, 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 surrenders or retreats 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>

Currently the
SUBDUE feature is not working. To avoid dying
in a Pkill fight you must retreat and escape the battle.

Also note that you no longer lose anything in the way of skills,
EXP or gold upon death.

See also: Turn-Based Combat, Turn Retreat, Recreate

















:: Beginning

.:. pmote






See pemote.



Other useful helpfiles: emote


:: Beginning

.:. Polearm



-------------------Polearm--------------------
  

Description:
  
  This skill allows you to wield polearms effectively.  Your
performance with a polearm depends on your ability is in this
skill.  Without this skill, polearms aren't even worth wielding.









:: 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

.:. POSE


Emote is the main command which precedes your In-Character
actions.

Emote 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, rpseek, etc.

Syntax:
> emote <string>
> emote is feeling very sad today.

Everyone in the room will see:

Aros is feeling very sad today.

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 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.

  
> Examples:
    
    
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 word-
  
less emotes as one side of a conversation.

  
> Examples:

    
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.

  
> Examples:

    
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
    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





:: 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 are all player-taught, meaning that you can learn
them from other characters in the game through Roleplay. To learn
skills, all you need to do is find a willing teacher.

To teach skills, you must first of all HAVE the skill you wish to
teach. Secondly you must have a student, or multiple students. If
you wish to teach more than 2 players at a time, you must have the
Teaching Talent.

Example:
> lesson begin <player> <skill|spell>
This will begin a lesson in a skill or spell that you posess.

> lesson end <player>
This will end the lesson of a single player.

> lesson end
This will end all lessons currently being taught.

> practice <skill|spell> <skill|spell>
> practice skill dagger
> practice spell lightning
This allows you to practice a skill or spell on your own. Practicing
skills and spells in this manner uses up your Endurance. You may only
practice a skill or spell up to 50% (Competant) this way.

















:: Beginning

.:. PRACTICES


Skills and Spells are all player-taught, meaning that you can learn
them from other characters in the game through Roleplay. To learn
skills, all you need to do is find a willing teacher.

To teach skills, you must first of all HAVE the skill you wish to
teach. Secondly you must have a student, or multiple students. If
you wish to teach more than 2 players at a time, you must have the
Teaching Talent.

Example:
> lesson begin <player> <skill|spell>
This will begin a lesson in a skill or spell that you posess.

> lesson end <player>
This will end the lesson of a single player.

> lesson end
This will end all lessons currently being taught.

> practice <skill|spell> <skill|spell>
> practice skill dagger
> practice spell lightning
This allows you to practice a skill or spell on your own. Practicing
skills and spells in this manner uses up your Endurance. You may only
practice a skill or spell up to 50% (Competant) this way.

















:: Beginning

.:. PRACTICING


Skills and Spells are all player-taught, meaning that you can learn
them from other characters in the game through Roleplay. To learn
skills, all you need to do is find a willing teacher.

To teach skills, you must first of all HAVE the skill you wish to
teach. Secondly you must have a student, or multiple students. If
you wish to teach more than 2 players at a time, you must have the
Teaching Talent.

Example:
> lesson begin <player> <skill|spell>
This will begin a lesson in a skill or spell that you posess.

> lesson end <player>
This will end the lesson of a single player.

> lesson end
This will end all lessons currently being taught.

> practice <skill|spell> <skill|spell>
> practice skill dagger
> practice spell lightning
This allows you to practice a skill or spell on your own. Practicing
skills and spells in this manner uses up your Endurance. You may only
practice a skill or spell up to 50% (Competant) this way.

















:: 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

.:. 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.




















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