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Exercise

   The exercise command allows you to increase your hitpoints, mana, and
movement. Exercising will consume two of your practice point each time you
make use of it and follows the same rules as practicing with respect to your
primary stats. The amount you gain for any given exercise will depend on
your character's primary stats (str, int, wis, dex, etc.):

    Usage:
        exercise <type>

    Example:
        exercise endurance

The following types of exercise can be used to increase the desired stats:

    endurance        - increases your hit points
    fitness          - increases your movement points
    concentration    - increases your mana points

See Also: Practicing

Exits

Gives you a list of the obvious exits from your location. Of course, the
less obvious ones won't show up here - you have to think or look around in
order to locate these. If you are looking for information on how to have a
list of exits appear automatically then you will want to read about
customizing your prompt. Vampires will notice some extra symbols which have
the following definitions:

    # - destination is safe from the sun
    + - destination is magically protected from the sun (may be temporary)
    * - destination is not safe from the sun during the daytime

See Also: Custom Exits, Custom Prompt

Experience Xp

Whenever you kill a monster or a player, you earn experience points. When
enough experience points are earned, you raise a level.
Things you should know about experience points:

  * If you kill a monster of higher level than yourself, you get bonus
    experience points. If killing a monster of lower level you'll gain
    less experience points
  
  * While grouped you share the kill exp & receive a grouping bonus.

See Also: Group, Level, Flee

Fal Darak
( area Fal-Darak )

Creator: <?= %areaGetStat( fal_darak, creator ) ?>
Continent: <?= %areaGetStat( fal_darak, continent ) ?>

<?=
    %stringFormat(
    \   %areaGetStat( fal_darak, description ),
    \   @n->flags->ansiColour, 80 )
?>

Feast
( feed )

Vampires must feed on the blood of the living. To do so they may do either
of the following:

    feast corpse
    feed corpse

It doesn't matter which command is used since they do the same thing.

See Also: Vampires

Feeble Mind Spell

Mana Cost : 45                Target    : victim
Save      : ??
Effect    : Make target stupid

This spell makes it so someone has a harder time casting spells.  They aren't
exactly insane, or shielded or silenced but their chance of getting the spell
right is diminished greatly.

Fetid Luminescence Spell

Mana Cost : 50                Target    : victim
Save      : None
Effect    : Stinky glowy thingy!

The poor creature affected by this spell will emanate a foul odour and
give off a bright glow. This has the effect of alerting players of the
creature's presence. In addition, due to the obvious, the victim cannot
sneak or hide.

Fiery Vortex Spell

Mana Cost : 75                Target    : victim
Save      : None
Effect    : An aura of fiery wrath

This spell causes a fiery vortex to appear swirling around the victim. This
vortex does no damage to the victim of the spell and it will last for quite
some time.  When someone under the effect of this spell is damaged by a
non-magical source, flames from the vortex burst forth and consume the
attacker.

Fighting Styles

Style is a player selectable scale used to determine how a person fights
his or her battles.

Usage: style <form>
example: style aggressive

Styles availible:

Turtle:      The wimp using this style will hide behind his or her shield at
             considerable cost to offensive tactics. However, some of the
             damage that you recieve is redirected to the shield. You must
             have a shield, and the skill BASH, to turtle.

Defensive:   Using this skill is give and take, you sacrifice some offensive
             potential for a little better defense.  You must have the skill
             COMBAT to use this style.

Evasive:     When a character chooses the evasive style, he or she sacrifices
             a small amount of offensive ability to become harder to hit.
             To use the evasive style, you must have the skill of EVADE.

Standard:    This is the default style.  No bonuses or penalties.

Offensive:   The offensive combatant will sacrifice some of his own safety for
             the ability to hit his oppenent more often.  Not as reckless
             as the aggressive style, but not as conservative as standard.
             You must be trained in the ways of COMBAT to gain offensive
             advantages.

Aggressive:  If you want to do damage with little regard for your own safety,
             then acting aggressive is the way for you.  You hit harder and
             more often, but you will get hit more often yourself.  You must
             have SECOND ATTACK to fight aggressively.

Berserk:     Berserking is fighting with reckless abandon.  You inflict a lot
             more damage, but you leave yourself wide open in the process.
             While berserking, you are consumed with a bloodlust for victory
             and cannot flee or switch styles. In addition, the burden of this
             fighting style saps your energy, depleting movement. You must
             have the skill HEADBUTT to go berserk.

Parry:       See help on Parry


  Note:  Generally, 30% skill level is required for the prerequisite skills
         in order for these styles to take effect.

Finesse Skill

Finesse is a measure of your ability to subtly work with raw materials.
There is a tremendous amount of range in the force required to work a tree
into a canoe and build a ship in a bottle. Finesse is more indicative of
one's ability to do the latter. With this skill even a clumsy overmuscled
thug can learn to master his fine grained coordination skills.

See Also: Craftsmanship Skill