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Ground Smash Skill

Great warriors can use this skill to smash the ground with their powerful
fists sending shockwaves emanating through the earth. The shockwaves have
the distinct reputation of being able to send nearby creatures not in the
warrior's party into unsconscious submission.

    Usage:

       smash

Group
( groups grouping rows )

Grouping is a terrific way to increase your odds of survival in the Worlds of
Carnage. As the saying goes, "United we stand, divided we fall." By grouping
with other adventurers you will increase your likelihood of defeating monster
that stand in your way. Additionally, the experience gained by killing such
within a group exceeds that of killing alone since you must negotiate a more
complex set of social and tactical skills.

If you are a member of a group, then you will share in any experience points
gained by defeating creatures in the world. Experience points will only be
shared amongst group members that are in the same location, at the time of the
killing blow. A group member need not participate in the battle to receive a
share.

Experience is not divided equally amongst group members. You will receive
share based on your existing experience and thus, in more general terms, based
on your ability to contribute to a fight.

    Usage:

    group           - displays current grouping hierarchy
    group <target>  - toggles whether target is in your group
    group all       - all followers become group members
    group disband   - disbands the group including any followers

All players are by default a member of their own group and they cannot remove
themselves from their group (simple logic). Any given player may become a
leader by grouping any of their followers. Unlike many other muds, the Worlds
of Carnage supports subgroups. For instance if group leader A follows group
leader B, and group leader B groups A, then A and all of A's group members
become group members of B. That said, if B then ungroups A, then A retains
their original group. This system can work to any level of subgroups.

    Example:

    Tarkin and Blobbie follow Pazam who is going to be their leader:

    Tarkin  - follow Pazam
    Blobbie - follow Pazam
    Pazam   - group all

    Now if Pazam types group, then he will see the following:

    Your group consists of:
    Leader:  [0001] Pazam                is in excellent condition.
             [0001] a town dweller       is in excellent condition.
             [0001] a busybody           is in excellent condition.

    Alternatively the same result could have been obtained by the following
    sequence of commands:

    Tarkin  - follow Pazam
    Blobbie - follow Pazam
    Pazam   - group Tarkin
    Pazam   - group Blobbie

    Later when Pazam gets upset at Blobbie (because he is an experience hog
    and just generally a pain in the ass ;p) he types:

    group blobbie

    which has the nice effect of kicking Blobbie out of the group. Then again
    later when Tarkin starts to annoy him and he gets tired of seeing Blobbie
    following along he types:

    group disband

    To completely get rid of Blobbie and Tarkin.

Note that when disbanding a group, charmed followers will not stop following
you. This is contrary to the normal behaviour.

By default players inhabit a row one of any group. This positioning can be
changed via the row command. For instance to move to row five you would just
type row 5. Mages and other characters will find being in the a rear row to be
strategically advantageous since they will be able issue ranged attacks
without incurring melee combat. On the other hand, any players in the first
row of a group, will engage in melee with the target of any such ranged
attacks. If you issue a melee attack, then you will automatically move up to
the front row to engage your opponent. Typically, you will have row 1, row 2,
row 3, etc... but, if you find yourself with just rows 2 and rows 4, row 2
will be the 'front row' and act as row 1.  If all of the 'front row' players
flee or are killed, the next row numerically advances to the 'front line'.

See Also: Follow, Experience

Grow Spell

Mana Cost : 70                Target    : victim
Save      : None
Effect    : Woohoo no more Mr. Midget

This spell causes the victim to grow in size. Various features of the game
depend on size. For instance bigger creatures are more capable of performing
headbutts and the like. Additionally, bigger creatures are not so susceptable
to physical displacement (think whirlwind). Smaller creatures have a better
defensive bonus since they can quickly scurry out of the way of some giant's
fist. Shrink spell cures growth and vice versa.

See Also: Shrink

Halfling Town of Elip
( area city town village )
( creation )

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

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

Halflings
( creation )

Halflings are shorter and weaker than Humans. They are typically cute and
very pleasant company though not very adventurous or tough. They are studious
though, and often well versed in the arcane arts or the healing magics.
Halflings are also very coordinated, and are able to dodge attacks in combat
often.

See Also: Races

Hand of God Spell

Mana Cost : 65                Target    : Victim
Save      : Versus prayer for damage reduction
Effect    : *THWACK*

Casting this spells causes a giant Hand of God to materialize which then
proceeds to give the victim a good whallop. This spell does quite a bit of
damage and can really knock the target around.

See Also: Blobbie

Haon-Dor Forest
( area )

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

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

Happy Forest
( area )

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

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

Haunted Sea
( area )

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

Anyone venturing out the northern gate of Sundhaven will discover
the Haunted Sea.  A body of water filled with a variety of sea
creatures.  However, use caution when exploring these cursed waters.  
Rumors tell the tale of a ghost Vasseur and his pirate crew still sailing
this sea.  Furthermore, sailors talk about ships being attacked while
crossing these waters.  Some ships have been sunk to the murky abyss,
leaving voyagers as easy prey for vicious sharks swimming the area.

There's a withered old man who runs a ferry boat across the sea. His
ship not at the dock?  Raise the lamp and hope he sees it!  

Level Range: (Mid to High)

See Also: Ark'num, Ark'num Areas

Heat Of Battle

When a player fights with another player they will find themselves too
excited to rent out at an inn. This will last a short while after which
if combat does not continue the effect wears off.