|
|
|
|
|
Help
Self
Gives you personal information on yourself, the higher level you
are the more information you can attain. It will list all skills and
spells that are currently affecting you that you recognize (you will not
recognize effects that are outside your class or too high level for you,
for example).
See Also: Score |
|
|
|
Shroud Of Darkness Spell
Mana Cost : 65 Target : mobile
Save : None
Effect : Who turned out my lights?
Once the art of creating darkness has been mastered it is common to learn how
to manipulate the darkness. This spell enables the caster to surround a target
with darkness that will move with them. It isn't very useful outside during
the daytime since the sun is too bright, but it can be very handy at night or
indoors.
See Also: Darkness Spell, Dark Fog Spell |
|
|
|
Spells
Use the "allskills" command to see what spells are available to what
classes. |
|
|
|
Whois
This command tells you extra information about a character, such as their
race, gender, and experience rank. The rank provides a rough idea of the
character's experience level so you can decide whether they are worth
grouping with, helping, or even attacking. Another useful bit of information
is when the player last saved. You can use this to determine when a player
was last online with their character. If a player has created a roleplay for
their character then this will also be presented. Only players with a
defined roleplay can initiate combat against another player.
<?bs
@target = %randPlayer();
%mobSendBufferOpen( @n )
%do( @n, "whois " @target )
@info = %mobSendBufferGetContents( @n );
%mobSendBufferClear( @n )
@lines = %stringExplode( %stringTrim( @info ), "\n" )
@size = %arrayGetSize( @lines )
@info = %array();
@info->+ = @lines->(@size - 1)
@info->+ = @lines->(@size - 0)
@info = %arrayImplode( @info, "\n " );
?>
The whois command works regardless of whether the player is currently online
or not.
Usage:
whois <player>
Example:
whois <?= @target ?>
Output:
<?= @info ?>
|
|
|
|
Displaying Custom Customization
If you have bothered to set up any of the available customizeable options
then you may wish to see what you have them set to. This command will
display the customization you have made for a particular option using the
customize command. To use the command just input the following at the command
prompt:
DISPLAY <option>
So far the following options are available for display: ENTRANCES and EXITS.
See Also: Customize
|
|
|
|
Saving Versus Spells
( Vs. )
You will find that many spells speak of saving versus them for half damage
and you will notice that some items have a "saving spell" affect of some
positive or negative value. So that you are clear on what this means, a value
that is negative is better than a value that is positive. The reason is
rooted in how saving versus a spell is calculated.
When you or any other creature must save versus a spell you are required to
make a dice roll that falls below some predetermined number. Perhaps you need
to roll less than 10 with three six-sided die. So you roll you die and turn
up a cumulative value of 12 (6 + 2 + 4). You've just failed your save versus
the spell because you needed to roll under the value of 10. BUT imagine you
are wearing some equipment that provides you with -3 saving spell... then this
value will be added to your dice roll. So now you have a modified roll of
9 which means you save versus the spell in question. From this I'm sure you
can imagine what happens if you had +3 save versus spells in your equipment
and you happened to roll a 8 when you needed 10. You will fail because the
modified value is 11. |
|
|
|
Becoming An Immortal
Immortality is not a reward for completing all levels of mortal play as is the
case on some MUDs. Immortals exist for the purpose of handling the day-to-day
running of the game or to make improvements and additions. As such, immortals
are required to make an ongoing contribution. The contribution almost always
takes the form of building an area (rooms, creatures, items, etc) or
developing skills and spells.
In most cases we require that players desiring to become an immortal play
through all mortal levels of play before applying for the immortal role. The
reasons for this are:
1) It ensures that you are familiar with player policy, game atmosphere,
difficulty levels, and in general the way everything works together.
2) It shows that you are dedicated to the game, in that if you are willing
to go through all the levels of play, you will likely have an
appreciation for the work that goes into developing the game and its
areas.
3) It gives our players and immortals a chance to get to know you, so that
we have more insight into what kind of person you are when we make our
judgement about whether we think you will be beneficial to overall game
and atmosphere.
In _no way_ is immortalhood automatic upon completing all the levels of play.
In order to become immortal you must demonstrate that you are willing and
capable of making improvements and putting aside character gain in favour of a
more robust environment.
When you reach the point where you have completed all the levels of play, you
can feel free to submit an "application" to the current immortals. In your
application you should indicate how you would like to improve the game. In
most all cases, this means that you should come up with an idea for an "area",
a group of rooms, monsters, and objects following some theme. For example,
Elkin is one area, Vhronia another, Styx yet another, etc.
You should then send an e-mail message to blobule@gmail.com indicating who you
are in real life, who your character is, what experience you have with other
MUDs -- including on which other muds you have immortal characters or better
-- and what your contribution to this MUD will be. If you plan to make an
area, send a detailed description of the theme for your area, what levels the
area will be for, and any other information about the area you think is
important.
If you have any questions, feel free to ask any immortals here about
immortalhood, or send and e-mail to the above mentioned address
(blobule@gmail.com).
|
|
|
|
Group Tell
( GTell )
This telepathic skill allows you to transmit a message to everyone in
your group _within_ the same region. (In other words, if you are in
Sherwood, and a group member is in Elkin, the group member in Elkin will
not hear what you say. They would only hear you if they were in Sherwood).
For example:
gtell Let's attack the janitor.
Will send a message saying 'Let's attack the janitor.' to all of you
current group members in the same area, IF you succeed your skill-check.
See Also: Commune, Ooc, Tell, Meditate, Recent
|
|
|
|
Sickness Spell
Mana Cost : 20 Target : victim
Save : Versus spell for half damage and no lasting effect
Effect :
This spell causes the victim to become sick and does minor damage.
When sick, a player regains hit/move/mana at half the normal rate and
is more susceptible to other spells.
See Also: Cure Sickness
|
|
|
|
Sleeping Wake Rest Sit Stand Positions
For changing your position. If you feel weary, it's probably a good idea to
sit and rest for awhile; or maybe even take a nap. Resting and sleeping will
replenish your Hit Points (HP), Movement (MV) and Mana (MA) faster than just
standing around.
See Also: Sleep |
|
|
|
|
|
|
|
|
|