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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

Sleep Spell


Mana Cost : 20                Target    : victim or object
Save      : Versus Spell for negation
Effect    : "Enter Sandman"

Parallel to the beginning of the charm spells, Sleep is a necessicity for the
arch mage.  If failing saving throw versus spell, the person will fall asleep.
A person who is affected by sleep can only be awakened if attacked.

See Also: Sleeping

Prerequisites
( Prereqs )

You can use this command to see what prerequisite skills area needed before
you can begin learning the target spell. To learn a given target skill you
must have at least 30% in all of the prerequisities. In some cases multiple
prerequisite sets are avilable to reach a given skill. In such cases you only
need to fulfill the requirements of one set.

    Usage:

    prereq <skillName>

    Example:

    prereq heal

If you enter the above example then you will see something like the following:

    [ 62 ] Wisdom

    [ 99%] dedicated cleric
    [ 99%] piety
    [  0%] cure blindness
    [ 83%] cure critical
    [ 27%] remove poison
    [ 99%] vigour

The first section lists all of the primary stats upon which the skill depends.
These are used to calculate your quality when using the skill. To the left of
the primary stats list is your current stat value.

The percentages to the left of the skill prerequisite indicate your current
potential in the skill. If all of these values are 30% or more, then you have
fulfilled the requirements and will be able to learn the skill if you can find
a teacher.

Finally if you cannot learn a prerequisite for some reason (class or dedicated
restriction) then the entry will have the following format:

    [ -- ] evade

See Also: Allskills, Practice, Skills, Exercise

Harm Spell

Mana Cost : 50                Target    : victim
Save      : Versus Spell for half damage
Effect    : Cause your prey to writhe in agony

This spell removes all but 1d4 hitpoints from the victim. The maximum number
of damage points are 100. It requires maximum proficiency to do the full 100
hitpoints of damage.  Less proficient casters will do less damage.  NOTE: It
is not possible to kill using this spell -- but almost.

See Also: Cause Light, Cause Serious, Cause Critical

Cure Light Wounds Spell


Mana Cost : 15                Target    : victim
Save      : none
Effect    : The beginning of the healing techniques

One of the most basic spells of the pious is Cure Light.  From the power of
prayer to the amazing laying-on-of-hands, many a life has been saved by
the clerics of this world.  This spell restores 3 to 12 hitpoints of damage.

See Also: Cure Serious

Blindness Spell

Mana Cost : 20                Target  : victim
Save      : Versus Spell for no effect
Effect    : Throw your enemy into a shroud darkness

Blindness will blind a victim failing its saving throw. A blinded person
will have -4 penalty to both hitroll and armour class.

See Also: Armour Class, Ac