|
|
|
|
|
|
Help
Mana
The magical energy that a person is able to collect and store is measured by
his/her mana. Mana is the source of all spells. Characters with a high
INTELLIGENCE and WISDOM tend to have more mana than others because they are
better at understanding its complex workings. Some races also tend to have
a better knack for mana too. Casting spells will deplete your mana supply
and sleeping or resting will increase it.
See Also: Hit Points, Intelligence, Wisdom, Movement |
|
|
|
|
Movement Moves
A characters movement is a measure of how far they can travel before
they need rest. When a person moves from location to location, the terrain
or the relative distance may be different. This is reflected in the amount
of movement they lose. For example, walking from the bathroom to the
hallway in a house may cost 1 movement while moving from the bottom of a
hill to the top may cost 6. Some COMBAT skills will deplete your movement
because of the intensity of the actions that are performed.
See Also: Hit Points, Mana
|
|
|
|
|
Strength
Strength is an attribute that is used to measure how strong a character is.
That is, his/her ability to lift a lot of weight. Strong characters have an
aptitude for learning the discipline of COMBAT. This isn't to say that
only strong people can fight well, but that it takes a lot of knowledge to
equal sheer brute force.
See Also: Dexterity, Intelligence, Wisdom, Constitution, Charisma
Or Strength Spell
|
|
|
|
|
Tell
This telepathic skill allows you to transmit a message to one particular
player on the mud.
Example:
tell bob Hey there.
Will send the player "Bob" a message saying 'Hey there.' *If* you succeed
your skill check.
See Also: No Tell, Commune, Ooc, Gtell, Meditate, Recent
|
|
|
|
|
Wisdom
Wisdom is a rating of a characters accumulation of knowledge in the ways of
the world. It is similar to INTELLIGENCE in that there is a direct relation
to wisdom and the amount of mana you get. But those with a high wisdom
prevail in the discipline of PIETY. A high wisdom enables a character to
understand the world and mortals place in it. This gives him/her an
advantage in relating to the gods which the power of PIETY derives.
See Also: Strength, Intelligence, Dexterity, Constitution, Charisma |
|
|
|
|
Common Commands
( Help Table Commands )
Movement: North, South, East, West, Up, Down, Exits, Enter, Leave,
Sleep, Wake, Rest, Sit, Stand, Lock, Unlock, Open, Close
Communication: (') Say, (") Talk, Tell, Ask, Whisper, Gtell, Yell,
(: or ,) Emote, Read, Write, Mail, Commune
Objects: Get, Drop, Put, Give, Wear, Grab, Remove, Buy, Sell, List
Wield, Examine, Use, Inventory, Equipment, Eat, Drink, Fill,
Pour, Quaff, Recite
Information: Help, Info, Tips, Self, Score, Who, News, Time, Weather, Levels,
Wizlist, Credits, World, Whois, Actions, Allskills, Trophy
Combat: Kill, Hit, Flee, Target, Wimpy, Bandage, Consider, Styles,
Champion
Useful Others: '!', Abort, Exercise, Meditate, Bug, Idea, Typo, Quit, Brief,
Compact, Save, Reps, Annlevels, Seelevels, Pray, Crash,
Practice, Look, Guild, Group, Title, Follow, Prompt, Customize,
Display, Auto, Decapitate, Screen, SetEmail
More topics: Clueless, Newbie, Carnage, Shops, Inns, Class, Race, Skills
Type 'help help' to get detailed help on obtaining help (RECOMMENDED)! |
|
|
|
|
Intelligence
Intelligence is an attribute that characters have to measure how smart they
are. Intelligent people have a natural knack for learning the discipline of
ARCANA. It takes a great mind to understand the complex ways of spell
casting. Anyone can learn spells, but those with a high intelligence gain
more MANA and can learn ARCANA spells at a faster pace.
See Also: Strength, Dexterity, Wisdom, Constitution, Charisma, Mana
|
|
|
|
|
Classes and Dedication
( dedicate )
( creation )
The Worlds of Carnage provides two distinct ways to develop your character's
skills. The first is the traditional class-based system, now known as
dedication. The other is explicityly skill-based with no strong tie to any
given discipline. There are advantages and disadvantages to either choice.
The main philosophy at play is jack of many trades or master of one.
If during the creation of your character you choose to dedicate to a given
profession then you will only be able to learn skills and spells for that
discipline. On the other hand, if you choose to play without a dedication then
you can learn all but the most powerful of skills and spells. For instance,
only a cleric can learn resurrection; however, a non dedicated player can
learn lesser clerical spells like cure light and vigour.
The following classes are available for dedication when you create your
character:
Cleric Ranger
Druid Shaman
Mage Thief
Necromancer Warrior
Paladin Black Knight
If you have chosen to dedicate to a specific disicipline then you will also be
able to choose a minor dedication. The minor dedication allows you to learn
all the skills of the minor discipline for which you have the prerequisites.
Since this is not your foremost pursuit, the quality of your minor dedication
skills will always take a 15% penalty (subject to change). On the other hand
if your minor dedication is chosen to be the same as your major dedication
then the quality of your dedication skills will receive a 15% bonus.
Finally, each class choice may be accompanied by bonuses and/or penalties
that can be applied to your character. For instance Paladins get resistance
to damage from evil sources, pure thieves get perma sneak, and many classes
get bonuses to primary stats, hitpoints, mana, and regen. These bonuses
and penalties can differ depending on how you have selected the class. For
instance a pure thief gets a dexterity bonus and permanent sneak**, but a
primary class thief only gets the dexterity bonus. A secondary thief gets
none of the bonuses.
**There may be other bonuses not mentioned here :)
See Also: Skills, Allskills |
|
|
|
|
Black Knight Dedication
( creation )
Unlike those dedicated to a Paladin's pursuits, the Black Knight follows his
own ideals. Lacking the strong relationship with a deity marked by the
Paladin, the Black knight dabbles in the understanding of death while
focusing most of his energies on combat skills. Studying the causes and
effects of death, in some respect like that of the Necromancer, has a
tendency to influence the soul of the Knight. While not all are marked by
evil, most have become tainted and such is the origin of the name.
See Also: Classes |
|
|
|
|
Cleric Dedication
( creation )
By dedicating yourself to the path of a Cleric you choose to pursue a
strong relationship with your deity and in doing so establish your skills in
the healing and protective arts. While it is true that Clerics for the most
part are healers, it is also true that they can wreak destruction too. Much
of a cleric's worldly knowledge can be combined with divine direction to
harness the natural elements.
See Also: Classes |
|
|
|
|
|
|
|
|
|
|