diff --git a/guides/refs/affbehav.html b/guides/refs/affbehav.html index 63cd525ac6f..6988318f365 100644 --- a/guides/refs/affbehav.html +++ b/guides/refs/affbehav.html @@ -21,6 +21,9 @@
+
Skill : Acidbreath
Domain : Racial ability
Allows : Terranalist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : ACIDBREATH
Usage : ACIDBREATH [TARGET]
Example : acidbreath bob
Skill : Acidbreath
Domain : Racial ability
Allows : Terranalist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : ACIDBREATH
Usage : ACIDBREATH [TARGET]
Example : acidbreath bob
Property : Addictions+
Targets : Mobs
Parameters : item name
Example : pot pie
Description:
This ability governs addictions to food, drink, or smoking. The parameter is
the substring to match in the name of the item. The player with an addiction
will be annoyed unless he gets his "fix" every rl hour. Players can only
become addiction through the engine by smoking, or by a drink infected with
inebriation, alcohol, or liquor. The player can either "ride out" the addiction
for 24 hours, suffering increasingly annoying messages as he goes, or he can
keep making his fix. Addictions are not diseases, and can not be cured with
magic or restoration.
Property : Addictions+ + +
Targets : Mobs
Parameters : item name
Example : pot pie
Description:
This ability governs addictions to food, drink, or smoking. The parameter is
the substring to match in the name of the item. The player with an addiction
will be annoyed unless he gets his "fix" every rl hour. Players can only
become addiction through the engine by smoking, or by a drink infected with
inebriation, alcohol, or liquor. The player can either "ride out" the addiction
for 24 hours, suffering increasingly annoying messages as he goes, or he can
keep making his fix. Addictions are not diseases, and can not be cured with
magic or restoration.
Skill : Adorable
Domain : Racial ability
Invoked : Automatic
The character is just so adorable that higher level players and creatures
simply won't attack them, and they get a natural charisma boost.
@@ -1408,7 +1569,7 @@
Ability : ANTIDOTE+
Parameters : empty, or poison keyword
Example :
Example : bee sting
Description:
This skill removes the affects of a poison. If no parameter is given, it
removes the affects of all poisons. Otherwise, it removes the affects only of
the poison represented by the parameters. Like a Poison, an Antidote, if added
to a drink, food, or armor, will impart its benefits when drank, eaten, or worn
respectively.
Ability : ANTIDOTE
Parameters : empty, or poison keyword
Example :
Example : bee sting
Description:
This skill removes the affects of a poison. If no parameter is given, it
removes the affects of all poisons. Otherwise, it removes the affects only of
the poison represented by the parameters. Like a Poison, an Antidote, if added
to a drink, food, or armor, will impart its benefits when drank, eaten, or worn
respectively.
@@ -1421,6 +1582,11 @@
+ Archon_Peacefully: Peacefully +
+ + @@ -1428,12 +1594,17 @@
Skill : Peacefully
Domain : Archon
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch - Range 10
Commands : PEACEFULLY
Usage : PEACEFULLY [COMMAND]
Example : peacefully kill bob
Allows the player to issue a command that would start combat, but then
immediately end combat before things get out of control.
Property : Autostack+
Targets : Rooms, Areas
Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM])
Example : triggercount=1000 groupcount=10 checkticks=600
Description:
This ability governs the automatic packaging (as stacks) of identical items,
whenever the total number of items in a room is larger than TRIGGERCOUNT, and
whenever there are at least GROUPCOUNT identical items to package. The checks
are made every CHECKTICKS ticks.
As this is a property, it will not operate only sporadically on rooms, but like
clockwork on areas.
Property : Autostack
Targets : Rooms, Areas
Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM])
Example : triggercount=1000 groupcount=10 checkticks=600
Description:
This ability governs the automatic packaging (as stacks) of identical items,
whenever the total number of items in a room is larger than TRIGGERCOUNT, and
whenever there are at least GROUPCOUNT identical items to package. The checks
are made every CHECKTICKS ticks.
As this is a property, it will not operate only sporadically on rooms, but like
clockwork on areas.
BadReputation: Bad Reputation -
+
Skill : Bad Reputation
Invoked : Automatic
The character is of such a poorly received race that others are much less
forgiving of historical events and unlikely to accept them into society.
Faction changes happen much more slowly.
+ + +
Skill : Bad Reputation
Invoked : Automatic
The character is of such a poorly received race that others are much less
forgiving of historical events and unlikely to accept them into society.
Faction changes happen much more slowly.
Property : Banishment
Targets : Mobs
Parameters : [AREA NAME](;[AREA NAME] .. )
Example : Midgaard
Description:
This mob property makes them unable to enter the area. If the area has child
areas they will not be able to enter those either. Even recalling into the
area won't work.
@@ -1443,7 +1614,7 @@
Social : BAT
Target : none
You see : You bat your long, dark lashes and smile innocently.
Others see : Bats long, dark lashes and smiles innocently.
@@ -1458,7 +1629,7 @@
Social : BIRD
Target : none
You see : You flick a bird...How obscene!
Others see : Flicks a bird at no one in particular.
Target : someone
No Target : Don't you hate to waste a good obscene gesture like that?
You see : You shoot a bird at the target.
Target sees: Gives you the bird...What an ass!
Others see : Gives the target the bird.
@@ -1466,54 +1637,59 @@
Bleeding is when there are open wounds from which the fluid of life runs+
freely. This is not a good state to be in. Those who are bleeding are weak,
and do not regain health. Their maximum movement and mana are both reduced to
reflect their hit points, and hit points and mana are not regained while the
bleeding continues. This condition is cured in several ways. One is to wait
for the bleeding to stop, which may take awhile. Another way is to be healed
magically until you are above 50% hit points. A final way is simply to be
bandaged by the bandaging skill.
+ +
Skill : Blessing
Domain : Racial ability
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BLESSING
Usage : BLESSING [TARGET NAME]
Example : blessing orc
The character bestows a mundane blessing upon the target. This has the effect
of making the target feel better and more confident, giving a small armor bonus
and a good aura. It also has the bizarre effect of removing Curses, which
turned to be nothing more than illusions in the target's head to begin with.
Bomb_AcidBurst: acid burst bomb -
Trap : Acid Burst+
Targets : Lemons
Parameters :
Description:
Delivers a blast of acid damage.
Trap : Acid Burst
Targets : Lemons
Parameters :
Description:
Delivers a blast of acid damage.
Bomb_Explosive: explosive bomb -
Trap : Explosive Bomb+
Targets : Coal
Parameters :
Description:
Delivers a blast of fire damage.
Trap : Explosive Bomb
Targets : Coal
Parameters :
Description:
Delivers a blast of fire damage.
Bomb_FlameBurst: flame burst bomb -
Trap : Flame Burst Bomb+
Targets : Lamp Oil
Parameters :
Description:
Delivers a blast of fire damage.
Trap : Flame Burst Bomb
Targets : Lamp Oil
Parameters :
Description:
Delivers a blast of fire damage.
Trap : Stink Bomb+
Targets : An Egg
Parameters :
Description:
Creates a Stinking Cloud
Trap : Stink Bomb
Targets : An Egg
Parameters :
Description:
Creates a Stinking Cloud
Trap : Pepper Bomb+
Targets : Some Peppers
Parameters :
Description:
Causes irritation, lowering attack and defence.
Trap : Pepper Bomb
Targets : Some Peppers
Parameters :
Description:
Causes irritation, lowering attack and defence.
Bomb_Poison: poison gas bomb -
Trap : Pepper Bomb+
Targets : Poison
Parameters : The name of the poison
Description:
Inflicts everyone with a horrible poison.
Trap : Poison Gas Bomb
Targets : Poison
Parameters : The name of the poison
Description:
Inflicts everyone with a horrible poison.
Trap : Smoke Bomb+
Targets : Something Wooden
Parameters :
Description:
Causes blindness.
Trap : Smoke Bomb
Targets : Something Wooden
Parameters :
Description:
Causes blindness.
Trap : Spore Bomb+
Targets : Diseased Meat
Parameters : The name of the disease
Description:
Causes disease.
Trap : Spore Bomb
Targets : Diseased Meat
Parameters : The name of the disease
Description:
Causes disease.
Trap : Water Bomb+
Targets : Water container
Parameters :
Description:
Extinguishes all flaming things.
Trap : Water Bomb
Targets : Water container
Parameters :
Description:
Extinguishes all flaming things.
+
Skill : Broken Limbs
Domain : Anatomy
Allows : Anatomy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKLIMB
Usage : BREAKLIMB [TARGET NAME] [PART]
Example : breaklimb orc arm
This ability governs the careful breaking of body parts as a punishment for
crimes. The target is, amazingly, not harmed during the procedure, but merely
breaks the specified limb. The target must be bound.
Skill : Broken Limbs
Domain : Anatomy
Allows : Anatomy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKLIMB
Usage : BREAKLIMB [TARGET NAME] [PART]
Example : breaklimb orc arm
This ability governs the careful breaking of body parts as a punishment for
crimes. The target is, amazingly, not harmed during the procedure, but merely
breaks the specified limb. The target must be bound.
@@ -1523,7 +1699,7 @@
+
Spell : Burning Hands
Domain : Alteration
Available: Numerous Classes
Allows : Extended Altering I, Power Altering I, Reduced Altering I
Allows : Ignalist I, Ranged Altering I
Use Cost : Mana (54)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "BURNING HANDS" [TARGET NAME]
Example : cast "burning hands" orc
A fan of flames ignite before the casters hands, aimed at the target. This has
the effect of hurting the target in many cases.
Spell : Burning Hands
Domain : Alteration
Available: Numerous Classes
Allows : Ranged Altering I, Ignalist I, Reduced Altering I
Allows : Extended Altering I, Power Altering I
Use Cost : Mana (54)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "BURNING HANDS" [TARGET NAME]
Example : cast "burning hands" orc
A fan of flames ignite before the casters hands, aimed at the target. This has
the effect of hurting the target in many cases.
@@ -1533,22 +1709,27 @@
Skill : CHANT+
Usage : CHANT [CHANT NAME] [TARGET NAME]
Example : chant "shape change"
Short(s) : CH
Druids can invoke their magical abilities using the chant command. Some chants
require that you direct the magic at a target, while others only apply to the
druid. For help on a particular chant, enter help and then the name of the
chant.
Skill : CHANT
Usage : CHANT [CHANT NAME] [TARGET NAME]
Example : chant "shape change"
Short(s) : CH
Druids can invoke their magical abilities using the chant command. Some chants
require that you direct the magic at a target, while others only apply to the
druid. For help on a particular chant, enter help and then the name of the
chant.
Chant_Burrowspeak: Burrowspeak -
+
Chant : Burrowspeak
Domain : Animal affinity
Allows : Animal Affinity I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "BURROWSPEAK"
Example : chant "burrowspeak"
This chant will allow the druid to speak with any burrowing creatures, such as
rodents, serpents, or worms that he or she happens to encounter, and have them
intelligibly speak back. Intelligent creatures, and creatures without their
own language are not intelligible.
Chant : Burrowspeak
Domain : Animal affinity
Allows : Animal Affinity I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "BURROWSPEAK"
Example : chant "burrowspeak"
This chant will allow the druid to speak with any burrowing creatures, such as
rodents, serpents, or worms that he or she happens to encounter, and have them
intelligibly speak back. Intelligent creatures, and creatures without their
own language are not intelligible.
Chant_DruidicConnection: Druidic Connection -
+
Chant : Druidic Connection
Domain : Enduring
Allows : Enduring I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "DRUIDIC CONNECTION"
Example : chant "druidic connection"
If the druid is in a rural area, and has summoned his or her plants into at
least 50% of the rooms in an area, then the druid will automatically create a
connection with the area. After this connection is made, the druid must remain
in the area to maintain the connection. Leaving will cause the connection to
be broken, and most of his or her plants to wither away.
Maintaining the connection with the area will allow the druid to gain a burst
of experience every mud-day that the druid remains in the area. Animals and
animated plants in the area will also have higher attack and damage bonuses.
See also myplants, summon plants, summon fungus, summon tree, summon coral,
etc.
Chant : Druidic Connection
Domain : Enduring
Allows : Enduring I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "DRUIDIC CONNECTION"
Example : chant "druidic connection"
If the druid is in a rural area, and has summoned his or her plants into at
least 50% of the rooms in an area, then the druid will automatically create a
connection with the area. After this connection is made, the druid must remain
in the area to maintain the connection. Leaving will cause the connection to
be broken, and most of his or her plants to wither away.
Maintaining the connection with the area will allow the druid to gain a burst
of experience every mud-day that the druid remains in the area. Animals and
animated plants in the area will also have higher attack and damage bonuses.
See also myplants, summon plants, summon fungus, summon tree, summon coral,
etc.
+
Chant : Land Legs
Domain : Shape shifting
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "LAND LEGS"
Example : chant "land legs"
This chant will allow the caster to grow a pair of legs, if they have none, and
lose a tail, if any. The caster will also lose any ability to breathe water,
and gain the ability to breathe air, if they cannot.
+ + +
Chant : Land Legs
Domain : Shape shifting
Allows : Shapeshifting I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "LAND LEGS"
Example : chant "land legs"
This chant will allow the caster to grow a pair of legs, if they have none, and
lose a tail, if any. The caster will also lose any ability to breathe water,
and gain the ability to breathe air, if they cannot.
Chant : Sunbeam
Domain : Weather mastery
Allows : Weather Mastering I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT SUNBEAM
Example : chant "sunbeam"
This chant will create a light beam of sunlight which will follow the druid
around, illuminating any dark places the druid may enter.
@@ -1561,9 +1742,14 @@
+ CombatFrenzy: Combat Frenzy +
+ +
Skill : Combat Frenzy
Domain : Racial ability
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : COMBATFRENZY
Usage : COMBATFRENZY
Example : combatfrenzy
This ability allows one to enter a state of blind combative frenzy. Thus
worked up to, the player gains temporary hit points, hits more often and does
more damage in combat, but also becomes easier to hit.
Ability : COMBATSLEEP+
Parameters :
Example :
Example :
Description:
This skill causes the target to go to sleep, if during combat. It will end
combat if successful.
Ability : COMBATSLEEP
Parameters :
Example :
Example :
Description:
This skill causes the target to go to sleep, if during combat. It will end
combat if successful.
@@ -1573,7 +1759,7 @@
Property : Copyright+
Targets : Items
Parameters : ([NAME OF COPYRIGHT])
Example :
Example : Bob
Description:
When placed on an item, it prevents it from being transcribed, copied by the
duplicate spell, renamed or titled by the BookNaming or Titling skills, or
edited by the BookEdit skill.
Property : Copyright
Targets : Items
Parameters : ([NAME OF COPYRIGHT])
Example :
Example : Bob
Description:
When placed on an item, it prevents it from being transcribed, copied by the
duplicate spell, renamed or titled by the BookNaming or Titling skills, or
edited by the BookEdit skill.
@@ -1583,12 +1769,12 @@
CraftingSkill: Crafting Skill -
+
Skill : Clan Crafting
Domain : Crafting
Available: Numerous Classes Several Classes
Allows : Quick Worker I, Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CLANCRAFT
Usage : CLANCRAFT (LIST) [ITEM TYPE]
Available: Enchanter Clan Members
Example : clancraft flag
: : clancraft list
: : clancraft list flag
: : clancraft list all
This skill allows a player to craft clan items. The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item. For this reason, only clan members who have the rank of Enchanter (or
the equivalent privileges), may use this skill even if they have the skill.
The majority of items crafted using this skill serve the CONQUEST system. See
the help on CONQUEST for more information on how to use the items. The extent
of the items which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the materials he or she wishes to
make the item from on the ground. Using better materials will increase both
the strength and the required level of the crafted item.
Skill : Clan Crafting
Domain : Crafting
Available: Numerous Classes Several Classes
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Allows : Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CLANCRAFT
Usage : CLANCRAFT (LIST) [ITEM TYPE]
Available: Enchanter Clan Members
Example : clancraft flag
: : clancraft list
: : clancraft list flag
: : clancraft list all
This skill allows a player to craft clan items. The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item. For this reason, only clan members who have the rank of Enchanter (or
the equivalent privileges), may use this skill even if they have the skill.
The majority of items crafted using this skill serve the CONQUEST system. See
the help on CONQUEST for more information on how to use the items. The extent
of the items which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the materials he or she wishes to
make the item from on the ground. Using better materials will increase both
the strength and the required level of the crafted item.
Skill : DANCE+
Usage : DANCE [SONG NAME]
Example : dance foxtrot
Short(s) : DA
Bards can invoke their magical dances using the dance command. Some songs
require that you direct the energy at a target, while others only apply to the
bard. Dances can be stopped using the DANCE STOP command, or by simply moving
to a new room. For help on a particular song, enter help and then the name of
the song.
Skill : DANCE
Usage : DANCE [SONG NAME]
Example : dance foxtrot
Short(s) : DA
Bards can invoke their magical dances using the dance command. Some songs
require that you direct the energy at a target, while others only apply to the
bard. Dances can be stopped using the DANCE STOP command, or by simply moving
to a new room. For help on a particular song, enter help and then the name of
the song.
@@ -1598,252 +1784,292 @@
DiligentStudying: Diligent Studying -
+
Skill : Diligent Studying
Allows : Quick Worker I
Invoked : Automatic
This character is adept at learning, and gains an additional practice point
every level.
Skill : Diligent Studying
Allows : Quick Working I, Quick Worker I
Invoked : Automatic
This character is adept at learning, and gains an additional practice point
every level.
Disease : Disease+
Parameters :
Example :
Description:
The base disease class. Should not normally be used for anything. Is not
catchable.
Disease : Disease
Parameters :
Example :
Description:
The base disease class. Should not normally be used for anything. Is not
catchable.
Disease : AIDS+
Parameters :
Example :
Description:
Aids lowers ones defences against all other diseases, and last forever. It is
spread through sexual contact, and contracted by having sex with a monkey.
Disease : AIDS
Parameters :
Example :
Description:
Aids lowers ones defences against all other diseases, and last forever. It is
spread through sexual contact, and contracted by having sex with a monkey.
Disease_Alzheimers: Alzheimers -
Disease : Alzheimers+
Parameters :
Example :
Description:
This disease lowers ones intelligence and wisdom, and makes them forget their
skills. It will also cause occasional wandering. It is the consequence of
extreme age. It is not contagious, but is very hard to cure.
Disease : Alzheimers
Parameters :
Example :
Description:
This disease lowers ones intelligence and wisdom, and makes them forget their
skills. It will also cause occasional wandering. It is the consequence of
extreme age. It is not contagious, but is very hard to cure.
Disease : Amnesia+
Parameters :
Example :
Description:
Amnesia removes the ability to remember skills, spells, etc for a time. It is
the occasional consequence of rejuvenating after death. It is not contagious.
Disease : Amnesia+ + +
Parameters :
Example :
Description:
Amnesia removes the ability to remember skills, spells, etc for a time. It is
the occasional consequence of rejuvenating after death. It is not contagious.
Disease : Anosmia
Parameters :
Example :
Description:
Anosmia is the inability to smell
Disease : Anthrax+
Parameters :
Example :
Description:
This horrid disease depleats constitution until death. It is the occasional
affliction of sheep. It is spread by contact.
Disease : Anthrax+ + +
Parameters :
Example :
Description:
This horrid disease depletes constitution until death. It is the occasional
affliction of sheep. It is spread by contact.
Disease : Apathy
Parameters :
Example :
Description:
This disease removes the will do use benevolent skills. It is spread by bring
spoken to by someone else with it.
Disease_Arthritis: Arthritis -
Disease : Arthritis+
Parameters :
Example :
Description:
This disease lowers ones dexterity. It is the occasional consequence of age,
gonorrhea, and lyme disease. It is not contagious.
Disease : Arthritis
Parameters :
Example :
Description:
This disease lowers ones dexterity. It is the occasional consequence of age,
gonorrhea, and lyme disease. It is not contagious.
Disease : Asthma+
Parameters :
Example :
Description:
This condition lowers ones movement rate by 75%. It is not catchable by any
known means. It is not contagious.
Disease : Asthma
Parameters :
Example :
Description:
This condition lowers ones movement rate by 75%. It is not catchable by any
known means. It is not contagious.
Disease : Blahs+
Parameters :
Example :
Description:
Always fatigued, and impossible to understand when speaking, this disease is
caused by excessive idle time.
Disease : Blahs+ + +
Parameters :
Example :
Description:
Always fatigued, and impossible to understand when speaking, this disease is
caused by excessive idle time.
+ Disease_Blindness: Blindness +
Disease : Blindness
Parameters :
Example :
Description:
Blindness is the inability to see.
Disease : Cancer+
Parameters :
Example :
Description:
This disease depleats constitution, taking mana, movement, and hit points with
it until death. It is the rare consequence of age. It is not contagious.
Disease : Cancer
Parameters :
Example :
Description:
This disease depletes constitution, taking mana, movement, and hit points with
it until death. It is the rare consequence of age. It is not contagious.
Disease_Cannibalism: Cannibalism -
Disease : Cannibalism+
Parameters :
Example :
Description:
This diseases causes the target to hunger only for the meat of his/her own
race.
Disease : Cannibalism
Parameters :
Example :
Description:
This diseases causes the target to hunger only for the meat of his/her own
race.
Disease_Carrier: Carrier of Disease -
Disease : Carrier+
Parameters : Disease class name
Example : Disease_Cancer
Description:
This strange condition is not catchable, and probably not harmful. Supposedly
it carries other diseases. It is not contagious.
Disease : Carrier
Parameters : Disease class name
Example : Disease_Cancer
Description:
This strange condition is not catchable, and probably not harmful. Supposedly
it carries other diseases. It is not contagious.
Disease_Chlamydia: Chlamydia -
Disease : Chlamydia+
Parameters :
Example :
Description:
This disease cuts movement in half, is spread sexually, and contracted as a
very rare consequence roaming around swamps. It also makes one infertile and
uninterested in sex.
Disease : Chlamydia
Parameters :
Example :
Description:
This disease cuts movement in half, is spread sexually, and contracted as a
very rare consequence roaming around swamps. It also makes one infertile and
uninterested in sex.
Disease : Cold+
Parameters :
Example :
Description:
Lowers strength and constitution, and does periodic minimal damage. It is
contracted by running around in cold weather without sufficient clothing. It is
spread by proximity to one infected.
Disease : Cold+ + +
Parameters :
Example :
Description:
Lowers strength and constitution, and does periodic minimal damage. It is
contracted by running around in cold weather without sufficient clothing. It is
spread by proximity to one infected.
+ Disease_Deafness: Deafness +
Disease : Deafness
Parameters :
Example :
Description:
Blindness is the inability to hear.
Disease_Depression: Depression -
Disease : Depression+
Parameters :
Example :
Description:
Lowers attack and justice saves, creates a periodic sense of hunger, and actual
fatigue and periodic sleep. Depression is caused by successful pregnancy, and
possibly by witnessing the death of a follower.
Disease : Depression+ + +
Parameters :
Example :
Description:
Lowers attack and justice saves, creates a periodic sense of hunger, and actual
fatigue and periodic sleep. Depression is caused by successful pregnancy, and
possibly by witnessing the death of a follower.
+ Disease_Diarrhea: Diarrhea +
Disease : Diarrhea
Parameters :
Example :
Description:
This humiliating stomach ailment makes one susceptible to certain kinds of
humiliating attacks, and to make matters worse, makes one likely to soil
themselves.
Disease : Fever+
Parameters :
Example :
Description:
Causes strange hallucinations. Is the occasional consequence of flu, gengrene,
infections, lyme disease, malaria, pneumonia, and syphilis. It is not
contagious.
Disease : Fever
Parameters :
Example :
Description:
Causes strange hallucinations. Is the occasional consequence of flu, gengrene,
infections, lyme disease, malaria, pneumonia, and syphilis. It is not
contagious.
Disease : Fleas+
Parameters :
Example :
Description:
Affects ones dexterity for a time. Can be contracted from dogs and fidos. It
is spread by contact, and proximity to the infected.
Disease : Fleas
Parameters :
Example :
Description:
Affects ones dexterity for a time. Can be contracted from dogs and fidos. It
is spread by contact, and proximity to the infected.
Disease : Flu+
Parameters :
Example :
Description:
A form of severe cold, which lowers strength, constitution, hit points, mana,
and movement, and does some periodic damage. Is the rare consequence of
roaming around without sufficient clothing. It is spread by proximity to the
infected.
Disease : Flu
Parameters :
Example :
Description:
A form of severe cold, which lowers strength, constitution, hit points, mana,
and movement, and does some periodic damage. Is the rare consequence of
roaming around without sufficient clothing. It is spread by proximity to the
infected.
Disease_FrostBite: Frost Bite -
Disease : FROSTBITE+
Parameters :
Example :
Description:
Frost bite afflicts a single extremety, which will fall off if the frost bite
is not cured in time.
Disease : FROSTBITE
Parameters :
Example :
Description:
Frost bite afflicts a single extremity, which will fall off if the frost bite
is not cured in time.
Disease : Gangrene+
Parameters :
Example :
Description:
This horrid condition lowers charisma, and depleats maximum hit points until
death. It is a consequence of an untreated infection. Gangrene also lowers
ones healing rate.
Disease : Gangrene
Parameters :
Example :
Description:
This horrid condition lowers charisma, and depletes maximum hit points until
death. It is a consequence of an untreated infection. Gangrene also lowers
ones healing rate.
Disease_Giggles: Contagious Giggles -
Disease : Giggles+
Parameters :
Example :
Description:
Other than being infectuous, this disease has no bad consequences. It is the
result of untreated smiles. It is spread by proximity to the infected.
Disease : Giggles
Parameters :
Example :
Description:
Other than being infectuous, this disease has no bad consequences. It is the
result of untreated smiles. It is spread by proximity to the infected.
Disease_Gonorrhea: Gonorrhea -
Disease : Gonorrhea+
Parameters :
Example :
Description:
This std lowers ones attack ability, and makes one infertile and uninterested
in sex. It is the rare result of wandering around jungles. It is spread
sexually.
Disease : Gonorrhea
Parameters :
Example :
Description:
This std lowers ones attack ability, and makes one infertile and uninterested
in sex. It is the rare result of wandering around jungles. It is spread
sexually.
Disease_HeatExhaustion: Heat Exhaustion -
Disease : HEAT EXHAUSTION+
Parameters :
Example :
Description:
Someone suffering from heat exhaustion suffers hallucinations of other places
until the disease runs its course or is cured.
Disease : HEAT EXHAUSTION
Parameters :
Example :
Description:
Someone suffering from heat exhaustion suffers hallucinations of other places
until the disease runs its course or is cured.
Disease_Infection: Infection -
Disease : Infection+
Parameters :
Example :
Description:
This condition lowers ones rate of healing, even by magical means. It is the
rare result of being badly hit in combat. It is not contagious.
Disease : Infection
Parameters :
Example :
Description:
This condition lowers ones rate of healing, even by magical means. It is the
rare result of being badly hit in combat. It is not contagious.
Disease : LEECHES+
Parameters :
Example :
Description:
Leeches prevent normal healing, but for the duration of the disease, will
remove any poisons in the system of the one infected.
Disease : LEECHES
Parameters :
Example :
Description:
Leeches prevent normal healing, but for the duration of the disease, will
remove any poisons in the system of the one infected.
Disease : Leprosy+
Parameters :
Example :
Description:
This disease fools one into thinking the damage their are taking is not severe.
It is occasionally found in Kobold meat. It is spread by consumption only.
Disease : Leprosy
Parameters :
Example :
Description:
This disease fools one into thinking the damage their are taking is not severe.
It is occasionally found in Kobold meat. It is spread by consumption only.
Disease : Lockjaw+
Parameters :
Example :
Description:
This disease prevents eating, drinking, and speaking. It is the rare
consequence of being hit in combat with a metal weapon in poor condition.
Disease : Lockjaw
Parameters :
Example :
Description:
This disease prevents eating, drinking, and speaking. It is the rare
consequence of being hit in combat with a metal weapon in poor condition.
Disease_Lycanthropy: Lycanthropy -
Disease : Lycanthropy+
Parameters :
Example :
Description:
Those with this disease will become werewolves during full moons. It is
spread by being scratched by the infected.
Disease : Lycanthropy
Parameters :
Example :
Description:
Those with this disease will become werewolves during full moons. It is
spread by being scratched by the infected.
Disease : Lyme Disease+
Parameters :
Example :
Description:
This disease causes headaches which make one forget their skills or spells. It
is spread by being scratched by the infected, or by consumption.
Disease : Lyme Disease
Parameters :
Example :
Description:
This disease causes headaches which make one forget their skills or spells. It
is spread by being scratched by the infected, or by consumption.
Disease : MagePox+
Parameters :
Example :
Description:
This disease causes mana to be lost along with movement and hit points. It is
the rare consequence of being under the affect of many malicious arcane spells.
It is spread by proximity to the infected.
Disease : MagePox
Parameters :
Example :
Description:
This disease causes mana to be lost along with movement and hit points. It is
the rare consequence of being under the affect of many malicious arcane spells.
It is spread by proximity to the infected.
Disease : Malaria+
Parameters :
Example :
Description:
This horrid disease lowers strength, constitution, movement, mana, and hit
points, as well as doing periodic damage. It is the rare consequence of
roaming around swamps and jungles. It is spread by proximity to the infected.
Disease : Malaria
Parameters :
Example :
Description:
This horrid disease lowers strength, constitution, movement, mana, and hit
points, as well as doing periodic damage. It is the rare consequence of
roaming around swamps and jungles. It is spread by proximity to the infected.
Disease_Migraines: Migraine Headaches -
Disease : Migraines+
Parameters :
Example :
Description:
Migraines make one forget their spells and skills. It is the occasional result
of drinking alcoholic beverages. It is not contagious.
Disease : Migraines
Parameters :
Example :
Description:
Migraines make one forget their spells and skills. It is the occasional result
of drinking alcoholic beverages. It is not contagious.
Disease : Mummy Rot+
Parameters :
Example :
Description:
This horrid disease depleats constitution until death. It is only caught from
combat with mummys. It is not contagious.
Disease : Mummy Rot+ + +
Parameters :
Example :
Description:
This horrid disease depletes constitution until death. It is only caught from
combat with mummys. It is not contagious.
+ Disease_Muteness: Muteness +
Disease : Muteness
Parameters :
Example :
Description:
Blindness is the inability to speak.
Disease_Narcolepsy: Narcolepsy -
Disease : Narcolepsy+
Parameters :
Example :
Description:
This curable disease causes one to fall asleep suddenly, to be weaker, and to
suffer horrible fatigue. This disease is caused by sleeping while being
excessively idle.
Disease : Narcolepsy
Parameters :
Example :
Description:
This curable disease causes one to fall asleep suddenly, to be weaker, and to
suffer horrible fatigue. This disease is caused by sleeping while being
excessively idle.
Disease : OBESITY+
Parameters :
Example :
Description:
Obesity slows movement and increases weight. It is possible to catch whenever
one eats while one is full. It is exacerbated when one eats while full. Only
engaging in extreme exercise and laying off the food when not hungry will fix
it.
Disease : OBESITY
Parameters :
Example :
Description:
Obesity slows movement and increases weight. It is possible to catch whenever
one eats while one is full. It is exacerbated when one eats while full. Only
engaging in extreme exercise and laying off the food when not hungry will fix
it.
Disease : Plague+
Parameters :
Example :
Description:
This disease lowers dexterity and constitution terribly, and does periodic
damage. It is caught from evil magic. It is spread by proximity to the
infected.
Disease : Plague
Parameters :
Example :
Description:
This disease lowers dexterity and constitution terribly, and does periodic
damage. It is caught from evil magic. It is spread by proximity to the
infected.
Disease_PlanarInstability: Planar Instability -
Disease : Planar Instability+
Parameters :
Example :
Description:
This disease is contracted by frequent use of planar travel away from the prime
material plane by its native denizens. It does not last very long, but can
become worse with increased planar travel. It causes vulnerability to bad luck
and a decreased chance to successfully travel the planes.
Disease : Planar Instability
Parameters :
Example :
Description:
This disease is contracted by frequent use of planar travel away from the prime
material plane by its native denizens. It does not last very long, but can
become worse with increased planar travel. It causes vulnerability to bad luck
and a decreased chance to successfully travel the planes.
Disease_Pneumonia: Pneumonia -
Disease : Pneumonia+
Parameters :
Example :
Description:
This disease lowers hit points, mana, movement, constutition and strength, as
well as doing periodic damage. It is a consequence of an untreated cold or
flu. It is spread by proximity to the infected.
Disease : Pneumonia
Parameters :
Example :
Description:
This disease lowers hit points, mana, movement, constutition and strength, as
well as doing periodic damage. It is a consequence of an untreated cold or
flu. It is spread by proximity to the infected.
Disease_PoisonIvy: Poison Ivy -
Disease : Poison Ivy+
Parameters :
Example :
Description:
This disease lowers dexterity and charisma. It is the rare consequence of
roaming around forests. It is spread by contact with the infected.
Disease : Poison Ivy+ + +
Parameters :
Example :
Description:
This disease lowers dexterity and charisma. It is the rare consequence of
roaming around forests. It is spread by contact with the infected.
+ Disease_RadiationSickness: Radiation Sickness +
Disease : Radiation Sickness
Parameters :
Example :
Description:
This serious condition causes ones constitution to decrease slowly over time
until death. It is difficult to cure, and can occasionally cause migraines or
diarrhea.
Disease : SARS+
Parameters :
Example :
Description:
This disease lowers strength, constitution, hit points, mana, and movement, as
well as causing bursts of damage. It occasionally comes from infected rat
meat. It is spread by proximity to the infected.
Disease : SARS
Parameters :
Example :
Description:
This disease lowers strength, constitution, hit points, mana, and movement, as
well as causing bursts of damage. It occasionally comes from infected rat
meat. It is spread by proximity to the infected.
Disease : SCURVY+
Parameters :
Example :
Description:
This disease causes ones gums to soften and spots to appear on the body,
lowering charisma dramatically. It is caused by riding in large sailing
vessels too often. Luckily, it is easily cured by eating citris (orange,
lemons, limes) or peppers.
Disease : SCURVY
Parameters :
Example :
Description:
This disease causes ones gums to soften and spots to appear on the body,
lowering charisma dramatically. It is caused by riding in large sailing
vessels too often. Luckily, it is easily cured by eating citris (orange,
lemons, limes) or peppers.
Disease_SeaSickness: Sea Sickness -
Disease : Sea Sickness+
Parameters :
Example :
Description:
This disease causes the afflicted to feel queasy and turn green, and reduces
their mana and movement by half. It can also make them puke from time to time
and grow more dehydrated. It can be cured by magic, but the easiest way to
cure it is to get your feet back on dry land. It is acquired by being on a
water ship or boat.
Disease : Sea Sickness
Parameters :
Example :
Description:
This disease causes the afflicted to feel queasy and turn green, and reduces
their mana and movement by half. It can also make them puke from time to time
and grow more dehydrated. It can be cured by magic, but the easiest way to
cure it is to get your feet back on dry land. It is acquired by being on a
water ship or boat.
Disease_Sleepwalking: Sleepwalking -
Disease : Sleepwalking+
Parameters :
Example :
Description:
This disease causes people to walk around in their sleep. It is not infectious
and has no other effects.
Disease : Sleepwalking
Parameters :
Example :
Description:
This disease causes people to walk around in their sleep. It is not infectious
and has no other effects.
Disease_Smiles: Contagious Smiles -
Disease : Smiles+
Parameters :
Example :
Description:
This disease has no bad consequences except for being annoying and infectious.
It is caught by being smiled at by an attractive member of the opposite sex. It
is spread by proximity to the infected.
Disease : Smiles
Parameters :
Example :
Description:
This disease has no bad consequences except for being annoying and infectious.
It is caught by being smiled at by an attractive member of the opposite sex. It
is spread by proximity to the infected.
Disease : Syphilis+
Parameters :
Example :
Description:
This disease depleats constitution, mana, movement, and hit points until death.
It is the rare consequence of roaming around caves. It is spread sexually.
Disease : Syphilis
Parameters :
Example :
Description:
This disease depletes constitution, mana, movement, and hit points until death.
It is the rare consequence of roaming around caves. It is spread sexually.
Disease : Tetanus+
Parameters :
Example :
Description:
This disease depleats dexterity until death. It is the rare consequence of
taking a hard hit from a metal weapon in poor condition. It is spread through
consumption only.
Disease : Tetanus
Parameters :
Example :
Description:
This disease depletes dexterity until death. It is the rare consequence of
taking a hard hit from a metal weapon in poor condition. It is spread through
consumption only.
Disease : TINNITUS+
Parameters :
Example :
Description:
This ringing disease causes deafness. It is the rare consequence of being hit
on the head while wearing a metal helmet. It is not contagious.
Disease : TINNITUS
Parameters :
Example :
Description:
This ringing disease causes deafness. It is the rare consequence of being hit
on the head while wearing a metal helmet. It is not contagious.
Disease_Vampirism: Vampirism -
Disease : Vampirism+
Parameters :
Example :
Description:
This disease causes light sensitivity, raises charisma, and eliminates the
ability to swim. It is caught from the bodies of destroyed vampires. It is
spread through consumption only.
Disease : Vampirism+ + +
Parameters :
Example :
Description:
This disease causes light sensitivity, raises charisma, and eliminates the
ability to swim. It is caught from the bodies of destroyed vampires. It is
spread through consumption only.
+ Disease_WritersBlock: Writers Block +
Disease : Writers Block
Parameters :
Example :
Description:
This disease makes one too uninspired to do any more writing for anywhere from
a single tick up to a mud month. It is caused by frequently writing garbage.
Disease : Yawning+
Parameters :
Example :
Description:
Other than being infectuous, this disease has no bad consequences. It is the
result of being fatigued. It is spread by proximity to the infected.
Disease : Yawning
Parameters :
Example :
Description:
Other than being infectuous, this disease has no bad consequences. It is the
result of being fatigued. It is spread by proximity to the infected.
Ability : DISEASECURE+
Parameters : empty, or disease keyword
Example :
Example : cold
Description:
This skill removes the affects of a disease. If no parameter is given, it
removes the affects of all diseases. Otherwise, it removes the affects only of
the disease represented by the parameters. Like a Disease, the DiseaseCute, if
added to a drink, food, or armor, will impart its benefits when drank, eaten,
or worn respectively.
Ability : DISEASECURE
Parameters : empty, or disease keyword
Example :
Example : cold
Description:
This skill removes the affects of a disease. If no parameter is given, it
removes the affects of all diseases. Otherwise, it removes the affects only of
the disease represented by the parameters. Like a Disease, the DiseaseCute, if
added to a drink, food, or armor, will impart its benefits when drank, eaten,
or worn respectively.
@@ -1853,17 +2079,52 @@
Ability : Dragonbreath+
Parameters : acid/fire/cold/lightning/gas/dust/
Parameters : pebbles/ooze/undead/slime (lesser)
Example : acid
Example : ooze lesser
Usage : DRAGONBREATH
Description:
Gives the creature the ability to use his or her breath weapon.
Ability : Dragonbreath
Parameters : acid/fire/cold/lightning/gas/dust/
Parameters : pebbles/ooze/undead/slime (lesser)
Example : acid
Example : ooze lesser
Usage : DRAGONBREATH
Description:
Gives the creature the ability to use his or her breath weapon.
- DuckSpeak: Duck Speak + DrugCutting: Drug Cutting +
+ + ++ Druid_ShapeShift10: Tenth Totem +
+ + ++ Druid_ShapeShift11: Eleventh Totem +
+ + ++ Druid_ShapeShift6: Sixth Totem
++ Druid_ShapeShift7: Seventh Totem +
+ + ++ Druid_ShapeShift8: Eighth Totem +
+ + ++ Druid_ShapeShift9: Ninth Totem +
+ + ++ +
Social : DUCK
Target : none
You see : DUCK!!!!
Others see : Ducks defensively.
Target : someone
No Target :
You see : You duck defensively, anticipating the oncoming swipe from the
target.
Target sees: Ducks, please oh please don't hit !
Others see : Ducks, anticipating the target's reaction.
Ability : Dueler+
Parameters :
Example :
Description:
This ability governs two dueling players.
Ability : Dueler
Parameters :
Example :
Description:
This ability governs two dueling players.
@@ -1888,32 +2149,87 @@
Ability : Falling+
Parameters : REVERSED/NORMAL
Example : normal
Description:
This affect governs falling items and mobs, in either direction (up or down).
Normal for up, reversed for down.
Ability : Falling+ + +
Parameters : REVERSED/NORMAL
Example : normal
Description:
This affect governs falling items and mobs, in either direction (up or down).
Normal for up, reversed for down.
+ Familiarity_Armor: Armor Familiarity +
+ + +
Skill : Armor Familiarity
Domain : Armor use
Allows : Armor Optimizing I
Invoked : Automatic
The player is familiar with armor they have crafted themselves, gaining an
armor bonus from wearing the product of their own hands.
+ Familiarity_Axe: Axe Familiarity +
+ + +
Skill : Axe Familiarity
Domain : Weapon use
Allows : Axe Proficiency
Invoked : Automatic
The player is familiar with axes they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
+ Familiarity_Bow: Bow Familiarity +
+ + +
Skill : Bow Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with bows they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
+ Familiarity_Dagger: Dagger Familiarity +
+ + +
Skill : Dagger Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with daggers they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
+ Familiarity_EdgedWeapon: Edged Weapon Familiarity +
+ + +
Skill : Edged Weapon Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with edged weapons they have crafted themselves, gaining
an attack bonus from wielding the product of their own hands.
+ Familiarity_FlailedWeapon: Flailed Weapon Familiarity +
+ + +
Skill : Flailed Weapon Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with flailed weapons they have crafted themselves,
gaining an attack bonus from wielding the product of their own hands.
+ Familiarity_Natural: Racial Weapon Familiarity +
+ + +
Skill : Racial Weapon Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with natural racial weapons they have crafted
themselves, gaining an attack bonus from wielding the product of their own
hands.
+ Familiarity_Polearm: Polearm Familiarity +
+ + +
Skill : Polearm Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with polearms they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
+ Familiarity_Weapon: Weapon Familiarity +
Skill : Weapon Familiarity
Domain : Weapon use
Invoked : Automatic
The player is familiar with weapons they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
Fighter_CaveTactics: Cave Tactics -
+
Skill : Cave Tactics
Domain : Nature lore
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in cave. The fighter can also hide themselves simply by sitting down
on the ground and staying still for a few mins.
+ + +
Skill : Cave Tactics
Domain : Nature lore
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in cave. The fighter can also hide themselves simply by sitting down
on the ground and staying still for a few mins.
+ Fighter_CrescentKick: Crescent Kick +
Skill : Crescent Kick
Domain : Kicking
Allows : Iron Kicking I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the fighter is unarmed, he or she has this ability to deliver an
extra attack per round using a swift, sweeping crescent kick.
Fighter_FastSlinging: Fast Slinging -
+
Skill : Fast Slinging
Domain : Martial lore
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Fast Slinging is the ability to make extra attacks per round whenever using a
ranged sling weapon that requires ammunition. The number of extra attacks will
go up as the players level does.
Skill : Fast Slinging
Domain : Martial lore
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
Fast Slinging is the ability to make extra attacks per round whenever using a
ranged sling weapon that requires ammunition. The number of extra attacks will
go up as the players level does.
Fighter_FieldTactics: Field Tactics -
+
Skill : Field Tactics
Domain : Nature lore
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the proper area type for the skill. The fighter can also hide
themselves simply by sitting down on the ground and staying still for a few
mins.
Skill : Field Tactics
Domain : Nature lore
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the proper area type for the skill. The fighter can also hide
themselves simply by sitting down on the ground and staying still for a few
mins.
Fighter_Hardiness: Hardiness -
+
Skill : Hardiness
Domain : Fitness
Allows : Fitness I
Invoked : Automatic
This ability makes the player more hardy, giving them extra movement points.
+ + +
Skill : Hardiness
Domain : Fitness
Allows : Fitness I
Invoked : Automatic
This ability makes the player more hardy, giving them extra movement points.
+ Fighter_SnapKick: Snap Kick +
Skill : Snap Kick
Domain : Kicking
Allows : Iron Kicking I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the fighter is unarmed, he or she has this ability to deliver an
extra attack per round using a swift, forward kick.
Fighter_ViciousBlow: Vicious Blow -
+
Skill : Vicious Blow
Domain : Anatomy
Allows : Anatomy I
Invoked : Automatic
The warrior is capable of more crippling blows due to growing up in a culture
that encourages sadistic experimentation. Critical hits scored by this
character do considerably more damage than normal.
Skill : Vicious Blow
Domain : Anatomy
Allows : Anatomy I
Invoked : Automatic
The warrior is capable of more crippling blows due to growing up in a culture
that encourages sadistic experimentation. Critical hits scored by this
character do considerably more damage than normal.
@@ -1923,7 +2239,12 @@
+
Skill : Firebreath
Domain : Racial ability
Allows : Ignalist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : FIREBREATH, BREATHEFIRE, BREATHFIRE
Usage : FIREBREATH [TARGET]
Example : firebreath bob
+ + +
Skill : Firebreath
Domain : Racial ability
Allows : Ignalist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : FIREBREATH, BREATHEFIRE, BREATHFIRE
Usage : FIREBREATH [TARGET]
Example : firebreath bob
Skill : Food Begging
Domain : Racial ability
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BEG4FOOD, BEGFORFOOD, FOODBEGGING
Usage : BEG4FOOD [TARGET]
Example : beg4food joe
This skill allows the character to begin making cute faces at the target,
compelling them to give up any food they might have.
@@ -1938,12 +2259,17 @@
+
Skill : Frostbreath
Domain : Racial ability
Allows : Aqualist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : FROSTBREATH
Usage : FROSTBREATH [TARGET]
Example : frostbreath bob
+ + +
Skill : Frostbreath
Domain : Racial ability
Allows : Aqualist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : FROSTBREATH
Usage : FROSTBREATH [TARGET]
Example : frostbreath bob
+ Gait: Mood +
Command : GAIT
Usage : GAIT LIST/[MOOD NAME]
Example : gait normal
Example : gait list
Short(s):
This command changes how you normally walk from room to room. You can enter
GAIT LIST to get a list of valid gaits.
+
Skill : Gasbreath
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : GASBREATH
Usage : GASBREATH [TARGET]
Example : gasbreath bob
Skill : Gasbreath
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : GASBREATH
Usage : GASBREATH [TARGET]
Example : gasbreath bob
@@ -1953,17 +2279,17 @@
+
Spell : an ability
Domain : Abjuration
Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
Allows : Reduced Abjuring I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
This ability is not yet documented.
Spell : an ability
Domain : Abjuration
Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
Allows : Power Abjuring I
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
This ability is not yet documented.
GenCraftSkill: Crafting Skill -
+
Skill : Crafting Skill
Domain : Crafting
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CRAFT
This skill is not yet documented.
Skill : Crafting Skill
Domain : Crafting
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CRAFT
This skill is not yet documented.
+
Skill : a language
Invoked : Automatic
This language is not yet documented.
Skill : a language
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SPEAK
This language is not yet documented.
@@ -1973,7 +2299,12 @@
+ + +
Social : GOOSE
Target : none
You see : Who would you like to goose?
Others see :
Target : someone
No Target : You should go hunting for another victim, they left.
You see : You tenderly goose the target on the tush.
Target sees: Gooses you tenderly!
Others see : Reaches around the target's backside and gooses him tenderly.
Target : self
You see : You pinch yourself on the rear, you must be desperate.
Others see : Pinches themself on the rear.
+ Gore: Gore +
Skill : Gore
Domain : Racial ability
Invoked : Automatic
This ability makes the character especially deadly with natural piercing
weapons, dealing considerably more damage.
@@ -1981,11 +2312,21 @@
+ Grazing: Grazing +
+ +
Skill : Grazing
Domain : Racial ability
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : GRAZE
Usage : GRAZE
Example : graze
The player is able to feast off the land of the open plains to satiate his or
her hunger. And when continueing to graze even after, can fill additional
stomachs, allowing him or her to "chew their cud" to satiate hunger without
eating in the future.
GreatBirdSpeak: GreatBird Speak
++ + @@ -1993,12 +2334,12 @@
Skill : Hamstring
Domain : Racial ability
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HAMSTRING
Usage : HAMSTRING [TARGET NAME]
Example : hamstring orc
This brutal skill allows the player to lash out at the enemy?s leg, attempting
to severe crucial tendons. If successful, the target will lose maximum
movement, dexterity, and be unable to flee or run for the duration of the
effect. Fortunately for the target, this effect is cured by healing and
bandaging.
Ability : Immunities+
Parameters : [LIST OF IMMUNITIES]
Example : FIRE GAS JUSTICE
Description:
Creates immunities to certain attacks in a mob. Immunities include: ALL ACID,
WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, PARALYZE,
POISON, UNDEAD, LEGAL. List is space delimited. See also Prop_WeaponImmunity.
Ability : Immunities
Parameters : [LIST OF IMMUNITIES]
Example : FIRE GAS JUSTICE
Description:
Creates immunities to certain attacks in a mob. Immunities include: ALL ACID,
WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, PARALYZE,
POISON, UNDEAD, LEGAL. List is space delimited. See also Prop_WeaponImmunity.
Ability : Inebriation+
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine.
Ability : Inebriation
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine.
@@ -2013,17 +2354,22 @@
Ability : ItemRejuv+
Parameters : Don't worry about it
Description:
This ability governs rejuvenating items
Ability : ItemRejuv
Parameters : Don't worry about it
Description:
This ability governs rejuvenating items
Lighteningbreath: Lightningbreath -
+
Skill : Lightningbreath
Domain : Racial ability
Allows : Airelist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : LIGHTNINGBREATH
Usage : LIGHTENINGBREATH [TARGET]
Example : lighteningbreath bob
Skill : Lightningbreath
Domain : Racial ability
Allows : Airelist I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : LIGHTNINGBREATH
Usage : LIGHTENINGBREATH [TARGET]
Example : lighteningbreath bob
Property : Loyalty+
Targets : Mobs
Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE]
Example : NAME=Bob TELEPORT=false
Description:
This mob property makes a mob keep an eye out for a particular player and
Follow them when they encounter them. If TELEPORT=true, they will also attempt
to teleport to the player before following them.
Property : Loyalty+ + +
Targets : Mobs
Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE]
Example : NAME=Bob TELEPORT=false
Description:
This mob property makes a mob keep an eye out for a particular player and
Follow them when they encounter them. If TELEPORT=true, they will also attempt
to teleport to the player before following them.
Skill : Milkable
Domain : Racial ability
Invoked : Automatic
Usage : MILK (ok/no)
Usage : MILK [TARGET] (INTO) [CONTAINER]
Example : milk ok
Example : milk cow bucket
The creature is capable of being milked for some amount per day. The creature
can use the MILK command to enable or disable their cooperation with being
milked by entering MILK OK, or MILK NO. Another character can then milk the
cooperative creature by giving a target milkable creature, and a container for
the milk to go into. Please note that the arguments for this command are
opposite to the FILL command, depite being similar in purpose.
@@ -2038,7 +2384,7 @@
Command : MOOD+
Usage : MOOD LIST/[MOOD NAME]
Example : mood normal
Example : mood list
Short(s):
This command changes how you interact with the world when speaking. You can
enter MOOD LIST to get a list of valid moods. Be aware that sometimes a mean
mood can actually have an affect on the people you speak to!
Command : MOOD
Usage : MOOD LIST/[MOOD NAME]
Example : mood normal
Example : mood list
Short(s):
This command changes how you interact with the world when speaking. You can
enter MOOD LIST to get a list of valid moods. Be aware that sometimes a mean
mood can actually have an affect on the people you speak to!
@@ -2053,12 +2399,12 @@
Char Class: Paladin (Fighter)+
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : Human
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest and duel experience.
Limits : Must remain good to avoid spell/skill failure chance.
Desc. :
Paladins are holy fighters, possessing many of the traits of both Fighters and
Clerics, though in less intensity than either class alone. They may learn
Cleric spells at higher levels, and possess numerous fighting techniques.
Their weapons and armor choices are unlimited, but Paladins are restricted to a
good alignment.
How to play: Paladin's have the potential of being the most powerful of
classes, and the most desired of group members. Their powerful combat skills
and auras of power make them the perfect tanks for groups, especially since
their Cleric healing abilities can allow them to fill this gap in a group.
Alone, they can also flourish, vanquishing evil with the efficiency of the
fighter.
The only weakness of the Paladin is his reliance on goodness. In most muds,
this limits his adventuring choices greatly. However, his strengths for
lasting and winning in combat are so broad, he will quickly advance.
Char Class: Paladin (Fighter)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : Human
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest and duel experience.
Limits : Must remain good to avoid spell/skill failure chance.
Desc. :
Paladins are holy fighters, possessing many of the traits of both Fighters and
Clerics, though in less intensity than either class alone. They may learn
Cleric spells at higher levels, and possess numerous fighting techniques.
Their weapons and armor choices are unlimited, but Paladins are restricted to a
good alignment.
How to play: Paladin's have the potential of being the most powerful of
classes, and the most desired of group members. Their powerful combat skills
and auras of power make them the perfect tanks for groups, especially since
their Cleric healing abilities can allow them to fill this gap in a group.
Alone, they can also flourish, vanquishing evil with the efficiency of the
fighter.
The only weakness of the Paladin is his reliance on goodness. In most muds,
this limits his adventuring choices greatly. However, his strengths for
lasting and winning in combat are so broad, he will quickly advance.
+
Spell : ClanEnchant Paralysis
Domain : Enchantment/charm
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER]
Example : cast "clanenchant paralysis" breastplate 5
When cast on an item, this spell will use up some of the clan's experience (how
much depends on power put into the casting) to magically enhance the item with
PARALYSIS damaging blasts, and resistances. For what the different types of
effects are, see HELP CLAN EQUIPMENT.
Spell : ClanEnchant Paralysis
Domain : Enchantment/charm
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER]
Example : cast "clanenchant paralysis" breastplate 5
When cast on an item, this spell will use up some of the clan's experience (how
much depends on power put into the casting) to magically enhance the item with
PARALYSIS damaging blasts, and resistances. For what the different types of
effects are, see HELP CLAN EQUIPMENT.
@@ -2073,112 +2419,117 @@
Skill : PLAY+
Usage : PLAY [SONG NAME]
Example : play accompaniment
Short(s) : PL
Bards can invoke their magical instruments using the play command. Some songs
require that you direct the energy at a target, while others only apply to the
bard. For help on a particular song, enter help and then the name of the song.
Skill : PLAY
Usage : PLAY [SONG NAME]
Example : play accompaniment
Short(s) : PL
Bards can invoke their magical instruments using the play command. Some songs
require that you direct the energy at a target, while others only apply to the
bard. For help on a particular song, enter help and then the name of the song.
Play_Instrument: Instruments -
+
Skill : Play Instrument
Domain : Artistic
Available: Numerous Classes
Requires : A base wisdom of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.
Ability : Poison+
Parameters :
Example :
Description:
The ability to poison, also the effect of a poison on an item, food, or drink.
The standard poison does moderate strength/con damage, and moderate damage
every few rounds.
Ability : Poison
Parameters :
Example :
Description:
The ability to poison, also the effect of a poison on an item, food, or drink.
The standard poison does moderate strength/con damage, and moderate damage
every few rounds.
Ability : Alcohol+
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine.
Ability : Alcohol
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine.
Ability : Bee Sting+
Parameters :
Example :
Description:
Lowers strength and constitution by one point. Does minute damage.
Ability : Bee Sting
Parameters :
Example :
Description:
Lowers strength and constitution by one point. Does minute damage.
Poison_Bloodboil: Blood Boil -
Ability : Bloodboil+
Parameters :
Example :
Description:
Lowers strength, con (more), and attack. Does minute damage.
Ability : Bloodboil
Parameters :
Example :
Description:
Lowers constitution, and strength and attack a lot. Does minute damage.
Poison_Caffeine: Poison_Hyper -
Ability : Caffeine+
Parameters :
Example :
Description:
Gives the person a 1/4 attack, increases dexterity, and prevents
sleeping/sitting.
Ability : Caffeine
Parameters :
Example :
Description:
Gives the person a 1/4 attack, increases dexterity, and prevents
sleeping/sitting.
- Poison_Decreptifier: Decreptifier -
Ability : Decreptifier+ Poison_Decreptifier: Decrepifier +
Parameters :
Example :
Description:
Lowers strength, con, and dex by a LOT. Does minute damage.
Ability : Decrepifier
Parameters :
Example :
Description:
Lowers strength, con, and dex by a LOT. Does minute damage.
Poison_Firebreather: Firebreather -
Ability : Firebreather+
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine. Also, may randomly assault all in the room with breath of fire.
Ability : Firebreather
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine. Also, may randomly assault all in the room with breath of fire.
Poison_Ghoultouch: Ghoultouch -
Ability : Ghoul Touch+
Parameters :
Example :
Description:
Lowers constitution and paralyzes the victim.
Ability : Ghoul Touch
Parameters :
Example :
Description:
Lowers constitution and paralyzes the victim.
Ability : Glowgell+
Parameters :
Example :
Description:
This benign substance makes the items it is applied to glow.
Ability : Glowgell
Parameters :
Example :
Description:
This benign substance makes the items it is applied to glow.
Poison_GoblinDrip: Goblin Drip -
Ability : Goblin Drip+
Parameters :
Example :
Description:
Lowers con a little, and strength by a LOT. Does minute damage.
Ability : Goblin Drip
Parameters :
Example :
Description:
Lowers con a little, and strength by a LOT. Does minute damage.
Poison_Heartstopper: Heartstopper -
Ability : Heart Stopper+
Parameters :
Example :
Description:
Lowers con and strength a little, and does heavy damage for a few rounds (100hp
total).
Ability : Heart Stopper
Parameters :
Example :
Description:
Lowers con and strength a little, and does heavy damage for a few rounds (100hp
total).
Ability : Hives+
Parameters :
Example :
Description:
This is actually an allergic reaction to a foreign substance, which poisons the
body and causes it to react with itching burning hives.
Ability : Hives
Parameters :
Example :
Description:
This is actually an allergic reaction to a foreign substance, which poisons the
body and causes it to react with itching burning hives.
Ability : Liquor+
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine.
Ability : Liquor
Parameters :
Example :
Description:
Makes the mob do goofy things, lowers attack and dex scores. May result in a
migraine.
Ability : MindSap+
Parameters :
Example :
Description:
Lowers con little, and intelligence a lot.
Ability : MindSap
Parameters :
Example :
Description:
Lowers con little, and intelligence a lot.
Poison_Peppersauce: Peppersauce -
Ability : Peppersauce+
Parameters :
Example :
Description:
Lowers constitution, and blinds.
Ability : Peppersauce
Parameters :
Example :
Description:
Lowers constitution, and blinds.
Ability : Rotten+
Parameters :
Example :
Description:
Lowers constitution and strength, and creates damaging stomach aches.
Ability : Rotten
Parameters :
Example :
Description:
Lowers constitution and strength, and creates damaging stomach aches.
Poison_Slumberall: Slumberall -
Ability : Slumberall+
Parameters :
Example :
Description:
Causes sleep.
Ability : Slumberall
Parameters :
Example :
Description:
Causes sleep.
Ability : Sting+
Parameters :
Example :
Description:
Lowers constitution by one point. Does minute damage.
Ability : Sting
Parameters :
Example :
Description:
Lowers constitution by one point. Does minute damage.
Ability : Venom+
Parameters :
Example :
Description:
Does moderate strength, and heavy constitution damage. Does moderate damage
every couple of rounds for 10 rounds or so.
Ability : Venom
Parameters :
Example :
Description:
Does moderate strength, and heavy constitution damage. Does moderate damage
every couple of rounds for 10 rounds or so.
Ability : XXX+
Parameters :
Example :
Description:
Does a little strength, and moderate constitution damage. Does very heavy
damage every couple of rounds for 20 rounds or so.
Ability : XXX+ + +
Parameters :
Example :
Description:
Does a little strength, and moderate constitution damage. Does very heavy
damage every couple of rounds for 20 rounds or so.
+ PoisonousBite: Poisonous Bite +
Skill : Poisonous Bite
Domain : Racial ability
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BITE
Usage : PBITE [TARGET NAME]
Example : pbite orc
This ability allows one to deliver a vicious mundane bite that does a bit of
damage, but will also sometimes inflict a poison.
@@ -2208,47 +2559,47 @@
+
Prayer : Dream Feast
Domain : Restoration
Available: Cleric
Allows : Restoring I
Alignment: pure goodness, good
Use Cost : Mana (68)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "DREAM FEAST" [TARGET NAME]
Example : pray "dream feast" bob
This spell puts a blessing from the casters god upon the target. When the
target next sleeps, and they sleep for a sufficient amount of time, they will
have dreams of feasts. Upon having the dream and waking, they will find all
hunger and thirst has been satisfied.
Prayer : Dream Feast
Domain : Restoration
Available: Cleric
Allows : Restoring I
Alignment: pure goodness, good
Use Cost : Mana (68)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "DREAM FEAST" [TARGET NAME]
Example : pray "dream feast" bob
This spell puts a blessing from the casters god upon the target. When the
target next sleeps, and they sleep for a sufficient amount of time, they will
have dreams of feasts. Upon having the dream and waking, they will find all
hunger and thirst has been satisfied.
Prayer_AnimalSpirit: Animal Spirit -
+
Prayer : Animal Spirit
Domain : Communing
Allows : Communing I
Invoked : Automatic
Usage : PRAY "ANIMAL SPIRIT" [TARGET NAME]
Example : pray "animal spirit" bob
Causes the target to seek out their animal spirit and commune with it for a
time. Who knows what happens next?
Prayer : Animal Spirit
Domain : Communing
Allows : Communing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : ANIMALSPIRIT
Usage : PRAY "ANIMAL SPIRIT" [TARGET NAME]
Example : pray "animal spirit" bob
Causes the target to seek out their animal spirit and commune with it for a
time. Who knows what happens next?
Prayer_AuraStrife: Aura of Strife -
+
Prayer : Aura of Strife
Domain : Communing
Allows : Communing I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Creates an aura of strife bound by the Cleric to the area. This causes those
in the same room as the cleric to suffer a drop in charisma due to feelings of
anger and hopelessness. Will also cause confusion in combat among those not in
the clerics group. The cleric must remain in the casting room for the prayer to
remain effective.
Prayer : Aura of Strife
Domain : Communing
Allows : Communing I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Creates an aura of strife bound by the Cleric to the area. This causes those
in the same room as the cleric to suffer a drop in charisma due to feelings of
anger and hopelessness. Will also cause confusion in combat among those not in
the clerics group. The cleric must remain in the casting room for the prayer to
remain effective.
Prayer_DivineFavor: Divine Favor -
+
Prayer : Divine Favor
Domain : Communing
Allows : Communing I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "DIVINE FAVOR" [TARGET NAME]
Example : pray "divine favor" bob
The target gains the favor of his or her god, gaining 10% bonus to experience
gain, 10% decrease in experience loss, and possibly getting his or her enemies
struck down!
Prayer : Divine Favor
Domain : Communing
Allows : Communing I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "DIVINE FAVOR" [TARGET NAME]
Example : pray "divine favor" bob
The target gains the favor of his or her god, gaining 10% bonus to experience
gain, 10% decrease in experience loss, and possibly getting his or her enemies
struck down!
Prayer_HealingAura: Healing Aura -
+
Prayer : Healing Aura
Domain : Healing
Allows : Healing I
Alignment: somewhat good, somewhat evil, pure neutral
Invoked : Automatic
Anyone not in combat with the possessor of this aura will benefit from a
periodic casting of cure light wounds, remove poison, and cure disease.
Prayer : Healing Aura
Domain : Healing
Allows : Healing I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Anyone not in combat with the possessor of this aura will benefit from a
periodic casting of cure light wounds, remove poison, and cure disease.
+
Prayer : Refresh
Domain : Restoration
Allows : Restoring I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "REFRESH" [TARGET NAME]
Example : pray "refresh" bob
Restores the all mana, hit points, and movement. Cures all hunger, thirst, and
fatigue.
Prayer : Refresh
Domain : Restoration
Allows : Restoring I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (50)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "REFRESH" [TARGET NAME]
Example : pray "refresh" bob
Restores the all mana, hit points, and movement. Cures all hunger, thirst, and
fatigue.
+
Prayer : Regrowth
Domain : Healing
Allows : Healing I
Alignment: pure goodness, good
Use Cost : Mana (all)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "REGROWTH" [TARGET NAME]
Example : pray "regrowth" bob
This prayers regrows any amputated limbs on the target.
Prayer : Regrowth
Domain : Healing
Allows : Healing I
Alignment: pure goodness, good
Use Cost : Mana (all)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "REGROWTH" [TARGET NAME]
Example : pray "regrowth" bob
This prayers regrows any amputated limbs on the target.
Prayer_ReligiousDoubt: Religious Doubt -
+
Prayer : Religious Doubt
Domain : Evangelism
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "RELIGIOUS DOUBT" [TARGET NAME]
Example : pray "religious doubt" bob
Causes the target to begin doubting their religious faith, which makes them
immune to religious conversion for a time.
Prayer : Religious Doubt
Domain : Evangelism
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "RELIGIOUS DOUBT" [TARGET NAME]
Example : pray "religious doubt" bob
Causes the target to begin doubting their religious faith, which makes them
immune to religious conversion for a time.
Prayer_TaintOfEvil: Taint of Evil -
+
Prayer : Taint of Evil
Domain : Cursing
Allows : Cursing I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "TAINT OF EVIL" [TARGET NAME]
Example : pray "taint of evil" orc
This prayer causes the target to have the taint of evil curse. This curse
makes the target drawn towards malicious and evil actions. Others perceive all
actions performed by the afflicted as less noble and good, resulting in less
positive alignment gain from good actions.
Prayer : Taint of Evil
Domain : Cursing
Allows : Cursing I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "TAINT OF EVIL" [TARGET NAME]
Example : pray "taint of evil" orc
This prayer causes the target to have the taint of evil curse. This curse
makes the target drawn towards malicious and evil actions. Others perceive all
actions performed by the afflicted as less noble and good, resulting in less
positive alignment gain from good actions.
@@ -2258,7 +2609,7 @@
PresenceReaction: an ability -
Ability : PresenceReaction+
Parameters : =[MOB/PLAYERNAME]
Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...]
Parameters : +[COMMAND]=[PARMS]
Example : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~
Description:
This temporary property governs temporary reactions in the form of behaviors,
properties, standard commands, or other effects. These reactions persist only
so long as the mob/player the property was invoked against remains in the same
room as the invoker. Intended as an tool for the faction system, this property
can be invoked as a skill against the target, or used in other ways. The
parameters are a ~~ delimited list of ability, behavior, or command names
followed by an = sign and any parameters. If the ability name is empty, then
it is assumed you are designating the mob or player being reacted to. As it is
required to designate a mob being reacted to, this must be eventually set
either by parameters, or through invoking.
This affect automatically removes itself and its subordinate effects whenever
the reacted to player/mob is not in the same room as the invoking mob.
Ability : PresenceReaction
Parameters : =[MOB/PLAYERNAME]
Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...]
Parameters : +[COMMAND]=[PARMS]
Example : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~
Description:
This temporary property governs temporary reactions in the form of behaviors,
properties, standard commands, or other effects. These reactions persist only
so long as the mob/player the property was invoked against remains in the same
room as the invoker. Intended as an tool for the faction system, this property
can be invoked as a skill against the target, or used in other ways. The
parameters are a ~~ delimited list of ability, behavior, or command names
followed by an = sign and any parameters. If the ability name is empty, then
it is assumed you are designating the mob or player being reacted to. As it is
required to designate a mob being reacted to, this must be eventually set
either by parameters, or through invoking.
This affect automatically removes itself and its subordinate effects whenever
the reacted to player/mob is not in the same room as the invoking mob.
@@ -2266,29 +2617,14 @@
One who is under the prisoner`s geas is unable to cast spells of recall or-
teleportation, and can not flee from combat.
- Proficiency_Axe: Axe Proficiency -
- - -
Skill : Axe Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with an axe, gaining the ability to use them even if
their current class training would not make it feasible normally.
- Proficiency_BluntWeapon: Blunt Weapon Proficiency -
- -
Skill : Blunt Weapon Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with blunt weapons, gaining the ability to use them
even if their current class training would not make it feasible normally.
Proficiency_Bow: Bow Proficiency -
+
Skill : Bow Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with bows, gaining the ability to use them even if
their current class training would not make it feasible normally.
Skill : Bow Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with bows, gaining the ability to use them even if
their current class training would not make it feasible normally.
Proficiency_Dagger: Dagger Proficiency -
- - -
Skill : Dagger Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with daggers, gaining the ability to use them even if
their current class training would not make it feasible normally.
- Proficiency_EdgedWeapon: Edged Weapon Proficiency -
+
Skill : Edged Weapon Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with sharp edged weapons, gaining the ability to use
them even if their current class training would not make it feasible normally.
Skill : Dagger Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with daggers, gaining the ability to use them even if
their current class training would not make it feasible normally.
@@ -2298,682 +2634,687 @@
Proficiency_Hammer: Hammer Proficiency -
- - -
Skill : Hammer Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with hammers, gaining the ability to use them even if
their current class training would not make it feasible normally.
- Proficiency_Natural: Natural Weapon Proficiency -
+
Skill : Natural Weapon Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with certain natural weapons, gaining the ability to
use them even if their current class training would not make it feasible
normally.
Skill : Hammer Proficiency
Domain : Weapon use
Allows : Hammer Familiarity
Invoked : Automatic
The player is proficient with hammers, gaining the ability to use them even if
their current class training would not make it feasible normally.
Proficiency_Polearm: Polearm Proficiency -
- - -
Skill : Polearm Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with polearms, gaining the ability to use them even if
their current class training would not make it feasible normally.
- Proficiency_Ranged: Ranged Weapon Proficiency -
The player is proficient with thrown and ranged weapons, gaining the ability to+
use them even if their current class training would not make it feasible
normally.
Skill : Polearm Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with polearms, gaining the ability to use them even if
their current class training would not make it feasible normally.
Proficiency_Sling: Sling Proficiency -
- - -
Skill : Sling Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with slings, gaining the ability to use them even if
their current class training would not make it feasible normally.
- Proficiency_Staff: Staff Proficiency -
- - -
Skill : Staff Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with staffs, gaining the ability to use them even if
their current class training would not make it feasible normally.
- Proficiency_Sword: Sword Proficiency -
+
Skill : Sword Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with sword, gaining the ability to use them even if
their current class training would not make it feasible normally.
Skill : Sling Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with slings, gaining the ability to use them even if
their current class training would not make it feasible normally.
Proficiency_Weapon: Weapon Proficiency -
+
Skill : Weapon Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with all weapons, which negates any diggiculties
presented by class training that would normally not allow particular weapons to
be used.
Skill : Weapon Proficiency
Domain : Weapon use
Invoked : Automatic
The player is proficient with all weapons, which negates any diggiculties
presented by class training that would normally not allow particular weapons to
be used.
Prop_AbilityImmunity: Ability Immunity -
Property : Prop_AbilityImmunity+
Targets : Anything
Parameters : (OWNER;) (WEARER;)list of abilities with optional error string,
';' delimited
Example : OWNER;Disease_Cold;Disease_Flu;Spell_Fireball
Example : Disease_Cold=<T-NAME> is immune to
<O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!
Description:
Makes the mob, item, or whatever immune to the listed disease, spell or similar
affects. Items will pass their immunity on to their owners if the OWNER flag
is present, or the wielder if the WIELDER flag is present.
Property : Prop_AbilityImmunity
Targets : Anything
Parameters : (OWNER;) (WEARER;)list of abilities with optional error string,
';' delimited
Example : OWNER;Disease_Cold;Disease_Flu;Spell_Fireball
Example : Disease_Cold=<T-NAME> is immune to
<O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!
Description:
Makes the mob, item, or whatever immune to the listed disease, spell or similar
affects. Items will pass their immunity on to their owners if the OWNER flag
is present, or the wielder if the WIELDER flag is present.
Prop_AbsorbDamage: Absorb Damage -
Property : Prop_AbsorbDamage+
Targets : Items, Mobs, Areas, Rooms
Parameters : Damage Absorption percentages or amounts, the list of absorbed
damage types
Example : 50% +ALL -SILVER -CLOTH -LEATHER
Example : 5 +ALL -MAGIC -SLASHING -FROSTING
Example : 25% +ALL -LEVEL15
Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC
Description:
Whenever the item with this property is worn, or for the mob with this
property, or anyone in the area or room with this property, they will attain
damage absorption from the types and/or materials of weapons specified. Damage
absorption may be represented as a percentage or as a straight amount. Damage
amounts must be before the type of damage absorbed in the parameters. Damage
amounts/percentages in the negative will add to the damage. If the term
"ENHANCED" is included in the parameters, and percentage absorption amounts are
used, then this will also attempt to auto-save against skills according to the
percentage change, or, if the percentage is negative, make the effect last
longer. Here are the parameters:
+ALL - Specifies that, by default, the mob has ALL damage absorbed.
-[DAMAGETYPE]- Creates an exception to the +ALL rule by permitting normal
damage of the given type. Examples for DAMAGETYPE would be -PIERCING,
-GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.
+[DAMAGETYPE]- Can be used instead of +ALL to absorb damage from the given
damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING,
+BURNING, +MELTING, +NATURAL, +BASHING, etc.
-[WEAPONCLASS]- Creates an exception to the +ALL rule by permitting normal
damage of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT,
-EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF,
-THROWN, etc.
-[WEAPONCLASS]- Can be used instead of +ALL to absorb damage from the given
weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
+FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
+THROWN, etc.
-[ABILITYCODE]- Creates an exception to the +ALL rule by permitting normal
damage of the given type of ability. Examples for ABILITYCODE would be
-THIEF_SKILL, -PRAYER, etc. Do list abilitycodes.
+[ABILITYCODE]- Can be used instead of +ALL to absorb damage from the given
type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list
abilitycodes.
-[ABILITYDOMAIN]- Creates an exception to the +ALL rule by permitting normal
damage of the given domain of ability. Examples for ABILITYDOMAIN would be
-ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.
+[ABILITYDOMAIN]- Can be used instead of +ALL to absorb damage from the given
domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list
abilitydomains.
-[ABILITYFLAG]- Creates an exception to the +ALL rule by permitting normal
damage of the given flagged abilities. Examples for ABILITYFLAG would be
-UNHOLY, -CHARMING, etc. Do list abilityflags.
+[ABILITYFLAG]- Can be used instead of +ALL to absorb damage from the given
flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do
list abilityflags.
-[ABILITYID]- Creates an exception to the +ALL rule by permitting normal damage
of the given specific ability. Examples for ABILITYID would be
-SPELL_FIREBALL, etc.
+[ABILITYID]- Can be used instead of +ALL to absorb damage from the given
specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, etc..
-MAGIC - Creates an exception to the +ALL rule by permitting normal damage from
magical spells and magical weapons.
+MAGIC - If +ALL is not used, this will absorb damage from magical spells and
weapons.
-LEVELX - Creates an exception to the +ALL rule by permitting normal damage
from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10,
etc.
+LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level
is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE
may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the
damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage
from materials a given material.
-PARALYSIS - Creates an exception to the +All rule by permitting normal damage
from paralysis spells.
+PARALYSIS - If +All is not used, this absorbs damage from damage from fire
spells.
-FIRE - Creates an exception to the +All rule by permitting normal damage from
fire spells.
+FIRE - If +All is not used, this absorbs damage from damage from fire spells.
-COLD - Creates an exception to the +All rule by permitting normal damage from
cold spells.
+COLD - If +All is not used, this absorbs damage from damage from cold spells.
-WATER - Creates an exception to the +All rule by permitting normal damage from
water spells.
+WATER - If +All is not used, this absorbs damage from damage from water
spells.
-GAS - Creates an exception to the +All rule by permitting normal damage from
gas spells.
+GAS - If +All is not used, this absorbs damage from damage from gas spells.
-MIND - Creates an exception to the +All rule by permitting normal damage from
mind spells.
+MIND - If +All is not used, this absorbs damage from damage from mind spells.
-JUSTICE - Creates an exception to the +All rule by permitting normal damage
from justice spells.
+JUSTICE - If +All is not used, this absorbs damage from damage from justice
spells.
-ACID - Creates an exception to the +All rule by permitting normal damage from
acid spells.
+ACID - If +All is not used, this absorbs damage from damage from acid spells.
-ELECTRICITY - Creates an exception to the +All rule by permitting normal
damage from electric spells.
+ELECTRICITY - If +All is not used, this absorbs damage from damage from
electric spells.
-POISON - Creates an exception to the +All rule by permitting normal damage
from poison spells.
+POISON - If +All is not used, this absorbs damage from damage from poison
spells.
-UNDEAD - Creates an exception to the +All rule by permitting normal damage
from undead spells.
+UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil
spells.
-DISEASE - Creates an exception to the +All rule by permitting normal damage
from disease spells.
+DISEASE - If +All is not used, this absorbs damage from damage from disease
spells.
-TRAPS - Creates an exception to the +All rule by permitting normal damage from
traps spells.
+TRAPS - If +All is not used, this absorbs damage from damage from traps
spells.
Property : Prop_AbsorbDamage
Targets : Items, Mobs, Areas, Rooms
Parameters : Damage Absorption percentages or amounts, the list of absorbed
damage types
Example : 50% +ALL -SILVER -CLOTH -LEATHER
Example : 5 +ALL -MAGIC -SLASHING -FROSTING
Example : 25% +ALL -LEVEL15
Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC
Description:
Whenever the item with this property is worn, or for the mob with this
property, or anyone in the area or room with this property, they will attain
damage absorption from the types and/or materials of weapons specified. Damage
absorption may be represented as a percentage or as a straight amount. Damage
amounts must be before the type of damage absorbed in the parameters. Damage
amounts/percentages in the negative will add to the damage. If the term
"ENHANCED" is included in the parameters, and percentage absorption amounts are
used, then this will also attempt to auto-save against skills according to the
percentage change, or, if the percentage is negative, make the effect last
longer. Here are the parameters:
+ALL - Specifies that, by default, the mob has ALL damage absorbed.
-[DAMAGETYPE]- Creates an exception to the +ALL rule by permitting normal
damage of the given type. Examples for DAMAGETYPE would be -PIERCING,
-GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.
+[DAMAGETYPE]- Can be used instead of +ALL to absorb damage from the given
damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING,
+BURNING, +MELTING, +NATURAL, +BASHING, etc.
-[WEAPONCLASS]- Creates an exception to the +ALL rule by permitting normal
damage of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT,
-EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF,
-THROWN, etc.
-[WEAPONCLASS]- Can be used instead of +ALL to absorb damage from the given
weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
+FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
+THROWN, etc.
-[ABILITYCODE]- Creates an exception to the +ALL rule by permitting normal
damage of the given type of ability. Examples for ABILITYCODE would be
-THIEF_SKILL, -PRAYER, etc. Do list abilitycodes.
+[ABILITYCODE]- Can be used instead of +ALL to absorb damage from the given
type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list
abilitycodes.
-[ABILITYDOMAIN]- Creates an exception to the +ALL rule by permitting normal
damage of the given domain of ability. Examples for ABILITYDOMAIN would be
-ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.
+[ABILITYDOMAIN]- Can be used instead of +ALL to absorb damage from the given
domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list
abilitydomains.
-[ABILITYFLAG]- Creates an exception to the +ALL rule by permitting normal
damage of the given flagged abilities. Examples for ABILITYFLAG would be
-UNHOLY, -CHARMING, etc. Do list abilityflags.
+[ABILITYFLAG]- Can be used instead of +ALL to absorb damage from the given
flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do
list abilityflags.
-[ABILITYID]- Creates an exception to the +ALL rule by permitting normal damage
of the given specific ability. Examples for ABILITYID would be
-SPELL_FIREBALL, etc.
+[ABILITYID]- Can be used instead of +ALL to absorb damage from the given
specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, etc..
-MAGIC - Creates an exception to the +ALL rule by permitting normal damage from
magical spells and magical weapons.
+MAGIC - If +ALL is not used, this will absorb damage from magical spells and
weapons.
-LEVELX - Creates an exception to the +ALL rule by permitting normal damage
from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10,
etc.
+LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level
is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE
may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the
damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage
from materials a given material.
-PARALYSIS - Creates an exception to the +All rule by permitting normal damage
from paralysis spells.
+PARALYSIS - If +All is not used, this absorbs damage from damage from fire
spells.
-FIRE - Creates an exception to the +All rule by permitting normal damage from
fire spells.
+FIRE - If +All is not used, this absorbs damage from damage from fire spells.
-COLD - Creates an exception to the +All rule by permitting normal damage from
cold spells.
+COLD - If +All is not used, this absorbs damage from damage from cold spells.
-WATER - Creates an exception to the +All rule by permitting normal damage from
water spells.
+WATER - If +All is not used, this absorbs damage from damage from water
spells.
-GAS - Creates an exception to the +All rule by permitting normal damage from
gas spells.
+GAS - If +All is not used, this absorbs damage from damage from gas spells.
-MIND - Creates an exception to the +All rule by permitting normal damage from
mind spells.
+MIND - If +All is not used, this absorbs damage from damage from mind spells.
-JUSTICE - Creates an exception to the +All rule by permitting normal damage
from justice spells.
+JUSTICE - If +All is not used, this absorbs damage from damage from justice
spells.
-ACID - Creates an exception to the +All rule by permitting normal damage from
acid spells.
+ACID - If +All is not used, this absorbs damage from damage from acid spells.
-ELECTRICITY - Creates an exception to the +All rule by permitting normal
damage from electric spells.
+ELECTRICITY - If +All is not used, this absorbs damage from damage from
electric spells.
-POISON - Creates an exception to the +All rule by permitting normal damage
from poison spells.
+POISON - If +All is not used, this absorbs damage from damage from poison
spells.
-UNDEAD - Creates an exception to the +All rule by permitting normal damage
from undead spells.
+UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil
spells.
-DISEASE - Creates an exception to the +All rule by permitting normal damage
from disease spells.
+DISEASE - If +All is not used, this absorbs damage from damage from disease
spells.
-TRAPS - Creates an exception to the +All rule by permitting normal damage from
traps spells.
+TRAPS - If +All is not used, this absorbs damage from damage from traps
spells.
Prop_AddDamage: Additional Damage -
Property : Prop_AddDamage+
Targets : Items, Mobs
Parameters : Extra Damage percentages or amounts, the list of extra damage
types
Example : 50% PIERCING
Example : 5 SLASHING FROST
Description:
Whenever the item with this property is worn, or for the mob with this
property, they will do extra damage of the types specified. Extra Damage may
be represented as a percentage or as a straight amount. Damage amounts must be
before the type of extra damage in the parameters. * Here are the classes of
damage:
PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.
* Here are the types of damage attacks:
PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON,
UNDEAD, DISEASE, TRAPS, WEAPONATTACK.
Property : Prop_AddDamage
Targets : Items, Mobs
Parameters : Extra Damage percentages or amounts, the list of extra damage
types
Example : 50% PIERCING
Example : 5 SLASHING FROST
Description:
Whenever the item with this property is worn, or for the mob with this
property, they will do extra damage of the types specified. Extra Damage may
be represented as a percentage or as a straight amount. Damage amounts must be
before the type of extra damage in the parameters. * Here are the classes of
damage:
PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.
* Here are the types of damage attacks:
PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON,
UNDEAD, DISEASE, TRAPS, WEAPONATTACK.
Prop_Adjuster: Adjustments to stats -
Property : Prop_Adjuster+
Targets : Mobs
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
Description:
The listed effects will be given to the mob. All parameters use the + or -
adjuster, except the class, race, and gender parameters noted above. Valid
parameters are as follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst
(stomach size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic.
By default, the values + or - are added to the existing values. However, if
MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
will instead have their values multiplied by the given value / 100. Likewise,
if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
similarly multiplied instead of added. All other values act the same.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. This may seem a strange parameter for a mobs-only property, but
perhaps you can find a use for it. :) See ZAPPERMASKS for more information on
zapper mask syntax.
Property : Prop_Adjuster
Targets : Mobs
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
Description:
The listed effects will be given to the mob. All parameters use the + or -
adjuster, except the class, race, and gender parameters noted above. Valid
parameters are as follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst
(stomach size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic.
By default, the values + or - are added to the existing values. However, if
MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
will instead have their values multiplied by the given value / 100. Likewise,
if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
similarly multiplied instead of added. All other values act the same.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. This may seem a strange parameter for a mobs-only property, but
perhaps you can find a use for it. :) See ZAPPERMASKS for more information on
zapper mask syntax.
Prop_AreaForSale: Putting an area up for sale -
Property : Prop_AreaForSale+
Targets : Areas
Parameters : (RENTAL )Price of the area
Example : 1000000
Example : Bob/100000
Description:
Makes this area available for purchase by a player. To have a shopkeeper sell
the area, you must create a GenTitle or StdTitle item with the area name as the
property id and give it to the shopkeeper to sell. The system will
automatically maintain the integrity of any items left in the rooms, including
restoring them on reboot. The title received for purchasing a room may be GIVEn
or SELLed to change possession of the property. The word rental followed by a
space may preceed the price to make the price of the property be charged every
month automatically out of a Bankers account. Failure to make rent returns the
property to sellable status.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Property : Prop_AreaForSale
Targets : Areas
Parameters : (RENTAL )Price of the area
Example : 1000000
Example : Bob/100000
Description:
Makes this area available for purchase by a player. To have a shopkeeper sell
the area, you must create a GenTitle or StdTitle item with the area name as the
property id and give it to the shopkeeper to sell. The system will
automatically maintain the integrity of any items left in the rooms, including
restoring them on reboot. The title received for purchasing a room may be GIVEn
or SELLed to change possession of the property. The word rental followed by a
space may preceed the price to make the price of the property be charged every
month automatically out of a Bankers account. Failure to make rent returns the
property to sellable status.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Property : Prop_Artifact+
Targets : Items
Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F]
Example : nomobs=false
Description:
The items with this property will persist in their last known location past
reboots, and optionally always drop from players inventories when they quit, be
invulnerable to damage, not be possessable by mobs, and not capable of being
acted upon with skills or spells. By default, all of the above is true, though
that can change by setting one of the following parameters to false:
autodrop - the item drops from player inventories when they quit or shutdown
nomobs - the item may not be picked up by a non-player
nolocate - the item may not be located via Locate Object spell
nocast - the item may not have ANY spells cast upon it
Property : Prop_Artifact
Targets : Items
Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F]
Example : nomobs=false
Description:
The items with this property will persist in their last known location past
reboots, and optionally always drop from players inventories when they quit, be
invulnerable to damage, not be possessable by mobs, and not capable of being
acted upon with skills or spells. By default, all of the above is true, though
that can change by setting one of the following parameters to false:
autodrop - the item drops from player inventories when they quit or shutdown
nomobs - the item may not be picked up by a non-player
nolocate - the item may not be located via Locate Object spell
nocast - the item may not have ANY spells cast upon it
Prop_AstralSpirit: Astral Spirit -
Property : Prop_AstralSpirit+
Targets : MOBs
Parameters :
Example :
Description:
This property makes the mob into an incorporeal spirit. It is used to support
the "Astral Projection" chant.
Property : Prop_AstralSpirit
Targets : MOBs
Parameters :
Example :
Description:
This property makes the mob into an incorporeal spirit. It is used to support
the "Astral Projection" chant.
Prop_ClanEquipment: Clan Equipment -
Property : Prop_ClanEquipment+
Targets : Items
Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE]
Example : Acid 5 "The Skooters" "Guild"
Description:
Base property for clan equipment. Do not use independent of the clan spells.
Property : Prop_ClanEquipment
Targets : Items
Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE]
Example : Acid 5 "The Skooters" "Guild"
Description:
Base property for clan equipment. Do not use independent of the clan spells.
Prop_Climbable: Room/Exit navigation limitation -
Property : Prop_Climbable+
Targets : Exits, Rooms, Portals
Parameters :
Example :
Description:
Forces players to climb, fly, or use a ladder through the exit or room with
this property.
Property : Prop_Climbable
Targets : Exits, Rooms, Portals
Parameters :
Example :
Description:
Forces players to climb, fly, or use a ladder through the exit or room with
this property.
Prop_CloseCommand: Closing Command -
Property : Prop_CloseCommand+
Targets : Containers, Exits
Parameters : [COMMAND WORD] ([PARMS...];...
Example : twist knob;tw knob;twi knob
Example : smack botto*
Description:
When applied to an open container or exit, this property will force the
affected openable to close and maybe lock when the command phrase is entered by
the user in its presence. The command word must match exactly, and the command
entered must otherwise be completely invalid. PARMS arguments must also match
exactly, although any PARM arg may end with * to use a starting string
wildcard. A PARM argument may also end with ** to match the rest of the users
entered command string.
Property : Prop_CloseCommand
Targets : Containers, Exits
Parameters : [COMMAND WORD] ([PARMS...];...
Example : twist knob;tw knob;twi knob
Example : smack botto*
Description:
When applied to an open container or exit, this property will force the
affected openable to close and maybe lock when the command phrase is entered by
the user in its presence. The command word must match exactly, and the command
entered must otherwise be completely invalid. PARMS arguments must also match
exactly, although any PARM arg may end with * to use a starting string
wildcard. A PARM argument may also end with ** to match the rest of the users
entered command string.
Prop_ClosedDayNight: Day/Night Visibility -
Property : Prop_ClosedDayNight+
Targets : Items, Mobs, Rooms, Exits
Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)
Example : DAY
Example : SLEEP HOURS=5-10
Example : "Home=My Area#123" SLEEP LOCKUP
Example : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"
Description:
Affects the thing with this property depending on the time of day. By default,
this property activates at night. If the DAY paramater is included, it will
activate by day instead. The effect of the property is that rooms will go dark,
exits will close, and items will become unseeable. Mobs will become unseeable
by default, though if the sit or sleep flags are set, they will do that
instead. LOCKUP will cause the mob to lock up his starting room, if any doors
with locks are found. If a Home Room is specified with the HOME= parameter,
the mob will track to that room at closing time, then back to their start room
the next day. For shopkeepers, you can specify a string for them to say
whenever someone tries to interact with them as a shopkeeper during closed
hours.
Property : Prop_ClosedDayNight
Targets : Items, Mobs, Rooms, Exits
Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)
Example : DAY
Example : SLEEP HOURS=5-10
Example : "Home=My Area#123" SLEEP LOCKUP
Example : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"
Description:
Affects the thing with this property depending on the time of day. By default,
this property activates at night. If the DAY paramater is included, it will
activate by day instead. The effect of the property is that rooms will go dark,
exits will close, and items will become unseeable. Mobs will become unseeable
by default, though if the sit or sleep flags are set, they will do that
instead. LOCKUP will cause the mob to lock up his starting room, if any doors
with locks are found. If a Home Room is specified with the HOME= parameter,
the mob will track to that room at closing time, then back to their start room
the next day. For shopkeepers, you can specify a string for them to say
whenever someone tries to interact with them as a shopkeeper during closed
hours.
Prop_ClosedSeason: Contingent Visibility -
Property : Prop_Closedseason+
Targets : Items, Mobs, Rooms, Exits
Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT
Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE
Parameters : THUNDERSTORM/BLIZZARD/WINDY
Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)
Example : DAY
Example : WINTER BLIZZARD
Description:
Affects the thing with this property depending on the weather, or time of the
year. By default, this property does not activate. You must specify one or
more times, seasons, or conditions under which the object will no longer be
visible.
Property : Prop_Closedseason
Targets : Items, Mobs, Rooms, Exits
Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT
Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE
Parameters : THUNDERSTORM/BLIZZARD/WINDY
Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)
Example : DAY
Example : WINTER BLIZZARD
Description:
Affects the thing with this property depending on the weather, or time of the
year. By default, this property does not activate. You must specify one or
more times, seasons, or conditions under which the object will no longer be
visible.
Prop_CombatAdjuster: Adjust combat stats -
Property : Prop_CombatAdjuster+
Targets : MOB
Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT
NUMER])
Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER])
Parameters : (ATTACK=[PCT NUMER]) (ARMOR=[PCT NUMER]) (DAMAGE=[PCT NUMER])
Parameters : (HP=[PCT NUMER]) (MANA=[PCT NUMER]) (MOVE=[PCT NUMER])
Example :
Example : ATTACK+25 DAMAGE-20 MANA=1000
Description:
This property either adjusts a mobs current stats by a percentage value as
specified, or sets the value to a specific number. This property is mostly
useless for builders, but has internal uses.
Property : Prop_CombatAdjuster
Targets : MOB
Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT
NUMER])
Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER])
Parameters : (ATTACK=[PCT NUMER]) (ARMOR=[PCT NUMER]) (DAMAGE=[PCT NUMER])
Parameters : (HP=[PCT NUMER]) (MANA=[PCT NUMER]) (MOVE=[PCT NUMER])
Example :
Example : ATTACK+25 DAMAGE-20 MANA=1000
Description:
This property either adjusts a mobs current stats by a percentage value as
specified, or sets the value to a specific number. This property is mostly
useless for builders, but has internal uses.
Prop_CommonTwister: Common Twister -
Property : Prop_CommonTwister+
Targets : Anything
Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW])
(MATERIAL=[*/NEW]);([REPEAT])
Example : skill=Foraging mask=berries name="some corn" display="some corn is
here" material=corn
Example : skill=* mask=* name="some stuff" display="some stuff";skill=*
mask=* name="some other" display="some other"
Example :
Description:
This property changes the results from the use of common skills. This property
requires the SKILL and MASK parameters, and at least one of the other
parameters (NAME, DISPLAY, or MATERIAL). For each parameter, * may be used to
match anything or a random thing.
Property : Prop_CommonTwister
Targets : Anything
Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW])
(MATERIAL=[*/NEW]);([REPEAT])
Example : skill=Foraging mask=berries name="some corn" display="some corn is
here" material=corn
Example : skill=* mask=* name="some stuff" display="some stuff";skill=*
mask=* name="some other" display="some other"
Example :
Description:
This property changes the results from the use of common skills. This property
requires the SKILL and MASK parameters, and at least one of the other
parameters (NAME, DISPLAY, or MATERIAL). For each parameter, * may be used to
match anything or a random thing.
Prop_Crawlspace: Room navigation limitation -
Property : Prop_Crawlspace+
Targets : Exits, Rooms, Areas
Parameters :
Example :
Description:
Forces players to crawl through the exit or room with this property.
Property : Prop_Crawlspace
Targets : Exits, Rooms, Areas
Parameters :
Example :
Description:
Forces players to crawl through the exit or room with this property.
Prop_Doppleganger: Doppleganger -
Property : Prop_Doppleganger+
Targets : Mobs, Items
Parameters : nothing, a level change + or -, a level %, or
: : MIN=[NUM], MAX=[NUM], LEVELADD=[NUM], LEVELPCT=[PCT%],
: : PLAYERSONLY=[true/false], PLAYERSNFOLS=[true/false]
: : ASMATERIAL=[RESOURCE]
Example :
Example : 10
Example : 150%
Example : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false
Example : MAX=20 MIN=5 ASMATERIAL=IRON
Description:
When this property is on a mob, it makes the mob the same level as those in the
room with it, or as those who are fighting it. The mob will only change,
however, if the mob is at full hit points, to prevent mobs from being "softened
up". When the property is on armor or a weapon, it will adjust the strength and
level of the item appropriate to its owner.
A parameter may be given to always adjust the level of the item up or down from
normal, be multiplied by the level as a percentage, or a number of parameter
variables like: MIN to set a minimum level, MAX to set a maximum level,
LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage
by the level, PLAYERSONLY to limit the level calculating mobs to players only,
PLAYERSNFOLS to limit the level calculating mob to players or their followers
only, and ASMATERIAL to change the material of the item only for stat
calculation purposes.
Property : Prop_Doppleganger
Targets : Mobs, Items
Parameters : nothing, a level change + or -, a level %, or
: : MIN=[NUM], MAX=[NUM], LEVELADD=[NUM], LEVELPCT=[PCT%],
: : PLAYERSONLY=[true/false], PLAYERSNFOLS=[true/false]
: : ASMATERIAL=[RESOURCE]
Example :
Example : 10
Example : 150%
Example : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false
Example : MAX=20 MIN=5 ASMATERIAL=IRON
Description:
When this property is on a mob, it makes the mob the same level as those in the
room with it, or as those who are fighting it. The mob will only change,
however, if the mob is at full hit points, to prevent mobs from being "softened
up". When the property is on armor or a weapon, it will adjust the strength and
level of the item appropriate to its owner.
A parameter may be given to always adjust the level of the item up or down from
normal, be multiplied by the level as a percentage, or a number of parameter
variables like: MIN to set a minimum level, MAX to set a maximum level,
LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage
by the level, PLAYERSONLY to limit the level calculating mobs to players only,
PLAYERSNFOLS to limit the level calculating mob to players or their followers
only, and ASMATERIAL to change the material of the item only for stat
calculation purposes.
Prop_EnlargeRoom: Change a rooms movement requirements -
Property : Prop_EnlargeRoom+
Targets : Rooms, Areas
Parameters : number or adjustment of movement points
Example : 2
Example : +2
Example : -2
Example : /2
Example : *2
Example : /2.5
Example : *1.5
Description:
Change the number of movement points required to cross the room, the +-/* signs
may be used to adjust the amount for a given room, or an absolute value may be
given.
Property : Prop_EnlargeRoom
Targets : Rooms, Areas
Parameters : number or adjustment of movement points
Example : 2
Example : +2
Example : -2
Example : /2
Example : *2
Example : /2.5
Example : *1.5
Description:
Change the number of movement points required to cross the room, the +-/* signs
may be used to adjust the amount for a given room, or an absolute value may be
given.
Prop_EnterAdjuster: Room entering adjuster -
Property : Prop_EnterAdjuster+
Targets : Rooms, Exits
Parameters : statistic names followed by a +, -, or = and a value
Example : and/or spells separated by semicolons, and an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;
Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
Example : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf
Description:
Upon entering this room or exit, the listed effects or spells will be
PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except
the class, race, and gender parameters noted above. Valid parameters are as
follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic, experience, practices trains, questpoints, coins.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_EnterAdjuster
Targets : Rooms, Exits
Parameters : statistic names followed by a +, -, or = and a value
Example : and/or spells separated by semicolons, and an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;
Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
Example : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf
Description:
Upon entering this room or exit, the listed effects or spells will be
PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except
the class, race, and gender parameters noted above. Valid parameters are as
follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic, experience, practices trains, questpoints, coins.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_Familiar: Find Familiar Property -
Property : Prop_Familiar+
Targets : MOB
Parameters : The familiar code number or name
Example : rat
Description:
This property is a special MOB property created for the find familiar spell. It
handles all the special benefits of the familiar type, along with the benefits
to the owner. It will also destroy the familiar when no longer following the
owner.
Property : Prop_Familiar
Targets : MOB
Parameters : The familiar code number or name
Example : rat
Description:
This property is a special MOB property created for the find familiar spell. It
handles all the special benefits of the familiar type, along with the benefits
to the owner. It will also destroy the familiar when no longer following the
owner.
Prop_FightSpellCast: Casting spells when properly used during combat -
Property : Prop_FightSpellCast+
Targets : Weapon (Item)
Parameters : A percentage, and proper spell names separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : 50%;Spell_Invisible;Prayer_Sanctuary
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf
Description:
Causes a spell to be cast upon the target being struck during melee combat.
This property also supports a % chance of triggering.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_FightSpellCast
Targets : Weapon (Item)
Parameters : A percentage, and proper spell names separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : 50%;Spell_Invisible;Prayer_Sanctuary
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf
Description:
Causes a spell to be cast upon the target being struck during melee combat.
This property also supports a % chance of triggering.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveAdjuster: Adjustments to stats when owned -
Property : Prop_HaveAdjuster+
Targets : Items
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
Description:
So long as the item with this property is owned, the listed effects will be
given to the owner. All parameters use the + or - adjuster, except the class,
race, and gender parameters noted above. Valid parameters are as follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic.
By default, the values + or - are added to the existing values. However, if
MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
will instead have their values multiplied by the given value / 100. Likewise,
if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
similarly multiplied instead of added. All other values act the same.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_HaveAdjuster
Targets : Items
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
Description:
So long as the item with this property is owned, the listed effects will be
given to the owner. All parameters use the + or - adjuster, except the class,
race, and gender parameters noted above. Valid parameters are as follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic.
By default, the values + or - are added to the existing values. However, if
MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
will instead have their values multiplied by the given value / 100. Likewise,
if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
similarly multiplied instead of added. All other values act the same.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveEnabler: Granting skills when owned -
Property : Prop_HaveEnabler+
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is owned, the owner will be granted the
spells, skills listed. The percentage given is optional, and will be the
proficiency of the skill. If a percentage is not given, the default is 100%.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_HaveEnabler
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is owned, the owner will be granted the
spells, skills listed. The percentage given is optional, and will be the
proficiency of the skill. If a percentage is not given, the default is 100%.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveResister: Resistance due to ownership -
Property : Prop_HaveResister+
Targets : Items
Parameters : resistance names followed by percentages
Parameters : Parameters may be followed by an optional mask
Example : magic 50% poison -10%
Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
Description:
So long as the item with this property is owned, the owner will gain certain
resistances and immunities in the parameters. The effects which may be included
are:
Resistances: gas fire electricity mind magic cold acid water evil (undead)
Resistances: justice (as per many thief abilities)
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
Resistances: -- weapons get reduced % damage per round, lvl based, with
limits.
: : -- always modifier makes weapon resists always work, no limits.
Resistances: spell chant song prayer thief_skill (ability types)
Resistances: enchantment/charm kicking vexing conjuration (ability domains)
Immunities : teleport (includes gate, summon) holy disease poison
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_HaveResister
Targets : Items
Parameters : resistance names followed by percentages
Parameters : Parameters may be followed by an optional mask
Example : magic 50% poison -10%
Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
Description:
So long as the item with this property is owned, the owner will gain certain
resistances and immunities in the parameters. The effects which may be included
are:
Resistances: gas fire electricity mind magic cold acid water evil (undead)
Resistances: justice (as per many thief abilities)
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
Resistances: -- weapons get reduced % damage per round, lvl based, with
limits.
: : -- always modifier makes weapon resists always work, no limits.
Resistances: spell chant song prayer thief_skill (ability types)
Resistances: enchantment/charm kicking vexing conjuration (ability domains)
Immunities : teleport (includes gate, summon) holy disease poison
Misc : debuf-duration (pct is the maximum debuf ticks remain)
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveSpellCast: Casting spells when owned -
Property : Prop_HaveSpellCast+
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is owned, the owner will be under the
effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell
to make all the effects non-dispellable until the property no longer applies;
use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a
spell name to force all the listed effects be cast at a different level than
default.The flag MAXTICKS=[NUMBER] can be used to shorted the length of spell
casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_HaveSpellCast
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is owned, the owner will be under the
effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell
to make all the effects non-dispellable until the property no longer applies;
use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a
spell name to force all the listed effects be cast at a different level than
default.The flag MAXTICKS=[NUMBER] can be used to shorted the length of spell
casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HaveZapper: Restrictions to ownership -
Property : Prop_HaveZapper+
Targets : Items
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage
Description:
Whenever this item is picked up by a mob, the item will be zapped out of the
mobs hands if they meet the parameters. An optional MESSAGE parameter can
define what is seen when the zap occurs. Also optionally, the parameters can
start with the word ACTUAL to change zapping behavior to look at actual values
instead of perceived values (this about a class check applied to a Charlatan.)
Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_HaveZapper
Targets : Items
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage
Description:
Whenever this item is picked up by a mob, the item will be zapped out of the
mobs hands if they meet the parameters. An optional MESSAGE parameter can
define what is seen when the zap occurs. Also optionally, the parameters can
start with the word ACTUAL to change zapping behavior to look at actual values
instead of perceived values (this about a class check applied to a Charlatan.).
The parameters can also start with the word CONTENT to have the zapper apply
equally to a container and its contents (at least until the thing with the
zapper is separated from the container). Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_HereAdjuster: Adjustments to stats when here -
Property : Prop_HereAdjuster+
Targets : Rooms
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 MASK=-RACE +Dwarf
Description:
So long as the room with this property is occupied, the listed effects will be
given to the occupants. All parameters use the + or - adjuster, except the
class, race, and gender parameters noted above. Valid parameters are as
follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_HereAdjuster
Targets : Rooms
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 MASK=-RACE +Dwarf
Description:
So long as the room with this property is occupied, the listed effects will be
given to the occupants. All parameters use the + or - adjuster, except the
class, race, and gender parameters noted above. Valid parameters are as
follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HereEnabler: Granting skills on arrival -
Property : Prop_HereEnabler+
Targets : Rooms, Areas
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
Whenever someone enters the room or area, they will be granted the spells,
skills listed. The percentage given is optional, and will be the proficiency
of the skill. If a percentage is not given, the default is 100%. When they
leave, they lose the spells/skills.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_HereEnabler
Targets : Rooms, Areas
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
Whenever someone enters the room or area, they will be granted the spells,
skills listed. The percentage given is optional, and will be the proficiency
of the skill. If a percentage is not given, the default is 100%. When they
leave, they lose the spells/skills.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_HereSpellCast: Casting spells when here -
Property : Prop_HereSpellCast+
Targets : Rooms
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the room with this property is occupied, the occupants will be under
the effect of the listed spells. The flag NOUNINVOKE can be substituted for a
spell to make all the effects non-dispellable until the property no longer
applies; use this flag with care! The flag LEVEL=[NUMBER] can also be
substituted for a spell name to force all the listed effects be cast at a
different level than default.The flag MAXTICKS=[NUMBER] can be used to shorted
the length of spell casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_HereSpellCast
Targets : Rooms
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the room with this property is occupied, the occupants will be under
the effect of the listed spells. The flag NOUNINVOKE can be substituted for a
spell to make all the effects non-dispellable until the property no longer
applies; use this flag with care! The flag LEVEL=[NUMBER] can also be
substituted for a spell name to force all the listed effects be cast at a
different level than default.The flag MAXTICKS=[NUMBER] can be used to shorted
the length of spell casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_Hidden: Persistent Hiddenness -
Property : Prop_Hidden+
Targets : MOB
Parameters : (UNLOCATABLE)
Example :
Example : unlocatable
Description:
An alternative to setting a mob permanently hidden, this will keep the MOB
hidden until the mob performs some act which would normally un-hide the mob.
After that, a period of time must elapse before the property reengages and
makes the mob hidden again.
Optional flags include:
Unlocatable - makes the item unlocatable by spells, or an area unrecommended by
the WHERE command.
Property : Prop_Hidden
Targets : MOB
Parameters : (UNLOCATABLE)
Example :
Example : unlocatable
Description:
An alternative to setting a mob permanently hidden, this will keep the MOB
hidden until the mob performs some act which would normally un-hide the mob.
After that, a period of time must elapse before the property reengages and
makes the mob hidden again.
Optional flags include:
Unlocatable - makes the item unlocatable by spells, or an area unrecommended by
the WHERE command.
Prop_IceBox: Works like an ice box -
Property : Prop_IceBox+
Targets : Items,Rooms
Parameters :
Example :
Description:
Any items placed in the room or container with this property will not spoil.
When removed, however,spoilage will resume.
Property : Prop_IceBox
Targets : Items,Rooms
Parameters :
Example :
Description:
Any items placed in the room or container with this property will not spoil.
When removed, however,spoilage will resume.
Prop_ImproveGather: Improve Gathering Skills -
Property : Prop_ImproveGather+
Targets : Items,Rooms,Mobs,Areas
Parameters : AMT=[MULTIPLIER] MASK=[ZAPPERMASK] SKILLS=ALL/[SKILLID LIST]
Example : amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging
Description:
Alls the mob, item, or location to bestow the ability to multiply the yield
from certain gathering skills. SKILLS can be either a list of Ability IDs, or
the word "ALL" to apply to all gathering skills. A MASK would always apply to
the person doing the skill, and the AMT is the integer number to multiply the
yield by (or 0 to make it go away altogether!).
+SYSOP (allow archons to bypass the rules), -SYSOP (improve archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (improve)
-PLAYER (improve all players), -MOB (improve all mobs/npcs)
-CHANCE 50 (improve the given % of the time)
-JAVACLASS "+GENMOB" etc.. (improve only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not improve objs of -classes)
-CLASS +thief +mage +ranger (improve all but excepted char classes)
+CLASS -thief -mage -ranger (improve only listed classes)
-BASECLASS +thief +mage (improve all but excepted base char classes)
+BASECLASS -thief -mage -ranger (improve only listed base char classes)
-RACE +elf +dwarf (improve all but excepted races)
+RACE -elf -dwarf -human -half -gnome (improve only listed races)
-RACECAT +elf +insect +humanoid (improve all but listed racial categories)
+RACECAT -elf -humanoid (improve only listed racial categories)
-ALIGNMENT +evil +neutral +good (improve all but excepted alignments)
+ALIGNMENT -evil -good -neutral (improve only listed alignments)
-GENDER (improve genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (improve only listed genders)
-FACTION (improve all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (improve only faction range code)
-NAMES +bob "+my name" (improve all except those with given names)
+NAMES -bob "-my name" (improve only those with one of the given names)
-SUBNAMES +*ending +*inside* (improve all except those with partial name)
+SUBNAMES -*ending -*insid* (improve only those with partial name mask)
-TATTOOS +mytatto +thistattoo (improve all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (improve only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (improve all but those with listed expertise)
+EXPERTISES -myedu -anyedu (improve those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (improve all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (improve only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (improve all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (improve only those with current class level range)
+ANYCLASS -thief -mage (improve only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (improve all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (improve only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (improve all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(improve only those with listed flags)
-MOOD +grumpy +normal (improve all except those with given moods)
+MOOD -grumpy -normal (improve only those with subtracted moods)
-CLAN +Killers "+The Avengers" (improve all except those in listed clan)
+CLAN -Killers "-Avengers" (improve only those in a listed clan)
-DEITY +Apollo "+Grothon" (improve all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (improve only worshippers of a listed deity)
-ANYCLASS +thief +ranger (improve all except those with a multi-class)
-STR X (improve those with strength greater than X)
+STR X (improve those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (improve those in groups larger than X)
+GROUPSIZE X (improve those in groups smaller than X)
-AREA +thatarea "+my areaname" (improve all except those in listed area)
+AREA -thatarea "-my areaname" (improve only those in listed area)
-HOME "+area name" (improve all except those from listed home/beacon area)
+HOME "-my areaname" (improve only those from listed home/beacon area)
-ISHOME (improve all npcs not currently in their home/beacon areas)
+ISHOME (improve all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (improve only those with an item name)
-WORN "+item name" etc... (improve only those wearing item name)
-MATERIAL "+WOODEN" etc.. (improve only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not improve items of -materials)
-RESOURCES "+OAK" etc.. (improve only items of added resources)
+RESOURCES "-OAK" etc.. (Do not improve items of -resources)
-IF <CONDITION> (improve, unless they meet Scriptable conditions)
+IF <CONDITION> (never improve anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (improve, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (improve those with a stat value)
-VALUE X (improve those with value or money less than X)
+VALUE X (improve those with value or money greater than X)
-WEIGHT X (improve those weighing less than X)
+WEIGHT X (improve those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (improve armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (improve armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (improve only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not improve items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (improve only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not improve only with sub disp)
-SENSES "+CANSEEDARK" etc.. (improve only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not improve those with -senses)
-ABILITY X (improve those with magical ability less than X)
+ABILITY X (improve those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (improve always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (improve those only when the hour/month/day is X)
-SEASON +FALL (improve those only when season is FALL)
+SEASON -SPRING (improve those whenever the season is SPRING)
-WEATHER +DROUGHT (improve those only when weather is DROUGHT)
+WEATHER -BLIZZARD (improve those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (improve those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (improve those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (improve all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (improve only those with listed effect)
-SKILLS +Spell_Sleep(75) (improve all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (improve only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (improve all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (improve only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (improve all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (improve only those with listed achievements)
Property : Prop_ImproveGather
Targets : Items,Rooms,Mobs,Areas
Parameters : AMT=[MULTIPLIER] MASK=[ZAPPERMASK] SKILLS=ALL/[SKILLID LIST]
Example : amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging
Description:
Alls the mob, item, or location to bestow the ability to multiply the yield
from certain gathering skills. SKILLS can be either a list of Ability IDs, or
the word "ALL" to apply to all gathering skills. A MASK would always apply to
the person doing the skill, and the AMT is the integer number to multiply the
yield by (or 0 to make it go away altogether!).
+SYSOP (allow archons to bypass the rules), -SYSOP (improve archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (improve)
-PLAYER (improve all players), -MOB (improve all mobs/npcs)
-CHANCE 50 (improve the given % of the time)
-JAVACLASS "+GENMOB" etc.. (improve only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not improve objs of -classes)
-CLASS +thief +mage +ranger (improve all but excepted char classes)
+CLASS -thief -mage -ranger (improve only listed classes)
-BASECLASS +thief +mage (improve all but excepted base char classes)
+BASECLASS -thief -mage -ranger (improve only listed base char classes)
-RACE +elf +dwarf (improve all but excepted races)
+RACE -elf -dwarf -human -half -gnome (improve only listed races)
-RACECAT +elf +insect +humanoid (improve all but listed racial categories)
+RACECAT -elf -humanoid (improve only listed racial categories)
-ALIGNMENT +evil +neutral +good (improve all but excepted alignments)
+ALIGNMENT -evil -good -neutral (improve only listed alignments)
-GENDER (improve genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (improve only listed genders)
-FACTION (improve all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (improve only faction range code)
-NAMES +bob "+my name" (improve all except those with given names)
+NAMES -bob "-my name" (improve only those with one of the given names)
-SUBNAMES +*ending +*inside* (improve all except those with partial name)
+SUBNAMES -*ending -*insid* (improve only those with partial name mask)
-ACCOUNTS +bob "+my name" (improve all except those in the given accts)
+ACCOUNTS -bob "-my name" (improve only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (improve all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (improve only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (improve all but those with listed expertise)
+EXPERTISES -myedu -anyedu (improve those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (improve all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (improve only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (improve all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (improve only those with current class level range)
+ANYCLASS -thief -mage (improve only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (improve all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (improve only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (improve all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(improve only those with listed flags)
-MOOD +grumpy +normal (improve all except those with given moods)
+MOOD -grumpy -normal (improve only those with subtracted moods)
-CLAN +Killers "+The Avengers" (improve all except those in listed clan)
+CLAN -Killers "-Avengers" (improve only those in a listed clan)
-DEITY +Apollo "+Grothon" (improve all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (improve only worshippers of a listed deity)
-ANYCLASS +thief +ranger (improve all except those with a multi-class)
-STR X (improve those with strength greater than X)
+STR X (improve those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (improve those in groups larger than X)
+GROUPSIZE X (improve those in groups smaller than X)
-AREA +thatarea "+my areaname" (improve all except those in listed area)
+AREA -thatarea "-my areaname" (improve only those in listed area)
-HOME "+area name" (improve all except those from listed home/beacon area)
+HOME "-my areaname" (improve only those from listed home/beacon area)
-ISHOME (improve all npcs not currently in their home/beacon areas)
+ISHOME (improve all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (improve all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (improve listed)
-ITEM "+item name" etc... (improve only those with an item name)
-WORN "+item name" etc... (improve only those wearing item name)
-MATERIAL "+WOODEN" etc.. (improve only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not improve items of -materials)
-RESOURCES "+OAK" etc.. (improve only items of added resources)
+RESOURCES "-OAK" etc.. (Do not improve items of -resources)
-IF <CONDITION> (improve, unless they meet Scriptable conditions)
+IF <CONDITION> (never improve anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (improve, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (improve those with a stat value)
-VALUE X (improve those with value or money less than X)
+VALUE X (improve those with value or money greater than X)
-WEIGHT X (improve those weighing less than X)
+WEIGHT X (improve those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (improve armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (improve armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (improve only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not improve items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (improve only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not improve only with sub disp)
-SENSES "+CANSEEDARK" etc.. (improve only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not improve those with -senses)
-ABILITY X (improve those with magical ability less than X)
+ABILITY X (improve those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (improve always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (improve those only when the hour/month/day is X)
-SEASON +FALL (improve those only when season is FALL)
+SEASON -SPRING (improve those whenever the season is SPRING)
-WEATHER +DROUGHT (improve those only when weather is DROUGHT)
+WEATHER -BLIZZARD (improve those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (improve those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (improve those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (improve all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (improve only those with listed effect)
-SKILLS +Spell_Sleep(75) (improve all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (improve only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (improve all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (improve only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (improve all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (improve only those with listed achievements)
Prop_InstantDeath: a Property -
Property : Prop_InstantDeath+
Targets : MOB, Item, Room, Area
Parameters : zapper mask
Example : mask="-race +dwarf"
Description:
Will cause the death of anyone using the item, attacking the mob, or entering
the room or area. If a mask if given, only those matching the mask are killed.
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Property : Prop_InstantDeath
Targets : MOB, Item, Room, Area
Parameters : zapper mask
Example : mask="-race +dwarf"
Description:
Will cause the death of anyone using the item, attacking the mob, or entering
the room or area. If a mask if given, only those matching the mask are killed.
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-ACCOUNTS +bob "+my name" (spare all except those in the given accts)
+ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Prop_Invisibility: Persistent Invisibility -
Property : Prop_Invisibility+
Targets : MOB
Parameters :
Example :
Description:
An alternative to setting a mob permanently invisible, this will keep the MOB
invisible until the mob performs some act which would normally dispel the
invisibility. After that, a period of time must elapse before the property
reengages and makes the mob invisible again.
Property : Prop_Invisibility
Targets : MOB
Parameters :
Example :
Description:
An alternative to setting a mob permanently invisible, this will keep the MOB
invisible until the mob performs some act which would normally dispel the
invisibility. After that, a period of time must elapse before the property
reengages and makes the mob invisible again.
Prop_ItemBinder: Allows an item to be bound to player, account, or clan. -
Property : Prop_ItemBinder+
Targets : Items
Parameters : TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=[ZAPMSG]
Example : TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."
Description:
Allows an item to be bound when an event occurs to the person, account, or clan
that either picks it up or first equips it. Once bound, an item can only be
picked up by that same player, account, or clan. The zap message is also
configureable.
Property : Prop_ItemBinder
Targets : Items
Parameters : TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=[ZAPMSG]
Example : TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."
Description:
Allows an item to be bound when an event occurs to the person, account, or clan
that either picks it up or first equips it. Once bound, an item can only be
picked up by that same player, account, or clan. The zap message is also
configureable.
Prop_ItemNoRuin: Prevents deletion/corruption from corpses -
Property : Prop_ItemNoRuin+
Targets : ITEM
Parameters :
Example :
Description:
When placed on an item, that item will be exempt from your systems loot policy.
The item will not be deleted, corrupted, ruined, or otherwise affected by the
policy, regardless of your ini file settings.
Property : Prop_ItemNoRuin
Targets : ITEM
Parameters :
Example :
Description:
When placed on an item, that item will be exempt from your systems loot policy.
The item will not be deleted, corrupted, ruined, or otherwise affected by the
policy, regardless of your ini file settings.
Prop_ItemSlot: Has slots for enhancement items -
Property : Prop_ItemSlot+
Targets : ITEM
Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (REMOVEABLE=[TRUE/FALSE]) ;
[XML]
Example : NUM=4 TYPE=Gems REMOVEABLE=TRUE
Description:
When placed on an item, that item will have available slots into which other
items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT
command. When this is done, the item with this property will gain the effect
benefits of the other item in addition to its own.
The NUM parameter determines how many slots are available. The TYPE parameter
must match the TYPE parameter from the Prop_ItemSlotFiller of the item being
PUT. The REMOVEABLE property sets whether the items in the slots may be
removed. See also Prop_ItemSlotFiller.
Property : Prop_ItemSlot
Targets : ITEM
Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (LEVEL=NONE/HIGH/ADD)
Parameters : (REMOVABLE=[TRUE/FALSE]) ; [XML]
Example : NUM=4 TYPE=Gems REMOVABLE=TRUE
Description:
When placed on an item, that item will have available slots into which other
items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT
command. When this is done, the item with this property will gain the effect
benefits of the other item in addition to its own.
The NUM parameter determines how many slots are available. The TYPE parameter
must match the TYPE parameter from the Prop_ItemSlotFiller of the item being
PUT. The REMOVABLE property sets whether the items in the slots may be
removed. The LEVEL argument affects how slot fillers affect the item level:
none, equal to the highest, or added together. See also Prop_ItemSlotFiller.
Prop_ItemSlotFiller: Provides for enhanced item slots. -
Property : Prop_ItemSlotFiller+
Targets : ITEM
Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...])
Example : NUM=4 TYPE=Gems REMOVEABLE=TRUE
Description:
When placed on an item, that item will put able to be PUT, using the PUT
command, into the slots provided on an item with the Prop_ItemSlot property.
When this is done, the item into which this item is PUT will gain all the
effect benefits of this item.
The NUM parameter determines how many slots this item takes up. The TYPE
parameter must match the TYPE parameter from the Prop_ItemSlot of the item
being PUT into. The SKIPS property is a comma delimited list of Ability IDs
which should be ignored when determining which effects on this item should be
applied to the slotted item.
Property : Prop_ItemSlotFiller
Targets : ITEM
Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...])
Parameters : (ADDS=[ID(args),...])
Example : NUM=4 TYPE=Gems REMOVABLE=TRUE
Description:
When placed on an item, that item will put able to be PUT, using the PUT
command, into the slots provided on an item with the Prop_ItemSlot property.
When this is done, the item into which this item is PUT will gain all the
effect benefits of this item.
The NUM parameter determines how many slots this item takes up. The TYPE
parameter must match the TYPE parameter from the Prop_ItemSlot of the item
being PUT into.
The SKIPS property is a comma delimited list of Ability IDs which should be
ignored when determining which effects on this item should be applied to the
slotted item.
The ADDS property is a comma delimited list of Ability IDS should should be
added to an item whose slot is filled by this one. Arguments to the ablilities
can be given in parenthesis().
Prop_ItemTransporter: Item Transporter -
Property : Prop_ItemTransporter+
Targets : Rooms, MOBs, Items (Containers)
Parameters : The transporter KEY
Example : KEYX123
Description:
Any room, items, or mob with this property becomes a medium for transportation
to another mob, room, or item with the Prop_ItemTransReceiver property with the
same key. Any items dropped in the room, picked up or give to the mob, or
placed inside the containers with this property will be instantly transported
to another room/item/mob with the Prop_ItemTransReceiver property which has the
exact same KEY parameter. If there is more than one Prop_ItemTransReceiver
found with the proper key, the destination will go randomly to one of the
choices.
Property : Prop_ItemTransporter
Targets : Rooms, MOBs, Items (Containers)
Parameters : The transporter KEY
Example : KEYX123
Description:
Any room, items, or mob with this property becomes a medium for transportation
to another mob, room, or item with the Prop_ItemTransReceiver property with the
same key. Any items dropped in the room, picked up or give to the mob, or
placed inside the containers with this property will be instantly transported
to another room/item/mob with the Prop_ItemTransReceiver property which has the
exact same KEY parameter. If there is more than one Prop_ItemTransReceiver
found with the proper key, the destination will go randomly to one of the
choices.
Prop_ItemTransReceiver: Item Transporter Receiver -
Property : Prop_ItemTransReceiver+
Targets : Rooms, MOBs, Items (Containers)
Parameters : The transporter KEY
Example : KEYX123
Description:
See Prop_ItemTransporter above.
Property : Prop_ItemTransReceiver
Targets : Rooms, MOBs, Items (Containers)
Parameters : The transporter KEY
Example : KEYX123
Description:
See Prop_ItemTransporter above.
Prop_LangTranslator: Language Translator -
Property : Prop_LangTranslator+
Targets : Mobs, Items, Rooms
Parameters : nothing, a list of languages optionally preceded by a % chance
Example :
Example : 100% Dwarven 50% Elvish
Example : Dwarven Elvish
Example : 75% Dwarven Elvish
Description:
This is property allows the mob or item to translate any words spoken in the
room in a language other than Common, into Common. The mob or item will SAY
the translation out loud. The percentage chance given, which defaults to 100%,
will be the chance that the mob or item will translate any given sentence.
Property : Prop_LangTranslator
Targets : Mobs, Items, Rooms
Parameters : nothing, a list of languages optionally preceded by a % chance
Example :
Example : 100% Dwarven 50% Elvish
Example : Dwarven Elvish
Example : 75% Dwarven Elvish
Description:
This is property allows the mob or item to translate any words spoken in the
room in a language other than Common, into Common. The mob or item will SAY
the translation out loud. The percentage chance given, which defaults to 100%,
will be the chance that the mob or item will translate any given sentence.
Prop_LanguageSpeaker: Forces language speaking -
Property : Prop_LanguageSpeaker+
Targets : Mobs, Items, Rooms, Exits, Areas
Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)
Parms(Cont): (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK])
Example : LANGUAGE=Dwarven
Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB
Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB
Description:
This is property forces the mobs who become affected by this property to speak
the designated language until something else stops them. On a mob, the
affected mob will speak the language. On a room, those who enter or are born
in a room may be speak the language. On an area, those who enter or are born
in a room may speak the language. On an exits, those who enter the exit may
speak the language. On an item, those who pick up the item may start speaking
the language, while putting it down will stop them.
The parameters affect who will start speaking the language. By default, any
non-player mob will become affected. HOMEONLY will force only those whose
starting room is in the area to speak. NOMOBS will eliminate all non-players
from consideration. PLAYERS will allow players to be affected. An optional
zapper mask may follow a semicolon to add additional masks. +SYSOP (allow
archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_LanguageSpeaker
Targets : Mobs, Items, Rooms, Exits, Areas
Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)
Parms(Cont): (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK])
Example : LANGUAGE=Dwarven
Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB
Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB
Description:
This is property forces the mobs who become affected by this property to speak
the designated language until something else stops them. On a mob, the
affected mob will speak the language. On a room, those who enter or are born
in a room may be speak the language. On an area, those who enter or are born
in a room may speak the language. On an exits, those who enter the exit may
speak the language. On an item, those who pick up the item may start speaking
the language, while putting it down will stop them.
The parameters affect who will start speaking the language. By default, any
non-player mob will become affected. HOMEONLY will force only those whose
starting room is in the area to speak. NOMOBS will eliminate all non-players
from consideration. PLAYERS will allow players to be affected. An optional
zapper mask may follow a semicolon to add additional masks. +SYSOP (allow
archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_LimitedItems: Limited Item -
Property : Prop_LimitedItems+
Targets : Items
Parameters : The number of items with this name to maintain
Example : 3
Description:
This property will ensure that no more than the given number of items with the
same name as the ones with this property will exist, either in the inventory of
players, or in rooms. It works by removing the excess items from the map when
someone first enters a room with one of the excess items. For this reason,
limited items are automatically marked as non-locatable to block them from
spells like Locate Object.
This property will cause all player records to be loaded into memory at the end
of the normal boot cycle, which will increase boot time and may cause a delay
for the first person logging in.
Property : Prop_LimitedItems
Targets : Items
Parameters : The number of items with this name to maintain
Example : 3
Description:
This property will ensure that no more than the given number of items with the
same name as the ones with this property will exist, either in the inventory of
players, or in rooms. It works by removing the excess items from the map when
someone first enters a room with one of the excess items. For this reason,
limited items are automatically marked as non-locatable to block them from
spells like Locate Object.
This property will cause all player records to be loaded into memory at the end
of the normal boot cycle, which will increase boot time and may cause a delay
for the first person logging in.
Prop_LocationBound: Leave the specified area, or room -
Property : Prop_LocationBound+
Targets : Items, Mobs
Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID]
Example : AREA
Example : ROOM
Example : My Happy Area
Example : My Area#12321
Description:
This property will ensure that the affected mob or item is unable to leave or
be taken away from its home location, which is determined by the parameters.
Use ROOM or AREA to prevent it from leaving whatever its current room or area
is. Using a specific area name or room id is more helpful, however, as it will
not only prevent movement away from the given area or room, but will whisk the
mob or item BACK to its home if it is ever able to be removed for some reason
ANYWAY.
Property : Prop_LocationBound
Targets : Items, Mobs
Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID]
Parameters : (;ABSOLUTE) (;PLAYEROK) (;TIMEOUT=[SEC])
Example : AREA
Example : ROOM PLAYEROK TIMEOUT=44
Example : My Happy Area
Example : My Area#12321
Description:
This property will ensure that the affected mob or item is unable to leave or
be taken away from its home location, which is determined by the parameters.
Use ROOM or AREA to prevent it from leaving whatever its current room or area
is. Using a specific area name or room id is more helpful, however, as it will
not only prevent movement away from the given area or room, but will whisk the
mob or item BACK to its home if it is ever able to be removed for some reason
ANYWAY. If the PLAYEROK argument is given, then the item can be moved anywhere
so long as a player is holding, riding, or being followed by the bound thing.
If the TIMEOUT argument is given, then the item can be moved outside its bound
only until the timer expires. If the ABSOLUTE argument is given, then the AREA
and ROOM argument are no longer relative, but absolute to the starting room of
the bound item, as if the room number or area name had been specified.
Prop_LotForSale: Buy a room once, get all adjacent rooms free -
Property : Prop_LotForSale+
Targets : Room
Parameters : (RENTAL) Price of the first room on the lot
Example : 1000000
Example : Bob/100000
Description:
Makes this room and future adjacent rooms available for purchase as a single
lot. This property is an extension of the Prop_RoomForSale property, and
includes all of its capabilities, PLUS, when this room is sold, adjacent lots
will automatically be created, allowing the player to expand his or her
property. When the property is sold, or falls out of a players possession, the
system will automatically retract the created rooms. The word rental followed
by a space may preceed the price to make the price of the property be charged
every month automatically out of a Bankers account. Failure to make rent
returns the property to sellable status.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
This property is similar to prop_lotsforsale, except that the players don't
have to purchase each room.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Property : Prop_LotForSale
Targets : Room
Parameters : (RENTAL) Price of the first room on the lot
Example : 1000000
Example : Bob/100000
Example : GRID 1000000
Description:
Makes this room and future adjacent rooms available for purchase as a single
lot. This property is an extension of the Prop_RoomForSale property, and
includes all of its capabilities, PLUS, when this room is sold, adjacent lots
will automatically be created, allowing the player to expand his or her
property. When the property is sold, or falls out of a players possession, the
system will automatically retract the created rooms. The word rental followed
by a space may preceed the price to make the price of the property be charged
every month automatically out of a Bankers account. Failure to make rent
returns the property to sellable status. The word GRID followed by a space may
preceed the price to make new rooms automatically link to other rooms via
demolishable walls.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
This property is similar to prop_lotsforsale, except that the players don't
have to purchase each room.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Prop_LotsForSale: Putting many rooms up for sale -
Property : Prop_LotsForSale+
Targets : Room
Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of each room on the lot
Example : 1000000
Example : GRID 1000000
Example : Bob/100000
Example : Bob/ RENTAL 100000
Description:
Makes this room and future adjacent rooms available for purchase. This
property is an extension of the Prop_RoomForSale property, and includes all of
its capabilities, PLUS, when this room is sold, adjacent lots will
automatically be created and put up for sale, allowing the player to expand his
or her property. When the properties are sold, or fall back out of any players
possession, the system will automatically retract the created rooms. The word
RENTAL followed by a space may preceed the price to make the price of the
property be charged every month automatically out of a Bankers account.
Failure to make rent returns the property to sellable status. The word GRID
followed by a space may preceed the price to make new rooms automatically link
to other rooms via demolishable walls.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
This property is similar to prop_lotforsale, except that the players must buy
each room.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Property : Prop_LotsForSale
Targets : Room
Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of each room on the lot
Example : 1000000
Example : GRID 1000000
Example : Bob/100000
Example : Bob/ RENTAL 100000
Description:
Makes this room and future adjacent rooms available for purchase. This
property is an extension of the Prop_RoomForSale property, and includes all of
its capabilities, PLUS, when this room is sold, adjacent lots will
automatically be created and put up for sale, allowing the player to expand his
or her property. When the properties are sold, or fall back out of any players
possession, the system will automatically retract the created rooms. The word
RENTAL followed by a space may preceed the price to make the price of the
property be charged every month automatically out of a Bankers account.
Failure to make rent returns the property to sellable status. The word GRID
followed by a space may preceed the price to make new rooms automatically link
to other rooms via demolishable walls.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
This property is similar to prop_lotforsale, except that the players must buy
each room.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Prop_MagicFreedom: Magic Neutralizing -
Property : Prop_MagicFreedom+
Targets : Room
Parameters :
Example :
Description:
Cancels all magical effects in the room. If placed on a mob, will cancel
magical effects in the same room as the mob.
Property : Prop_MagicFreedom
Targets : Room
Parameters :
Example :
Description:
Cancels all magical effects in the room. If placed on a mob, will cancel
magical effects in the same room as the mob.
Property : Prop_MOBEmoter+
Targets : Room, Area, Item, Mob, Exit
Parameters : Same as Emoter Behavior
Parameters : Same as Emoter Behavior
Description:
This property is simply an ability/effect encapsulation of the Emoter behavior.
Please do AHELP Emoter for information on the proper use and parameters of
this property.
Property : Prop_MOBEmoter
Targets : Room, Area, Item, Mob, Exit
Parameters : Same as Emoter Behavior
Parameters : ([BEHAVIOR ID] [BEHAVIOR ARGUMENTS])
Description:
This property, by default, is simply an ability/effect encapsulation of the
Emoter behavior. Please do AHELP Emoter for information on the proper use and
parameters of this property. However, if the first word of the arguments is a
valid Behavior ID, then this property can encapsulate ANY behavior with all
arguments after the first being the arguments of that behavior.
Prop_ModExperience: Modifying Experience Gained -
Property : Prop_ModExperience+
Targets : MOBs, Items, Rooms, Areas
Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK])
Example : 500
Example : 500;-race +orc
Example : =10%
Example : +20% SELF
Example : +20%;-class +Fighter +Mage -Race +Elf
Example : *2
Description:
Allows the archon to modify the amount of experience gained by each player for
slaying the mob. If placed on a mob, the experience will be granted according
to the parm, so long as the player meets the mask parameters (optional). The
property will apply to the mob with this property him or herself only if the
word SELF is included in the first parameters. If placed on an item, the
experience will be granted to the wearer (or wielder or holder), so long as the
mob killed meets the mask (optional). If placed on a Room or Area, the
experience will be greated to another who meets the (optional) mask
requirements.If no mask is given, the experience is always granted. Valid masks
are:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_ModExperience
Targets : MOBs, Items, Rooms, Areas
Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK])
Example : 500
Example : 500;-race +orc
Example : =10%
Example : +20% SELF
Example : +20%;-class +Fighter +Mage -Race +Elf
Example : *2
Description:
Allows the archon to modify the amount of experience gained by each player for
slaying the mob. If placed on a mob, the experience will be granted according
to the parm, so long as the player meets the mask parameters (optional). The
property will apply to the mob with this property him or herself only if the
word SELF is included in the first parameters. If placed on an item, the
experience will be granted to the wearer (or wielder or holder), so long as the
mob killed meets the mask (optional). If placed on a Room or Area, the
experience will be greated to another who meets the (optional) mask
requirements.If no mask is given, the experience is always granted. Valid masks
are:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_ModFaction: Modifying Faction Gained -
Property : Prop_ModFaction+
Targets : MOBs, Items, Rooms, Areas
Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
Example : alignment.ini: 500
Example : alignment.ini: 500;-race +orc
Example : =10%
Example : examples/reputation.ini: +20%
Example : +20%;-class +Fighter +Mage -Race +Elf
Example : +alignment.ini:*2
Description:
Allows the archon to modify the amount of faction gained or lost by each player
for slaying the mob. If placed on a mob, the faction will be granted according
to the parm, so long as the player meets the mask parameters (optional) and so
long as the faction being changed is the one specified in the parameters (also
optional). The faction id is left empty to specify affecting all factions. The
faction id can be preceeded by a + to only affect faction gains, - to only
affect faction losses, or neither to affect both. You can also use REACTION as
a faction ID to only apply to factions that have reactions defined. If this
property placed on an item, the faction will be altered for the wearer (or
wielder or holder), so long as the mob killed meets the mask (optional). If
placed on a Room or Area, the faction will be changed for one who meets the
(optional) mask requirements. If no faction id is given, all factions are
changed. If no mask is given, the faction is always granted. Valid masks are:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_ModFaction+ + +
Targets : MOBs, Items, Rooms, Areas
Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
Example : alignment.ini: 500
Example : alignment.ini: 500;-race +orc
Example : =10%
Example : examples/reputation.ini: +20%
Example : +20%;-class +Fighter +Mage -Race +Elf
Example : +alignment.ini:*2
Description:
Allows the archon to modify the amount of faction gained or lost by each player
for slaying the mob. If placed on a mob, the faction will be granted according
to the parm, so long as the player meets the mask parameters (optional) and so
long as the faction being changed is the one specified in the parameters (also
optional). The faction id is left empty to specify affecting all factions. The
faction id can be preceeded by a + to only affect faction gains, - to only
affect faction losses, or neither to affect both. You can also use REACTION as
a faction ID to only apply to factions that have reactions defined. If this
property placed on an item, the faction will be altered for the wearer (or
wielder or holder), so long as the mob killed meets the mask (optional). If
placed on a Room or Area, the faction will be changed for one who meets the
(optional) mask requirements. If no faction id is given, all factions are
changed. If no mask is given, the faction is always granted. Valid masks are:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
+ Prop_MoveRestrictor: Moving restrictor +
Property : Prop_MoveRestrictor
Targets : MOBs, Rideables
Parameters : (CHANCE=[NUMBER 0-100])
Parameters : (NOLOCALES="[LOCALE],...") (ONLYLOCALES="[LOCALE],...")
Parameters : (NODOMAINS="[DOMAIN],...") (ONLYDOMAINS="[DOMAIN],...")
Parameters : (SEARCH="[STR]") (ISEARCH="[STR]") (MSEARCH="[STR]")
Parameters : (MESSAGE="<S-NAME> [PREDICATE]") (PUBLIC=TRUE/FALSE)
Parameters : (DISMOUNT=[TRUE/FALSE]) (CAST="[ABILITY ID];...")
Example : nolocales="WOODS,SWAMP" message="<S-NAME> will not enter!"
public=true
Description:
According to the given percentage CHANCE (default 100%), this property
restricts the ability of a mob or rideable to enter rooms of a particular spec.
NODOMAINS can list the types of rooms that cannot be entered, whereas
ONLYDOMAINS lists the types of rooms that can be entered, restricting all
others. Both are comma-delmited lists. Indoor DOMAINS include: STONE, WOODEN,
CAVE, MAGIC, and METAL. Outdoor DOMAINS include: CITY, WOODS, ROCKY, PLAINS,
UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS,
SPACEPORT, SEAPORT.
NOLOCALES can list the types of rooms that cannot be entered, whereas
ONLYLOCALES lists the types of rooms that can be entered, restricting all
others. Both are comma-delmited lists. See LIST LOCALES for a list of valid
room locale ids.
The SEARCH string allows room restricting based on a key phrase in the
potential room title or description. MSEARCH restricts based on mobs in the
potential room, and ISEARCH based on items in the potential room.
The MESSAGE parameter allows you to set the string that the person trying to
move into the room sees when it is restricted. Use <S-NAME> as a substitute
for the persons name. The PUBLIC parameter decides whether everyone sees the
message (true), or only the person trying to move (false).
The DISMOUNT will automatically dismount any riders on the affected.
The CAST parameter allows you to cause a spell to be cast upon all the
properties mover, or upon all the riders, when they try to enter a room that is
restricted.
Prop_NarrowLedge: The Narrow Ledge -
Property : Prop_NarrowLedge+
Targets : Rooms, Exits
Parameters : check=[%] name=[NAME OF THE LEDGE]
Example : check=16 name="the narrow ledge"
Example : check=25 name="a tightrope"
Description:
Whenever a player enters or exits the room or exit with this property, that
player is in great danger. If the player fails to roll beneath their Dexterity
on a roll from 1-the "check" parameter, the player will fall to their death.
The check parameter can be made smaller to give those with less dexterity a
better survival chance, or made higher to make it more difficult to survive.
Property : Prop_NarrowLedge
Targets : Rooms, Exits
Parameters : check=[%] name=[NAME OF THE LEDGE]
Example : check=16 name="the narrow ledge"
Example : check=25 name="a tightrope"
Description:
Whenever a player enters or exits the room or exit with this property, that
player is in great danger. If the player fails to roll beneath their Dexterity
on a roll from 1-the "check" parameter, the player will fall to their death.
The check parameter can be made smaller to give those with less dexterity a
better survival chance, or made higher to make it more difficult to survive.
Prop_NewDeathMsg: NewDeathMsg -
Property : Prop_NewDeathMsg+
Targets : MOB
Parameters : the new death string
Example :
Description:
Makes the mob with this property emote a different death string than the normal
one.
Property : Prop_NewDeathMsg
Targets : MOB
Parameters : the new death string
Example :
Description:
Makes the mob with this property emote a different death string than the normal
one.
Prop_NoChannel: Channel Neutralizing -
Property : Prop_NoChannel+
Targets : Room, Area, MOB
Parameters : Semicolon delimited list of channel names and or flags QUIET;
SENDOK
Example : SENDOK;GOSSIP;CHAT
Example : GOSSIP;QUIET
Description:
Without any parameters, this property will cancel all channel message sending
from the room, or by the mob/player with the property. You can limit the
channels that are blocked by naming them in the parameters, separating them
with semicolons. You can also have the property block reception of channel
messages using the QUIET flag. Lastly, you can override the no-channel-sending
using the SENDOK flag, thereby allowing channel messages to be sent.
Property : Prop_NoChannel
Targets : Room, Area, MOB
Parameters : Semicolon delimited list of channel names and or flags QUIET;
SENDOK
Example : SENDOK;GOSSIP;CHAT
Example : GOSSIP;QUIET
Description:
Without any parameters, this property will cancel all channel message sending
from the room, or by the mob/player with the property. You can limit the
channels that are blocked by naming them in the parameters, separating them
with semicolons. You can also have the property block reception of channel
messages using the QUIET flag. Lastly, you can override the no-channel-sending
using the SENDOK flag, thereby allowing channel messages to be sent.
Prop_NoCharm: Charm Spell Neutralizing -
Property : Prop_NoCharm+
Targets : MOBS, Room, Area
Parameters :
Example :
Description:
Disallows the casting of charm like affects in the area, or against the target
mob.
Property : Prop_NoCharm
Targets : MOBS, Room, Area
Parameters :
Example :
Description:
Disallows the casting of charm like affects in the area, or against the target
mob.
Prop_NoCraftability: Not Learnable for Crafting -
Property : Prop_NoCraftability+
Targets : ITEMS
Parameters :
Example :
Description:
Disallows the item with this property from being learned as a recipe for
crafting, even if otherwise qualified.
Property : Prop_NoCraftability
Targets : ITEMS
Parameters :
Example :
Description:
Disallows the item with this property from being learned as a recipe for
crafting, even if otherwise qualified.
Property : Prop_NoDamage+
Targets : Mobs, Weapons
Parameters :
Example :
Description:
Makes a weapon or mob incapable of doing any real damage.
Property : Prop_NoDamage
Targets : Mobs, Weapons
Parameters :
Example :
Description:
Makes a weapon or mob incapable of doing any real damage.
Prop_NoOrdering: Group/Ordering Neutralizing -
Property : Prop_NoOrdering+
Targets : MOBs, Room, Area
Parameters :
Example :
Description:
Disallows ordering by non-admins in the area, or against the target mob.
Property : Prop_NoOrdering
Targets : MOBs, Room, Area
Parameters :
Example :
Description:
Disallows ordering by non-admins in the area, or against the target mob.
Prop_NoPKill: No Player Killing -
Property : Prop_NoPKill+
Targets : Room, Area
Parameters :
Example :
Description:
Cancels all player killing in the room or area.
Property : Prop_NoPKill
Targets : Room, Area
Parameters :
Example :
Description:
Cancels all player killing in the room or area.
Prop_NoPurge: Prevents automatic purging -
Property : Prop_NoPurge+
Targets : Rooms, Containers, Items
Parameters :
Example :
Description:
Prevents items in the room from being destroyed as refuse over time. When
placed on an item, this property makes the item immune to "garbage collection"
regardless of where in the world it is.
Property : Prop_NoPurge
Targets : Rooms, Containers, Items
Parameters :
Example :
Description:
Prevents items in the room from being destroyed as refuse over time. When
placed on an item, this property makes the item immune to "garbage collection"
regardless of where in the world it is.
Prop_NoRecall: Recall Neuralizing -
Property : Prop_NoRecall+
Targets : Room, Area, Items
Parameters :
Example :
Description:
Disallows recalling in the room. If placed on items, the item must be
possessed by the mob or player trying to recall for prevention to work.
Property : Prop_NoRecall
Targets : Room, Area, Items
Parameters :
Example :
Description:
Disallows recalling in the room. If placed on items, the item must be
possessed by the mob or player trying to recall for prevention to work.
Prop_NoSummon: Summon Spell Neutralizing -
Property : Prop_NoSummon+
Targets : Room, Area
Parameters : (ALLOWNONAGGR)
Example :
Description:
Disallows summoning of creatures or people INTO the affected place. The
optional ALLOWNONAGGR parm may be added to disallow summoning only of
aggressive mobs.
Property : Prop_NoSummon
Targets : Room, Area
Parameters : (ALLOWNONAGGR)
Example :
Description:
Disallows summoning of creatures or people INTO the affected place. The
optional ALLOWNONAGGR parm may be added to disallow summoning only of
aggressive mobs.
Prop_NoTeleport: Teleport-INTO Spell Neutralizing -
Property : Prop_NoTeleport+
Targets : Room, Area
Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]
Example :
Example : exceptions="area name#12,other area name"
Description:
Disallows the casting of gate, teleport, portal, plantpass, and other spells
INTO this area. If this is placed on an area, specific room or area exceptions
may be given.
Property : Prop_NoTeleport
Targets : Room, Area
Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]
Example :
Example : exceptions="area name#12,other area name"
Description:
Disallows the casting of gate, teleport, portal, plantpass, and other spells
INTO this area. If this is placed on an area, specific room or area exceptions
may be given.
Prop_NoTeleportOut: Teleport OUT OF Spell Neutralizing -
Property : Prop_NoTeleportOut+
Targets : Room, Area
Parameters :
Example :
Description:
Disallows the casting of gate, teleport, portal, plantpass, and other spells
OUT OF this area.
Property : Prop_NoTeleportOut
Targets : Room, Area
Parameters :
Example :
Description:
Disallows the casting of gate, teleport, portal, plantpass, and other spells
OUT OF this area.
Prop_NoTelling: Tel Neutralizing -
Property : Prop_NoTelling+
Targets : Room, Area, Mobs
Parameters :
Example :
Description:
Cancels all tell message sending in or to the room, area, or mob. You can also
add this to player mobs as punishment or to shut them up. Admins are exempt
from the restrictions imposed.
Property : Prop_NoTelling
Targets : Room, Area, Mobs
Parameters :
Example :
Description:
Cancels all tell message sending in or to the room, area, or mob. You can also
add this to player mobs as punishment or to shut them up. Admins are exempt
from the restrictions imposed.
Prop_OpenCommand: Opening Command -
Property : Prop_OpenCommand+
Targets : Containers, Exits
Parameters : [COMMAND WORD] ([PARMS...];...
Example : twist knob;tw knob;twi knob
Example : smack botto*
Description:
When applied to a locked container or exit, this property will force the
affected openable to unlock and open when the command phrase is entered by the
user in its presence. The command word must match exactly, and the command
entered must otherwise be completely invalid. PARMS arguments must also match
exactly, although any PARM arg may end with * to use a starting string
wildcard. A PARM argument may also end with ** to match the rest of the users
entered command string.
Property : Prop_OpenCommand
Targets : Containers, Exits
Parameters : [COMMAND WORD] ([PARMS...];...
Example : twist knob;tw knob;twi knob
Example : smack botto*
Description:
When applied to a locked container or exit, this property will force the
affected openable to unlock and open when the command phrase is entered by the
user in its presence. The command word must match exactly, and the command
entered must otherwise be completely invalid. PARMS arguments must also match
exactly, although any PARM arg may end with * to use a starting string
wildcard. A PARM argument may also end with ** to match the rest of the users
entered command string.
Prop_OpenPassword: Opening Password -
Property : Prop_OpenPassword+
Targets : Containers, Exits
Parameters : ([LANGUAGEID];)[PASSWORD/PASSPHRASE]
Example : open sesame
Example : Orcish;open sesame
Description:
When applied to a locked container or exit, this property will force the
affected openable to unlock and open when the magic word specified in the
parameter is spoken in its presence. A language and a semicolon may be
optionally given to require that a particular language is being spoken.
Property : Prop_OpenPassword
Targets : Containers, Exits
Parameters : ([LANGUAGEID];)[PASSWORD/PASSPHRASE]
Example : open sesame
Example : Orcish;open sesame
Description:
When applied to a locked container or exit, this property will force the
affected openable to unlock and open when the magic word specified in the
parameter is spoken in its presence. A language and a semicolon may be
optionally given to require that a particular language is being spoken.
Prop_OutfitContainer: Remembers whats put in, and wear the contents when worn -
Property : Prop_OutfitContainer+
Targets : Containers
Parameters : ;[XML TAGS...]
Description:
When applied to a container, this property will allow the container to remember
which things were put into it by a player. Then, whenever the player attempts
to wear/hold/wield the container, has the container has items/armor/weapons
inside, the player will actually wear the containing items instead. The
automatic wearing of the contained items will automatically remove conflicting
items as normal. Later, when the remembered items are removed, they will
automatically be put back into the container that remembers them.
Property : Prop_OutfitContainer
Targets : Containers
Parameters : ;[XML TAGS...]
Description:
When applied to a container, this property will allow the container to remember
which things were put into it by a player. Then, whenever the player attempts
to wear/hold/wield the container, if the container has items/armor/weapons
inside, the player will actually wear the containing items instead. The
automatic wearing of the contained items will automatically remove conflicting
items as normal. Later, when the remembered items are removed, they will
automatically be put back into the container that remembers them.
Prop_PeaceMaker: Strike Neuralizing -
Property : Prop_PeaceMaker+
Targets : Rooms, Areas, MOBs
Parameters : optional list of mob statements, room emotes, semicolon delimited
Example :
Example : No Fighting Here!;Make Love, not War!;You should not do that.
Description:
Cancels any fighting in the room.
Property : Prop_PeaceMaker
Targets : Rooms, Areas, MOBs
Parameters : optional list of mob statements, room emotes, semicolon delimited
Example :
Example : No Fighting Here!;Make Love, not War!;You should not do that.
Description:
Cancels any fighting in the room.
Prop_PracticeDummy: Practice Dummy -
Property : Prop_PracticeDummy+
Targets : Mobs
Parameters : (KILLABLE)
Example :
Example : KILLABLE
Description:
Prevents a mob from fighting back. If the KILLABLE parameter is NOT included,
the mob will also never run out of hit points or be missed in combat.
Property : Prop_PracticeDummy
Targets : Mobs
Parameters : (KILLABLE)
Example :
Example : KILLABLE
Description:
Prevents a mob from fighting back. If the KILLABLE parameter is NOT included,
the mob will also never run out of hit points or be missed in combat.
Prop_PrivateProperty: Physical Property -
Property : Prop_PrivateProperty+
Targets : Items
Parameters : OWNER="[NAME]" (PRICE=[price]) (EXPIRESEC=[SECONDS])
Example : owner="bob" expiresec=60
Description:
Marks the item as belonging to a particular person or clan. Items so marked can
only be sold by that person, an associate, or clan member. PRICE does nothing.
EXPIRESEC can be set to make this property temporary, so that an item dropped
becomes "unowned" once the owner is gone for the number of seconds given.
Property : Prop_PrivateProperty
Targets : Items
Parameters : OWNER="[NAME]" (PRICE=[price]) (EXPIRESEC=[SECONDS])
Example : owner="bob" expiresec=60
Description:
Marks the item as belonging to a particular person or clan. Items so marked can
only be sold by that person, an associate, or clan member. PRICE does nothing.
EXPIRESEC can be set to make this property temporary, so that an item dropped
becomes "unowned" once the owner is gone for the number of seconds given.
Prop_ReqAlignments: Alignment Limitations -
Property : Prop_ReqAlignments+
Targets : Rooms, Areas, Exits
Parameters : alignment masks listed below
Example : -all +good
Description: (DEPRECATED -- See PropReqEntry)
Creates alignment restrictions for entering a room. Followers will be allowed
unless explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
-all (disallow all alignments)
nofol (disallow followers of appropriate alignment)
+evil +good +neutral (create exceptions to -all)
-evil -good -neutral (disallow only listed alignments)
Property : Prop_ReqAlignments
Targets : Rooms, Areas, Exits
Parameters : alignment masks listed below
Example : -all +good
Description: (DEPRECATED -- See PropReqEntry)
Creates alignment restrictions for entering a room. Followers will be allowed
unless explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
-all (disallow all alignments)
nofol (disallow followers of appropriate alignment)
+evil +good +neutral (create exceptions to -all)
-evil -good -neutral (disallow only listed alignments)
Prop_ReqCapacity: Capacity Limitations -
Property : Prop_ReqCapacity+
Targets : Areas, Room
Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX]
INDOOR=[T/F]
Parameters : CONTAINERSOK=[T/F] ROOMS=[MAX]
Example : people=2
Example : players=3 mobs=2 indoor=true
Example : weight=2000 items=10
Description:
Creates a capacity limit of one or more types for the room or area with this
affect. The ITEMS, or WEIGHT parameters may be used to limit the number of
items, or maximum weight respectively. The CONTAINERSOK parameter will create
an exception for putting items in containers (but not for dropping the
containers themselves). The PEOPLE parameter lets you limit the total number of
players and/or mobs. Otherwise, the PLAYERS or MOBS can be used to limit the
number of players or non-player mobs respectively. The optional INDOOR flag
only matters if this property is added to an area; it makes the property only
enforce itself on indoor rooms types.
If no parameters at all are given, a PEOPLE capacity of 2 is assumed.
When this property is on an entry room with Prop_LotsForSale or
Prop_LotForSale, then this property will be automatically propogated to each
new room created. Also, in this case, and the optional parameter ROOMS can be
specified to limit the maximum number of contiguous new rooms that can be
generated.
Property : Prop_ReqCapacity
Targets : Areas, Room
Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX]
INDOOR=[T/F]
Parameters : CONTAINERSOK=[T/F] ROOMS=[MAX]
Example : people=2
Example : players=3 mobs=2 indoor=true
Example : weight=2000 items=10
Description:
Creates a capacity limit of one or more types for the room or area with this
affect. The ITEMS, or WEIGHT parameters may be used to limit the number of
items, or maximum weight respectively. The CONTAINERSOK parameter will create
an exception for putting items in containers (but not for dropping the
containers themselves). The PEOPLE parameter lets you limit the total number of
players and/or mobs. Otherwise, the PLAYERS or MOBS can be used to limit the
number of players or non-player mobs respectively. The optional INDOOR flag
only matters if this property is added to an area; it makes the property only
enforce itself on indoor rooms types.
If no parameters at all are given, a PEOPLE capacity of 2 is assumed.
When this property is on an entry room with Prop_LotsForSale or
Prop_LotForSale, then this property will be automatically propogated to each
new room created. Also, in this case, and the optional parameter ROOMS can be
specified to limit the maximum number of contiguous new rooms that can be
generated.
Prop_ReqClasses: Class Limitations -
Property : Prop_ReqClasses+
Targets : Rooms, Areas, Exits
Parameters : class masks listed below
Example : -all +thief
Description: (DEPRECATED -- See PropReqEntry)
Creates class restrictions for entering a room. Followers will be allowed
unless explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
-all (disallow all classes)
nofol (disallow followers of appropriate class)
+thief +mage +bard (create exceptions to -all)
-thief -mage -bard (disallow only listed classes)
Property : Prop_ReqClasses
Targets : Rooms, Areas, Exits
Parameters : class masks listed below
Example : -all +thief
Description: (DEPRECATED -- See PropReqEntry)
Creates class restrictions for entering a room. Followers will be allowed
unless explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
-all (disallow all classes)
nofol (disallow followers of appropriate class)
+thief +mage +bard (create exceptions to -all)
-thief -mage -bard (disallow only listed classes)
Prop_ReqEntry: All Room/Exit Limitations -
Property : Prop_ReqEntry+
Targets : Rooms, Areas, Exits, Portals
Parameters : (nosneak) (nofollow) ("message=my message") mask
Example : -race +elf
Example : nosneak -race +elf
Example : "message=Elves Only in there!" nofollow -race +elf
Description:
Creates restrictions for entering a room. Followers will be allowed unless
explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers)
"message= ... " (override the default no-entry message.
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_ReqEntry
Targets : Rooms, Areas, Exits, Portals
Parameters : (nosneak) (nofollow) ("message=my message") mask
Example : -race +elf
Example : nosneak -race +elf
Example : "message=Elves Only in there!" nofollow -race +elf
Description:
Creates restrictions for entering a room. Followers will be allowed unless
explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers)
"message= ... " (override the default no-entry message.
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_ReqHeight: Height Restrictions -
Property : Prop_ReqHeight+
Targets : Areas, Room, Exit
Parameters : a maximum height to enter
Example : 12
Description:
Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace.
Property : Prop_ReqHeight
Targets : Areas, Room, Exit
Parameters : a maximum height to enter
Example : 12
Description:
Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace.
Prop_ReqLevels: Level Limitations -
Property : Prop_ReqLevels+
Targets : Room, Areas, Exits
Parameters : ==, <=, >=, >, or < followed by a level number
Example : <=10 >=5
Description:
Creates level restrictions for entering a room. Followers will be allowed
unless the NOFOL parameter appears. The parameter should describe only the
allowed levels. Multiple criteria are allowed. The term "NOSNEAK" may be added
to the parameter to disallow sneaking past your criteria.
Property : Prop_ReqLevels
Targets : Room, Areas, Exits
Parameters : ==, <=, >=, >, or < followed by a level number ([PARMS])
Example : <=10 >=5
Description:
Creates level restrictions for entering a room. Followers will be allowed
unless the NOFOL parameter appears. The parameter should describe only the
allowed levels. Multiple criteria are allowed. The term "NOSNEAK" may be added
to the parameter to disallow sneaking past your criteria. The parm
MESSAGE="message" may be added to change the error message seen.
Prop_ReqNoMOB: Monster Limitations -
Property : Prop_ReqNoMOB+
Targets : Room, Areas, Exit
Parameters : optional nosneak parameter
Example :
Example : nosneak
Description:
Prevents non-player mobs without followers from entering the room. The term
"NOSNEAK" may be added to the parameters to disallow sneaking past your
criteria.
Property : Prop_ReqNoMOB
Targets : Room, Areas, Exit
Parameters : optional nosneak parameter
Example :
Example : nosneak
Description:
Prevents non-player mobs without followers from entering the room. The term
"NOSNEAK" may be added to the parameters to disallow sneaking past your
criteria.
Prop_ReqPKill: Playerkill ONLY Zone -
Property : Prop_ReqPKill+
Targets : Room, Exit, Area
Parameters :
Example :
Description:
Allows access only to those players who have their playerkill flag set.
Property : Prop_ReqPKill
Targets : Room, Exit, Area
Parameters :
Example :
Description:
Allows access only to those players who have their playerkill flag set.
Prop_ReqRaces: Room/Exit Race Limitations -
Property : Prop_ReqRaces+
Targets : Rooms, Areas, Exits
Parameters : room masks listed below
Example : -all +elf
Description: (DEPRECATED -- See PropReqEntry)
Creates race restrictions for entering a room. Followers will be allowed
unless explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
-all (disallow all races)
nofol (disallow followers of appropriate alignment)
+elf +half +human (create exceptions to -all)
-elf -half -human (disallow only listed races)
Property : Prop_ReqRaces
Targets : Rooms, Areas, Exits
Parameters : room masks listed below
Example : -all +elf
Description: (DEPRECATED -- See PropReqEntry)
Creates race restrictions for entering a room. Followers will be allowed
unless explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
-all (disallow all races)
nofol (disallow followers of appropriate alignment)
+elf +half +human (create exceptions to -all)
-elf -half -human (disallow only listed races)
Prop_ReqStat: Require stat values -
Property : Prop_ReqStat+
Targets : Rooms, Areas, Exits, Portals
Parameters : mob character stat expressions as shown in example
Example : strength<10 intelligence==5 wisdom>=3
Description:
Creates restrictions for entering a room. Players must pass every expression
test in order to enter. Valid parameters include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers)
STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..
Property : Prop_ReqStat
Targets : Rooms, Areas, Exits, Portals
Parameters : mob character stat expressions as shown in example
Example : strength<10 intelligence==5 wisdom>=3
Description:
Creates restrictions for entering a room. Players must pass every expression
test in order to enter. Valid parameters include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers)
STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..
Prop_ReqTattoo: Tattoo Limitations -
Property : Prop_ReqTattoo+
Targets : Rooms, Areas, Exits, Items
Parameters : optional msg; tattoo masks listed below
Example : -all +manlymen
Example : You can't go here!;-all +manlymen
Description:
Creates tattoo restrictions for entering a roomor possessing an item.
Followers will be allowed unless explicitly disallowed. See the help on
Tattoos. Understood masks include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers of appropriate alignment)
-all (disallow unless has one of the following +tattoos)
+all (allow unless has any of the followng -tattoos)
+none (must have all +tatoos, and lack all -tattoos)
+TATTOONAME (must have tattoo)
-TATTOONAME (must not have tattoo)
Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.
Property : Prop_ReqTattoo
Targets : Rooms, Areas, Exits, Items
Parameters : optional msg; tattoo masks listed below
Example : -all +manlymen
Example : You can't go here!;-all +manlymen
Description:
Creates tattoo restrictions for entering a roomor possessing an item.
Followers will be allowed unless explicitly disallowed. See the help on
Tattoos. Understood masks include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers of appropriate alignment)
-all (disallow unless has one of the following +tattoos)
+all (allow unless has any of the followng -tattoos)
+none (must have all +tatoos, and lack all -tattoos)
+TATTOONAME (must have tattoo)
-TATTOONAME (must not have tattoo)
Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.
Prop_ReRollStats: Re Roll Stats -
Property : Prop_ReRollStats+
Targets : MOB
Parameters : (BONUSPOINTS=[NUM]) (PICKCLASS=TRUE/FALSE)
Example :
Example : BONUSPOINTS=5 PICKCLASS=TRUE
Description:
Allows a player a one-time opportunity to redesignate their stats, completely
from scratch, and potentially re-pick their class.
Property : Prop_ReRollStats
Targets : MOB
Parameters : (BONUSPOINTS=[NUM]) (PICKCLASS=TRUE/FALSE)
Example :
Example : BONUSPOINTS=5 PICKCLASS=TRUE
Description:
Allows a player a one-time opportunity to redesignate their stats, completely
from scratch, and potentially re-pick their class.
Prop_Resistance: Resistance to Stuff -
Property : Prop_Resistance+
Targets : MOB
Parameters : see Prop_HaveResister
Example : see Prop_HaveResister
Description:
Gives a mob natural resistances and immunities. See Prop_HaveResister for more
information.
Property : Prop_Resistance
Targets : MOB
Parameters : resistance names followed by percentages
Parameters : Parameters may be followed by an optional mask
Example : magic 50% poison -10%
Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
Description:
Gives a mob natural resistances and immunities. The effects which may be
included are:
Resistances: gas fire electricity mind magic cold acid water evil (undead)
Resistances: justice (as per many thief abilities)
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
Resistances: -- weapons get reduced % damage per round, lvl based, with
limits.
: : -- always modifier makes weapon resists always work, no limits.
Resistances: spell chant song prayer thief_skill (ability types)
Resistances: enchantment/charm kicking vexing conjuration (ability domains)
Immunities : teleport (includes gate, summon) holy disease poison
Misc : debuf-duration (pct is the maximum debuf ticks remain)
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RestrictSkills: Specific Skill Neutralizing -
Property : Prop_RestrictSkills+
Targets : Room, Area, MOB, Item
Parameters : SKILLS="[ABILITYID,...]" MESSAGE="[STRING]"
Parameters : ONLYROOMS="[DOMAIN,...]" NEVERROOMS="[DOMAIN,...]"
Example : SKILLS="Spell_Sleep,Skill_Recall" MESSAGE="No!"
ONLYROOMS="UNDERWATER,AIR"
Description:
Cancels the effects of the listed spells/skills, and can be restricted by
location. The only required parameter is SKILLS, which is a comma-delimited
list of Ability IDs. Optional parameters includes MESSAGE, to change the skill
users error message, ONLYROOMS to restrict the skill everywhere except the
comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill
only in the comma delimited list of DOMAIN strings. DOMAINS include: CITY,
WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT,
HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER,
AIR, WATERSURFACE, METAL. When this property is on a mob, it only affects the
mob. When on an item, it only affects the owner of the item. If you want to
limit spells/skills used AGAINST a mob, look at immunities.
Property : Prop_RestrictSkills
Targets : Room, Area, MOB, Item
Parameters : SKILLS="[ABILITYID,...]" MESSAGE="[STRING]"
Parameters : ONLYROOMS="[DOMAIN,...]" NEVERROOMS="[DOMAIN,...]"
Example : SKILLS="Spell_Sleep,Skill_Recall" MESSAGE="No!"
ONLYROOMS="UNDERWATER,AIR"
Description:
Cancels the effects of the listed spells/skills, and can be restricted by
location. The only required parameter is SKILLS, which is a comma-delimited
list of Ability IDs. Optional parameters includes MESSAGE, to change the skill
users error message, ONLYROOMS to restrict the skill everywhere except the
comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill
only in the comma delimited list of DOMAIN strings. DOMAINS include: CITY,
WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT,
HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER,
AIR, WATERSURFACE, METAL. When this property is on a mob, it only affects the
mob. When on an item, it only affects the owner of the item. If you want to
limit spells/skills used AGAINST a mob, look at immunities.
Prop_RestrictSpells: Specific Spell Neutralizing -
Property : Prop_RestrictSpells+
Targets : Room, Area
Parameters : proper spell names separated by semicolons
Example : Spell_Sleep;Skill_Recall;
Description:
Cancels the effects of the listed spells when cast on or in the room.
Property : Prop_RestrictSpells
Targets : Room, Area
Parameters : proper spell names separated by semicolons
Example : Spell_Sleep;Skill_Recall;
Description:
Cancels the effects of the listed spells when cast on or in the room.
Prop_Retainable: Ability to set Price/Retainability of a pet. -
Property : Prop_Retainable+
Targets : Mobs
Parameters : The value of the mob to shopkeepers
Parameters : Price of the mob per period;number of days per period
Example : 100000
Example : 100;10
Description:
This property serves many a purpose: to allow you to set a value to mobs when
being sold as pets by shopkeepers. It also allows you to create mobs which
will be saved in the database when the system is shut down, so long as the mob
has this property, and the mob is presently on someone's personal home, such as
a Prop_RoomForSale room. The second parameter following the semicolon, if
present, will also make the mob automatically draw money from the property
owners bank account periodically. The second parameter refers to the number of
mud-days between each pay period. If a pay period passes and the mob can not
find a bank account of the owners from which to get paid, or has not been
placed on someone's personal property as described above, the mob will quit and
disappear.
Property : Prop_Retainable
Targets : Mobs
Parameters : The value of the mob to shopkeepers
Parameters : Price of the mob per period;number of days per period
Example : 100000
Example : 100;10
Description:
This property serves many a purpose: to allow you to set a value to mobs when
being sold as pets by shopkeepers. It also allows you to create mobs which
will be saved in the database when the system is shut down, so long as the mob
has this property, and the mob is presently on someone's personal home, such as
a Prop_RoomForSale room. The second parameter following the semicolon, if
present, will also make the mob automatically draw money from the property
owners bank account periodically. The second parameter refers to the number of
mud-days between each pay period. If a pay period passes and the mob can not
find a bank account of the owners from which to get paid, or has not been
placed on someone's personal property as described above, the mob will quit and
disappear.
Prop_RideAdjuster: Adjustments to stats when ridden -
Property : Prop_RideAdjuster+
Targets : Items and Mobs
Parameters : see Prop_HaveAdjuster
Example : see Prop_HaveAdjuster
Description:
Whenever the item or mob having this property is mounted or ridden, the
statistics of the rider will be adjusted as described in the parameters.
Dismounting will remove the effects. See Prop_HaveAdjuster for more information
on the valid parameters for this property.
Property : Prop_RideAdjuster
Targets : Items and Mobs
Parameters : see Prop_HaveAdjuster
Example : see Prop_HaveAdjuster
Description:
Whenever the item or mob having this property is mounted or ridden, the
statistics of the rider will be adjusted as described in the parameters.
Dismounting will remove the effects. See Prop_HaveAdjuster for more information
on the valid parameters for this property.
Prop_RideEnabler: Granting skills when ridden -
Property : Prop_RideEnabler+
Targets : Items and MOBS
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is being mounted or ridden, the owner
will be granted the spells, skills listed. The percentage given is optional,
and will be the proficiency of the skill. If a percentage is not given, the
default is 100%.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_RideEnabler
Targets : Items and MOBS
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is being mounted or ridden, the owner
will be granted the spells, skills listed. The percentage given is optional,
and will be the proficiency of the skill. If a percentage is not given, the
default is 100%.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RideResister: Resistance due to riding -
Property : Prop_RideResister+
Targets : Items and Mobs
Parameters : see Prop_HaveResister
Example : see Prop_HaveResister
Description:
Whenever the item having this property is mounted or ridden, the rider gains
certain resistances and immunities described in the parameters. When exited,
the resistances and immunities are also cancelled. See Prop_HaveResister for
more information on valid parameters for this property.
Property : Prop_RideResister
Targets : Items and Mobs
Parameters : resistance names followed by percentages
Parameters : Parameters may be followed by an optional mask
Example : magic 50% poison -10%
Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
Description:
Whenever the item having this property is mounted or ridden, the rider gains
certain resistances and immunities described in the parameters. When exited,
the resistances and immunities are also cancelled. The effects which may be
included are:
Resistances: gas fire electricity mind magic cold acid water evil (undead)
Resistances: justice (as per many thief abilities)
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
Resistances: -- weapons get reduced % damage per round, lvl based, with
limits.
: : -- always modifier makes weapon resists always work, no limits.
Resistances: spell chant song prayer thief_skill (ability types)
Resistances: enchantment/charm kicking vexing conjuration (ability domains)
Immunities : teleport (includes gate, summon) holy disease poison
Misc : debuf-duration (pct is the maximum debuf ticks remain)
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RideSpellCast: Casting spells when ridden -
Property : Prop_RideSpellCast+
Targets : Items and MOBS
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is being mounted or ridden, the owner
will be under the effect of the listed spells. The flag NOUNINVOKE can be
substituted for a spell to make all the effects non-dispellable until the
property no longer applies; use this flag with care! The flag LEVEL=[NUMBER]
can also be substituted for a spell name to force all the listed effects be
cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used
to shorted the length of spell casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_RideSpellCast
Targets : Items and MOBS
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is being mounted or ridden, the owner
will be under the effect of the listed spells. The flag NOUNINVOKE can be
substituted for a spell to make all the effects non-dispellable until the
property no longer applies; use this flag with care! The flag LEVEL=[NUMBER]
can also be substituted for a spell name to force all the listed effects be
cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used
to shorted the length of spell casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_RideZapper: Restrictions to riding -
Property : Prop_RideZapper+
Targets : Items and Mobs
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<S-NAME> jump(s) off of <O-NAME>!" -class +mage
Description:
Whenever the rider of the item or mob with this property mounts the item, they
will be zapped unless it is allowed by the listed parameters.
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_RideZapper
Targets : Items and Mobs
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<S-NAME> jump(s) off of <O-NAME>!" -class +mage
Description:
Whenever the rider of the item or mob with this property mounts the item, they
will be zapped unless it is allowed by the listed parameters.
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_RoomDark: Darkening Property -
Property : Prop_RoomDark+
Targets : Areas, Room
Parameters :
Example :
Description:
Makes a room dark, so that you need a light to see it.
Property : Prop_RoomDark
Targets : Areas, Room
Parameters :
Example :
Description:
Makes a room dark, so that you need a light to see it.
Prop_RoomForSale: Putting a room up for sale -
Property : Prop_RoomForSale+
Targets : Room
Parameters : (RENTAL) Price of the room
Example : 1000000
Example : Bob/1000000
Description:
Makes this room available for purchase by a player. The room will be
automatically listed in the stock of any ShopKeeper in the SAME AREA who is
designated a LandSeller, or any shopkeeper who has the proper StdTitle item in
its selling inventory. The system will automatically maintain the integrity of
any items left in the room, including restoring them on reboot. After a room
is sold, the player need only enter "LOOK ID" to see the rooms ID for the
purposes of identifying his or her lot in the future. The title received for
purchasing a room may be GIVEn or SELLed to change possession of the property.
The word rental followed by a space may preceed the price to make the price of
the property be charged every month automatically out of a Bankers account.
Failure to make rent returns the property to sellable status.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Property : Prop_RoomForSale
Targets : Room
Parameters : (RENTAL) Price of the room
Example : 1000000
Example : Bob/1000000
Description:
Makes this room available for purchase by a player. The room will be
automatically listed in the stock of any ShopKeeper in the SAME AREA who is
designated a LandSeller, or any shopkeeper who has the proper StdTitle item in
its selling inventory. The system will automatically maintain the integrity of
any items left in the room, including restoring them on reboot. After a room
is sold, the player need only enter "LOOK ID" to see the rooms ID for the
purposes of identifying his or her lot in the future. The title received for
purchasing a room may be GIVEn or SELLed to change possession of the property.
The word rental followed by a space may preceed the price to make the price of
the property be charged every month automatically out of a Bankers account.
Failure to make rent returns the property to sellable status.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Prop_RoomLit: Lighting Property -
Property : Prop_RoomLit+
Targets : Areas, Room
Parameters :
Example :
Description:
Makes a room lit, even at night.
Property : Prop_RoomLit
Targets : Areas, Room
Parameters :
Example :
Description:
Makes a room lit, even at night.
Prop_RoomPlusForSale: Putting an expandable room up for sale -
Property : Prop_RoomsPlusForSale+
Targets : Room
Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of the first room
Example : 1000000
Example : GRID 1000000
Example : The Bob Clan/1000000
Example : The Bob Clan/RENTAL 1000000
Description:
Makes this room available for purchase by a player. If you have more than one
room for sale, they MUST be separated by at least one room which is not for
sale, otherwise both groups will be considered one. This property is identicla
to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are
permitted to add new rooms to it. See Prop_RoomForSale for more information on
sold rooms and the rental flag.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Property : Prop_RoomsPlusForSale
Targets : Room
Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of the first room
Example : 1000000
Example : GRID 1000000
Example : The Bob Clan/1000000
Example : The Bob Clan/RENTAL 1000000
Description:
Makes this room available for purchase by a player. If you have more than one
room for sale, they MUST be separated by at least one room which is not for
sale, otherwise both groups will be considered one. This property is identicla
to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are
permitted to add new rooms to it. See Prop_RoomForSale for more information on
sold rooms and the rental flag.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Prop_RoomsForSale: Putting a cluster of rooms up for sale -
Property : Prop_RoomsForSale+
Targets : Room
Parameters : (RENTAL) Price of the group of rooms
Example : 1000000
Example : The Bob Clan/1000000
Description:
Makes this room part of a group of rooms available for purchase by a player.
The rooms will be sold as a group by the shopkeeper. If you have more than one
group of rooms for sale, they MUST be separated by at least one room which is
not for sale, otherwise both groups will be considered one. See
Prop_RoomForSale for more information on sold rooms and the rental flag.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Property : Prop_RoomsForSale
Targets : Room
Parameters : (RENTAL) Price of the group of rooms
Example : 1000000
Example : The Bob Clan/1000000
Description:
Makes this room part of a group of rooms available for purchase by a player.
The rooms will be sold as a group by the shopkeeper. If you have more than one
group of rooms for sale, they MUST be separated by at least one room which is
not for sale, otherwise both groups will be considered one. See
Prop_RoomForSale for more information on sold rooms and the rental flag.
When property is sold, it will be listed as the owner with a slash and the
price. Entering this sort of parameter directly is the quick way to give
players or clans property.
See also Prop_ReqCapacity for the means to set limits on players building
abilities on their property.
Prop_RoomUnmappable: Unmappable Room/Area -
Property : Prop_RoomUnmappable+
Targets : Areas, Room
Parameters : (MAPOK) (NOEXPLORE)
Example :
Example : NOEXPLORE
Description:
Makes a room unable to be mapped, explored, or seen with regional awareness.
Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter
disables the unmappable aspect.
Property : Prop_RoomUnmappable
Targets : Areas, Room
Parameters : (MAPOK) (NOEXPLORE)
Example :
Example : NOEXPLORE
Description:
Makes a room unable to be mapped, explored, or seen with regional awareness.
Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter
disables the unmappable aspect.
Prop_RoomView: Different Room View -
Property : Prop_RoomView+
Targets : Exits, Rooms, Items
Parameters : Room ID of the room to show
Example : Midgaard#3001
Description:
Allows players looking at the room or exit to actually SEE the room description
specified in the parameter. Useful for high-up views of the countryside.
Property : Prop_RoomView
Targets : Exits, Rooms, Items
Parameters : Room ID of the room to show
Example : Midgaard#3001
Description:
Allows players looking at the room or exit to actually SEE the room description
specified in the parameter. Useful for high-up views of the countryside.
Prop_RoomWatch: Different Room Can Watch -
Property : Prop_RoomWatch+
Targets : Rooms
Parameters : Room IDs of the rooms that may watch here or var defs ; delimited
Example : Midgaard#3001;Midgaard#3002;Midgaard#3012
Example : Midgaard#3001;prefix=Throw the window you see ;Midgaard#3012
Description:
Allows players in one of the listed rooms to see everything going on in the
host room as if they were there. They will be unable to interact with the
things they see (LOOKing at, or similar), but can at least witness them. The
parameters are the list of rooms, though you can also use prefix=message to
define a string to show before the remote messages.
Property : Prop_RoomWatch
Targets : Rooms
Parameters : Room IDs of the rooms that may watch here or var defs ; delimited
Example : Midgaard#3001;Midgaard#3002;Midgaard#3012
Example : Midgaard#3001;prefix=Throw the window you see ;Midgaard#3012
Description:
Allows players in one of the listed rooms to see everything going on in the
host room as if they were there. They will be unable to interact with the
things they see (LOOKing at, or similar), but can at least witness them. The
parameters are the list of rooms, though you can also use prefix=message to
define a string to show before the remote messages.
Prop_SafePet: Unattackable Pets -
Property : Prop_SafePet+
Targets : MOB
Parameters : MSG=[NEW DISPLAY MESSAGE]
Example : MSG="<S-NAME> is forbidden to harm <T-NAMESELF>."
Description:
Makes the mob with this property completely unattackable. The default message
can be changed with parameters.
Property : Prop_SafePet
Targets : MOB
Parameters : MSG=[NEW DISPLAY MESSAGE]
Example : MSG="<S-NAME> is forbidden to harm <T-NAMESELF>."
Description:
Makes the mob with this property completely unattackable. The default message
can be changed with parameters.
Prop_ScrapExplode: Scrap Explode -
Property : PROP_SCRAPEXPLODE+
Targets : Items
Parameters :
Description:
Makes an item explode when scrapped.
Property : PROP_SCRAPEXPLODE
Targets : Items
Parameters :
Description:
Makes an item explode when scrapped.
Property : Prop_Smell+
Targets : MOBS, Items, Rooms
Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...)
Example : <T-NAME> smells flowery!
Example : <T-NAME> smells awful!;<T-NAME> smells BAD!
Example : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD!
Example : EMOTE BROADCAST <T-NAME> smells awful!
Description:
Makes the object with this property respond to a SNIFF command. More than one
smell may be given, separated by semicolons. Each smell may have a chance of
being selected during a sniff using the CHANCE parameter. ONLY MOBS with this
property have other options, including an absolute duration before going away
using the TICKS parameter, the opportunity to emote periodically using the
EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST
flag.
Property : Prop_Smell
Targets : MOBS, Items, Rooms
Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...)
Example : <T-NAME> smells flowery!
Example : <T-NAME> smells awful!;<T-NAME> smells BAD!
Example : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD!
Example : EMOTE BROADCAST <T-NAME> smells awful!
Description:
Makes the object with this property respond to a SNIFF command. More than one
smell may be given, separated by semicolons. Each smell may have a chance of
being selected during a sniff using the CHANCE parameter. ONLY MOBS with this
property have other options, including an absolute duration before going away
using the TICKS parameter, the opportunity to emote periodically using the
EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST
flag.
Prop_Socials: Local Social creating property -
Property : Prop_Socials+
Targets : Areas, Room, Item, Mobs, Exits
Parameters : NAME=[SOCIAL NAME] SRCCODE=[CODE] TGTCODE=[CODE] YOUSEE="[MSG]"
: : (TARGET="[TARGET CODE]") (OTHSEE="[MSG]") (TGTSEE="[MSG]")
: : (NOTARGSEE="[MSG]") (MSPFILE=[FILENAME]) (;[MORE SOCIALS]...)
Parameters : MASK="[ZAPPER MASK]" ; ...
Parameters : WORNONLY=TRUE/FALSE ; ...
Parameters : LOAD="[SOCIALS INI FILE PATH]" ; ...
Example : name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ...
Example : load="specialSocials.txt"
Description:
Creates and defines socials that apply to players in the affected area, room,
or near the affected exit, or possessing the affected item.
The parameters may be a LOAD command for a resource file containing a standard
socials definition list (see your resources/socials.txt file). These files
have a single social definition per line, where each part is separated by a tab
character.
The parameters may also contain a MASK= definition for a zapper mask that will
determine whether the given invoker player or mob can use the social. See help
on ZAPPERMASK for more information on how to use masks. A WORNONLY variable
can be set to TRUE or FALSE to determine whether an item with this property
must be worn in order for the social to be usable.
The parameters may also be a semicolon (;) separated list of social definitions
using the VARIABLE=VALUE format. The required variables are NAME, SRCCODE,
TGTCODE, and YOUSEE. Each variable definition set is separated by semicolons
to define as many socials as are needed.
The allowed variables and valid values are as follows:
NAME = the keyword/name of the social -- the command
SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement
TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual
TARGET = target: <T-NAME> SELF ALL <I-NAME> <V-NAME> <E-NAME> [ITEM]
YOUSEE = What the command invoker sees (<S-NAME>) sees.
OTHSEE = What others see the invoker do
TGTSEE = What the target (if any) sees
NOTARGSEE = What the invoker sees when the target is not present
MSPFILE = name of msp sound file in your sounds directory
Property : Prop_Socials+ + +
Targets : Areas, Room, Item, Mobs, Exits
Parameters : NAME=[SOCIAL NAME] SRCCODE=[CODE] TGTCODE=[CODE] YOUSEE="[MSG]"
: : (TARGET="[TARGET CODE]") (OTHSEE="[MSG]") (TGTSEE="[MSG]")
: : (NOTARGSEE="[MSG]") (MSPFILE=[FILENAME]) (;[MORE SOCIALS]...)
Parameters : MASK="[ZAPPER MASK]" ; ...
Parameters : WORNONLY=TRUE/FALSE ; ...
Parameters : LOAD="[SOCIALS INI FILE PATH]" ; ...
Example : name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ...
Example : load="specialSocials.txt"
Description:
Creates and defines socials that apply to players in the affected area, room,
or near the affected exit, or possessing the affected item.
The parameters may be a LOAD command for a resource file containing a standard
socials definition list (see your resources/socials.txt file). These files
have a single social definition per line, where each part is separated by a tab
character.
The parameters may also contain a MASK= definition for a zapper mask that will
determine whether the given invoker player or mob can use the social. See help
on ZAPPERMASK for more information on how to use masks. A WORNONLY variable
can be set to TRUE or FALSE to determine whether an item with this property
must be worn in order for the social to be usable.
The parameters may also be a semicolon (;) separated list of social definitions
using the VARIABLE=VALUE format. The required variables are NAME, SRCCODE,
TGTCODE, and YOUSEE. Each variable definition set is separated by semicolons
to define as many socials as are needed.
The allowed variables and valid values are as follows:
NAME = the keyword/name of the social -- the command
SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement
TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual
TARGET = target: <T-NAME> SELF ALL <I-NAME> <V-NAME> <E-NAME> [ITEM]
YOUSEE = What the command invoker sees (<S-NAME>) sees.
OTHSEE = What others see the invoker do
TGTSEE = What the target (if any) sees
NOTARGSEE = What the invoker sees when the target is not present
MSPFILE = name of msp sound file in your sounds directory
+ Prop_Sounder: Reactive Noise +
Property : Prop_Sounder
Targets : Areas, Room, Item, Mobs, Exits
Targets : Room, MOBs, Items, Areas
Parameters :([EMOTE TRIGGER] [EMOTE STRING];)
Example : enter wiggles his bottom.;sleep smiles evilly.;mount burps!
Example : wear $p looks good on you.;remove Now you don't look so
good.;remove_room $n doesn't look so good.
A lightweight alternative to the Emoter and Sounder behaviors, this allows you
to create very simple emoting triggers based on event triggers instead of
pro-active tick triggers, such as getting an item, or leaving a room. Each
emote trigger is semicolon (;) separated. Valid emote triggers include the
following:
GET - if an item is gotten (or THE item), this will emote to the getter.
GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
the getter).
DROP - if an item is dropped (or THE item), this will emote to the getter.
DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
(not the getter).
PUSH - if an item is pushed (or THE item), this will emote to the pusher.
PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
(not the pusher).
PULL - if an item is pulled (or THE item), this will emote to the pulled.
PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
(not the puller).
EAT - if an item is eaten (or THE item), this will emote to the eater.
EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
the getter).
MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
(not the getter).
DRINK - if an item is drunk (or THE item), this will emote to the drinker.
DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
(not the getter).
SIT - if an item is sat on (or THE item), this will emote to the sitter.
SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
the getter).
SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
(not the getter).
WEAR - if an item is worn (or THE item), this will emote to the wearer.
WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
the getter).
OPEN - if an item is opened (or THE item), this will emote to the wearer.
OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
(not the getter).
CLOSE - if an item is closed (or THE item), this will emote to the wearer.
CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
(not the getter).
HOLD - if an item is held (or THE item), this will emote to the wearer.
HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
the getter).
WIELD - if an item is wielded (or THE item), this will emote to the wearer.
WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
(not the getter).
REMOVE - if an item is removed (or THE item), this will emote to the remover.
REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
(not the getter).
PORTAL_ENTER - if the room is entered, this will emote to the one entering.
PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
the room.
PORTAL_EXIT - if the room is left, this will emote to the one leaving.
PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
room.
DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
hurting.
DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
others in the room.
FIGHT - if the object is attacking, or used to attack, this will emote to the
one attacking.
FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
the others in the room.
The emote strings may be any text, and the following codes may be included:
$p - the name of the item with the behavior.
$n - the name of the source of the emote, or the source of the trigger.
$e - the he/she of $n.
$s - the his/her of $n.
Prop_SparringRoom: Player Death Neutralizing -
Property : Prop_SparringRoom+
Targets : Areas, Room
Parameters : (ROOMID)
Example : SparringArea#123
Description:
Creates a room or area where death is of little consequence. Players (not
mobs) who die in this area will lose neither equipment, nor experience, but
will be brought back to their Start room (not their death room), or to any room
designated in the parameters. Players also cannot flee or recall.
Property : Prop_SparringRoom
Targets : Areas, Room
Parameters : (ROOMID)
Example : SparringArea#123
Description:
Creates a room or area where death is of little consequence. Players (not
mobs) who die in this area will lose neither equipment, nor experience, but
will be brought back to their Start room (not their death room), or to any room
designated in the parameters. Players also cannot flee or recall.
Prop_SpellAdder: Casting spells on oneself -
Property : Prop_SpellAdder+
Targets : Rooms, Items, MOBs
Parameters : See Prop_HereSpellCast
Parameters : See Prop_HereSpellCast
Example : 50%;Spell_Invisible;Prayer_Sanctuary
Description:
Casts the spells in the parameters on the next one to enter the same room. as
the item, mob, or room with this property.
Property : Prop_SpellAdder
Targets : Rooms, Items, MOBs
Parameters : See Prop_HereSpellCast
Parameters : See Prop_HereSpellCast
Example : 50%;Spell_Invisible;Prayer_Sanctuary
Description:
Casts the spells in the parameters on the next one to enter the same room. as
the item, mob, or room with this property.
Prop_SpellReflecting: Spell reflecting property -
Property : Prop_SpellReflecting+
Targets : MOBs, Items
Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])
Example : min=1 max=30 chance=100 fade=0 remain=100
Example : max=10 chance=75 fade=1 remain=50
Description:
This complex property allows the archon to set up mobs or items which, when
worn, are capable of reflecting spells cast at the mob back to the source. The
min and max parms describe the levels of spells which may be reflected. The
chance parm describes the % chance of a spell being reflected. Remain is the
number of spell levels which may be reflected. Every time a spell is
reflected, the level of the spell is subtracted from the remain value. When
remain reaches below 0, the item or mob will no longer reflect spells. Fade
describes whether the property is persistent or destructive. If fade is equal
to 1 or more, then the property is destructive, meaning that the mob will never
again gain the fading benefit from this property after remain reaches below 0.
If the property was on an item, it will be destroyed. If fade is equal to 0,
then the property is persistent. The property will still stop working when the
remain value reaches below 0, but the item will not be destroyed, and will
begin to regain its strength at a rate of 1 point every 5 minutes or so.
Property : Prop_SpellReflecting
Targets : MOBs, Items
Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])
Example : min=1 max=30 chance=100 fade=0 remain=100
Example : max=10 chance=75 fade=1 remain=50
Description:
This complex property allows the archon to set up mobs or items which, when
worn, are capable of reflecting spells cast at the mob back to the source. The
min and max parms describe the levels of spells which may be reflected. The
chance parm describes the % chance of a spell being reflected. Remain is the
number of spell levels which may be reflected. Every time a spell is
reflected, the level of the spell is subtracted from the remain value. When
remain reaches below 0, the item or mob will no longer reflect spells. Fade
describes whether the property is persistent or destructive. If fade is equal
to 1 or more, then the property is destructive, meaning that the mob will never
again gain the fading benefit from this property after remain reaches below 0.
If the property was on an item, it will be destroyed. If fade is equal to 0,
then the property is persistent. The property will still stop working when the
remain value reaches below 0, but the item will not be destroyed, and will
begin to regain its strength at a rate of 1 point every 5 minutes or so.
Prop_StatAdjuster: Char Stats Adjusted MOB -
Property : Prop_StatAdjuster+
Targets : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
Parameters : (ADJMAX=TRUE/FALSE)
Example :
Example : CON=1
Example : STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1
Description:
This property adjusts a mobs basic stats up or down. Normally, these stats
won't go above the mobs max stats. However, if ADJMAX is set to true, the max
stat will also be adjusted.
Property : Prop_StatAdjuster
Targets : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
Parameters : (ADJMAX=TRUE/FALSE)
Example :
Example : CON=1
Example : STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1
Description:
This property adjusts a mobs basic stats up or down. Normally, these stats
won't go above the mobs max stats. However, if ADJMAX is set to true, the max
stat will also be adjusted.
Prop_StatTrainer: Good training MOB -
Property : Prop_StatTrainer+
Targets : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
Parameters : (BASEVALUE=#) (NOTEACH)
Example :
Example : BASEVALUE=10 CON=10
Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
Description:
This property changes a mobs basic 6 stats. With no parameter, it will set all
stats to 25 (or the base value), making the mob a suitable trainer. Other
parameters may be entered in order to set the stats of the mob to the specified
values. Any values not given will default to 25 (or the base value). If you
do not want the mob to also be a trainer, you may include the NOTEACH flag. Use
BASEVALUE to change the base value from 25 to something else. A BASEVALUE of
-1 will prevent any alteration of that stat.
Property : Prop_StatTrainer
Targets : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
Parameters : (BASEVALUE=#) (NOTEACH)
Example :
Example : BASEVALUE=10 CON=10
Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
Description:
This property changes a mobs basic 6 stats. With no parameter, it will set all
stats to 25 (or the base value), making the mob a suitable trainer. Other
parameters may be entered in order to set the stats of the mob to the specified
values. Any values not given will default to 25 (or the base value). If you
do not want the mob to also be a trainer, you may include the NOTEACH flag. Use
BASEVALUE to change the base value from 25 to something else. A BASEVALUE of
-1 will prevent any alteration of that stat.
Prop_StayAboard: Stays on mounted thing -
Property : Prop_StayAboard+
Targets : MOB, ITEM
Parameters :
Example :
Description:
Put this property on mobs or items that you want to be perpetually mounted on
whatever it is initially mounted on/to. This is especially useful for
Patrollers in chaotic environments where a gust of wind or a nasty current may
throw things out of whack.
Property : Prop_StayAboard
Targets : MOB, ITEM
Parameters :
Example :
Description:
Put this property on mobs or items that you want to be perpetually mounted on
whatever it is initially mounted on/to. This is especially useful for
Patrollers in chaotic environments where a gust of wind or a nasty current may
throw things out of whack.
Property : Prop_Tattoo+
Targets : MOB
Parameters : tattoo names delimited by semicolons
Example : ;UNDEADKILLER;MANLYMEN;
Description:
This property WAS used to give MOBs tattoos. It is deprecated now. They are
now stored on MOB objects. See Help TATTOO.
Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.
Property : Prop_Tattoo
Targets : MOB
Parameters : tattoo names delimited by semicolons
Example : ;UNDEADKILLER;MANLYMEN;
Description:
This property WAS used to give MOBs tattoos. It is deprecated now. They are
now stored on MOB objects. See Help TATTOO.
Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.
Prop_TattooAdder: A TattooAdder -
Property : Prop_TattooAdder+
Targets : MOBs, Items, Exits, Rooms,
Targets : Areas, Weapons, Food, Drink, Armor
Parameters : tattoo name to grant or remove
Example : MANLYMEN
Example : -MANLYMEN
Example : +-MANLYMEN
Example : +~MANLYMEN
Example : +-~MANLYMEN
Example : +34 MANLYMEN
Description:
This property is used to give MOBs tattoos based on an action taken. The
tattoo is given by the object with this property, based on an action which
depends on the type of object with this property.
The tattoo parameter is prefixed with - to remove it when the trigger occurs.
The tattoo parameter is prefixed with + (or nothing) to add it when the trigger
occurs.
The tattoo parameter is prefixed with +- to add or remove it when the trigger
occurs.
The tattoo parameter (after any +- marks) is prefixed with ~ to disable
emoting.
The tattoo parameter is prefixed (after +- or ~) with a number to make it
decay.
The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.
The actions which trigger the tattoo include:
MOB - death
Item - get
Exit - enter
Room - enter
Area - enter
Weapon - use in battle
Food - eat
Drink - drink
Armor - wear
Property : Prop_TattooAdder
Targets : MOBs, Items, Exits, Rooms,
Targets : Areas, Weapons, Food, Drink, Armor
Parameters : tattoo name to grant or remove
Example : MANLYMEN
Example : -MANLYMEN
Example : +-MANLYMEN
Example : +~MANLYMEN
Example : +-~MANLYMEN
Example : +34 MANLYMEN
Description:
This property is used to give MOBs tattoos based on an action taken. The
tattoo is given by the object with this property, based on an action which
depends on the type of object with this property.
The tattoo parameter is prefixed with - to remove it when the trigger occurs.
The tattoo parameter is prefixed with + (or nothing) to add it when the trigger
occurs.
The tattoo parameter is prefixed with +- to add or remove it when the trigger
occurs.
The tattoo parameter (after any +- marks) is prefixed with ~ to disable
emoting.
The tattoo parameter is prefixed (after +- or ~) with a number to make it
decay.
The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.
The actions which trigger the tattoo include:
MOB - death
Item - get
Exit - enter
Room - enter
Area - enter
Weapon - use in battle
Food - eat
Drink - drink
Armor - wear
Prop_TicketTaker: Ticket Taker -
Property : Prop_TicketTaker+
Targets : Mobs, Items
Parameters : Cost of boarding
Example : 100
Description:
This property makes a mob or item the master of a carriage, horse, or other
rideable item. They will require the payment of gold specified in the
parameters before allowing anyone else to board. Non-player mobs will always
be allowed to board. The ticket taker must be riding either the carriage, or
riding a horse pulling it, or actually BE the carriage.
Property : Prop_TicketTaker
Targets : Mobs, Items
Parameters : Cost of boarding
Example : 100
Description:
This property makes a mob or item the master of a carriage, horse, or other
rideable item. They will require the payment of gold specified in the
parameters before allowing anyone else to board. Non-player mobs will always
be allowed to board. The ticket taker must be riding either the carriage, or
riding a horse pulling it, or actually BE the carriage.
Prop_Trainer: THE Training MOB -
Property : Prop_Trainer+
Targets : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)
Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES)
Example :
Example : CON=10
Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
Example : all Fighter all Cleric
Description:
This property makes a mob a suitable target for the TRAIN command for players.
With no parameter, it will set all stats to 25, give them 0 levels in all
classes, and give them all expertises. Other parameters may be entered in
order to set the stats of the mob to the specified values. Any values not
given will default to 25. If you do not want the mob to also be a trainer, you
may include the NOTEACH flag. Listing one or more class names will make that
trainer have 0 levels in those classes (able to train to it). Not listing any
will give the mob ALL classes at level 0. Listing expertise IDs works
similarly.
Property : Prop_Trainer
Targets : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)
Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES) (SKILLS)
Example :
Example : CON=10
Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
Example : all Fighter all Cleric
Description:
This property makes a mob a suitable target for the TRAIN command for players.
With no parameter, it will set all stats to 25, give them 0 levels in all
classes, and give them all expertises. Other parameters may be entered in
order to set the stats of the mob to the specified values. Any values not
given will default to 25. If you do not want the mob to also be a trainer, you
may include the NOTEACH flag. Listing one or more class names will make that
trainer have 0 levels in those classes (able to train to it). Not listing any
will give the mob ALL classes at level 0. Listing expertise IDs works
similarly.
Prop_Transporter: Room entering adjuster -
Property : Prop_Transporter+
Targets : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor
Parameters : Room ID (; (SENDENTER=[TRUE/FALSE]))
Example : Midgaard#3001
Example : Midgaard#3001;sendenter=true
Description:
This property is used to transport mobs to a particular place based on an
action taken. The actions which trigger the transport include:
Rideable - mount
MOB - speak
Item - get
Exit - enter
Room - enter
Area - enter
Weapon - use in battle
Food - eat
Drink - drink
Armor - wear
Normally, this skill bypasses any normal notifications, but behaves as if the
transported mob is "just there". Add a semicolon and set "sendenter" to true
for scripts to see the movement.
Property : Prop_Transporter
Targets : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor
Parameters : Room ID (; (SENDENTER=[TRUE/FALSE]))
Example : Midgaard#3001
Example : Midgaard#3001;sendenter=true
Description:
This property is used to transport mobs to a particular place based on an
action taken. The actions which trigger the transport include:
Rideable - mount
MOB - speak
Item - get
Exit - enter
Room - enter
Area - enter
Weapon - use in battle
Food - eat
Drink - drink
Armor - wear
Normally, this skill bypasses any normal notifications, but behaves as if the
transported mob is "just there". Add a semicolon and set "sendenter" to true
for scripts to see the movement.
Prop_Trashcan: Auto purges items put into a container -
Property : Prop_Trashcan+
Targets : Room, Container Item
Parameters : (DELAY=[#TICKS])
Example :
Example : DELAY=4
Description:
Causes all items dropped, or placed in the host container to be destroyed and
to cease to exist. If a delay parameter is used, the destruction of the items
in the can will not occur until that time has passed.
Property : Prop_Trashcan
Targets : Room, Container Item
Parameters : (DELAY=[#TICKS])
Example :
Example : DELAY=4
Description:
Causes all items dropped, or placed in the host container to be destroyed and
to cease to exist. If a delay parameter is used, the destruction of the items
in the can will not occur until that time has passed.
Prop_Uncampable: Can't be camped on -
Property : Prop_Uncampable+
Targets : Items, Rooms, Mobs
Parameters :
Example :
Description:
If this mob, room, or item is otherwise rejuvenating, this property will
prevent the rejuvenation from actually occurring if PCs are in the same room as
the rejuvenation, but an admin is not present.
Property : Prop_Uncampable
Targets : Items, Rooms, Mobs
Parameters :
Example :
Description:
If this mob, room, or item is otherwise rejuvenating, this property will
prevent the rejuvenation from actually occurring if PCs are in the same room as
the rejuvenation, but an admin is not present.
Prop_Unsellable: Unsellable stuff -
Property : Prop_Unsellable+
Targets : Items, Mobs
Parameters :
Example :
Description:
Makes the mob or item unable to be sold to a shopkeeper.
Property : Prop_Unsellable+ + +
Targets : Items, Mobs
Parameters :
Example :
Description:
Makes the mob or item unable to be sold to a shopkeeper.
+ Prop_UseAdjuster: Adjusting stats when used +
Property : Prop_UseAdjuster+ + +
Targets : Items
Parameters : statistic names followed by a +, -, or = and a value
Parameters : (reversed)
Parameters : The above parameters may be followed by an optional mask
Example : move+100 class=thief race=elf gender=F
Example : dex-1 reversed MASK=-Race +Dwarf
Description:
When the item with this property is used in a particular way, the listed
effects will be permanently given to the owner. For items, trigger use
includes:
Food, Drink: EAT/DRINK
Weapon: Doing damage with (can be reversed)
Container: Putting something into
Armor: Taking damage while wearing properly
The REVERSED parameter is special, and means that instead of the effect going
to the owner of the item, it goes to the other party in a trigger, such as to
the target instead of the owner when a weapon does damage, or to the attacker
instead of the owner when taking damage with an armor.
All parameters use the + or - adjuster, except the class, race, and gender
parameters noted above. Valid parameters are as follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size) conversion weightadj saveblunt savepierce saveslash savespells
saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
critdmgmagic.
By default, the values + or - are added to the existing values. However, if
MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
will instead have their values multiplied by the given value / 100. Likewise,
if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
similarly multiplied instead of added. All other values act the same.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
+ Prop_UseEmoter: Emoting when used +
Property : Prop_UseEmoter+ + +
Targets : Item
Parameters : Flags, pct chance, emote strings, ';' separated.
Example : chance=25;wiggles his bottom.;smiles evilly.;burps!
Example : smell chance=25 ;smells horrible!;is really stinky!
Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
Example : broadcast sound chance=25;grumbles!;eeeks!
Example : chance=25;sound grumbles!;visual leers broadly.;social smile
Description:
This property defines a serious of emotes, one of which is triggered when an
item is used, such as armor worn, weapon wielded, container filled, drinkable
filled. All emote strings are separated by the semicolons shown above. The
first parameter can be empty for defaults,the percent chance of occurrence
after the event occurs, a list of rooms where the emoter MUST be for the emoter
to work (inroom=...), a tag to make the emote sound based (sound), a tag to
make the emote smell based (smell), a tag to make the emote broadcast to
adjacent rooms (broadcast), or a tag to make the message private to the actor
(private).
You can also mix and match the types of emotes by putting the keywords SIGHT,
SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
the type of emote for the rest of the string. The last example shows how to
enter a mixed emote.
+ Prop_UseEmoter2: Emoting when used +
Property : Prop_UseEmoter2
Targets : Item
Parameters : Flags, pct chance, emote strings, ';' separated.
Example : See Prop_UseEmoter
Description:
This property defines a serious of emotes, one of which is triggered when an
item is used, such as item gotten, food ate or drank, or liquid poured. All
emote strings are separated by the semicolons shown above. The first parameter
can be empty for defaults,the percent chance of occurrence after the event
occurs, a list of rooms where the emoter MUST be for the emoter to work
(inroom=...), a tag to make the emote sound based (sound), a tag to make the
emote smell based (smell), a tag to make the emote broadcast to adjacent rooms
(broadcast), or a tag to make the message private to the actor (private).
You can also mix and match the types of emotes by putting the keywords SIGHT,
SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
the type of emote for the rest of the string. The last example shows how to
enter a mixed emote.
Prop_UseSpellCast: Casting spells when used -
Property : Prop_UseSpellCast+
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
When the item with this property is worn or wielded, filled or has something
placed in it, the owner will be affected by the listed spells.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_UseSpellCast
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
When the item with this property is worn or wielded, filled or has something
placed in it, the owner will be affected by the listed spells.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_UseSpellCast2: Casting spells when used -
Property : Prop_UseSpellCast2+
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
When the item with this property is touched, or in the case of food and drink,
eaten or drank, the owner will be affected by the listed spells.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_UseSpellCast2
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Example : Spell_MageArmor;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
When the item with this property is touched, or in the case of food and drink,
eaten or drank, the owner will be affected by the listed spells.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WeakBridge: Weak Rickity Bridge -
Property : Prop_WeakBridge+
Targets : Rooms, Exits
Parameters : max=[WEIGHT] chance=[%] down=[# TICKS]
Example : max=400 chance=75 down=300
Description:
Whenever a player enters or exits the room or exit with this property, that
player is in great danger. If their total weight exceeds the weight specified
by the max parameter, there is a % chance equals to the chance parameter that
the bridge beneath them will break. If the property is on an exit, that means
instant death for the player. If the property is on an InTheAir type room with
a place to fall beneath it, they will fall. If the property is on any other
kind of room, instant death will result. The down property describes how many
ticks the bridge will remain "down" once it has been broken by a heavy player.
Flying can always overcome this property.
Property : Prop_WeakBridge
Targets : Rooms, Exits
Parameters : max=[WEIGHT] chance=[%] down=[# TICKS]
Example : max=400 chance=75 down=300
Description:
Whenever a player enters or exits the room or exit with this property, that
player is in great danger. If their total weight exceeds the weight specified
by the max parameter, there is a % chance equals to the chance parameter that
the bridge beneath them will break. If the property is on an exit, that means
instant death for the player. If the property is on an InTheAir type room with
a place to fall beneath it, they will fall. If the property is on any other
kind of room, instant death will result. The down property describes how many
ticks the bridge will remain "down" once it has been broken by a heavy player.
Flying can always overcome this property.
Prop_WeaponImmunity: Weapon Immunity -
Property : Prop_WeaponImmunity+
Targets : Items, Mobs
Parameters : List of immunities
Example : +ALL -SILVER -CLOTH -LEATHER
Example : +ALL -MAGIC -SLASHING -FROSTING
Example : +ALL -LEVEL15
Example : +BASHING +IRON +STEEL +MAGIC
Example : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER
Description:
Whenever the item with this property is worn, or for the mob with this
property, they will attain damage immunities to the types and/or materials of
weapons specified. Here are the parameters:
+ALL - Specifies that, by default, the mob is immune to ALL damage.
-DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the
given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING,
-BURNING, -MELTING, -NATURAL, -BASHING, etc.
+DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given
damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING,
-WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the
given type. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED,
-HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.
+WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of
the given type. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
+FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
+THROWN, etc.
-MAGIC - Creates an exception to the +ALL rule by permitting damage from
magical spells and magical weapons.
+MAGIC - If +ALL is not used, this will create an immunity to magical spells
and weapons.
-MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from
magical spells, chants, songs, or prayers.
+MAGICSKILLS - If +ALL is not used, this will create an immunity to magical
spells, chants, songs, and prayers.
-LEVELX - Creates an exception to the +ALL rule by permitting damage from
weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.
+LEVELX - Can be used instead of +ALL to create an immunity to weapons whose
level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be
any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types
above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a
given material.
-PARALYSIS - Creates an exception to the +All rule by permitting damage from
paralysis spells.
+PARALYSIS - If +All is not used, this creates an immunity to damage from
paralysis spells.
-FIRE - Creates an exception to the +All rule by permitting damage from fire
spells.
+FIRE - If +All is not used, this creates an immunity to damage from fire
spells.
-COLD - Creates an exception to the +All rule by permitting damage from cold
spells.
+COLD - If +All is not used, this creates an immunity to damage from cold
spells.
-WATER - Creates an exception to the +All rule by permitting damage from water
spells.
+WATER - If +All is not used, this creates an immunity to damage from water
spells.
-GAS - Creates an exception to the +All rule by permitting damage from gas
spells.
+GAS - If +All is not used, this creates an immunity to damage from gas spells.
-MIND - Creates an exception to the +All rule by permitting damage from mind
spells.
+MIND - If +All is not used, this creates an immunity to damage from mind
spells.
-JUSTICE - Creates an exception to the +All rule by permitting damage from
justice spells.
+JUSTICE - If +All is not used, this creates an immunity to damage from justice
spells.
-ACID - Creates an exception to the +All rule by permitting damage from acid
spells.
+ACID - If +All is not used, this creates an immunity to damage from acid
spells.
-ELECTRICITY - Creates an exception to the +All rule by permitting damage from
electric spells.
+ELECTRICITY - If +All is not used, this creates an immunity to damage from
electric spells.
-POISON - Creates an exception to the +All rule by permitting damage from
poison spells.
+POISON - If +All is not used, this creates an immunity to damage from poison
spells.
-UNDEAD - Creates an exception to the +All rule by permitting damage from
undead spells.
+UNDEAD - If +All is not used, this creates an immunity to damage from
undead/evil spells.
-DISEASE - Creates an exception to the +All rule by permitting damage from
disease spells.
+DISEASE - If +All is not used, this creates an immunity to damage from disease
spells.
-TRAPS - Creates an exception to the +All rule by permitting damage from traps
spells.
+TRAPS - If +All is not used, this creates an immunity to damage from traps
spells.
Property : Prop_WeaponImmunity
Targets : Items, Mobs
Parameters : List of immunities
Example : +ALL -SILVER -CLOTH -LEATHER
Example : +ALL -MAGIC -SLASHING -FROSTING
Example : +ALL -LEVEL15
Example : +BASHING +IRON +STEEL +MAGIC
Example : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER
Description:
Whenever the item with this property is worn, or for the mob with this
property, they will attain damage immunities to the types and/or materials of
weapons specified. Here are the parameters:
+ALL - Specifies that, by default, the mob is immune to ALL damage.
-DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the
given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING,
-BURNING, -MELTING, -NATURAL, -BASHING, etc.
+DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given
damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING,
-WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the
given type. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED,
-HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.
+WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of
the given type. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
+FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
+THROWN, etc.
-MAGIC - Creates an exception to the +ALL rule by permitting damage from
magical spells and magical weapons.
+MAGIC - If +ALL is not used, this will create an immunity to magical spells
and weapons.
-MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from
magical spells, chants, songs, or prayers.
+MAGICSKILLS - If +ALL is not used, this will create an immunity to magical
spells, chants, songs, and prayers.
-LEVELX - Creates an exception to the +ALL rule by permitting damage from
weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.
+LEVELX - Can be used instead of +ALL to create an immunity to weapons whose
level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be
any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types
above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a
given material.
-PARALYSIS - Creates an exception to the +All rule by permitting damage from
paralysis spells.
+PARALYSIS - If +All is not used, this creates an immunity to damage from
paralysis spells.
-FIRE - Creates an exception to the +All rule by permitting damage from fire
spells.
+FIRE - If +All is not used, this creates an immunity to damage from fire
spells.
-COLD - Creates an exception to the +All rule by permitting damage from cold
spells.
+COLD - If +All is not used, this creates an immunity to damage from cold
spells.
-WATER - Creates an exception to the +All rule by permitting damage from water
spells.
+WATER - If +All is not used, this creates an immunity to damage from water
spells.
-GAS - Creates an exception to the +All rule by permitting damage from gas
spells.
+GAS - If +All is not used, this creates an immunity to damage from gas spells.
-MIND - Creates an exception to the +All rule by permitting damage from mind
spells.
+MIND - If +All is not used, this creates an immunity to damage from mind
spells.
-JUSTICE - Creates an exception to the +All rule by permitting damage from
justice spells.
+JUSTICE - If +All is not used, this creates an immunity to damage from justice
spells.
-ACID - Creates an exception to the +All rule by permitting damage from acid
spells.
+ACID - If +All is not used, this creates an immunity to damage from acid
spells.
-ELECTRICITY - Creates an exception to the +All rule by permitting damage from
electric spells.
+ELECTRICITY - If +All is not used, this creates an immunity to damage from
electric spells.
-POISON - Creates an exception to the +All rule by permitting damage from
poison spells.
+POISON - If +All is not used, this creates an immunity to damage from poison
spells.
-UNDEAD - Creates an exception to the +All rule by permitting damage from
undead spells.
+UNDEAD - If +All is not used, this creates an immunity to damage from
undead/evil spells.
-DISEASE - Creates an exception to the +All rule by permitting damage from
disease spells.
+DISEASE - If +All is not used, this creates an immunity to damage from disease
spells.
-TRAPS - Creates an exception to the +All rule by permitting damage from traps
spells.
+TRAPS - If +All is not used, this creates an immunity to damage from traps
spells.
Prop_WearAdjuster: Adjustments to stats when worn -
Property : Prop_WearAdjuster+
Targets : Items (armor and weapons principally)
Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf
Description:
Whenever the item having this property is wielded or worn, the statistics of
the owner will be adjusted as described in the parameters. Removing the item
will remove the effects. The Layered flag may be used to prevent bonus or
penalty stacking due to multiple items worn on the same location. See
Prop_HaveAdjuster for more information on the valid parameters for this
property.
Property : Prop_WearAdjuster
Targets : Items (armor and weapons principally)
Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf
Description:
Whenever the item having this property is wielded or worn, the statistics of
the owner will be adjusted as described in the parameters. Removing the item
will remove the effects. The Layered flag may be used to prevent bonus or
penalty stacking due to multiple items worn on the same location. See
Prop_HaveAdjuster for more information on the valid parameters for this
property.
Prop_WearEnabler: Granting skills when worn/wielded -
Property : Prop_WearEnabler+
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Parameters : The above parameters may include optional LAYERED flag
Example : Spell_MageArmor;Spell_Shield
Example : Spell_MageArmor;LAYERED;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is worn, wielded, or held, the owner
will be granted the spells, skills listed. The percentage given is optional,
and will be the proficiency of the skill. If a percentage is not given, the
default is 100%. The layered flag means that, among layers of armor, only the
top layer will grant its effect.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_WearEnabler
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Parameters : The above parameters may include optional LAYERED flag
Example : Spell_MageArmor;Spell_Shield
Example : Spell_MageArmor;LAYERED;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is worn, wielded, or held, the owner
will be granted the spells, skills listed. The percentage given is optional,
and will be the proficiency of the skill. If a percentage is not given, the
default is 100%. The layered flag means that, among layers of armor, only the
top layer will grant its effect.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearOverride: Wearable Unzapper -
Property : Prop_WearOverride+
Targets : Items
Parameters : masking parameters described below
Example : -class +mage -race +elf -evil
Description:
Whenever the owner of the item with this property tries to wear or wield the
item, they will be be permitted only if allowed by the mask argument.
Additionally, if they are permitted, then any wear restrictions that would
normally prevent them from wearing the item will be suspended until the item is
removed. This is so that you can make special armor for creatures that
normally can't wear standard gear, such as barding for horse backs, and so
forth.
Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_WearOverride
Targets : Items
Parameters : masking parameters described below
Example : -class +mage -race +elf -evil
Description:
Whenever the owner of the item with this property tries to wear or wield the
item, they will be be permitted only if allowed by the mask argument.
Additionally, if they are permitted, then any wear restrictions that would
normally prevent them from wearing the item will be suspended until the item is
removed. This is so that you can make special armor for creatures that
normally can't wear standard gear, such as barding for horse backs, and so
forth.
Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_WearResister: Resistance due to worn -
Property : Prop_WearResister+
Targets : Items (armor and weapons principally)
Parameters : see Prop_HaveResister, and may include optional LAYERED flag
Example : magic 50% poison -10%
Example : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf
Description:
Whenever the item having this property is wielded or worn, the owner gains
certain resistances and immunities described in the parameters. When removed,
the resistances and immunities are also cancelled. The Layered flag may be
used to prevent resistance stacking due to multiple items worn on the same
location. See Prop_HaveResister for more information on the valid parameters
for this property.
Property : Prop_WearResister
Targets : Items (armor and weapons principally)
Parameters : resistance names followed by percentages
Parameters : Parameters may be followed by an optional mask
Parameters : May include optional LAYERED flag
Example : magic 50% poison -10%
Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
Example : magic 50% poison -10%
Example : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf
Description:
Whenever the item having this property is wielded or worn, the owner gains
certain resistances and immunities described in the parameters. When removed,
the resistances and immunities are also cancelled. The Layered flag may be
used to prevent resistance stacking due to multiple items worn on the same
location. The effects which may be included are:
Resistances: gas fire electricity mind magic cold acid water evil (undead)
Resistances: justice (as per many thief abilities)
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
Resistances: -- weapons get reduced % damage per round, lvl based, with
limits.
: : -- always modifier makes weapon resists always work, no limits.
Resistances: spell chant song prayer thief_skill (ability types)
Resistances: enchantment/charm kicking vexing conjuration (ability domains)
Immunities : teleport (includes gate, summon) holy disease poison
Misc : debuf-duration (pct is the maximum debuf ticks remain)
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearSpellCast: Casting spells when worn -
Property : Prop_WearSpellCast+
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Parameters : The above parameters may include optional LAYERED flag
Example : Spell_MageArmor;Spell_Shield
Example : Spell_MageArmor;LAYERED;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is being worn or wielded, the owner will
be under the effect of the listed spells. The layered flag means that, among
layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE
can be substituted for a spell to make all the effects non-dispellable until
the property no longer applies; use this flag with care! The flag
LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed
effects be cast at a different level than default.The flag MAXTICKS=[NUMBER]
can be used to shorted the length of spell casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Property : Prop_WearSpellCast
Targets : Items
Parameters : a list of properly named spells separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis.
Parameters : The above parameters may be followed by an optional mask
Parameters : The above parameters may include optional LAYERED flag
Example : Spell_MageArmor;Spell_Shield
Example : Spell_MageArmor;LAYERED;Spell_Shield
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
Description:
So long as the item with this property is being worn or wielded, the owner will
be under the effect of the listed spells. The layered flag means that, among
layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE
can be substituted for a spell to make all the effects non-dispellable until
the property no longer applies; use this flag with care! The flag
LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed
effects be cast at a different level than default.The flag MAXTICKS=[NUMBER]
can be used to shorted the length of spell casts.
The parameters may also END with the key word MASK= followed by a mask. This
mask will select which kinds of mobs and players will be affected by this
property. See ZAPPERMASKS for more information on zapper mask syntax.
Prop_WearZapper: Restrictions to wielding/wearing/holding -
Property : Prop_WearZapper+
Targets : Items
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<O-NAME> falls out of <S-NAME>'s hands!" -class +mage
Description:
Whenever the owner of the item with this property tries to wear or wield the
item, they will be zapped unless it is allowed by the listed parameters.
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Property : Prop_WearZapper
Targets : Items
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<O-NAME> falls out of <S-NAME>'s hands!" -class +mage
Description:
Whenever the owner of the item with this property tries to wear or wield the
item, they will be zapped unless it is allowed by the listed parameters.
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) Valid masking parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Prop_Weather: Weather Setter -
Property : Prop_Weather+
Targets : Areas
Parameters : the weather type and/or one or more climate masks
Example : RAIN
Example : RAIN CLIMATE_WET
Description:
Makes this area always have the same weather. Valid weather values include:
"CLEAR", "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT",
"SLEET","BLIZZARD","DUST","DROUGHT","COLD"
Can also change the climate settings. Valid climate mask values include:
ORMAL","CLIMATE_WET","CLIMATE_COLD","CLIMATE_WINDY","CLIMATE_HOT","CLIMATE_DRY"
Property : Prop_Weather
Targets : Areas
Parameters : the weather type and/or one or more climate masks
Example : RAIN
Example : RAIN CLIMATE_WET
Description:
Makes this area always have the same weather. Valid weather values include:
"CLEAR", "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT",
"SLEET","BLIZZARD","DUST","DROUGHT","COLD"
Can also change the climate settings. Valid climate mask values include:
ORMAL","CLIMATE_WET","CLIMATE_COLD","CLIMATE_WINDY","CLIMATE_HOT","CLIMATE_DRY"
Prop_WizInvis: Wizard Invisibility -
Property : Prop_WizInvis+
Targets : MOBs
Parameters :
Example :
Description:
Grants the MOB unlimited sensory knowledge as well as complete undetectibility.
Property : Prop_WizInvis
Targets : MOBs
Parameters :
Example :
Description:
Grants the MOB unlimited sensory knowledge as well as complete undetectibility.
@@ -2983,7 +3324,17 @@
Property : QuestBound+
Targets : Mobs, Items
Parameters : Class reference code of a Quest object
Example : Don't worry about it
Description:
A temporary affect automatically added to all quest mobs and items both created
and existing. Its purpose is to detect when a reset, shutdown, or other
disaster is about to happen to the mob or item so that the quest can be
stopped. This prevents unwanted properties/behaviors/changes from being saved
to the database on accident.
Property : QuestBound+ + +
Targets : Mobs, Items
Parameters : Class reference code of a Quest object
Example : Don't worry about it
Description:
A temporary affect automatically added to all quest mobs and items both created
and existing. Its purpose is to detect when a reset, shutdown, or other
disaster is about to happen to the mob or item so that the quest can be
stopped. This prevents unwanted properties/behaviors/changes from being saved
to the database on accident.
+ + +
Skill : Quick Swipe
Domain : Racial ability
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : QUICKSWIPE, QSWIPE
Usage : QUICKSWIPE [TARGET NAME]
Example : quickswipe orc
The thief will attempt to take a random small worn item, or a bit of shiny
money from the target, and then immediately flee.
+ Quills: Quills +
Skill : Quills
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : QUILLS
Usage : QUILLS [TARGET]
Example : quills orc
Being covered in sharp quills, this ability will automatically harm an attacker
who gets in range. It can also be used to project quills at a nearby enemy for
extra piercing damage.
@@ -2998,7 +3349,7 @@
Regeneration: Stat Regeneration -
+
Prayer : Regeneration
Domain : Restoration
Available: Several Classes
Allows : Restoring I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (75)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY REGENERATION
Example : pray regeneration
The caster recovers hit points, mana, and movement at FOUR times the normal
rate, for the duration of the prayer.
Prayer : Regeneration
Domain : Restoration
Available: Several Classes
Allows : Restoring I
Alignment: somewhat good, somewhat evil, pure neutral
Use Cost : Mana (75)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY REGENERATION
Example : pray regeneration
The caster recovers hit points, mana, and movement at FOUR times the normal
rate, for the duration of the prayer.
@@ -3006,109 +3357,149 @@
+ + +
Skill : Scavenge
Domain : Racial ability
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : SCAVENGE
Usage : SCAVENGE [TARGET BODY]
Example : scavenge body
With this skill, a dead body can be scavanged for parts, especially the last
bits of meat.
+ Shaming: Shaming +
One who is being publicly shamed, and cannot be interacted with, or even+ + +
directly spoken to or about.
+ +
Skill : Shoot Web
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 5
Commands : SHOOTWEB
Usage : SHOOTWEB [TARGET]
Example : shootweb orc
This spell will cause a glob of sticky web-like material to assault the target.
The target will be unable to move until they can break free.
Ability : Sinking+
Parameters :
Example :
Description:
This affect governs sinking items and mobs, in either direction (up or down).
Ability : Sinking
Parameters :
Example :
Description:
This affect governs sinking items and mobs, in either direction (up or down).
Skill_AllBreathing: All Breathing -
+
Skill : All Breathing
Invoked : Automatic
Params :
Example :
Desc. :
Allows the mob to breath in any conditions or environments. Great for golems
and other non-breathing creatures.
+ + +
Skill : All Breathing
Invoked : Automatic
Params :
Example :
Desc. :
Allows the mob to breath in any conditions or environments. Great for golems
and other non-breathing creatures.
+ Skill_BearForaging: Bear Foraging +
Usage : BEARFORAGE
Example : bearforage
This instinctive skill allows the player to sniff out food nearby, even in
containers, and even in the possession of others. The target will be tracked
until found, and then, if possible, pounced on and the food containers taken,
emptied, and the food eaten.
Skill_BoulderThrowing: Boulder Throwing -
+
Skill : Boulder Throwing
Domain : Martial lore
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
This skill allows the player to throw ammunition, especially siege weapon
ammunition, from the deck of a sailing ship, at another sailing ship with which
the player's ship is already in combat.
Skill : Boulder Throwing
Domain : Martial lore
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
This skill allows the player to throw ammunition, especially siege weapon
ammunition, from the deck of a sailing ship, at another sailing ship with which
the player's ship is already in combat.
+
Skill : Buck
Domain : Animal affinity
Allows : Animal Affinity I
Use Cost : Movement (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : BUCK
Usage : BUCK
Example : buck
The centaur, horse or other rideable attempts to buck off all his or her riders
off of them.
Skill : Buck
Domain : Animal affinity
Allows : Animal Affinity I
Use Cost : Movement (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : BUCK
Usage : BUCK
Example : buck
The centaur, horse or other rideable attempts to buck off all his or her riders
off of them.
Skill_BurrowHide: Burrow Hide -
+
Skill : Burrow Hide
Domain : Stealthy
Allows : Stealthy I
Invoked : Automatic
Whenever the player is in an appropriate outdoor room with a burrowing
creature, such as a serpent, rodent, or worm, the creature will alert the
player to incoming danger from aggressive enemies.
Skill : Burrow Hide
Domain : Stealthy
Allows : Stealthy I
Invoked : Automatic
Whenever the player is in an appropriate outdoor room with a burrowing
creature, such as a serpent, rodent, or worm, the creature will alert the
player to incoming danger from aggressive enemies.
Skill_ConsumeCorpse: Consume Corpse -
+
Skill : Consume Corpse
Domain : Corruption
Allows : Corrupting I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CONSUMECORPSE
Usage : CONSUMECORPSE [TARGET NAME]
Example : consumecorpse body
This twisted semi-magical skill causes the mouth of the caster to grow large
enough to consume a corpse in one gulp. Doing so gives the caster back lots of
health, mana, and movement, depending on the level of the corpse.
Skill : Consume Corpse
Domain : Corruption
Allows : Corrupting I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CONSUMECORPSE
Usage : CONSUMECORPSE [TARGET NAME]
Example : consumecorpse body
This twisted semi-magical skill causes the mouth of the caster to grow large
enough to consume a corpse in one gulp. Doing so gives the caster back lots of
health, mana, and movement, depending on the level of the corpse.
- Skill_CulturalAdaptation: Cultural Adaption -
+ Skill_CulturalAdaptation: Cultural Adaptation +
Skill : Cultural Adaption
Domain : Influential
Allows : Influencing I
Invoked : Automatic
The character is so good at adapting to other cultures that he or she
automatically gains or loses 20% more faction than other characters.
Skill : Cultural Adaptation
Domain : Influential
Allows : Influencing I
Invoked : Automatic
The character is so good at adapting to other cultures that he or she
automatically gains or loses 20% more faction than other characters.
Skill_DevourCorpse: Devour Corpse -
+
Skill : Devour Corpse
Domain : Fitness
Allows : Fitness I
Invoked : Automatic
Usage : EAT BODY
Example : eat body
This skill grants the ability to eat the corpses of creatures up to those
moderately larger than the character. The corpse must be emptied of any
equipment before doing so, and the corpses of other players may be restricted.
Skill : Devour Corpse
Domain : Racial ability
Invoked : Automatic
Usage : EAT BODY
Example : eat body
This skill grants the ability to eat the corpses of creatures up to those
moderately larger than the character. The corpse must be emptied of any
equipment before doing so, and the corpses of other players may be restricted.
Description:+
The character?s vision is so acute that they rarely overlook weaker creatures
within their line of sight.
Description:
The character?s vision is so acute that they rarely overlook weaker creatures
within their line of sight.
Skill_Explosive: Explosive Touch -
+
Skill : Explosive Touch
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EXPLOTOUCH
Params :
Example :
Desc. :
A high-damage skill.
Skill : Explosive Touch
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EXPLOTOUCH
Params :
Example :
Desc. :
A high-damage skill.
+
Skill : Flee
Domain : Dirty fighting
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : FLEE
Usage : FLEE ([DIRECTION])
Example : flee
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Fleeing from combat can cause you to lose experience
points in many cases, so use this command sparingly. If all of your opponents
are asleep, paralyzed, or bound, however, no loss is recorded for using this
command.
+ + +
Skill : Flee
Domain : Dirty fighting
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : FLEE
Usage : FLEE ([DIRECTION])
Example : flee
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Fleeing from combat can cause you to lose experience
points in many cases, so use this command sparingly. If all of your opponents
are asleep, paralyzed, or bound, however, no loss is recorded for using this
command.
Skill : High Jump
Domain : Racial ability
Use Cost : Movement (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIGHJUMP
Usage : HIGHJUMP ([DIRECTION])
Example : highjump
Allows the character to leap into another room, where gravity will take it from
there. The higher the players expertise, the more air rooms the character will
jump through, allowing them to jump to great heights. However, after jumping,
inevitably comes the falling...
Skill_Keenvision: Keenvision -
+
Skill : Keenvision
Domain : Alert
Allows : Vigilantly I
Invoked : Automatic
This skill allows the player to a chance, when in the wild to spot hidden or
trapped item or exits. It also grants a bonus when using a ranged weapon.
Skill : Keenvision
Domain : Alert
Allows : Vigilantly I
Invoked : Automatic
This skill allows the player to a chance, when in the wild to spot hidden or
trapped item or exits. It also grants a bonus when using a ranged weapon.
Skill_LongBreath: Long Breath -
+
Skill : Long Breath
Domain : Fitness
Allows : Fitness I
Invoked : Automatic
This skill grants the ability to hold ones breathe for a period, allowing one
to forego damage when under water or otherwise unable to breathe.
Skill : Long Breath
Domain : Fitness
Allows : Fitness I
Invoked : Automatic
This skill grants the ability to hold ones breathe for a period, allowing one
to forego damage when under water or otherwise unable to breathe.
+
Skill : Mind Suck
Domain : Grappling
Allows : Combat Fluidity I, Vice-Gripping I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MINDSUCK
Usage : MINDSUCK [TARGET NAME]
Example : mindsuck orc
The character begins to suck the brain out of the target for nourishment. If
the target is following the character, or is otherwise bound or asleep, and can
remain so, the character can begin to suck at the targets brain. After a short
strain, the killing act is completed, and the character is relieved of any
hunger.
+ + +
Skill : Mind Suck
Domain : Grappling
Allows : Vice-Gripping I, Combat Fluidity I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MINDSUCK
Usage : MINDSUCK [TARGET NAME]
Example : mindsuck orc
The character begins to suck the brain out of the target for nourishment. If
the target is following the character, or is otherwise bound or asleep, and can
remain so, the character can begin to suck at the targets brain. After a short
strain, the killing act is completed, and the character is relieved of any
hunger.
+ Skill_RacialEnemy: Racial Enemy +
Skill : Racial Enemy
Domain : Racial ability
Invoked : Automatic
Example :
A specific and instinctive hatred towards a particular kind of creature,
granting an attack and damage bonus advantage against those creatures.
+
Skill : Slip
Domain : Dirty fighting
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPPIFY
Usage : SLIP [TARGET NAME]
Example : slip orc
This skills causes someone to slip and fall.
Skill : Slip
Domain : Dirty fighting
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPPIFY
Usage : SLIP [TARGET NAME]
Example : slip orc
This skills causes someone to slip and fall.
Skill_Stonecunning: Stonecunning -
+
Skill : Stonecunning
Domain : Alert
Allows : Vigilantly I
Invoked : Automatic
This skill allows the player to a chance, when in mountains, caves, or stone
rooms, to spot hidden or trapped item or exits.
Skill : Stonecunning
Domain : Alert
Allows : Vigilantly I
Invoked : Automatic
This skill allows the player to a chance, when in mountains, caves, or stone
rooms, to spot hidden or trapped item or exits.
Usage : TAILSWIPE [TARGET NAME]+
Example : tailswipe orc
The character uses their tail to make a powerful swipe at the legs of his or
her enemies with their tail. This will result in some damage, and possibly
tripping them.
Usage : TAILSWIPE [TARGET NAME]
Example : tailswipe orc
The character uses their tail to make a powerful swipe at the legs of his or
her enemies with their tail. This will result in some damage, and possibly
tripping them.
+
Skill : Tracking
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures Rooms
Range : Touch, or not applicable
Commands : TRACKTO
Parames : mob name, or rooms separated by ;
Example : Hassan is here
Example : Midgaard#3001;Midgaard#3002;Midgaard#3003
Descrip. :
Allows the mob track to a particular mob or room. Unlike the ranger track,
this skill will force mobs to automatically unlock, open, close and lock doors
that obstruct them.
+ + +
Skill : Track Friend
Domain : Racial ability
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : FTRACK, TRACKFRIEND, FRIENDTRACK
Usage : FTRACK [FRIEND NAME]
Example : ftrack bob
The player attempts to find a trail leading from where he or she is at present,
to the location of the indicated friend, which is a group or clan member! When
walking around, the player will become aware of which direction seems best.
+ Skill_TrackFriend: Track Friend +
Skill : Track Friend
Domain : Racial ability
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : FTRACK, TRACKFRIEND, FRIENDTRACK
Usage : FTRACK [FRIEND NAME]
Example : ftrack bob
The player attempts to find a trail leading from where he or she is at present,
to the location of the indicated friend, which is a group or clan member! When
walking around, the player will become aware of which direction seems best.
Skill_UndeadInvisibility: Undead Invisibility -
+
Skill : Undead Invisibility
Domain : Death lore
Allows : Death Lore I
Invoked : Automatic
Example :
Allows the priest or paladin to walk among the undead without being assaulted.
Skill : Undead Invisibility
Domain : Death lore
Allows : Death Lore I
Invoked : Automatic
Example :
Allows the priest or paladin to walk among the undead without being assaulted.
+
Skill : Slow Learner
Invoked : Automatic
The character does not learn from experience the way most do, gaining fewer
experience points than most.
+ + +
Skill : Slow Learner
Invoked : Automatic
The character does not learn from experience the way most do, gaining fewer
experience points than most.
+ SmellsLikeCherries: Smells Like Cherries +
Skill : Smells Like Cherries
Domain : Racial ability
Invoked : Automatic
This creature emits an aroma that is unpleasant to predators, enabling them to
usually move past hostile animals unmolested.
@@ -3123,27 +3514,27 @@
+
Song : Lullaby
Domain : Singing
Available: Bard
Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
Use Cost : Mana (72)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 2
Commands : SING, SI
Usage : SING LULLABY
Example : sing lullaby
Enemies of the bard who hear this song fall fast asleep.
Skill : Play Instrument
Domain : Artistic
Available: Numerous Classes
Requires : A base wisdom of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.
Property : SoundEcho+
Targets : Areas, Rooms
Parameters : [RANGE]
Example : 4
Description:
Causes sound to echo around the area or room when it occurs.
Property : SoundEcho
Targets : Areas, Rooms
Parameters : [RANGE]
Example : 4
Description:
Causes sound to echo around the area or room when it occurs.
Specialization_Weapon: Weapon Specialization -
+
Skill : Weapon Specialization
Domain : Weapon use
Allows : Weaponsmithing, Master Weaponsmithing
Invoked : Automatic
The player is a weapon master, gaining bonuses to attack when armed. Can also
allow the use of higher level weapons if the focus expertise is taken.
Skill : Weapon Specialization
Domain : Weapon use
Allows : Weaponsmithing
Invoked : Automatic
The player is a weapon master, gaining bonuses to attack when armed. Can also
allow the use of higher level weapons if the focus expertise is taken.
+
Spell : Gravity Slam
Domain : Alteration
Available: Alterer
Allows : Extended Altering I, Power Altering I, Reduced Altering I
Allows : Ranged Altering I
Use Cost : Mana (72)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 5
Commands : CAST, CA, C
Usage : CAST "GRAVITY SLAM" [TARGET NAME]
Example : cast "gravity slam" orc
The caster causes the target to drift upwards momentarily, and then to slam
back to the ground. This does horrible damage to the target, and even more so
to creatures already flying.
Spell : Gravity Slam
Domain : Alteration
Available: Alterer
Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
Allows : Power Altering I
Use Cost : Mana (72)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 5
Commands : CAST, CA, C
Usage : CAST "GRAVITY SLAM" [TARGET NAME]
Example : cast "gravity slam" orc
The caster causes the target to drift upwards momentarily, and then to slam
back to the ground. This does horrible damage to the target, and even more so
to creatures already flying.
Spell_AstralStep: Astral Step -
+
Spell : Astral Step
Domain : Conjuration
Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
Allows : Power Conjuring I
Use Cost : Mana (all)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "ASTRAL STEP" [DIRECTION] (...)
Example : cast "astral step" east
This spell allows the caster to pass through doors by going through the astral
plane of existence. The more expertise the caster has, the more doors he or
she can pass through in a single casting.
Spell : Astral Step
Domain : Conjuration
Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
Allows : Ranged Conjuring I
Use Cost : Mana (all)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "ASTRAL STEP" [DIRECTION] (...)
Example : cast "astral step" east
This spell allows the caster to pass through doors by going through the astral
plane of existence. The more expertise the caster has, the more doors he or
she can pass through in a single casting.
@@ -3153,37 +3544,47 @@
Spell_ClanDonate: Clan Donate -
+
Spell : Clan Donate
Domain : Conjuration
Use Cost : Mana (536870912)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLAN DONATE" [TARGET NAME]
Example : cast "clan donate" scroll
When cast on an item, this spell will send it to the room designated by the
casters clan boss as the donation room.
Spell : Clan Donate
Domain : Conjuration
Use Cost : Mana (536870912)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLAN DONATE" [TARGET NAME]
Example : cast "clan donate" scroll
When cast on an item, this spell will send it to the room designated by the
casters clan boss as the donation room.
Spell_ClanExperience: Clan Experience -
+
Spell : Clan Experience
Domain : Enchantment/charm
Use Cost : Mana (5)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME])
Example : cast "clan experience" 100
Example : cast "clan experience" 100 "rough riders"
This spell drains an amount of experience from the caster and grants it to
their clan, or the specified clan if they belong to more than one.
Spell : Clan Experience
Domain : Enchantment/charm
Use Cost : Mana (5)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME])
Example : cast "clan experience" 100
Example : cast "clan experience" 100 "rough riders"
This spell drains an amount of experience from the caster and grants it to
their clan, or the specified clan if they belong to more than one.
+
Spell : Clan Home
Domain : Conjuration
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLAN HOME"
Example : cast "clan home"
This spell sends the caster back to the room designated by the casters clan
boss as the home room.
Spell : Clan Home
Domain : Conjuration
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "CLAN HOME"
Example : cast "clan home"
This spell sends the caster back to the room designated by the casters clan
boss as the home room.
Spell_DarknessGlobe: Darkness Globe -
+
Spell : Darkness Globe
Domain : Invocation/evocation
Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
Allows : Reduced In/Evoking I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "DARKNESS GLOBE"
Example : cast "darkness globe"
Causes an enormous globe of darkness to follow the caster around, enveloping
everyone in the room, and making the room as dark as a moonless night whereever
the caster is.
Spell : Darkness Globe
Domain : Invocation/evocation
Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
Allows : Power In/Evoking I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "DARKNESS GLOBE"
Example : cast "darkness globe"
Causes an enormous globe of darkness to follow the caster around, enveloping
everyone in the room, and making the room as dark as a moonless night whereever
the caster is.
Spell_Exhaustion: Exhaustion -
+
Spell : Exhaustion
Domain : Alteration
Allows : Extended Altering I, Power Altering I, Reduced Altering I
Allows : Ranged Altering I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 5
Commands : CAST, CA, C
Usage : CAST EXHAUSTION [TARGET NAME]
Example : cast exhaustion bob
This spell causes the target to suffer immediate fatigue.
Spell : Exhaustion
Domain : Alteration
Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
Allows : Power Altering I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 5
Commands : CAST, CA, C
Usage : CAST EXHAUSTION [TARGET NAME]
Example : cast exhaustion bob
This spell causes the target to suffer immediate fatigue.
Spell_Flagportation: Flagportation -
+
Spell : Flagportation
Domain : Conjuration
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST FLAGPORTATION
Example : cast flagportation
This spell will teleport the caster and his or her group to a random clan flag
on the map. The caster must be a clan enchanter or other high member of the
clan for this spell to work.
+ + +
Spell : Flagportation
Domain : Conjuration
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST FLAGPORTATION
Example : cast flagportation
This spell will teleport the caster and his or her group to a random clan flag
on the map. The caster must be a clan enchanter or other high member of the
clan for this spell to work.
+ Spell_LightBlindness: Light Blindness +
+ + +
Spell : Light Blindness
Domain : Transmutation
Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
Allows : Ranged Transmuting I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST LIGHT BLINDNESS [TARGET NAME]
Example : cast "light blindness" orc
If successful, this spell makes the target hyper sensitive to light. In dark
areas, the target is able to see clearly, but is blinded in well lit areas.
+ Spell_MagicBullets: Magic Bullets +
Spell : Magic Bullets
Domain : Enchantment/charm
Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
Allows : Reduced Enchanting I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "MAGIC BULLETS" [TARGET BULLETS]
Example : cast "magic bullets" bullets
Enchants the targeted bullets to become magically more deadly, doing extra
bashing damage when they strike their target.
Spell_Untraceable: Untraceable -
+
Spell : Untraceable
Domain : Abjuration
Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
Allows : Reduced Abjuring I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "UNTRACEABLE"
Example : cast "untraceable"
This spell causes the caster to be undetectable to trackers, hunters,
assassination trackers, gate, and divination spells that attempt to find the
casters location.
Spell : Untraceable
Domain : Abjuration
Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
Allows : Power Abjuring I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "UNTRACEABLE"
Example : cast "untraceable"
This spell causes the caster to be undetectable to trackers, hunters,
assassination trackers, gate, and divination spells that attempt to find the
casters location.
@@ -3208,7 +3609,7 @@
Command : LANGUAGES+
Usage : LANGUAGES
Example : LANGUAGES
Short(s): LANGS
Lists any languages that you know, along with your proficiency in them. To use
a language type SPEAK [LANGUAGE NAME].
Command : LANGUAGES
Usage : LANGUAGES
Example : LANGUAGES
Short(s): LANGS
Lists any languages that you know, along with your proficiency in them. To use
a language type SPEAK [LANGUAGE NAME].
@@ -3221,49 +3622,54 @@
+ Stigma: Stigma +
+ +
Skill : Stigma
Domain : Racial ability
Invoked : Automatic
The characters reputation always precedes them in an exaggerated fashion. For
all of their factions, the world will react both normally, AND as if they are
at one extreme or the other, depending on current leanings.
Command : LIST+
Usage : LIST POWERS (DOMAIN)
Example : list powers
Shows all the superpower java class names (ability ids) available to your
archons.
Command : LIST
Usage : LIST POWERS (DOMAIN)
Example : list powers
Shows all the superpower java class names (ability ids) available to your
archons.
Command : LIST+
Usage : LIST TECHSKILLS
Example : list techskills
Shows the list of tech skill java classes (ability ids) available to archons.
Command : LIST
Usage : LIST TECHSKILLS
Example : list techskills
Shows the list of tech skill java classes (ability ids) available to archons.
TemporaryAffects: Temporary Affects -
Property : Temporary Affects+
Targets : Mobs, Items, Exits, Rooms
Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : -[ABILITYID/BEHAVIORID]
Example : +Mood 10 HAPPY
Example : +Clericness 20 Healer
Example : +Prop_Hidden 10
Description:
Allows the builder to temporarily affect a mob, item, exit, or room with a
property or behavior that would normally be permanent if applied in a normal
way. The first parameter is the ability id or the behavior id, the second is
the number of ticks that it will last, while the last parameter is optional
parameters for THAT ability or behavior. The parameters may be prefixed with a
plus(+) sign to allow it to stack with other temporary affects. A minus(-)
sign followed by an ability or behavior id will prematurely remove the
temporary affect.
Property : Temporary Affects
Targets : Mobs, Items, Exits, Rooms
Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : -[ABILITYID/BEHAVIORID]
Example : +Mood 10 HAPPY
Example : +Clericness 20 Healer
Example : +Prop_Hidden 10
Description:
Allows the builder to temporarily affect a mob, item, exit, or room with a
property or behavior that would normally be permanent if applied in a normal
way. The first parameter is the ability id or the behavior id, the second is
the number of ticks that it will last, while the last parameter is optional
parameters for THAT ability or behavior. The parameters may be prefixed with a
plus(+) sign to allow it to stack with other temporary affects. A minus(-)
sign followed by an ability or behavior id will prematurely remove the
temporary affect.
TemporaryImmunity: Temporary Immunity -
Property : TemporaryImmunity+
Targets : Mobs
Parameters : Ability ID/Start time in millis;etc..
Example : Disease_Cold/12312312323;Spell_Fireball/123123132
Description:
This is used by diseases primarily to provide a mob or player with temporary
(30 mud hour) immunity to a set of diseases.
Property : TemporaryImmunity
Targets : Mobs
Parameters : Ability ID/Start time in millis;etc..
Example : Disease_Cold/12312312323;Spell_Fireball/123123132
Description:
This is used by diseases primarily to provide a mob or player with temporary
(30 mud hour) immunity to a set of diseases.
Thief_DisassembleTrap: Disassemble Traps -
+
Skill : Disassemble Traps
Domain : Find/remove traps
Allows : Trap Disabling I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : DISTRAP, DISASSEMBLETRAPS
Usage : DISTRAP [ITEM, DIRECTION]
Example : distrap east
Example : distrap chest
If an item is trapped, the thief can attempt to disable and safely disassemble
the trap, recovering the components used to create it.
Skill : Disassemble Traps
Domain : Find/remove traps
Allows : Trap Disabling I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : DISTRAP, DISASSEMBLETRAPS
Usage : DISTRAP [ITEM, DIRECTION]
Example : distrap east
Example : distrap chest
If an item is trapped, the thief can attempt to disable and safely disassemble
the trap, recovering the components used to create it.
Thief_ImprovedCaltrops: Improved Caltrops -
+
Skill : Improved Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : IMPROVEDCALTROPS
Usage : IMPROVED CALTROPS
Example : improvedcaltrops
The thief drops numerous small light sharp metal objects on the ground around
him or her. While the thief will be able to avoid them, anyone entering,
leaving, advancing, or retreating from the room will be have have to avoid them
or having them pierce deeply into their flesh, doing horrible damage.
Skill : Improved Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : IMPROVEDCALTROPS
Usage : IMPROVED CALTROPS
Example : improvedcaltrops
The thief drops numerous small light sharp metal objects on the ground around
him or her. While the thief will be able to avoid them, anyone entering,
leaving, advancing, or retreating from the room will be have have to avoid them
or having them pierce deeply into their flesh, doing horrible damage.
Thief_Poison: Deprecated Poison -
+
Skill : Deprecated Poison
Domain : Poisoning
Allows : Poisoning I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DOPOISON
Usage : DOPOISON [TARGET NAME]
Example : dopoison orc
The thief attempts to inflict a poisonous wound the target, making them suffer
and wither to death.
Skill : Deprecated Poison
Domain : Poisoning
Allows : Poisoning I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DOPOISON
Usage : DOPOISON [TARGET NAME]
Example : dopoison orc
The thief attempts to inflict a poisonous wound the target, making them suffer
and wither to death.
+
Skill : Search
Domain : Alert
Allows : Vigilantly I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SEARCH
Usage : SEARCH
Example : search
This skill allows a thief to spend some time looking around a room. For this
duration of the search, any hidden items will become apparent to the one
searching. Once the search is completed, hidden items or mobs still in the
room may no longer be seen.
Skill : Search
Domain : Alert
Allows : Vigilantly I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SEARCH
Usage : SEARCH
Example : search
This skill allows a thief to spend some time looking around a room. For this
duration of the search, any hidden items will become apparent to the one
searching. Once the search is completed, hidden items or mobs still in the
room may no longer be seen.
Thief_SlickCaltrops: Slick Caltrops -
+
Skill : Slick Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SLICKCALTROPS
Usage : SLICK CALTROPS
Example : slickcaltrops
The thief drops numerous small slick metal objects on the ground around him or
her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be have have to avoid them or risk
slipping and hitting the ground, possibly also taking heavy damage from the
caltrops.
Skill : Slick Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SLICKCALTROPS
Usage : SLICK CALTROPS
Example : slickcaltrops
The thief drops numerous small slick metal objects on the ground around him or
her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be have have to avoid them or risk
slipping and hitting the ground, possibly also taking heavy damage from the
caltrops.
@@ -3273,372 +3679,382 @@
Command : LIST+
Usage : LIST THIEFSKILLS (DOMAIN)
Example : list thiefskills
Shows the list of thief skill java classes (ability ids) available to archons.
Command : LIST+ + +
Usage : LIST THIEFSKILLS (DOMAIN)
Example : list thiefskills
Shows the list of thief skill java classes (ability ids) available to archons.
Skill : Throw Feces
Domain : Racial ability
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 10
Commands : THROWFECES
Usage : THROWFECES [TARGET]
Example : THROWFECES Orc
The player with this skill is able to reach around and produce feces on demand
and then instantly throw it at the target. The feces wont do much damage, but
has a chance of giving a disease, and soiling the victim.
Trap : Acid Pit+
Targets : Rooms
Parameters :
Description:
A pit full of acid, triggered when someone enters. Requires some lemons or
limes.
Trap : Acid Pit
Targets : Rooms
Parameters :
Description:
A pit full of acid, triggered when someone enters. Requires some lemons or
limes.
Trap : Acid Spray+
Targets : Containers, Doors
Parameters :
Description:
Causes a blast of acid damage. Requires some limes.
Trap : Acid Spray
Targets : Containers, Doors
Parameters :
Description:
Causes a blast of acid damage. Requires some limes.
Trap_AcidThruPit: small acid pit -
Trap : Small Acid Pit+
Targets : Rooms
Parameters :
Description:
A pit full of acid, triggered when someone moves through.
Trap : Small Acid Pit
Targets : Rooms
Parameters :
Description:
A pit full of acid, triggered when someone moves through.
Trap : Avalanche+
Targets : Mountain rooms
Parameters :
Description:
Causes a horrible avalanche of rock to fall on everyone.
Trap : Avalanche
Targets : Mountain rooms
Parameters :
Description:
Causes a horrible avalanche of rock to fall on everyone.
Trap : Bear Trap+
Targets : Rooms
Parameters :
Description:
Delivers piercing damage, and makes the victim unable to leave.
Trap : Bear Trap
Targets : Rooms
Parameters :
Description:
Delivers piercing damage, and makes the victim unable to leave.
Trap : Boomerang+
Targets : Items
Parameters :
Description:
A trap which causes the item to magically return to the inventory of the
trapper. This trap is only triggered when someone other than the trapper
attempts to pick up the item.
Trap : Boomerang
Targets : Items
Parameters :
Description:
A trap which causes the item to magically return to the inventory of the
trapper. This trap is only triggered when someone other than the trapper
attempts to pick up the item.
Trap : Boulders+
Targets : Rocky rooms (mountains, hills, etc)
Parameters :
Description:
A trap which causes rocks to assault the victim. Use stone to build this trap
and make sure you are in the proper type of room.
Trap : Boulders
Targets : Rocky rooms (mountains, hills, etc)
Parameters :
Description:
A trap which causes rocks to assault the victim. Use stone to build this trap
and make sure you are in the proper type of room.
Trap : Cave-In+
Targets : Cave Rooms
Parameters : ('[invoker]') ("[msg]" ...) (: [level])
Description:
A trap which causes rocks to fall in front of the exits, blocking all entry and
exit from the room. [msg] is replacement messaging for this skill.
Trap : Cave-In
Targets : Cave Rooms
Parameters : ('[invoker]') ("[msg]" ...) (: [level])
Description:
A trap which causes rocks to fall in front of the exits, blocking all entry and
exit from the room. [msg] is replacement messaging for this skill.
Trap_CrushingRoom: crushing room -
Trap : Crushing Room+
Targets : Indoor Rooms
Parameters :
Description:
A trap which causes exits to be blocked while the walls close in, crushing all
those unfortunate enough to be inside when it goes off.
Trap : Crushing Room
Targets : Indoor Rooms
Parameters :
Description:
A trap which causes exits to be blocked while the walls close in, crushing all
those unfortunate enough to be inside when it goes off.
Trap : Darkfall+
Targets : Rooms
Parameters :
Description:
A trap which causes darkness to fall on the area.
Trap : Darkfall
Targets : Rooms
Parameters :
Description:
A trap which causes darkness to fall on the area.
Trap : Deep Pit+
Targets : Rooms
Parameters :
Description:
A trap which causes the victim to fall into a deep pit, taking extra damage.
Triggered on entry.
Trap : Deep Pit
Targets : Rooms
Parameters :
Description:
A trap which causes the victim to fall into a deep pit, taking extra damage.
Triggered on entry.
Trap_DeepThruPit: small deep pit -
Trap : Small Deep Pit+
Targets : Rooms
Parameters :
Description:
A trap which causes the victim to fall into a deep pit, taking extra damage.
Triggered when someone moves through the room.
Trap : Small Deep Pit
Targets : Rooms
Parameters :
Description:
A trap which causes the victim to fall into a deep pit, taking extra damage.
Triggered when someone moves through the room.
Trap_ElectricShock: electric shock -
Trap : Electric Shock+
Targets : Doors and Containers
Parameters :
Description:
A trap which causes the victim to take shocking damage.
Trap : Electric Shock
Targets : Doors and Containers
Parameters :
Description:
A trap which causes the victim to take shocking damage.
Trap : Trap_Enter+
Targets : Rooms, Exits
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when entering one of the above.
Trap : Trap_Enter
Targets : Rooms, Exits
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when entering one of the above.
Trap_EnterBlade: Entry Blade Trap -
Trap : Trap_EnterBlade+
Targets : Rooms
Parameters :
Example :
Description:
A blade trap triggered when entering one of the above.
Trap : Trap_EnterBlade
Targets : Rooms
Parameters :
Example :
Description:
A blade trap triggered when entering one of the above.
Trap_EnterGas: Entry Gas Trap -
Trap : Trap_EnterGas+
Targets : Rooms, Exits
Parameters :
Example :
Description:
A gas trap triggered when entering one of the above.
Trap : Trap_EnterGas
Targets : Rooms, Exits
Parameters :
Example :
Description:
A gas trap triggered when entering one of the above.
Trap_EnterNeedle: Entry Needle Trap -
Trap : Trap_EnterNeedle+
Targets : Rooms, Exits
Parameters :
Example :
Description:
A needle trap triggered when entering one of the above.
Trap : Trap_EnterNeedle
Targets : Rooms, Exits
Parameters :
Example :
Description:
A needle trap triggered when entering one of the above.
Trap_EnterPit: Entry Pit Trap -
Trap : Trap_EnterPit+
Targets : Exits
Parameters :
Example :
Description:
A pit trap triggered when entering one of the above.
Trap : Trap_EnterPit
Targets : Exits
Parameters :
Example :
Description:
A pit trap triggered when entering one of the above.
Trap_EnterSpell: Entry Spell Trap -
Trap : Trap_EnterSpell+
Targets : Rooms, Exits
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when entering one of the above.
Trap : Trap_EnterSpell
Targets : Rooms, Exits
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when entering one of the above.
Trap_ExitPit: Entry Pit Trap -
Trap : Trap_ExitPit+
Targets : Rooms
Parameters :
Example :
Description:
A pit trap triggered when leaving the room.
Trap : Trap_ExitPit
Targets : Rooms
Parameters :
Example :
Description:
A pit trap triggered when leaving the room.
Trap : Trap_ExiRoom+
Targets : Rooms
Parameters :
Example :
Description:
A trap triggered when entering or leaving the room.
Trap : Trap_ExiRoom
Targets : Rooms
Parameters :
Example :
Description:
A trap triggered when entering or leaving the room.
Trap : Flood Room+
Targets : Indoor Rooms
Parameters :
Description:
A trap which causes the exits to be blocked while the room fills with water.
Trap : Flood Room
Targets : Indoor Rooms
Parameters :
Description:
A trap which causes the exits to be blocked while the room fills with water.
Trap : Trap_Get+
Targets : Items
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when getting an item.
Trap : Trap_Get
Targets : Items
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when getting an item.
Trap_GetBlade: Get Blade Trap -
Trap : Trap_GetBlade+
Targets : Items
Parameters :
Example :
Description:
A blade trap triggered when getting an item.
Trap : Trap_GetBlade
Targets : Items
Parameters :
Example :
Description:
A blade trap triggered when getting an item.
Trap : Trap_GetGas+
Targets : Items
Parameters :
Example :
Description:
A gas trap triggered when getting an item.
Trap : Trap_GetGas
Targets : Items
Parameters :
Example :
Description:
A gas trap triggered when getting an item.
Trap_GetNeedle: Get Needle Trap -
Trap : Trap_GetNeedle+
Targets : Items
Parameters :
Example :
Description:
A needle trap triggered when getting an item.
Trap : Trap_GetNeedle
Targets : Items
Parameters :
Example :
Description:
A needle trap triggered when getting an item.
Trap_GetSpell: Get Spell Trap -
Trap : Trap_GetSpell+
Targets : Items
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when getting one of the above.
Trap : Trap_GetSpell
Targets : Items
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when getting one of the above.
Trap : Gluey+
Targets : Items
Parameters :
Description:
Covers an item in glue, making it not droppable or removable except by
anti-curse magic.
Trap : Gluey
Targets : Items
Parameters :
Description:
Covers an item in glue, making it not droppable or removable except by
anti-curse magic.
Trap : Greasy+
Targets : Items
Parameters :
Description:
Covers an item in grease, making the person picking it up drop it immediately.
Trap : Greasy
Targets : Items
Parameters :
Description:
Covers an item in grease, making the person picking it up drop it immediately.
Trap_Ignition: ignition trap -
Trap : Ignition+
Targets : Burnable Items
Parameters :
Description:
A trap which makes the item ignite when picked up.
Trap : Ignition
Targets : Burnable Items
Parameters :
Description:
A trap which makes the item ignite when picked up.
Trap : Infected+
Targets : Items
Parameters :
Description:
A trap which gives the victim a disease when the item is picked up.
Trap : Infected
Targets : Items
Parameters :
Description:
A trap which gives the victim a disease when the item is picked up.
Trap_Launcher: launcher trap -
Trap : Launcher+
Targets : Containers and Doors
Parameters :
Description:
A trap which makes a ranged weapon fire when the item or door is opened.
Trap : Launcher
Targets : Containers and Doors
Parameters :
Description:
A trap which makes a ranged weapon fire when the item or door is opened.
Trap_MonsterCage: monster cage -
Trap : Monster Cage+
Targets : Rooms
Parameters :
Description:
This trap requires a caged monster. When triggered, the victim is attacked by
the monster or monsters in the cage.
Trap : Monster Cage
Targets : Rooms
Parameters :
Description:
This trap requires a caged monster. When triggered, the victim is attacked by
the monster or monsters in the cage.
Trap_Needle: poisoned needle -
Trap : Poisoned Needle+
Targets : Containers and Doors
Parameters : Name of the poison
Description:
Causes a poisoned needle to strike the victim.
Trap : Poisoned Needle
Targets : Containers and Doors
Parameters : Name of the poison
Description:
Causes a poisoned needle to strike the victim.
Trap_NeedlePrick: poisoned pricker -
Trap : Poisoned Pricker+
Targets : Items
Parameters : Name of the poison
Description:
Causes a poisoned needle to prick the victim getting the item.
Trap : Poisoned Pricker
Targets : Items
Parameters : Name of the poison
Description:
Causes a poisoned needle to prick the victim getting the item.
Trap : Noisy Trap+
Targets : Containers and Doors
Parameters :
Description:
Causes a loud noise to be heard througout the whole area when triggered.
Trap : Noisy Trap
Targets : Containers and Doors
Parameters :
Description:
Causes a loud noise to be heard througout the whole area when triggered.
Trap : Trap_Open+
Targets : Items (Containers), Exits
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when opening one of the above.
Trap : Trap_Open
Targets : Items (Containers), Exits
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when opening one of the above.
Trap_OpenBlade: Open Blade Trap -
Trap : Trap_OpenBlade+
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A blade trap triggered when opening one of the above.
Trap : Trap_OpenBlade
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A blade trap triggered when opening one of the above.
Trap : Trap_OpenGas+
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A gas trap triggered when opening one of the above.
Trap : Trap_OpenGas
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A gas trap triggered when opening one of the above.
Trap_OpenNeedle: Open Needle Trap -
Trap : Trap_OpenNeedle+
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A needle trap triggered when opening one of the above.
Trap : Trap_OpenNeedle
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A needle trap triggered when opening one of the above.
Trap_OpenSpell: Open Spell Trap -
Trap : Trap_OpenSpell+
Targets : Items (Containers), Exits
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when opening one of the above.
Trap : Trap_OpenSpell
Targets : Items (Containers), Exits
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when opening one of the above.
Trap : Poison Gas+
Targets : Containers and Doors
Parameters : Name of the poison
Description:
Causes everyone to be struck with a poisonous gas.
Trap : Poison Gas
Targets : Containers and Doors
Parameters : Name of the poison
Description:
Causes everyone to be struck with a poisonous gas.
Trap : Popping Noise+
Targets : Items
Parameters :
Description:
Causes a loud popping noise to be heard througout the area when the item is
picked up.
Trap : Popping Noise
Targets : Items
Parameters :
Description:
Causes a loud popping noise to be heard througout the area when the item is
picked up.
Trap : Rat Pit Trap+
Targets : Rooms
Parameters :
Description:
Creates a pit full of hungry rats from a cage of rats. Triggered on entry.
Trap : Rat Pit Trap
Targets : Rooms
Parameters :
Description:
Creates a pit full of hungry rats from a cage of rats. Triggered on entry.
Trap_RatThruPit: small rat pit -
Trap : Small Rat Pit Trap+
Targets : Rooms
Parameters :
Description:
Creates a pit full of hungry rats from a cage of rats. Triggered when moving
through.
Trap : Small Rat Pit Trap
Targets : Rooms
Parameters :
Description:
Creates a pit full of hungry rats from a cage of rats. Triggered when moving
through.
Trap : Pit Trap+
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit, taking damage. Triggered on entry.
Trap : Pit Trap
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit, taking damage. Triggered on entry.
Trap_RoomThruPit: small pit trap -
Trap : Small Pit Trap+
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit, taking damage. Triggered when moving
through.
Trap : Small Pit Trap
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit, taking damage. Triggered when moving
through.
Trap : Sleep Gas+
Targets : Rooms and Containers
Parameters :
Description:
Causes all victims to go to sleep.
Trap : Sleep Gas
Targets : Rooms and Containers
Parameters :
Description:
Causes all victims to go to sleep.
Trap : Snake Pit+
Targets : Rooms
Parameters :
Description:
Creates a pit full of angry snakes from a cage of them. Triggered on entry.
Trap : Snake Pit
Targets : Rooms
Parameters :
Description:
Creates a pit full of angry snakes from a cage of them. Triggered on entry.
Trap_SnakeThruPit: small snake pit -
Trap : Small Snake Pit+
Targets : Rooms
Parameters :
Description:
Creates a pit full of angry snakes from a cage of them. Triggered when moving
through.
Trap : Small Snake Pit
Targets : Rooms
Parameters :
Description:
Creates a pit full of angry snakes from a cage of them. Triggered when moving
through.
Trap : Snare Trap+
Targets : Rooms
Parameters :
Description:
Causes the victim to be caught in a snaring net.
Trap : Snare Trap
Targets : Rooms
Parameters :
Description:
Causes the victim to be caught in a snaring net.
Trap : Sparking Trap+
Targets : Items
Parameters :
Description:
Causes the victim to take fire damage when getting the item.
Trap : Sparking Trap
Targets : Items
Parameters :
Description:
Causes the victim to take fire damage when getting the item.
Trap_SpellBlast: spell blast -
Trap : Spell Blast+
Targets : Doors and Containers
Parameters : The name of the spell
Description:
Causes the victim to be struck with a spell.
Trap : Spell Blast
Targets : Doors and Containers
Parameters : The name of the spell
Description:
Causes the victim to be struck with a spell.
Trap : Spike Pit+
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit of spikes, taking bad damage. Triggered on
entry.
Trap : Spike Pit
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit of spikes, taking bad damage. Triggered on
entry.
Trap_SpikeThruPit: small spike pit -
Trap : Small Spike Pit+
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit of spikes, taking bad damage. Triggered
when moving through.
Trap : Small Spike Pit
Targets : Rooms
Parameters :
Description:
Causes the victim to fall into a pit of spikes, taking bad damage. Triggered
when moving through.
Trap : Spore Trap+
Targets : Doors and Containers
Parameters : The name of the disease
Description:
Causes the victim to be infected with a disease.
Trap : Spore Trap
Targets : Doors and Containers
Parameters : The name of the disease
Description:
Causes the victim to be infected with a disease.
Trap : Trap_Trap+
Targets : Items, Exits, Rooms
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when doing something to one of the above. This is a base
class for other traps. Do not use!
Trap : Trap_Trap
Targets : Items, Exits, Rooms
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when doing something to one of the above. This is a base
class for other traps. Do not use!
Trap : Tripline+
Targets : Rooms
Parameters :
Description:
Causes the victim to trip and fall down.
Trap : Tripline
Targets : Rooms
Parameters :
Description:
Causes the victim to trip and fall down.
Trap : Trap_Unlock+
Targets : Items (Containers), Exits
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when unlocking one of the above.
Trap : Trap_Unlock
Targets : Items (Containers), Exits
Parameters : Set ability to trap type (0-3)
Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
Description:
A trap triggered when unlocking one of the above.
Trap_UnlockBlade: Unlock Blade Trap -
Trap : Trap_UnlockBlade+
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A blade trap triggered when unlocking one of the above.
Trap : Trap_UnlockBlade
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A blade trap triggered when unlocking one of the above.
Trap_UnlockGas: Unlock Gas Trap -
Trap : Trap_UnlockGas+
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A gas trap triggered when unlocking one of the above.
Trap : Trap_UnlockGas
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A gas trap triggered when unlocking one of the above.
Trap_UnlockNeedle: Unlock Needle Trap -
Trap : Trap_UnlockNeedle+
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A needle trap triggered when unlocking one of the above.
Trap : Trap_UnlockNeedle
Targets : Items (Containers), Exits
Parameters :
Example :
Description:
A needle trap triggered when unlocking one of the above.
Trap_UnlockSpell: Unlock Spell Trap -
Trap : Trap_UnlockSpell+
Targets : Items (Containers), Exits
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when unlocking one of the above.
Trap : Trap_UnlockSpell
Targets : Items (Containers), Exits
Parameters : Name of the spell; parameters
Example : Spell_Fireball
Example : Spell_FakeWeapon; sword
Description:
A spell casting pit trap triggered when unlocking one of the above.
Trap_Vanishing: vanishing trap -
Trap : Vanishing Trap+
Targets : Items
Parameters :
Description:
Causes the item to become invisible when picked up.
Trap : Vanishing Trap
Targets : Items
Parameters :
Description:
Causes the item to become invisible when picked up.
Trap_WeaponSwing: weapon swing -
Trap : Weapon Swing+
Targets : Doors and Containers
Parameters :
Description:
Causes a weapon to strike the victim.
Trap : Weapon Swing
Targets : Doors and Containers
Parameters :
Description:
Causes a weapon to strike the victim.
Ability : Truce+
Parameters : Empty, or Name of other party
Example : DECLARETRUCE bob
Description:
This affect, when applied, prevents combat between the affected mob and one
other for a period. The period is very brief with automatically applied (from
wands, etc), and longer otherwise.
When applied as a permanent property with a Name parameter, the truce will
exist with mobs of that name forever. When applied as a permanent property
with No parameter, the truce will begin the moment the affected mob kills any
mob, and persist for 30 seconds.
Ability : Truce
Parameters : Empty, or Name of other party
Example : DECLARETRUCE bob
Description:
This affect, when applied, prevents combat between the affected mob and one
other for a period. The period is very brief with automatically applied (from
wands, etc), and longer otherwise.
When applied as a permanent property with a Name parameter, the truce will
exist with mobs of that name forever. When applied as a permanent property
with No parameter, the truce will begin the moment the affected mob kills any
mob, and persist for 30 seconds.
Undead_ColdTouch: Cold Touch -
Ability : Undead_ColdTouch+
Parameters :
Example :
Description:
An attack which, if successful, gives the target a strength and constitution of
3.
Ability : Undead_ColdTouch
Parameters :
Example :
Description:
An attack which, if successful, gives the target a strength and constitution of
3.
Undead_EnergyDrain: Energy Drain -
Ability : Undead_EnergyDrain+
Parameters :
Example :
Description:
An attack which, if successful, drains the target of temporary levels.
Ability : Undead_EnergyDrain
Parameters :
Example :
Description:
An attack which, if successful, drains the target of temporary levels.
Undead_LifeDrain: Drain Life -
Ability : Undead_LifeDrain+
Parameters :
Example :
Description:
An attack that is almost identical to the mage Drain spell, without the magical
nature. It causes the target to lose mana.
Ability : Undead_LifeDrain
Parameters :
Example :
Description:
An attack that is almost identical to the mage Drain spell, without the magical
nature. It causes the target to lose mana.
Undead_WeakEnergyDrain: Weak Energy Drain -
Ability : Undead_WeakEnergyDrain+
Parameters :
Example :
Description:
An attack which, if successful, drains the target of temporary levels for a
short time.
Ability : Undead_WeakEnergyDrain
Parameters :
Example :
Description:
An attack which, if successful, drains the target of temporary levels for a
short time.
WanderHomeLater: WanderHomeLater -
Ability : WanderHomeLater+
Parameters : (AREAOK=true/false) (IGNOREPCS=true/false) (ONCE=true/false)
Parameters : (MINTICKS=[TICKS]) (MAXTICKS=[TICKS]) (IGNOREFOLLOW=true/false)
Parameters : (RESPECTFOLLOW=true/false)
Example : once=false areaok=true minticks=10 maxticks=20
Description:
By default, as soon as a mob with this ability finds himself able to move, and
no longer in combat, and not following anyone, and the room clear of PCs, he
will wander back to his start room until he finds himself, once again, far from
home.
The default behavior can be modified with parameters. AREAOK will allow the
mob to wander, so long as he stays in his home area, only returning home if he
finds himself outside his area. IGNOREPCS will allow the mob to wander home
even if other PCs are in the room watching him. IGNOREFOLLOW will allow the
mob to wander home even if he is following someone, magically or otherwise.
RESPECTFOLLOW will immediately negate this property if the mob is ever
following anyone. ONCE will make this property work only one time, deleting
itself after the mob has gone home. MINTICKS and MAXTICKS set a limit on how
long the mob can be away from home before considering a return trip; by
default, MINTICKS and MAXTICKS are 0, meaning the mob is constantly trying to
get home.
Ability : WanderHomeLater
Parameters : (AREAOK=true/false) (IGNOREPCS=true/false) (ONCE=true/false)
Parameters : (MINTICKS=[TICKS]) (MAXTICKS=[TICKS]) (IGNOREFOLLOW=true/false)
Parameters : (RESPECTFOLLOW=true/false)
Example : once=false areaok=true minticks=10 maxticks=20
Description:
By default, as soon as a mob with this ability finds himself able to move, and
no longer in combat, and not following anyone, and the room clear of PCs, he
will wander back to his start room until he finds himself, once again, far from
home.
The default behavior can be modified with parameters. AREAOK will allow the
mob to wander, so long as he stays in his home area, only returning home if he
finds himself outside his area. IGNOREPCS will allow the mob to wander home
even if other PCs are in the room watching him. IGNOREFOLLOW will allow the
mob to wander home even if he is following someone, magically or otherwise.
RESPECTFOLLOW will immediately negate this property if the mob is ever
following anyone. ONCE will make this property work only one time, deleting
itself after the mob has gone home. MINTICKS and MAXTICKS set a limit on how
long the mob can be away from home before considering a return trip; by
default, MINTICKS and MAXTICKS are 0, meaning the mob is constantly trying to
get home.
WeakParalysis: Weak Paralysis -
Ability : WeakParalysis+
Parameters :
Example :
Description:
An attack which, if successful, paralyzes the victim for a few short ticks.
Ability : WeakParalysis+ + +
Parameters :
Example :
Description:
An attack which, if successful, paralyzes the victim for a few short ticks.
+ WildTagTurf: Wild Tag Turf +
Skill : Wild Tag Turf
Domain : Racial ability
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : WILDTAG, WTAGTURF, WTURFTAG, WILDTAGTURF, WILDTURFTAG
Usage : WILDTAG (UNTAG)
Example : wildtag
Example : wildtag untag
The creature tags this place as their "turf" or, if they are a part of a clan,
their clan's "turf". Other players creatures will not be able to use some of
their skills here, specifically those in either the animal affinity and racial
ability domains. The tag can only be seen by the tagging creature, and those
who can see hidden things.
Ability : WingFlying+
Parameters :
Example :
Usage : FLAP
Description:
The ability to control winged flight.
Ability : WingFlying
Parameters :
Example :
Usage : FLAP
Description:
The ability to control winged flight.
@@ -3648,7 +4064,7 @@
diff --git a/guides/refs/ahelp.html b/guides/refs/ahelp.html index 914703cf186..ab9467ac6e6 100644 --- a/guides/refs/ahelp.html +++ b/guides/refs/ahelp.html @@ -166,6 +166,8 @@
Social : WORM
Target : none
You see : You drop on your belly and worm like nobody's business!
Others see : Drops to the ground and does the worm!
Ability Prerequisites is a comma delimited list of skills or skill masks that+
describe what skills or set of skills must be learned, and at what optional
proficiency, before a player of a given class can learn that skill. The list
is comma delimited, and each item in the list consists of a valid Ability ID
(like Spell_Fireball), or a wildcard mask of Ability_IDs (like Spell_F* to
select all Ability IDs beginning with Spell_F). Following the Ability_ID is an
optionally number in parenthesis, which would represent the minimum proficiency
of the aforementioned Ability that is required.
Example:
Skill_Trip(50),Fighter_*(10)
The above means that the current ability requires that the player have Trip at
50% proficiency and any Fighter skill at 10% proficiency or better.
Ability Prerequisites is a comma delimited list of skills or skill masks that
describe what skills or set of skills must be learned, and at what optional
proficiency, before a player of a given class can learn that skill. The list
is comma delimited, and each item in the list consists of a valid Ability ID
(like Spell_Fireball), or a wildcard mask of Ability_IDs (like Spell_F* to
select all Ability IDs beginning with Spell_F). Following the Ability_ID is an
optionally number in parenthesis, which would represent the minimum proficiency
of the aforementioned Ability that is required.
Example:
Skill_Trip(50),Fighter_*(10)
The above means that the current ability requires that the player have Trip at
50% proficiency and any Fighter skill at 10% proficiency or better.
ACCOUNT -
Command : ACCOUNT+
Usage : ACCOUNT [ACCOUNT/PLAYER NAME]
Example : account bob
Short(s):
If this mud supports accounts, this command will show the account name, a list
of characters, and the account expiration date, if applicable.
Command : ACCOUNT
Usage : ACCOUNT [ACCOUNT/PLAYER NAME]
Example : account bob
Short(s):
If this mud supports accounts, this command will show the account name, a list
of characters, and the account expiration date, if applicable.
ACCUSE -
+
Skill : Accuse
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : ACCUSE
Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
Example : accuse gunther making me mad
Example : accuse joe of being joe 7 !
From anywhere on the map, the player with this skill can cause the target
player to be accused of a crime in either the area they are currently in, their
starting area, or the area the accuser is in, depending on what's available
when the skill is used. This will cause the law in that area to go after the
target player. The default sentence is prison time, but this can be lowered or
raised by specifying a number from 0 (warning) to 10 (death) at the end. An
exclamation mark may be optionally also added to do a worldwide announcement.
Skill : Accuse
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : ACCUSE
Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
Example : accuse gunther making me mad
Example : accuse joe of being joe 7 !
From anywhere on the map, the player with this skill can cause the target
player to be accused of a crime in either the area they are currently in, their
starting area, or the area the accuser is in, depending on what's available
when the skill is used. This will cause the law in that area to go after the
target player. The default sentence is prison time, but this can be lowered or
raised by specifying a number from 0 (warning) to 10 (death) at the end. An
exclamation mark may be optionally also added to do a worldwide announcement.
AFFECT -
Command : AFFECT+
Usage : AFFECT ([TARGET])
Example : affect
Example : affect room
Example : affect area
Example : affect orc
Short(s): AFF
List the spell or other affects that your character is currently under the
influence of. If targeted, it will show what the given target is affected by.
Command : AFFECT
Usage : AFFECT ([TARGET])
Example : affect
Example : affect room
Example : affect area
Example : affect orc
Short(s): AFF
List the spell or other affects that your character is currently under the
influence of. If targeted, it will show what the given target is affected by.
AFTER -
Command : AFTER+
Usage : AFTER (EVERY/STOP/LIST) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS]
[COMMAND]
Example : after 5 seconds smile
Example : after every 5 seconds at bob smile
Example : after 10 minutes shutdown noprompt
Example : after stop
Example : after list
Short(s):
A command to delay the execution of a command. The every parameter may be used
to make a command automatically recurring. after stop should be used to cancel
commands created with the every parameter.
Command : AFTER
Usage : AFTER (EVERY/STOP/LIST) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS]
[COMMAND]
Example : after 5 seconds smile
Example : after every 5 seconds at bob smile
Example : after 10 minutes shutdown noprompt
Example : after stop
Example : after list
Short(s):
A command to delay the execution of a command. The every parameter may be used
to make a command automatically recurring. after stop should be used to cancel
commands created with the every parameter.
AHELP -
Command : AHELP+
Usage : AHELP [TOPICNAME]
Example : ahelp ahelp
Short(s):
A command to view the Administrative help commands.
Command : AHELP
Usage : AHELP [TOPICNAME]
Example : ahelp ahelp
Short(s):
A command to view the Administrative help commands.
ANNOUNCE -
Command : ANNOUNCE+
Usage : ANNOUNCE message
Usage : ANNOUNCETO [ALL/HERE/PLAYER NAME] message
Usage : ANNOUNCEMSG new personalized announce message prefix
Example : announce A new area is discovered!
Example : announceto all A new area is discovered!
Example : announceto bob Hi Bob!
Example : announcemsg A squeeky voice screeches
Short(s):
A command to make annoucements to players -- even those who don't want to be
announced to. This command can be used to announce to all players or selected
players using the announceto syntax. This is also the command used to
personalize your announce prefix message by using the announcemsg syntax.
Command : ANNOUNCE
Usage : ANNOUNCE message
Usage : ANNOUNCETO [ALL/HERE/PLAYER NAME] message
Usage : ANNOUNCEMSG new personalized announce message prefix
Example : announce A new area is discovered!
Example : announceto all A new area is discovered!
Example : announceto bob Hi Bob!
Example : announcemsg A squeeky voice screeches
Short(s):
A command to make annoucements to players -- even those who don't want to be
announced to. This command can be used to announce to all players or selected
players using the announceto syntax. This is also the command used to
personalize your announce prefix message by using the announcemsg syntax.
+
Skill : Matrix Possess
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MPOSSESS
Usage : MPOSSESS [PLAYER NAME]
Example : mpossess bob
This skill will allow you automatically possess a new mob in the same room as
the target player whenever the target moves to a new room. Just like possess,
use QUIT to shut it down.
Skill : Matrix Possess
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MPOSSESS
Usage : MPOSSESS [PLAYER NAME]
Example : mpossess bob
This skill will allow you automatically possess a new mob in the same room as
the target player whenever the target moves to a new room. Just like possess,
use QUIT to shut it down.
@@ -467,7 +473,7 @@
AS -
Command : AS+
Usage : AS [PLAYERNAME/MOBNAME] (HERE) [COMMAND]
Example : as "bob" inventory
Example : as bob here drop all
Example : as bob cast fireball monster
Short(s):
A command that allows one to issue other commands as if they were another
player or mob. This is the best way to manage a players inventory or bank
accounts from the command line. The optional "here" parameter should follow the
name if the command is to be issued with the player in the same room as the
archon.
Command : AS
Usage : AS [PLAYERNAME/MOBNAME] (HERE) [COMMAND]
Example : as "bob" inventory
Example : as bob here drop all
Example : as bob cast fireball monster
Short(s):
A command that allows one to issue other commands as if they were another
player or mob. This is the best way to manage a players inventory or bank
accounts from the command line. The optional "here" parameter should follow the
name if the command is to be issued with the player in the same room as the
archon.
@@ -477,72 +483,72 @@
AT -
Command : AT+
Usage : AT [ROOM ID/DESC/MOB/AREA] [COMMAND]
Example : at "the greasy pub" smile
Example : at Midgaard#3001 bow
Example : at bob cast fireball bob
Short(s):
A command that allows one to issue other commands elsewhere in the mud.
Command : AT
Usage : AT [ROOM ID/DESC/MOB/AREA] [COMMAND]
Example : at "the greasy pub" smile
Example : at Midgaard#3001 bow
Example : at bob cast fireball bob
Short(s):
A command that allows one to issue other commands elsewhere in the mud.
ATOPICS -
Command : ATOPICS+
Usage : ATOPICS [TOPICNAME]
Example : atopics
Short(s):
A command to view the Administrative help topics.
Command : ATOPICS
Usage : ATOPICS [TOPICNAME]
Example : atopics
Short(s):
A command to view the Administrative help topics.
BAN -
Command : BAN+
Usage : BAN [PLAYER TYPE/IP ADDRESS]
Example : ban bob
Example : ban io.com
Example : ban isp3.io.com
Example : ban 123.32.23.1
Example : ban 123.32.23.*
Example : ban *the great
Example : ban *penis*
Short(s):
A command to ban the given player or ip address from the system. See also
LIST, DESTROY
Command : BAN
Usage : BAN [PLAYER TYPE/IP ADDRESS]
Example : ban bob
Example : ban io.com
Example : ban isp3.io.com
Example : ban 123.32.23.1
Example : ban 123.32.23.*
Example : ban *the great
Example : ban *penis*
Short(s):
A command to ban the given player or ip address from the system. See also
LIST, DESTROY
BANISH -
+
Skill : Banish
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BANISH
Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
Example : banish gunther
Example : banish gunther Midgaard#3001
Example : banish gunther 3 hours
Example : banish gunther 14 years
From anywhere on the map, the player with this skill can send the target
mob/player to a prison from which they can not escape magically. Use this
skill again on the same player to release them. The Archon can optionally
specify a room on the map which this skill will copy and use as the jail. The
Archon can also optionally end the command with the number of seconds, ticks,
minutes, hours, days, weeks, or years in which to keep the player imprisoned.
It is up to the Archon to make sure there are no mundane ways out of the
prison; Banish will take care of the magical ways of escape.
Skill : Banish
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BANISH
Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
Example : banish gunther
Example : banish gunther Midgaard#3001
Example : banish gunther 3 hours
Example : banish gunther 14 years
From anywhere on the map, the player with this skill can send the target
mob/player to a prison from which they can not escape magically. Use this
skill again on the same player to release them. The Archon can optionally
specify a room on the map which this skill will copy and use as the jail. The
Archon can also optionally end the command with the number of seconds, ticks,
minutes, hours, days, weeks, or years in which to keep the player imprisoned.
It is up to the Archon to make sure there are no mundane ways out of the
prison; Banish will take care of the magical ways of escape.
BEACON -
Command : BEACON+
Usage : BEACON ([PLAYER TYPE])
Example : beacon
Example : beacon bob
Short(s):
A command to change the start room of a player. If no player is named, this
command will change their own start room to the room they occupy. If a player
is named, this command changes the players start room to the room the player
currently occupies.
Command : BEACON
Usage : BEACON ([PLAYER TYPE]/[SHIP NAME])
Example : beacon
Example : beacon bob
Short(s):
A command to change the start room of a player, or the home port of a given
ship. If no player or ship is named, this command will change your own start
room to the room you occupy. If a player is named, this command changes the
players start room to the room the player currently occupies. If a ship is
named, then the current ships location will become their home port.
BOOT -
Command : BOOT+
Usage : BOOT [PLAYER NAME/IP ADDRESS]
Example : boot bob
Example : boot 192.168.0.1
Short(s):
A command to boot off a player.
Command : BOOT
Usage : BOOT [PLAYER NAME/IP ADDRESS]
Example : boot bob
Example : boot 192.168.0.1
Short(s):
A command to boot off a player.
BUG -
Command : BUG+
Usage : BUG [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : BUG TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : bug nothing is spelled right in this room!
Example : bug review
Example : bug review 7
Example : bug review bob 7
Short(s):
This command can be used to submit bugs to the system. When the REVIEW
parameter is given, the bugs will be iterated through one at a time to give the
archon a chance to delete, comment on, or email each one. An optional starting
number can be given to REVIEW. An optional filter can be given to list only
messages assigned to a particular user.
Command : BUG
Usage : BUG [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : BUG TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : bug nothing is spelled right in this room!
Example : bug review
Example : bug review 7
Example : bug review bob 7
Short(s):
This command can be used to submit bugs to the system. When the REVIEW
parameter is given, the bugs will be iterated through one at a time to give the
archon a chance to delete, comment on, or email each one. An optional starting
number can be given to REVIEW. An optional filter can be given to list only
messages assigned to a particular user.
CATALOG -
Command : CATALOG+
Usage : CATALOG LIST (MOBS/ITEMS/CATEGORIES/) [NAME MASK]
Usage : CATALOG (DELETE) [ITEM/MOB NAME]
Usage : CATALOG (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Usage : CATALOG EDIT [ITEM NAME]
Usage : CATALOG CATEGORY [CATEGORY NAME]
Usage : CATALOG SCAN/DBSCAN (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Usage : CATALOG OVERLOOK/DBOVERLOOK (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Example : catalog list
Example : catalog list mobs the st
Example : catalog list mob categories
Example : catalog the waiter
Example : catalog delete the waiter
Example : catalog edit the sword
Example : catalog room mobs
Example : catalog scan area
Example : catalog dboverlook area mobs
Short(s) :
This command is used to manage your muds global catalog of generic mobs and/or
items. The catalog is a place where you can store templates of mobs and items
for reuse, or for quick global modification and analysis. Mobs and items in
your catalog can be changed globally simply by creating and then changing any
instance of one of them. You can create new instances of a cataloged object
simply by entering CREATE <cataloged object name>. Your catalog is keyed by
name, so once the name of a cataloged item or mob is set, it should not be
changed.
Cataloged items can be placed into categories by issueing the catalog category
command before adding or modifying catalog entries. Mobs and items so
cataloged must still have a unique global name, but flagging them this way can
make listing them must easier.
You may review the objects in your catalog using the catalog list command. You
can also check the catalog synchronicity of the objects in your live rooms with
scan, or your saved rooms with dbscan. You can check for uncataloged objects
in live rooms with the overlook parameter, or in your saved rooms with
dboverlook.
You may delete an object from your catalog to stop using it as a global
template. Deleting an object from the catalog only detaches instances of a
cataloged object from all others, but does not destroy any actual instances.
The catalog is also used to manage a global random item-drop table. Items can
be set to randomly appear in the inventories of selected mobs when those mobs
are brought to life, or at the moment of their death. Use CATALOG EDIT <item
name> to change drop settings.
Command : CATALOG
Usage : CATALOG LIST (MOBS/ITEMS/CATEGORIES/) [NAME MASK]
Usage : CATALOG (DELETE) [ITEM/MOB NAME]
Usage : CATALOG (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Usage : CATALOG EDIT [ITEM NAME]
Usage : CATALOG CATEGORY [CATEGORY NAME]
Usage : CATALOG SCAN/DBSCAN (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Usage : CATALOG OVERLOOK/DBOVERLOOK (ROOM/AREA/WORLD) (MOBS/ITEMS/)
Example : catalog list
Example : catalog list mobs the st
Example : catalog list mob categories
Example : catalog the waiter
Example : catalog delete the waiter
Example : catalog edit the sword
Example : catalog room mobs
Example : catalog scan area
Example : catalog dboverlook area mobs
Short(s) :
This command is used to manage your muds global catalog of generic mobs and/or
items. The catalog is a place where you can store templates of mobs and items
for reuse, or for quick global modification and analysis. Mobs and items in
your catalog can be changed globally simply by creating and then changing any
instance of one of them. You can create new instances of a cataloged object
simply by entering CREATE <cataloged object name>. Your catalog is keyed by
name, so once the name of a cataloged item or mob is set, it should not be
changed.
Cataloged items can be placed into categories by issueing the catalog category
command before adding or modifying catalog entries. Mobs and items so
cataloged must still have a unique global name, but flagging them this way can
make listing them must easier.
You may review the objects in your catalog using the catalog list command. You
can also check the catalog synchronicity of the objects in your live rooms with
scan, or your saved rooms with dbscan. You can check for uncataloged objects
in live rooms with the overlook parameter, or in your saved rooms with
dboverlook.
You may delete an object from your catalog to stop using it as a global
template. Deleting an object from the catalog only detaches instances of a
cataloged object from all others, but does not destroy any actual instances.
The catalog is also used to manage a global random item-drop table. Items can
be set to randomly appear in the inventories of selected mobs when those mobs
are brought to life, or at the moment of their death. Use CATALOG EDIT <item
name> to change drop settings.
CHARGEN -
Skill : CHARGEN+
Usage : CHARGEN (COMBAT/NEW/PLAYER/EQUIP) (CHARCLASS/ALL) (LEVEL)
Example : chargen combat figher 10
Example : chargen equip bob
Example : chargen weapon ([ARG]=[VALUE] ...)
Short(s) :
A little utility designed to give example characters and weapons of various
levels, for comparison with MOBs of similar level. It's basically a class
balancing tool.
Skill : CHARGEN
Usage : CHARGEN (COMBAT/NEW/PLAYER/EQUIP) (CHARCLASS/ALL) (LEVEL)
Example : chargen combat figher 10
Example : chargen equip bob
Example : chargen weapon ([ARG]=[VALUE] ...)
Short(s) :
A little utility designed to give example characters and weapons of various
levels, for comparison with MOBs of similar level. It's basically a class
balancing tool.
CLOAK -
Command : CLOAK+
Usage : CLOAK (OFF)
Example : cloak
Example : cloak off
Short(s) :
Cloak makes the player unable to be seen in the WHO list. They can still be
seen by players in the same room, however.
Command : CLOAK
Usage : CLOAK (OFF)
Example : cloak
Example : cloak off
Short(s) :
Cloak makes the player unable to be seen in the WHO list. They can still be
seen by players in the same room, however.
CMFS -
CoffeeMud File System+
The CoffeeMud File System is a means of accessing files inside your main
CoffeeMud folder along side files stored in your CoffeeMud database. Files in
the CMFS can be stored either in the local file system, in CoffeeMud's
database, or in both. The CMFS sees both sets of files and folders/directories
as if they were part of a single file system.
Normally, the files required for operation of CoffeeMud, such as text files,
class files, help files, images, and other files, are loaded from the
appropriate directories on your LOCAL file system inside the main CoffeeMud
folder. If you installed CoffeeMud into D:\games\engines\coff, for instance,
the file intro.txt (the intro screen) would be loaded from
D:\games\engines\coff\ resources\text\intro.txt.
Under the CoffeeMud system, however, you should always think of your CoffeeMud
folder as a file system unto itself. The same file discussed above, even when
referring to the local file system inside CoffeeMud, would be accessed using
the path: resources/text/intro.txt. You'll notice that the path separators are
forward slashes / like in UNIX, instead of the normal back-slashes \ used in
DOS. This is the standard for the CMFS. You'll also notice that the resources
directory is accessed as if it were at the root of its own drive. This is also
part of the CoffeeMud File System. Because of this, CoffeeMud is utterly
unable to access any files outside of its installation directory. Keep this in
mind!
Within this installation directory structure, CoffeeMud is able to store files
both on your local file system drive, and in your database (VFS Files). The
VFS, or Virtual File System, refers specifically to files and folders which are
saved in your database, and accessible through the MUDGrinder's File Browser,
or the MUD's SHELL command (see HELP SHELL). When the CoffeeMud directory
structure is viewed through those two screens, files in the CoffeeMud database
and files in the local file system are both viewable as if they were part of a
single file system, the CMFS.
The files referenced in CoffeeMud are case-insensitive, except where dealing
with the local file system, where it may be case-sensitive depending upon your
operating system. Any filename or path may be preceded by a :: string to
denote forced VFS/database access, or // to denote forced local file-system
access. When neither is specified for a given file path, the VFS file is
always preferred over the local one. For instance, the path
::resources/text/intro.txt would refer ONLY to a copy of the intro.txt file
stored in the database as a VFS file. If that file is not in the database when
the :: string is used, the file will not be found. The path
//resources/text/intro.txt would refer ONLY to the copy of the intro.txt file
stored in the local file system, even if the same file appears in the VFS. The
path resources/text/intro.txt will use the copy of intro.txt stored in the VFS
*if* it exists there, or the one on the local file system otherwise.
The / character is always used to separate directory paths and folders, such as
/resources/text/intro.txt would refer to the file down.txt in the text folder,
which in turn is in the resources folder, which in turn is located in the root
directory.
So, as we've seen, whenever you need to refer to a file in CoffeeMud, you
should keep this system in mind. Files which are part of your CMFS may be in
the VFS database, or in the local file system. They may even be in both! This
system provides security for the server in which CoffeeMud is being run, and
provides for the ability to grant folder-level (or even VFS-folder-level)
security to builders and other administrative users.
CoffeeMud File System
The CoffeeMud File System is a means of accessing files inside your main
CoffeeMud folder along side files stored in your CoffeeMud database. Files in
the CMFS can be stored either in the local file system, in CoffeeMud's
database, or in both. The CMFS sees both sets of files and folders/directories
as if they were part of a single file system.
Normally, the files required for operation of CoffeeMud, such as text files,
class files, help files, images, and other files, are loaded from the
appropriate directories on your LOCAL file system inside the main CoffeeMud
folder. If you installed CoffeeMud into D:\games\engines\coff, for instance,
the file intro.txt (the intro screen) would be loaded from
D:\games\engines\coff\ resources\text\intro.txt.
Under the CoffeeMud system, however, you should always think of your CoffeeMud
folder as a file system unto itself. The same file discussed above, even when
referring to the local file system inside CoffeeMud, would be accessed using
the path: resources/text/intro.txt. You'll notice that the path separators are
forward slashes / like in UNIX, instead of the normal back-slashes \ used in
DOS. This is the standard for the CMFS. You'll also notice that the resources
directory is accessed as if it were at the root of its own drive. This is also
part of the CoffeeMud File System. Because of this, CoffeeMud is utterly
unable to access any files outside of its installation directory. Keep this in
mind!
Within this installation directory structure, CoffeeMud is able to store files
both on your local file system drive, and in your database (VFS Files). The
VFS, or Virtual File System, refers specifically to files and folders which are
saved in your database, and accessible through the MUDGrinder's File Browser,
or the MUD's SHELL command (see HELP SHELL). When the CoffeeMud directory
structure is viewed through those two screens, files in the CoffeeMud database
and files in the local file system are both viewable as if they were part of a
single file system, the CMFS.
The files referenced in CoffeeMud are case-insensitive, except where dealing
with the local file system, where it may be case-sensitive depending upon your
operating system. Any filename or path may be preceded by a :: string to
denote forced VFS/database access, or // to denote forced local file-system
access. When neither is specified for a given file path, the VFS file is
always preferred over the local one. For instance, the path
::resources/text/intro.txt would refer ONLY to a copy of the intro.txt file
stored in the database as a VFS file. If that file is not in the database when
the :: string is used, the file will not be found. The path
//resources/text/intro.txt would refer ONLY to the copy of the intro.txt file
stored in the local file system, even if the same file appears in the VFS. The
path resources/text/intro.txt will use the copy of intro.txt stored in the VFS
*if* it exists there, or the one on the local file system otherwise.
The / character is always used to separate directory paths and folders, such as
/resources/text/intro.txt would refer to the file down.txt in the text folder,
which in turn is in the resources folder, which in turn is located in the root
directory.
So, as we've seen, whenever you need to refer to a file in CoffeeMud, you
should keep this system in mind. Files which are part of your CMFS may be in
the VFS database, or in the local file system. They may even be in both! This
system provides security for the server in which CoffeeMud is being run, and
provides for the ability to grant folder-level (or even VFS-folder-level)
security to builders and other administrative users.
The following codes are available for channels definitions:+
WHITE, LIGHTGREEN, LIGHTBLUE, LIGHTRED, YELLOW, LIGHTCYAN, LIGHTPURPLE, GREY,
<FONT COLOR=GREEN>GREEN, BLUE, RED, BROWN, CYAN, PURPLE, DARKGREY, BLACK, NONE,
BOLD, UNDERLINE, BLINK, ITALICS, ^~wBGWHITE, ^~gBGGREEN, ^~bBGBLUE, ^~rBGRED,
<FONT COLOR=#000099>^~yBGYELLOW, ^~cBGCYAN, ^~pBGPURPLE, BGBLACK, BGDEFAULT
The following codes are available for channels definitions:
WHITE, LIGHTGREEN, LIGHTBLUE, LIGHTRED, YELLOW, LIGHTCYAN, LIGHTPURPLE, GREY,
<FONT COLOR=GREEN>GREEN, BLUE, RED, BROWN, CYAN, PURPLE, DARKGREY, BLACK, NONE,
BOLD, UNDERLINE, BLINK, ITALICS, ^~wBGWHITE, ^~gBGGREEN, ^~bBGBLUE, ^~rBGRED,
<FONT COLOR=#000099>^~yBGYELLOW, ^~cBGCYAN, ^~pBGPURPLE, BGBLACK, BGDEFAULT
Below are a list of the standard color codes for CoffeeMud.+
^N Normal
^! Bold
^H Highlight
^_ Underline
^/ Italics
^. Reset (turns off reverse)
^^ Generates an untranslated "^" character
^? Restores previous color
^f You-Fight
^e Fight-You
^F Fight
^S Spell
^E Emote
^T Talk
^Q Channel Background
^q Channel Foreground
^x Important message 1
^X Important message 2
^Z Important message 3
^O Room Title
^L Room Description
^D Direction
^d Door
^I Item
^M MOB
^w White
^g Green
^b Blue
^r Red
^y Yellow
^c Cyan
^p Purple
^W Dark White
^G Dark Green
^B Dark Blue
^R Dark Red
^Y Dark Yellow
^C Dark Cyan
^P Dark Purple
^U Unexplored Direction
^u Unexplored Door
^~w^~w White Background
^~g^~g Green Background
^~b^~b Blue Background
^~r^~r Red Background
^~y^~y Yellow Background
^~c^~c Cyan Background
^~p^~p Purple Background
^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)
^##xx 256 foreground (xx = hex number from 00 - ff)
^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)
^||xx 256 color background (xx = hex number from 00 - ff)
* Note: when using background colors, the foreground must always come first.
Below are a list of the standard color codes for CoffeeMud.
^N Normal
^! Bold
^H Highlight
^_ Underline
^/ Italics
^. Reset (turns off reverse)
^^ Generates an untranslated "^" character
^? Restores previous color
^f You-Fight
^e Fight-You
^F Fight
^S Spell
^E Emote
^T Talk
^Q Channel Background
^q Channel Foreground
^x Important message 1
^X Important message 2
^Z Important message 3
^O Room Title
^L Room Description
^D Direction
^d Door
^I Item
^M MOB
^w White
^g Green
^b Blue
^r Red
^y Yellow
^c Cyan
^p Purple
^W Dark White
^G Dark Green
^B Dark Blue
^R Dark Red
^Y Dark Yellow
^C Dark Cyan
^P Dark Purple
^U Unexplored Direction
^u Unexplored Door
^~w^~w White Background
^~g^~g Green Background
^~b^~b Blue Background
^~r^~r Red Background
^~y^~y Yellow Background
^~c^~c Cyan Background
^~p^~p Purple Background
^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)
^##xx 256 foreground (xx = hex number from 00 - ff)
^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)
^||xx 256 color background (xx = hex number from 00 - ff)
* Note: when using background colors, the foreground must always come first.
Usage : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER]+
Example : list ideas
Example : idea review 10
Example : idea transfer 10 bug
A command journal is a special kind of command that can be created and modified
from the MUDGrinder Control Panel or the coffeemud.ini file. It is a special
kind of journal that users can write to from the command line with the command
journal command word, such as BUG, or IDEA, or TYPO. The Command Journal's
entries can then be listed by those with the necessary security clearance by
using the LIST [JOURNALNAME] command. Entries can also be stepped through
using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) syntax. They can be
transferred from the step-through menu to other journals, or they can be
transferred directly from the command line with [JOURNALNAME] TRANSFER [MSG
NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a command journal can be deleted
from the step-through menu, or by entering DESTROY [JOURNALNAME] [MSG NUMBER].
Usage : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER]
Example : list ideas
Example : idea review 10
Example : idea transfer 10 bug
A command journal is a special kind of command that can be created and modified
from the MUDGrinder Control Panel or the coffeemud.ini file. It is a special
kind of journal that users can write to from the command line with the command
journal command word, such as BUG, or IDEA, or TYPO. The Command Journal's
entries can then be listed by those with the necessary security clearance by
using the LIST [JOURNALNAME] command. Entries can also be stepped through
using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) syntax. They can be
transferred from the step-through menu to other journals, or they can be
transferred directly from the command line with [JOURNALNAME] TRANSFER [MSG
NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a command journal can be deleted
from the step-through menu, or by entering DESTROY [JOURNALNAME] [MSG NUMBER].
@@ -552,32 +558,32 @@
COPY -
Command : COPY+
Usage : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION]
Example : copy joe
Example : copy beast sword
Example : copy Longsword@room
Example : copy Longsword@an orc
Example : copy east
Short(s):
A command for the creation of items, mobs, and rooms. Enter COPY for more
information on command usage.
Command : COPY
Usage : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION]
Example : copy joe
Example : copy beast sword
Example : copy Longsword@room
Example : copy Longsword@an orc
Example : copy east
Short(s):
A command for the creation of items, mobs, and rooms. Enter COPY for more
information on command usage.
CREATE -
Command : CREATE+
Usage : CREATE [ITEM TYPE] ...
Example : create room e StdRoom
Example : create item Longsword
Example : create item Longsword@room
Example : create item Longsword@an orc
Example : create StdExit east
Example : create news
Short(s):
A command for the creation of items, mobs, quests, rooms, polls, exits,
classes, races, etc. Enter CREATE for more information on command usage on
items, mobs, components, and exits. Use AHELP QUESTS for more information on
creating quests.
Command : CREATE
Usage : CREATE [ITEM TYPE] ...
Example : create room e StdRoom
Example : create item Longsword
Example : create item Longsword@room
Example : create item Longsword@an orc
Example : create StdExit east
Example : create news
Short(s):
A command for the creation of items, mobs, quests, rooms, polls, exits,
classes, races, etc. Enter CREATE for more information on command usage on
items, mobs, components, and exits. Use AHELP QUESTS for more information on
creating quests.
DESTROY -
Command : DESTROY+
Usage : DESTROY [ITEM TYPE] ...
Example : destroy room e
Example : destroy orc
Example : destroy item longsword
Example : destroy item longsword@an orc
Short(s):
A command for the destruction of items, quests, components, mobs, rooms, exits,
polls, classes, races, and listed bugs, typos, ideas, and ban. Enter DESTROY
for more information on command usage.
Command : DESTROY
Usage : DESTROY [ITEM TYPE] ...
Example : destroy room e
Example : destroy orc
Example : destroy item longsword
Example : destroy item longsword@an orc
Short(s):
A command for the destruction of items, quests, components, mobs, rooms, exits,
polls, classes, races, and listed bugs, typos, ideas, and ban. Enter DESTROY
for more information on command usage.
Command : DEVIATIONS+
Usage : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA
Example : deviations mobs area
Short(s):
A command for showing items in a room or area, and how they deviate from
established norms for their type and level.
Command : DEVIATIONS
Usage : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA
Example : deviations mobs area
Short(s):
A command for showing items in a room or area, and how they deviate from
established norms for their type and level.
DUMPFILE -
Command : DUMPFILE+
Usage : DUMPFILE (RAW) [USER/ALL] [FILENAME]
Example : dumpfile all classes.txt
Short(s) :
Unloads most resource text and help files for easy refreshing.
Command : DUMPFILE
Usage : DUMPFILE (RAW) [USER/ALL] [FILENAME]
Example : dumpfile all classes.txt
Short(s) :
Unloads most resource text and help files for easy refreshing.
EVERY -
Command : EVERY+
Usage : EVERY [ROOM/ITEM/MOB/EXIT] (INAREA/INWORLD) (+PLAYERS)
(<MASK>[ZAPPERMASK]</MASK>) [COMMAND]
Example : every room inarea look
Example : every mob cast tourettes *
Short(s):
This command allows you to execute a command against every room, item, mob, or
exit in the same room as the Archon. The name of the target can be substituted
in your command with an asterisk *. The INAREA or INWORLD flag may be given to
expand the rooms affected. The +PLAYERS flag will include players when the MOB
argument is given. A ZapperMask may be placed between <MASK> and </MASK>
strings to filter out the type of mob/item affected; see HELP ZAPPERMASK for
more information on that.
Command : EVERY
Usage : EVERY [ROOM/ITEM/MOB/EXIT] (INAREA/INWORLD) (+PLAYERS)
(<MASK>[ZAPPERMASK]</MASK>) [COMMAND]
Example : every room inarea look
Example : every mob cast tourettes *
Short(s):
This command allows you to execute a command against every room, item, mob, or
exit in the same room as the Archon. The name of the target can be substituted
in your command with an asterisk *. The INAREA or INWORLD flag may be given to
expand the rooms affected. The +PLAYERS flag will include players when the MOB
argument is given. A ZapperMask may be placed between <MASK> and </MASK>
strings to filter out the type of mob/item affected; see HELP ZAPPERMASK for
more information on that.
@@ -587,32 +593,32 @@
EXPIRE -
Command : EXPIRE+
Usage : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING])
Example : expire bob
Example : expire bob 15
Short(s):
This command sets and displays the amount of active days a user has left. This
command is only relevant if the account expiration system is enabled in your
coffeemud.ini file.
Command : EXPIRE
Usage : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING])
Example : expire bob
Example : expire bob 15
Short(s):
This command sets and displays the amount of active days a user has left. This
command is only relevant if the account expiration system is enabled in your
coffeemud.ini file.
EXPORT -
Command : EXPORT+
Usage : EXPORT (AREA/ROOM/WORLD/CATALOG/PLAYER)
(DATA/ITEMS/MOBS/WEAPONS/ARMOR) ([FILE]/SCREEN/EMAIL)
Example : export room myroom
Example : export area /home/users/myarea
Example : export area weapons /home/users/myarea
Example : export area screen
Example : export area email
Example : export catalog mobs
Example : export world data /exportfiles/
Example : export player bob
Short(s):
The export command will generate the official coffeemud area files, whose
extension is "*.cmare". This command may also be used to export individual
rooms, player data, or unique items or mobs as well. If the second parameter
(ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data
for the scope of the first parameter (AREA, ROOM, or WORLD). If the second
parameter IS specified, then only the specified data will be generated.
The results will be written to the file given in the last argument, or to the
screen if "screen" is given as the last argument, or sent to your email address
if that is enabled. The extension need not be included, as coffeemud will add
it if not present. If a directory name is given (no file name), the system
will reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or
EXPORT WORLD is used. The default directory for this command is the CoffeeMud
root.
Command : EXPORT
Usage : EXPORT (AREA/ROOM/WORLD) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
([FILE]/SCREEN/EMAIL)
Usage : EXPORT (CATALOG) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
([FILE]/SCREEN/EMAIL)
Usage : EXPORT (PLAYER/PLAYERS) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
([FILE]/SCREEN/EMAIL)
Example : export room myroom
Example : export area /home/users/myarea
Example : export area weapons /home/users/myarea
Example : export area screen
Example : export area email
Example : export catalog mobs
Example : export world data /exportfiles/
Example : export player bob
Short(s):
The export command will generate the official coffeemud area files, whose
extension is "*.cmare". This command may also be used to export individual
rooms, player data, or unique items or mobs as well. If the second parameter
(ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data
for the scope of the first parameter (AREA, ROOM, or WORLD). If the second
parameter IS specified, then only the specified data will be generated.
The results will be written to the file given in the last argument, or to the
screen if "screen" is given as the last argument, or sent to your email address
if that is enabled. The extension need not be included, as coffeemud will add
it if not present. If a directory name is given (no file name), the system
will reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or
EXPORT WORLD is used. The default directory for this command is the CoffeeMud
root.
FREEZE -
+
Skill : Freeze
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : FREEZE
Usage : FREEZE [PLAYER NAME]
Example : freeze gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to move. Use this skill again on the same player to release
them. Magic won't help the player, though the TRANSFER Archon command will
still work.
Skill : Freeze
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : FREEZE
Usage : FREEZE [PLAYER NAME]
Example : freeze gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to move. Use this skill again on the same player to release
them. Magic won't help the player, though the TRANSFER Archon command will
still work.
GENERATE -
Command : GENERATE+
Usage : GENERATE [OBJ TYPE] [ID] (FROM [FILENAME]) ([VAR]=[VAL]...)
([DIRECTION])
Example : generate area maze_dungeon from randareas/example.xml areasize=50
"areaname= the test" level_range=10?20 aggrochance=50 theme=kobolds south
Example : generate string list
This command uses an xml file to generate random content for your mud. This
content can be anything from whole areas, to rooms, mobs, items, or simple
strings. By default, the content is built from the file in
resources/randareas/example.xml, though the builder may specify his or her own
xml file path as one of the many arguments. The arguments, briefly, are:
OBJ TYPE: One of the following: AREA, ROOM, MOB, ITEM, or STRING.
ID : one of the "id" xml attributes defined on any tag in the XML file.
Use GENERATE STRING LIST for a list of all "id" attributes defined in your
file.
FROM "F": An optional argument to specify your own xml file, with the resources
directory being the default root.
VAR=VAL : One or more variables and their definitions. Many tags will have a
specific set of required variables which must be defined in order for the
content to be generated. Failing to specify one of the required variables will
cause an error message listing the variables which must be defined, and the
type of data required for the variable. Variable types which list numbers as
their data types may also have math expressions values (so you can use random
numbers). See the help on MATH EXPRESSION for more information on this. In
addition to required variables, you may also use the space to enter one or more
"override" values. Many object fields (such as LEVEL for mobs and items, or
NAME, etc) as well as the XML id tags, can have their "random" values
overridden by defining them using the generate command. If you need to use a
space in a variable value, enclose the ENTIRE definition in quotes, such as
"areaname=the dungeon" instead of areaname="the dungeon".
DIRECTION: This applies only to ROOM and AREA object types. The object, if
successfully generated, will be linked to the current room that the player is
standing in, in the direction they specify.
In closing, the GENERATE command is an interesting way to deliver large amounts
of dynamic content for your world, though it can never replace the caring touch
of a real, creative builder. If anyone is interested in writing their own xml
content, please open up the /resources/randareas/example.xml file and begin
reading. Use that file as an example on how to construct your own.
Command : GENERATE
Usage : GENERATE [OBJ TYPE] [ID] (FROM [FILENAME]) ([VAR]=[VAL]...)
([DIRECTION])
Example : generate area maze_dungeon from randareas/example.xml areasize=50
"areaname= the test" level_range=10?20 aggrochance=50 theme=kobolds south
Example : generate string list
This command uses an xml file to generate random content for your mud. This
content can be anything from whole areas, to rooms, mobs, items, or simple
strings. By default, the content is built from the file in
resources/randareas/example.xml, though the builder may specify his or her own
xml file path as one of the many arguments. The arguments, briefly, are:
OBJ TYPE: One of the following: AREA, ROOM, MOB, ITEM, or STRING.
ID : one of the "id" xml attributes defined on any tag in the XML file.
Use GENERATE STRING LIST for a list of all "id" attributes defined in your
file.
FROM "F": An optional argument to specify your own xml file, with the resources
directory being the default root.
VAR=VAL : One or more variables and their definitions. Many tags will have a
specific set of required variables which must be defined in order for the
content to be generated. Failing to specify one of the required variables will
cause an error message listing the variables which must be defined, and the
type of data required for the variable. Variable types which list numbers as
their data types may also have math expressions values (so you can use random
numbers). See the help on MATH EXPRESSION for more information on this. In
addition to required variables, you may also use the space to enter one or more
"override" values. Many object fields (such as LEVEL for mobs and items, or
NAME, etc) as well as the XML id tags, can have their "random" values
overridden by defining them using the generate command. If you need to use a
space in a variable value, enclose the ENTIRE definition in quotes, such as
"areaname=the dungeon" instead of areaname="the dungeon".
DIRECTION: This applies only to ROOM and AREA object types. The object, if
successfully generated, will be linked to the current room that the player is
standing in, in the direction they specify.
In closing, the GENERATE command is an interesting way to deliver large amounts
of dynamic content for your world, though it can never replace the caring touch
of a real, creative builder. If anyone is interested in writing their own xml
content, please open up the /resources/randareas/example.xml file and begin
reading. Use that file as an example on how to construct your own.
GMODIFY -
Command : GMODIFY+
Usage : GMODIFY (AREA/ROOM/WORLD) [FIELD=VAL](&&/||[...])
(CHANGE=[FIELD=VAL])
Example : gmodify area class=genmob&&name=the cityguard change=name=the guard
Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss]
Example : gmodify world class=[cs]GenItem&&name=a rusty sword
change=destroy=true
Example : gmodify ?
Short(s):
A command to select objects in a given area, room, or the whole world based on
the specified field values, and optionally change some of those specified
fields.
Searching the entire world is implied, but the first parameter may be the word
AREA or ROOM to narrow the search. You may also enter WORLD to make the world
search explicit.
The next parameter is the search criteria. The key phrase WHEN= may optionally
precede it to make explicit that you are specifying the search criteria. The
search criteria fields may be separated by && strings to specify that all of
the preceding criteria AND the next single criteria must be true. The criteria
fields may also be separated by || strings to specify that all of the preceding
criteria OR the next single criteria may be true. One of those strings must be
present when specifying more than one criteria.
Each field in the search criteria must be of the form FIELD=VALUE,
FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD<VALUE, FIELD>=VALUE, or
FIELD<=VALUE. Where FIELD must be a valid search field. Enter GMODIFY ?
for a complete list of all valid fields. Not all fields will apply to all
object types, so take this into account especially when using < or !=
operators. The operators are all normal except for the new one, $, which means
that the value is really a regular expression. The VALUE portion of the
criteria may be prefixed with modifiers, which include:
[ss] to specify that the value refers to a substring of the fields whole value.
[cs] to specify that the search is case sensitive (case insensitive is
implied).
The last parameter is the optional change specifications. These specifications
must be prefixed with the key phrase CHANGE=. If these specifications are not
included, GMODIFY will display the results of the search. The change
specifications are similar to the search criteria in that they consist of
groupings of FIELD=VALUE separated by && strings. Unlike search criteria,
however, operators other than =, and strings other than || have no special
meaning. The fields, like in the search criteria, must be valid fields for the
options selected by the search criteria. A special field name "DESTROY", when
set to true, will obliterate the item in question. Otherwise, the ordinary
fields on the object will be changed to the specified value UNLESS the
following conditions are met: the VALUE portion of a field is prefixed with the
modifier [ss], and the VALUE portion of an identical field in the search
criteria was also prefixed with the modifier [ss]. Under those special
conditions, instead of substituting the entire field value on the object with
the new value, ONLY the portion of the string selected in the search criteria
will be substituted.
* Be very careful with this command! It is wise to try the command WITHOUT
change= ... first, to make sure you are matching Exactly what you expect,
before doing a change pass.
Command : GMODIFY
Usage : GMODIFY (AREA/ROOM/WORLD) [FIELD=VAL](&&/||[...])
(CHANGE=[FIELD=VAL])
Example : gmodify area class=genmob&&name=the cityguard change=name=the guard
Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss]
Example : gmodify world class=[cs]GenItem&&name=a rusty sword
change=destroy=true
Example : gmodify ?
Short(s):
A command to select objects in a given area, room, or the whole world based on
the specified field values, and optionally change some of those specified
fields.
Searching the entire world is implied, but the first parameter may be the word
AREA or ROOM to narrow the search. You may also enter WORLD to make the world
search explicit.
The next parameter is the search criteria. The key phrase WHEN= may optionally
precede it to make explicit that you are specifying the search criteria. The
search criteria fields may be separated by && strings to specify that all of
the preceding criteria AND the next single criteria must be true. The criteria
fields may also be separated by || strings to specify that all of the preceding
criteria OR the next single criteria may be true. One of those strings must be
present when specifying more than one criteria.
Each field in the search criteria must be of the form FIELD=VALUE,
FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD<VALUE, FIELD>=VALUE, or
FIELD<=VALUE. Where FIELD must be a valid search field. Enter GMODIFY ?
for a complete list of all valid fields. Not all fields will apply to all
object types, so take this into account especially when using < or !=
operators. The operators are all normal except for the new one, $, which means
that the value is really a regular expression. The VALUE portion of the
criteria may be prefixed with modifiers, which include:
[ss] to specify that the value refers to a substring of the fields whole value.
[cs] to specify that the search is case sensitive (case insensitive is
implied).
The last parameter is the optional change specifications. These specifications
must be prefixed with the key phrase CHANGE=. If these specifications are not
included, GMODIFY will display the results of the search. The change
specifications are similar to the search criteria in that they consist of
groupings of FIELD=VALUE separated by && strings. Unlike search criteria,
however, operators other than =, and strings other than || have no special
meaning. The fields, like in the search criteria, must be valid fields for the
options selected by the search criteria. A special field name "DESTROY", when
set to true, will obliterate the item in question. Otherwise, the ordinary
fields on the object will be changed to the specified value UNLESS the
following conditions are met: the VALUE portion of a field is prefixed with the
modifier [ss], and the VALUE portion of an identical field in the search
criteria was also prefixed with the modifier [ss]. Under those special
conditions, instead of substituting the entire field value on the object with
the new value, ONLY the portion of the string selected in the search criteria
will be substituted.
* Be very careful with this command! It is wise to try the command WITHOUT
change= ... first, to make sure you are matching Exactly what you expect,
before doing a change pass.
GOTO -
Skill : GOTO+
Usage : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!)
Example : goto Midgaard#3001
Example : goto #3001
Example : goto north
Example : goto hassan
Example : goto temple of mota
Example : goto midgaard
Example : goto previous
Short(s) :
The invoker and his or her followers will be transported, with very little
fanfare, to the destination listed. This ability is not magical in nature, and
is thus not affected by no-teleport areas and rooms. Appending an exclaimation
point to the room will ADD fanfare to the entrance.
Skill : GOTO
Usage : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!)
Example : goto Midgaard#3001
Example : goto #3001
Example : goto north
Example : goto hassan
Example : goto temple of mota
Example : goto midgaard
Example : goto previous
Short(s) :
The invoker and his or her followers will be transported, with very little
fanfare, to the destination listed. This ability is not magical in nature, and
is thus not affected by no-teleport areas and rooms. Appending an exclaimation
point to the room will ADD fanfare to the entrance.
@@ -622,7 +628,7 @@
HUSH -
+
Skill : Hush
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : HUSH
Usage : HUSH [PLAYER NAME]
Example : hush gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to communicate on any channels, or use the tell command. Use
this skill again on the same player to release them.
Skill : Hush
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : HUSH
Usage : HUSH [PLAYER NAME]
Example : hush gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to communicate on any channels, or use the tell command. Use
this skill again on the same player to release them.
@@ -632,587 +638,597 @@
I3_ADD -
Command : I3 ADD+
Usage : I3 ADD [REMOTE CHANNEL NAME]
Example : i3 add BADCHAN
Short(s):
Sends an add-channel message to the InterMud3 router. The channel listed must
already appear in your coffeemud.ini file.
Command : I3 ADD
Usage : I3 ADD [REMOTE CHANNEL NAME]
Example : i3 add BADCHAN
Short(s):
Sends an add-channel message to the InterMud3 router. The channel listed must
already appear in your coffeemud.ini file.
Command : I3 CHANNELS+
Usage : I3 CHANNELS
Example : i3 channels
Short(s) :
Lists all the channels available on the InterMud3 network, even those which
your mud does not subscribe to.
Command : I3 CHANNELS
Usage : I3 CHANNELS
Example : i3 channels
Short(s) :
Lists all the channels available on the InterMud3 network, even those which
your mud does not subscribe to.
Command : I3 DELETE+
Usage : I3 DELETE [LOCAL CHANNEL NAME]
Example : i3 delete BADCHAN
Short(s):
Sends a remove-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file.
Command : I3 DELETE
Usage : I3 DELETE [LOCAL CHANNEL NAME]
Example : i3 delete BADCHAN
Short(s):
Sends a remove-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file.
I3_INFO -
Command : I3 INFO+
Usage : I3 INFO [MUD NAME]
Example : i3 info coffeemud
Short(s):
Give some special information about the InterMud3 mud listed.
Command : I3 INFO
Usage : I3 INFO [MUD NAME]
Example : i3 info coffeemud
Short(s):
Give some special information about the InterMud3 mud listed.
I3_LIST -
Command : I3 LIST+
Usage : I3 LIST
Example : i3 list
Short(s):
Lists all the muds available on the InterMud3 channels.
Command : I3 LIST
Usage : I3 LIST
Example : i3 list
Short(s):
Lists all the muds available on the InterMud3 channels.
Command : I3 LISTEN+
Usage : I3 LISTEN [REMOTE CHANNEL NAME]
Example : i3 listen BADCHAN
Short(s):
Sends a listen-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file.
Command : I3 LISTEN
Usage : I3 LISTEN [REMOTE CHANNEL NAME]
Example : i3 listen BADCHAN
Short(s):
Sends a listen-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file.
Command : I3 LOCATE+
Usage : I3 LOCATE [NAME]
Example : i3 locate bob
Short(s):
Sends a player locate message to the InterMud3 router, which will hopefully
respond some day with the name of a mud where a player of the given name is
located.
Command : I3 LOCATE
Usage : I3 LOCATE [NAME]
Example : i3 locate bob
Short(s):
Sends a player locate message to the InterMud3 router, which will hopefully
respond some day with the name of a mud where a player of the given name is
located.
Command : I3 SILENCE+
Usage : I3 SILENCE [REMOTE CHANNEL NAME]
Example : i3 silence BADCHAN
Short(s):
Sends a no-listen-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file. This command will silence all
traffic to your server from that channel.
Command : I3 SILENCE
Usage : I3 SILENCE [REMOTE CHANNEL NAME]
Example : i3 silence BADCHAN
Short(s):
Sends a no-listen-channel message to the InterMud3 router. The channel listed
must already appear in your coffeemud.ini file. This command will silence all
traffic to your server from that channel.
IDEA -
Command : IDEA+
Usage : IDEA [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : IDEA TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : idea nothing is spelled right in this room!
Example : idea review
Example : idea review 7
Example : idea review bob 7
Short(s):
This command can be used to submit ideas to the system. When the REVIEW
parameter is given, the ideas will be iterated through one at a time to give
the archon a chance to delete, comment on, or email each one. An optional
starting number can be given to REVIEW. An optional filter can be given to list
only messages assigned to a particular user.
Command : IDEA
Usage : IDEA [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : IDEA TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : idea nothing is spelled right in this room!
Example : idea review
Example : idea review 7
Example : idea review bob 7
Short(s):
This command can be used to submit ideas to the system. When the REVIEW
parameter is given, the ideas will be iterated through one at a time to give
the archon a chance to delete, comment on, or email each one. An optional
starting number can be given to REVIEW. An optional filter can be given to list
only messages assigned to a particular user.
IMPORT -
Command : IMPORT+
Usage : IMPORT (NOPROMPT) (NODELETE) (AREATYPE=TYPE) [FILE NAME(S)]
Example : import /areas/myarea.cmare
Example : import noprompt nodelete /areas/midgaard.are
Example : import areatype=stdthininstance /areas/midgaard.are
/areas/school.are
Example : import noprompt /areas/areas.lst
Example : import noprompt /areas/
Short(s) :
The import command will allow you to import official coffeemud area files,
whose extension is "*.cmare"
CoffeeMud may also import, with varying levels of success, the "*.are" files
used by other muds. Some formats are better supported than others, so be sure
to carefully examine the imported area afterwards.
The import command will auto detect, based on the file given, whether the file
refers to a coffeemud area file, room file, a "*.are" from another mud, or a
"*.lst" list of other area files.
The CoffeeMud "resources" directory is the default path. Remember that all
paths in CoffeeMud treat the install directory as "root'. This means that the
files being imported must be copied into a folder underneath your install
directory before use. See the help on VFS for more information on this
concept.
Command : IMPORT
Usage : IMPORT (NOPROMPT) (NODELETE) (AREATYPE=TYPE) [FILE NAME(S)]
Example : import /areas/myarea.cmare
Example : import noprompt nodelete /areas/midgaard.are
Example : import areatype=stdthininstance /areas/midgaard.are
/areas/school.are
Example : import noprompt /areas/areas.lst
Example : import noprompt /areas/
Short(s) :
The import command will allow you to import official coffeemud area files,
whose extension is "*.cmare"
CoffeeMud may also import, with varying levels of success, the "*.are" files
used by other muds. Some formats are better supported than others, so be sure
to carefully examine the imported area afterwards.
The import command will auto detect, based on the file given, whether the file
refers to a coffeemud area file, room file, a "*.are" from another mud, or a
"*.lst" list of other area files.
The CoffeeMud "resources" directory is the default path. Remember that all
paths in CoffeeMud treat the install directory as "root'. This means that the
files being imported must be copied into a folder underneath your install
directory before use. See the help on VFS for more information on this
concept.
INFECT -
+
Skill : Infect
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INFECT
Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
Example : infect gunther flu
The player with this skill can cause the target to become infected with a given
disease.
Skill : Infect
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INFECT
Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
Example : infect gunther flu
The player with this skill can cause the target to become infected with a given
disease.
INJURE -
+
Skill : Injure
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INJURE
Usage : INJURE [PLAYER NAME] [body part]
Example : injure gunther left hand
From anywhere on the map, the player with this skill can cause the target to
have one of their body parts instantly injured by 20%.
Skill : Injure
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INJURE
Usage : INJURE [PLAYER NAME] [body part]
Example : injure gunther left hand
From anywhere on the map, the player with this skill can cause the target to
have one of their body parts instantly injured by 20%.
JCONSOLE -
Command : JCONSOLE+
Usage : JCONSOLE [TOPICNAME]
Example : jconsole ([statement])
Short(s):
When entered with a statement, this command will execute the single javascript
statement and exit. When entered alone, it will enter a console where the user
can enter as many javascript statements as they want, and the system will even
remember any variables or functions they've defined later one (does NOT survive
reboots!). All the Scriptable/MOBPROG commands and functions are also
available, though the commands and functions must be entered in ALL UPPERCASE,
and commands must have their parameters separated by commas instead of spaces,
be put into quotes, and surrounded by parenthesis like javascript function
calls. Lastly, for entering multi-line data, you can enter multi line mode by
entering < by itself, and exiting by entering > by itself.
Command : JCONSOLE
Usage : JCONSOLE [TOPICNAME]
Example : jconsole ([statement])
Short(s):
When entered with a statement, this command will execute the single javascript
statement and exit. When entered alone, it will enter a console where the user
can enter as many javascript statements as they want, and the system will even
remember any variables or functions they've defined later one (does NOT survive
reboots!). All the Scriptable/MOBPROG commands and functions are also
available, though the commands and functions must be entered in ALL UPPERCASE,
and commands must have their parameters separated by commas instead of spaces,
be put into quotes, and surrounded by parenthesis like javascript function
calls. Lastly, for entering multi-line data, you can enter multi line mode by
entering < by itself, and exiting by entering > by itself.
JRUN -
Command : JRUN+
Usage : JRUN [FILENAME] [PARM1] ...
Example : jrun resources/myscript.js parm1 parm2
Short(s) :
Runs the given file as Javascript. See the Programming Guide for more
information on how to write Javascript for CoffeeMud.
Command : JRUN
Usage : JRUN [FILENAME] [PARM1] ...
Example : jrun resources/myscript.js parm1 parm2
Short(s) :
Runs the given file as Javascript. See the Programming Guide for more
information on how to write Javascript for CoffeeMud.
LINK -
Command : LINK+
Usage : LINK [ROOMID] [DIRECTION]
Example : link midgaard#3001 north
Example : link Smurfy Road east
Example : link midgaard#3001#(3,2) north
Short(s):
A command for the linking of rooms to each other, including grid rooms.
Command : LINK
Usage : LINK [ROOMID] [DIRECTION]
Example : link midgaard#3001 north
Example : link Smurfy Road east
Example : link midgaard#3001#(3,2) north
Short(s):
A command for the linking of rooms to each other, including grid rooms.
LIST -
Command : LIST+
Usage : LIST ([SHOPKEEPER])
Example : list
Example : list quests
Example : list reports
Example : list areas
Example : list log last 10
Short(s):
The normal player version of this command will display the items which a
particular shopkeeper MOB may be selling, along with the prices being offered
to your characters.
The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,
ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,
CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON,
JOURNALS, SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS,
COMMANDJOURNAL, TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES,
REPORTS, THREADS, RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, CLANS,
GOVERNMENTS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS,
IDEAS, TASKS, NEWS, AREAS, SESSIONS, or ASSISTS. depending upon the listers
security.
Additional help *may* be available by entering HELP LIST [X] where X is one of
the above.
Command : LIST
Usage : LIST ([SHOPKEEPER])
Example : list
Example : list quests
Example : list reports
Example : list areas
Example : list log last 10
Short(s):
The normal player version of this command will display the items which a
particular shopkeeper MOB may be selling, along with the prices being offered
to your characters.
The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,
ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,
CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON,
JOURNALS, SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS,
COMMANDJOURNAL, TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES,
REPORTS, THREADS, RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, CLANS,
GOVERNMENTS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS,
IDEAS, TASKS, NEWS, AREAS, SESSIONS, AREATYPE, REALESTATE, or ASSISTS...
depending upon the listers security.
Additional help *may* be available by entering HELP LIST [X] where X is one of
the above.
Command : LIST+
Usage : LIST ABILITIES (DOMAIN)
Example : list abilities
Example : list abilities enchantment/charm
Shows the list of java classes (ability ids) available to archons.
Command : LIST
Usage : LIST ABILITIES (DOMAIN)
Example : list abilities
Example : list abilities enchantment/charm
Shows the list of java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST ABILITYDOMAINS
Example : list abilitydomains
Shows the list of domains that abilities, skills, spells, chants, etc belong
to.
Command : LIST
Usage : LIST ABILITYDOMAINS
Example : list abilitydomains
Shows the list of domains that abilities, skills, spells, chants, etc belong
to.
Command : LIST+
Usage : LIST ACCOUNTS ([COLUMN NAME])
Example : list accounts
Example : list accounts email
If your mud is using the account system, this will list all the accounts in the
game, along with their last login date, email address, and all players
associated with that account. If you specify a column name of NAME, LAST,
EMAIL, or IP, then that column will be shown if it is not available, and the
list will be sorted by that column. You can specify column name
Command : LIST
Usage : LIST ACCOUNTS ([COLUMN NAME])
Example : list accounts
Example : list accounts email
If your mud is using the account system, this will list all the accounts in the
game, along with their last login date, email address, and all players
associated with that account. If you specify a column name of NAME, LAST,
EMAIL, or IP, then that column will be shown if it is not available, and the
list will be sorted by that column. You can specify column name
Command : LIST+
Usage : LIST ACHIEVEMENTS
Example : list achievements
Shows all the achievements available to players.
Command : LIST
Usage : LIST ACHIEVEMENTS
Example : list achievements
Shows all the achievements available to players.
Command : LIST+
Usage : LIST ALLQUALIFYS
Example : list allqualifys
Lists all the multi-class-qualified skills defined in your All-Qualifies list
in your game, along with the level of the skill, whether it is auto-gained or
not, the default proficiency, and a qualifying mask.
Command : LIST
Usage : LIST ALLQUALIFYS
Example : list allqualifys
Lists all the multi-class-qualified skills defined in your All-Qualifies list
in your game, along with the level of the skill, whether it is auto-gained or
not, the default proficiency, and a qualifying mask.
Command : LIST+
Usage : LIST AREA (ROOM/MOB/ITEM/SHOPS/MOBMASK/ITEMMASK) ([MASK])
Example : list area
Example : list area mob creeper
Example : list area mobmask -race +elf
Lists all the rooms in the current area, along with the locale type of each
room. Optionally, a specifier can be added to search for rooms, mobs, items by
name, or mobs and items by zapper mask using the mobmask/itemmask parameters.
Command : LIST
Usage : LIST AREA (ROOM/MOB/ITEM/SHOPS/MOBMASK/ITEMMASK) ([MASK])
Example : list area
Example : list area mob creeper
Example : list area mobmask -race +elf
Lists all the rooms in the current area, along with the locale type of each
room. Optionally, a specifier can be added to search for rooms, mobs, items by
name, or mobs and items by zapper mask using the mobmask/itemmask parameters.
Command : LIST+
Usage : LIST AREARESOURCES
Example : list arearesources
Lists all the rooms int the current area, along with the locale id, and the
type of raw resource that can be gathered in that room at this moment.
Command : LIST
Usage : LIST AREARESOURCES
Example : list arearesources
Lists all the rooms int the current area, along with the locale id, and the
type of raw resource that can be gathered in that room at this moment.
Command : LIST+
Usage : LIST AREAS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list areas
Example : list areas sortby name cols name population
Example : list areas sortby name
Lists all the standard areas in your game. By default, it also shows whether
the area is Hidden, how many rooms are in the area, whether it is in a passive
or active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.
Command : LIST
Usage : LIST AREAS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list areas
Example : list areas sortby name cols name population
Example : list areas sortby name
Lists all the standard areas in your game. By default, it also shows whether
the area is Hidden, how many rooms are in the area, whether it is in a passive
or active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.
Command : LIST+
Usage : LIST AREATYPES
Example : list areatypes
Shows the list of the area type ids (class ids).
Command : LIST
Usage : LIST AREATYPES
Example : list areatypes
Shows the list of the area type ids (class ids).
Command : LIST+
Usage : LIST ARMOR
Example : list armor
Shows the armor java classes (item ids) available to archons.
Command : LIST
Usage : LIST ARMOR
Example : list armor
Shows the armor java classes (item ids) available to archons.
Command : LIST+
Usage : LIST BANNED
Example : list banned
Lists the player names, ip addresses, or ip masks that are banned from your
mud.
Command : LIST
Usage : LIST BANNED
Example : list banned
Lists the player names, ip addresses, or ip masks that are banned from your
mud.
Command : LIST+
Usage : LIST BEHAVIORS
Example : list behaviors
Shows the list of behavior java classes (behavior ids) available to archons.
Command : LIST
Usage : LIST BEHAVIORS
Example : list behaviors
Shows the list of behavior java classes (behavior ids) available to archons.
Command : LIST+
Usage : LIST BUGS (TO)
Example : list bugs
Example : list bugs bob
Lists all the entries in the SYSTEM_BUGS journal. An optional name can be
appended to show entries assign to that name.
Command : LIST
Usage : LIST BUGS (TO)
Example : list bugs
Example : list bugs bob
Lists all the entries in the SYSTEM_BUGS journal. An optional name can be
appended to show entries assign to that name.
Command : LIST+
Usage : LIST CHANTS (DOMAIN)
Example : list chants
Shows all the chant spell java class names (ability ids) available to your
archons.
Command : LIST
Usage : LIST CHANTS (DOMAIN)
Example : list chants
Shows all the chant spell java class names (ability ids) available to your
archons.
Command : LIST+
Usage : LIST CLANITEMS
Example : list clanitems
Shows the list of clan item java classes (item ids) available to archons.
Command : LIST
Usage : LIST CLANITEMS
Example : list clanitems
Shows the list of clan item java classes (item ids) available to archons.
Command : LIST+
Usage : LIST CLANS
Example : list clans
Lists all the clans in your mud, along with the number of members each clan
has.
Command : LIST
Usage : LIST CLANS
Example : list clans
Lists all the clans in your mud, along with the number of members each clan
has.
Command : LIST CLASSES+
Usage : LIST CLASSES (SHORT)
Example : list classes
Example : list classes short
Shows the list of char class java classes (charclass ids) available to archons.
Charclasses will have their base classes shown in () next to the ID.
Charclasses with an * next to them are Generic. Adding the short parameter
will only show a simple list of char class ids.
Command : LIST CLASSES
Usage : LIST CLASSES (SHORT)
Example : list classes
Example : list classes short
Shows the list of char class java classes (charclass ids) available to archons.
Charclasses will have their base classes shown in () next to the ID.
Charclasses with an * next to them are Generic. Adding the short parameter
will only show a simple list of char class ids.
Command : LIST+
Usage : LIST COMMANDJOURNAL
Example : list commandjournal
Further help is not yet available. May be unimplemented.
Command : LIST+ + +
Usage : LIST COMMANDJOURNAL
Example : list commandjournal
Further help is not yet available. May be unimplemented.
Command : LIST
Usage : LIST COMMANDJOURNALS
Example : list commandjournals
Shows the list of all Command Journals (message/note areas) that exist in your
system, along with the number of entries in each journal in the database.
Command : LIST+
Usage : LIST COMMANDS ([PLAYER])
Example : list commands
Example : list commands bob
Shows the list of all trigger/command words. A player may optionally be given
to change the available commands list.
Command : LIST
Usage : LIST COMMANDS ([PLAYER])
Example : list commands
Example : list commands bob
Shows the list of all trigger/command words. A player may optionally be given
to change the available commands list.
Command : LIST+
Usage : LIST COMMON (DOMAIN)
Example : list common
Shows the list of common skill java classes (ability ids) available to archons.
Command : LIST
Usage : LIST COMMON (DOMAIN)
Example : list common
Shows the list of common skill java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST COMPONENTS
Example : list components
Lists all the Ability IDs (skills, spells, etc) for which a physical component
requirement has been defined using the engine's component system. It will also
list a friendly description of what those component requirements are.
Command : LIST
Usage : LIST COMPONENTS
Example : list components
Lists all the Ability IDs (skills, spells, etc) for which a physical component
requirement has been defined using the engine's component system. It will also
list a friendly description of what those component requirements are.
Command : LIST+
Usage : LIST CONQUERED
Example : list conqured
Lists all the areas in the game, along with the names of the clans that control
them. Areas that list "The Archons" as controllers are un-conquerable (do not
have the Conquerable behavior on them). Others are as listed, or blank for
unconquered-at-present.
Command : LIST
Usage : LIST CONQUERED
Example : list conqured
Lists all the areas in the game, along with the names of the clans that control
them. Areas that list "The Archons" as controllers are un-conquerable (do not
have the Conquerable behavior on them). Others are as listed, or blank for
unconquered-at-present.
Command : LIST+
Usage : LIST CONTENTS (AREA/[AREA NAME])
Example : list contents
Lists all the mobs and items in the current room, along with their level and
alignment. Adding an AREA parameter will do this for the whole current area, or
you can enter the name of a particular area.
Command : LIST
Usage : LIST CONTENTS (AREA/[AREA NAME])
Example : list contents
Lists all the mobs and items in the current room, along with their level and
alignment. Adding an AREA parameter will do this for the whole current area, or
you can enter the name of a particular area.
Command : LIST+
Usage : LIST CURRENTS
Example : list currents
Lists all the electronic devices receiving electronic current processing in the
game. This could be groups of computers in a lab, or devices aboard a single
space ship.
Command : LIST
Usage : LIST CURRENTS
Example : list currents
Lists all the electronic devices receiving electronic current processing in the
game. This could be groups of computers in a lab, or devices aboard a single
space ship.
Command : LIST+
Usage : LIST DEBUGFLAG
Example : list debugflag
Lists all the debug flags that have been turned on in your system. These flags
cause extra messaging to appear in your mud log (mud.log), assuming DBGMSGS has
been appropriately set in your coffeemud.ini file.
Command : LIST
Usage : LIST DEBUGFLAG
Example : list debugflag
Lists all the debug flags that have been turned on in your system. These flags
cause extra messaging to appear in your mud log (mud.log), assuming DBGMSGS has
been appropriately set in your coffeemud.ini file.
Command : LIST+
Usage : LIST DISABLEFLAG
Example : list disableflag
Lists all the disabled subsystems in your mud.
Command : LIST
Usage : LIST DISABLEFLAG
Example : list disableflag
Lists all the disabled subsystems in your mud.
Command : LIST+
Usage : LIST DISEASES
Example : list diseases
Shows the list of all diseases (ability ids) available to archons.
Command : LIST
Usage : LIST DISEASES
Example : list diseases
Shows the list of all diseases (ability ids) available to archons.
Command : LIST+
Usage : LIST ENABLEFLAG
Example : list enableflag
Lists all the currently enabled (but normally disabled) subsystems in your mud.
Command : LIST
Usage : LIST ENABLEFLAG
Example : list enableflag
Lists all the currently enabled (but normally disabled) subsystems in your mud.
Command : LIST+
Usage : LIST ENVRESOURCES (SHORT) (MASK)
Example : list envresources
Example : list envresources short
Example : list envresources Vegetation
Lists all the raw material resources defined for your mud, along with its
material type, money value, frequency of occurrence, strength, and what kinds
of Locales the resource may be gathered from using the appropriate skill.
Adding the short parameter just shows a raw list of resource names. Adding a
mask will limit the list to those things that contain the mask.
Command : LIST
Usage : LIST ENVRESOURCES (SHORT) (MASK)
Example : list envresources
Example : list envresources short
Example : list envresources Vegetation
Lists all the raw material resources defined for your mud, along with its
material type, money value, frequency of occurrence, strength, and what kinds
of Locales the resource may be gathered from using the appropriate skill.
Adding the short parameter just shows a raw list of resource names. Adding a
mask will limit the list to those things that contain the mask.
Command : LIST+
Usage : LIST EXITS
Example : list exits
Shows the list of exit java classes (exit ids) available to archons.
Command : LIST
Usage : LIST EXITS
Example : list exits
Shows the list of exit java classes (exit ids) available to archons.
Command : LIST+
Usage : LIST EXPERTISES
Example : list expertises
Lists all the expertise IDs, along with their friendly names and requirements
to learn.
Command : LIST
Usage : LIST EXPERTISES
Example : list expertises
Lists all the expertise IDs, along with their friendly names and requirements
to learn.
Command : LIST+
Usage : LIST EXPIRES
Example : list expires
Lists all the rooms in the current area, along with when that room expires (or
*).
Command : LIST
Usage : LIST EXPIRES
Example : list expires
Lists all the rooms in the current area, along with when that room expires (or
*).
Command : LIST+
Usage : LIST FACTIONS
Example : list factions
Lists the friendly names of all the factions defined in your game, along with
the file/path that defines that faction.
Command : LIST
Usage : LIST FACTIONS
Example : list factions
Lists the friendly names of all the factions defined in your game, along with
the file/path that defines that faction.
Command : LIST+
Usage : LIST FILEUSE [PATH]
Example : list fileuse progs/knucklebones.script
Shows the currently loaded objects in the game that are making use of the given
script. The path may be a full path, or a partial-resources-path.
Command : LIST
Usage : LIST FILEUSE [PATH]
Example : list fileuse progs/knucklebones.script
Shows the currently loaded objects in the game that are making use of the given
script. The path may be a full path, or a partial-resources-path.
Command : LIST+
Usage : LIST GENSTATS ([CLASS]/[ID]/[ITEM/MOB/WHATEVER NAME])
Example : list genstats GenWeapon
Example : list genstats orc
Example : list genstats GenItem
Example : list genstats door
Shows the Generic Item stat names for the given class or item. These names are
used in scripting, in random area xml, and the gmodify command.
Command : LIST
Usage : LIST GENSTATS ([CLASS]/[ID]/[ITEM/MOB/WHATEVER NAME])
Example : list genstats GenWeapon
Example : list genstats orc
Example : list genstats GenItem
Example : list genstats door
Shows the Generic Item stat names for the given class or item. These names are
used in scripting, in random area xml, and the gmodify command.
Command : LIST+
Usage : LIST GOVERNMENTS
Example : list governments
Lists all the clan governments that have been defined in your mud.
Command : LIST
Usage : LIST GOVERNMENTS
Example : list governments
Lists all the clan governments that have been defined in your mud.
Command : LIST+
Usage : LIST HELPFILEREQUESTS
Example : list helpfilerequests
Lists all the entries in your help help log, if your mud is configured to keep
one.
Command : LIST
Usage : LIST HELPFILEREQUESTS
Example : list helpfilerequests
Lists all the entries in your help help log, if your mud is configured to keep
one.
Command : LIST+
Usage : LIST HOLIDAYS
Example : list holidays
Lists all the official Holidays defined in your game, along with the areas that
they are specified to apply in (or *special* if they are multi-area).
Command : LIST
Usage : LIST HOLIDAYS
Example : list holidays
Lists all the official Holidays defined in your game, along with the areas that
they are specified to apply in (or *special* if they are multi-area).
Command : LIST+
Usage : LIST IDEAS (TO)
Example : list ideas
Example : list ideas bob
Lists all the entries in the SYSTEM_IDEAS journal. An optional name can be
appended to show entries assign to that name.
Command : LIST
Usage : LIST IDEAS (TO)
Example : list ideas
Example : list ideas bob
Lists all the entries in the SYSTEM_IDEAS journal. An optional name can be
appended to show entries assign to that name.
Command : LIST+
Usage : LIST ITEMS
Example : list items
Shows the item java classes (item ids) available to archons.
Command : LIST
Usage : LIST ITEMS
Example : list items
Shows the item java classes (item ids) available to archons.
Command : LIST+
Usage : LIST JOURNALS
Example : list journals
Shows the list of all Journals (message/note areas) that exist in your
database, along with the number of entries in each journal.
Command : LIST
Usage : LIST JOURNALS
Example : list journals
Shows the list of all Journals (message/note areas) that exist in your
database, along with the number of entries in each journal.
Command : LIST+
Usage : LIST LANGUAGES
Example : list languages
Shows the list of all languages (ability ids) available to archons.
Command : LIST
Usage : LIST LANGUAGES
Example : list languages
Shows the list of all languages (ability ids) available to archons.
Command : LIST+
Usage : LIST LINKAGES (WORLD) (SUBSTATS)
Example : list linkages
This bizarre command will list area rooms, showing number of rooms, number of
mobs, average mob levels, and average alignment. It will also show how many
groups of rooms refer back to other rooms in the area, and which areas rooms in
this area link to. If you add the WORLD parameter, then all areas are listed.
If you add the SUBSTATS parameter, then the linking areas stats are shown
instead of the linking room ids.
Command : LIST
Usage : LIST LINKAGES (WORLD) (SUBSTATS)
Example : list linkages
This bizarre command will list area rooms, showing number of rooms, number of
mobs, average mob levels, and average alignment. It will also show how many
groups of rooms refer back to other rooms in the area, and which areas rooms in
this area link to. If you add the WORLD parameter, then all areas are listed.
If you add the SUBSTATS parameter, then the linking areas stats are shown
instead of the linking room ids.
Command : LIST+
Usage : LIST LOCALES
Example : list locales
Shows the list of room java classes (locale ids) available to archons.
Command : LIST
Usage : LIST LOCALES
Example : list locales
Shows the list of room java classes (locale ids) available to archons.
LIST_LOG -
Command : LIST+
Usage : LIST LOG (FRONT [NUMBER]/BACK [NUMBER]/SKIP [NUMBER])
Example : list log
Example : list log first 10
Example : list log last 20
Example : list log skip 50
Displays the server log. If you use the first X param, it will only show the
first X lines of the log. If you use the last X param, it will only show the
last X lines. If you use the skip X param, it will show the entire log after
the first X lines.
Command : LIST
Usage : LIST LOG (FRONT [NUMBER]/BACK [NUMBER]/SKIP [NUMBER])
Example : list log
Example : list log first 10
Example : list log last 20
Example : list log skip 50
Displays the server log. If you use the first X param, it will only show the
first X lines of the log. If you use the last X param, it will only show the
last X lines. If you use the skip X param, it will show the entire log after
the first X lines.
Command : LIST+
Usage : LIST MAGIC
Example : list magic
Shows the list of magic item java classes (item ids) available to archons.
Command : LIST
Usage : LIST MAGIC
Example : list magic
Shows the list of magic item java classes (item ids) available to archons.
Command : LIST+
Usage : LIST MANUFACTURERS
Example : list manufacturers
Lists all the tech manufacturers that have been defined in your mud.
Command : LIST
Usage : LIST MANUFACTURERS
Example : list manufacturers
Lists all the tech manufacturers that have been defined in your mud.
Command : LIST+
Usage : LIST MATERIALS
Example : list materials
Lists all the base material types. Use list ENVRESOURCES for what you probably
want.
Command : LIST
Usage : LIST MATERIALS
Example : list materials
Lists all the base material types. Use list ENVRESOURCES for what you probably
want.
Command : LIST+
Usage : LIST MOBS
Example : list mobs
Shows the mob java classes (mob ids) available to archons.
Command : LIST
Usage : LIST MOBS
Example : list mobs
Shows the mob java classes (mob ids) available to archons.
Command : LIST+
Usage : LIST NEWS ([ENTRY NUMBER]/NEW/ALL)
Example : list news
Example : list news 5
Example : list news new
Example : list news all
Lists all the news items currently active in your game (these are the bulletins
seen at login). If a number is specified, only that full news item will be
shown. If the NEW parameter is used, then only NEW news is shown. If the ALL
parameter is used, all news is shown.
Command : LIST
Usage : LIST NEWS ([ENTRY NUMBER]/NEW/ALL)
Example : list news
Example : list news 5
Example : list news new
Example : list news all
Lists all the news items currently active in your game (these are the bulletins
seen at login). If a number is specified, only that full news item will be
shown. If the NEW parameter is used, then only NEW news is shown. If the ALL
parameter is used, all news is shown.
Command : LIST+
Usage : LIST NOPURGE
Example : list nopurge
Lists the names of accounts or players who are exempt from the account/player
purging rules defined in your coffeemud.ini file. In short, these users will
never be deleted, even if they never ever log in again.
Command : LIST
Usage : LIST NOPURGE
Example : list nopurge
Lists the names of accounts or players who are exempt from the account/player
purging rules defined in your coffeemud.ini file. In short, these users will
never be deleted, even if they never ever log in again.
Command : LIST+
Usage : LIST OBJCOUNTERS
Example : list objcounters
Deprecated, but may be revived again in the future if I start seeing memory
consumption issues.
Command : LIST
Usage : LIST OBJCOUNTERS
Example : list objcounters
Deprecated, but may be revived again in the future if I start seeing memory
consumption issues.
Command : LIST+
Usage : LIST ONEWAYDOORS (LOG)
Example : list onewaydoors
Example : list onewaydoors log
Lists all the rooms in your world with at least one direction where it links to
another room, but that room does NOT link back to it. Could be indicative of a
problem? Adding a log parameter will dump this list to your mud.log.
Command : LIST
Usage : LIST ONEWAYDOORS (LOG)
Example : list onewaydoors
Example : list onewaydoors log
Lists all the rooms in your world with at least one direction where it links to
another room, but that room does NOT link back to it. Could be indicative of a
problem? Adding a log parameter will dump this list to your mud.log.
Command : LIST+
Usage : LIST PLANETS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list planets
Example : list planets sortby name cols name population
Example : list planets sortby name
Lists all the planets in your game. By default, it also shows whether the
planet is Hidden, how many rooms are in the planet, whether it is in a passive
or active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.
Command : LIST
Usage : LIST PLANETS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list planets
Example : list planets sortby name cols name population
Example : list planets sortby name
Lists all the planets in your game. By default, it also shows whether the
planet is Hidden, how many rooms are in the planet, whether it is in a passive
or active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.
Command : LIST+
Usage : LIST POISONS
Example : list poisons
Shows the list of all poisons (ability ids) available to archons.
Command : LIST
Usage : LIST POISONS
Example : list poisons
Shows the list of all poisons (ability ids) available to archons.
Command : LIST+
Usage : LIST POLLS
Example : list polls
Lists all the player polls currently defined in the game.
Command : LIST
Usage : LIST POLLS
Example : list polls
Lists all the player polls currently defined in the game.
Command : LIST+
Usage : LIST PRAYERS (DOMAIN)
Example : list prayers
Shows the list of prayer java classes (ability ids) available to archons.
Command : LIST
Usage : LIST PRAYERS (DOMAIN)
Example : list prayers
Shows the list of prayer java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST PROPERTIES
Example : list properties
Shows the list of property java classes (ability ids) available to archons.
Command : LIST
Usage : LIST PROPERTIES
Example : list properties
Shows the list of property java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST QUESTNAMES
Example : list questNAMEs
Lists all the quests being managed by the quest manager, along with the display
name of the quests (if any).
Command : LIST
Usage : LIST QUESTNAMES
Example : list questNAMEs
Lists all the quests being managed by the quest manager, along with the display
name of the quests (if any).
Command : LIST+
Usage : LIST QUESTS
Example : list quests
Lists all the quests being managed by the quest manager, along with the current
status of the quest (running, or not), and if it is time-delayed, how long
until the quest will attempt to start again.
Command : LIST
Usage : LIST QUESTS
Example : list quests
Lists all the quests being managed by the quest manager, along with the current
status of the quest (running, or not), and if it is time-delayed, how long
until the quest will attempt to start again.
Command : LIST+
Usage : LIST QUESTWINNERS (NAME)
Example : list questwinners
Example : list questwinners myquest
Lists all the quests being managed by the quest manager, along with all the
winners of the quests. A name may be optionally given to narrow down which
quests are shown.
Command : LIST
Usage : LIST QUESTWINNERS (NAME)
Example : list questwinners
Example : list questwinners myquest
Lists all the quests being managed by the quest manager, along with all the
winners of the quests. A name may be optionally given to narrow down which
quests are shown.
Command : LIST+
Usage : LIST RACECATS (SHORT)
Example : list racecats
Example : list racecats (short)
Lists the unique racial categories of all the races in coffeemud. Adding the
short param will just make the list look different.
Command : LIST
Usage : LIST RACECATS (SHORT)
Example : list racecats
Example : list racecats short
Lists the unique racial categories of all the races in coffeemud. Adding the
short param will just make the list look different.
Command : LIST+
Usage : LIST RACES (SHORT) (MASK)
Example : list races
Example : list races short
Example : list races avian
Shows the list of race java classes (race ids) available to archons. Races will
have their racial categories shown in () next to the ID. Races with an * next
to them are Generic. Adding the short parameter will only show a simple list
of race ids. Adding a mask will limit the list to races containing the word.
Command : LIST
Usage : LIST RACES (SHORT) (MASK)
Example : list races
Example : list races short
Example : list races avian
Shows the list of race java classes (race ids) available to archons. Races will
have their racial categories shown in () next to the ID. Races with an * next
to them are Generic. Adding the short parameter will only show a simple list
of race ids. Adding a mask will limit the list to races containing the word.
Command : LIST+
Usage : LIST REALESTATE (/AREA/WORLD) ([OWNER NAME])
Example : list realestate
Example : list realestate world bob
Example : list realestate area
Lists all the rooms for sale in the current area, along with the current name
of the room, the current owner (if any) and the price.
Command : LIST
Usage : LIST REALESTATE (/AREA/WORLD) ([OWNER NAME])
Example : list realestate
Example : list realestate world bob
Example : list realestate area
Lists all the rooms for sale in the current area, along with the current name
of the room, the current owner (if any) and the price.
Command : LIST+
Usage : LIST RECIPES ([SKILL ID])
Example : list recipes
Example : list recipes Cooking
By default, this will list the names of all the common skills (ability ids)
that have editable recipe lists. If a valid ability id is specified as a
parmeter, then it will list all the editable recipes for that common skill.
Command : LIST
Usage : LIST RECIPES ([SKILL ID])
Example : list recipes
Example : list recipes Cooking
By default, this will list the names of all the common skills (ability ids)
that have editable recipe lists. If a valid ability id is specified as a
parmeter, then it will list all the editable recipes for that common skill.
Command : LIST+
Usage : LIST REPORTS
Example : list reports
Shows a brief report on resource usage of your mud, such as memory, total cpu
times, average cpu times for ticking objects, number of tick groups and ticking
objects, etc. It will also enumerate the several main service threads of the
mud, and show their status as well.
Command : LIST
Usage : LIST REPORTS
Example : list reports
Shows a brief report on resource usage of your mud, such as memory, total cpu
times, average cpu times for ticking objects, number of tick groups and ticking
objects, etc. It will also enumerate the several main service threads of the
mud, and show their status as well.
Command : LIST+
Usage : LIST RESOURCES ([MASK])
Example : list resources
Example : list resources dragons den
Lists all the cached binary and text data objects in your mud. This will
include stuff like parsed MOBPROG programs, MOBPROG variables, text files, help
files, area statistics, and so forth. Adding a mask parameter will limit the
view of resources only to those with those keywords.
Command : LIST
Usage : LIST RESOURCES ([MASK])
Example : list resources
Example : list resources dragons den
Lists all the cached binary and text data objects in your mud. This will
include stuff like parsed MOBPROG programs, MOBPROG variables, text files, help
files, area statistics, and so forth. Adding a mask parameter will limit the
view of resources only to those with those keywords.
Command : LIST+
Usage : LIST ROOMS
Example : list rooms
Lists all the rooms in the current area, along with the short display name of
each room.
Command : LIST
Usage : LIST ROOMS ([FILTER])
Example : list rooms
Example : list rooms garden
Lists all the rooms in the current area, along with the short display name of
each room. The room id and display name can be filtered by a given string.
Command : LIST+
Usage : LIST SCRIPTS COUNT/DETAILS/CUSTOM
Example : list scripts count
Example : list scripts details
Example : list scripts custom
Lists all the scripts in use in your game. The COUNT param will show all the
scripts, and how many objects are referring to that script. List scripts
details will show the first part of the script name, the name of the object
that it is attached to, and the room where that object is located. List
scripts custom will show all the objects with custom scripts, the objects
location, and a full listing of the custom script (a custom script is simply
one that is hard coded into the behavior instead of coming from a file).
Command : LIST
Usage : LIST SCRIPTS COUNT/DETAILS/CUSTOM
Example : list scripts count
Example : list scripts details
Example : list scripts custom
Lists all the scripts in use in your game. The COUNT param will show all the
scripts, and how many objects are referring to that script. List scripts
details will show the first part of the script name, the name of the object
that it is attached to, and the room where that object is located. List
scripts custom will show all the objects with custom scripts, the objects
location, and a full listing of the custom script (a custom script is simply
one that is hard coded into the behavior instead of coming from a file).
Command : LIST+
Usage : LIST SESSIONS (STATUS/VALID/NAME/IP/IDLE)
Example : list sessions
Example : list sessions name
Lists the players online, their idle time, status, and ip address. An optional
parameter may be given to sort by one of the fields.
Command : LIST
Usage : LIST SESSIONS (STATUS/VALID/NAME/IP/IDLE)
Example : list sessions
Example : list sessions name
Lists the players online, their idle time, status, and ip address. An optional
parameter may be given to sort by one of the fields.
Command : LIST+
Usage : LIST SKILLS (DOMAIN)
Example : list skills
Shows the list of all skills (ability ids) available to archons.
Command : LIST
Usage : LIST SKILLS (DOMAIN)
Example : list skills
Shows the list of all skills (ability ids) available to archons.
Command : LIST+
Usage : LIST SOCIALS
Example : list socials
Shows the list of all base socials.
Command : LIST
Usage : LIST SOCIALS
Example : list socials
Shows the list of all base socials.
Command : LIST+
Usage : LIST SOFTWARE
Example : list software
Shows the list of all software (tech item ids) available to archons.
Command : LIST
Usage : LIST SOFTWARE
Example : list software
Shows the list of all software (tech item ids) available to archons.
Command : LIST+
Usage : LIST SONGS (DOMAIN)
Example : list songs
Shows the list of song java classes (ability ids) available to archons.
Command : LIST
Usage : LIST SONGS (DOMAIN)
Example : list songs
Shows the list of song java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST SPACE (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST MOONS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST BODIES (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST STARS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST SPACESHIPS (ALL)/((WITHIN [DIST]) (AROUND X])) (SORTBY [COL])
Example : list planets all sortby name
Example : list space around tattooine within 100 ly
Shows the objects in space, or just the moons, planetary bodies, stars, or
spaceships. You can specify to only see the ones within a particular distance
(in dm, km, ly, lm, lh, etc..of either the current planet/ship or the specified
space object X. Lastly, you can sort the list by name, coordinates, or
whatever.
Command : LIST
Usage : LIST SPACE (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST MOONS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST BODIES (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST STARS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
Usage : LIST SPACESHIPS (ALL)/((WITHIN [DIST]) (AROUND X])) (SORTBY [COL])
Example : list planets all sortby name
Example : list space around tattooine within 100 ly
Shows the objects in space, or just the moons, planetary bodies, stars, or
spaceships. You can specify to only see the ones within a particular distance
(in dm, km, ly, lm, lh, etc..of either the current planet/ship or the specified
space object X. Lastly, you can sort the list by name, coordinates, or
whatever.
Command : LIST+
Usage : LIST SPACESHIPS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list spaceships
Example : list spaceships sortby name cols name population
Example : list spaceships sortby name
Lists all the spaceships in your game. By default, it also shows whether the
ship is Hidden, how many rooms are in the ship, whether it is in a passive or
active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.
Command : LIST
Usage : LIST SPACESHIPS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list spaceships
Example : list spaceships sortby name cols name population
Example : list spaceships sortby name
Lists all the spaceships in your game. By default, it also shows whether the
ship is Hidden, how many rooms are in the ship, whether it is in a passive or
active state, its current population, and the median level. If the sortby
parameter is used, then you can follow it with the order of columns to sort by.
Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
columns to substitute in the table.
Command : LIST+
Usage : LIST SPELLS (DOMAIN)
Example : list spells
Example : list spells enchantment/charm
Shows the list of spell java classes (ability ids) available to archons.
Command : LIST
Usage : LIST SPELLS (DOMAIN)
Example : list spells
Example : list spells enchantment/charm
Shows the list of spell java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST STAFF
Example : list staff
Lists all the areas, along with any Area SubOps defined for those areas.
Command : LIST
Usage : LIST STAFF
Example : list staff
Lists all the areas, along with any Area SubOps defined for those areas.
Command : LIST+
Usage : LIST POWERS (DOMAIN)
Example : list powers
Shows all the superpower java class names (ability ids) available to your
archons.
Command : LIST
Usage : LIST POWERS (DOMAIN)
Example : list powers
Shows all the superpower java class names (ability ids) available to your
archons.
Command : LIST+
Usage : LIST TECH
Example : list tech
Shows the list of tech item java classes (item ids) available to archons.
Command : LIST
Usage : LIST TECH
Example : list tech
Shows the list of tech item java classes (item ids) available to archons.
Command : LIST+
Usage : LIST TECHSKILLS
Example : list techskills
Shows the list of tech skill java classes (ability ids) available to archons.
Command : LIST
Usage : LIST TECHSKILLS
Example : list techskills
Shows the list of tech skill java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST THIEFSKILLS (DOMAIN)
Example : list thiefskills
Shows the list of thief skill java classes (ability ids) available to archons.
Command : LIST
Usage : LIST THIEFSKILLS (DOMAIN)
Example : list thiefskills
Shows the list of thief skill java classes (ability ids) available to archons.
Command : LIST+
Usage : LIST THREAD (NAMED)
Example : list thread Worker0#12
This will just give a stack dump of a thread of the given name. See LIST
THREADS for more information.
Command : LIST
Usage : LIST THREAD (NAMED)
Example : list thread Worker0#12
This will just give a stack dump of a thread of the given name. See LIST
THREADS for more information.
Command : LIST+
Usage : LIST THREADS (SHORT)
Example : list threads
Example : list threads short
Lists all the threads running in the mud, along with what they are doing, if
that information is available. Threads are generally idle, so that should be
reflected most of the time. The short parameter is mostly useless in later
versions of CoffeeMud, since all threads are always active.
Command : LIST
Usage : LIST THREADS (SHORT) (EXTEND)
Example : list threads
Example : list threads short
Lists all the threads running in the mud, along with what they are doing, if
that information is available. Threads are generally idle, so that should be
reflected most of the time. The short parameter will filter out those threads
sleeping, waiting, or parked in an executor. The extend parameter will show a
little more information about the thread.
Command : LIST+
Usage : LIST TICKS ([GROUP NUMBER]/ACTIVE/PROBLEMS/[MASK]) (COL)
Example : list ticks
Example : list ticks 7
Example : list ticks active
Example : list ticks problems
Shows the list of ticking objects in the game. A ticking object is simply one
that may get thread time at some point from the engine. By default, each entry
consists of a group id, the name of the object that is ticking, the ID of the
tick-type, and a status or ! if the object is not ticking.
Valid parameters include a tick group number, the word "active" to only show
ticks that are currently receiving thread time, "problems" to receive a list of
the ticks that have consumed the most average thread time, or a string mask to
filter by object name.
The last column of each report may be replaced by adding a valid column name to
the end of the list command. Valid columns include: tickername, tickerid,
tickerstatus, tickerstatusstr, tickercodeword, tickertickdown,
tickerretickdown, tickermillitotal, tickermilliavg, tickerlaststartmillis,
tickerlaststopmillis,tickerlaststartdate, tickerlaststopdate,
tickerlastduration, tickersuspended
Command : LIST
Usage : LIST TICKS ([GROUP NUMBER]/ACTIVE/PROBLEMS/[MASK]) (COL)
Example : list ticks
Example : list ticks 7
Example : list ticks active
Example : list ticks problems
Shows the list of ticking objects in the game. A ticking object is simply one
that may get thread time at some point from the engine. By default, each entry
consists of a group id, the name of the object that is ticking, the ID of the
tick-type, and a status or ! if the object is not ticking.
Valid parameters include a tick group number, the word "active" to only show
ticks that are currently receiving thread time, "problems" to receive a list of
the ticks that have consumed the most average thread time, or a string mask to
filter by object name.
The last column of each report may be replaced by adding a valid column name to
the end of the list command. Valid columns include: tickername, tickerid,
tickerstatus, tickerstatusstr, tickercodeword, tickertickdown,
tickerretickdown, tickermillitotal, tickermilliavg, tickerlaststartmillis,
tickerlaststopmillis,tickerlaststartdate, tickerlaststopdate,
tickerlastduration, tickersuspended
Command : LIST+
Usage : LIST TIMEZONES
Example : list timezones
Lists all areas grouped by their shared calendar/time.
Command : LIST
Usage : LIST TIMEZONES
Example : list timezones
Lists all areas grouped by their shared calendar/time.
Command : LIST+
Usage : LIST TITLES
Example : list titles
Lists all the auto-applied player titles defined in your game, along with the
requirements, that is, the trigger, that will make them available.
Command : LIST
Usage : LIST TITLES
Example : list titles
Lists all the auto-applied player titles defined in your game, along with the
requirements, that is, the trigger, that will make them available.
Command : LIST+
Usage : LIST TYPOS (TO)
Example : list typos
Example : list typos bob
Lists all the entries in the SYSTEM_TYPOS journal. An optional name can be
appended to show entries assign to that name.
Command : LIST
Usage : LIST TYPOS (TO)
Example : list typos
Example : list typos bob
Lists all the entries in the SYSTEM_TYPOS journal. An optional name can be
appended to show entries assign to that name.
Command : LIST+
Usage : LIST UNLINKEDEXITS (LOG)
Example : list unlinkedexits
Example : list unlinkedexits log
Lists all the rooms which have directions for which an exit has been defined,
but does not link to any room. Adding the log parameter will dump all that
stuff to your mud.log
Command : LIST
Usage : LIST UNLINKEDEXITS (LOG)
Example : list unlinkedexits
Example : list unlinkedexits log
Lists all the rooms which have directions for which an exit has been defined,
but does not link to any room. Adding the log parameter will dump all that
stuff to your mud.log
Command : LIST+
Usage : LIST USERS (COLUMN NAME)
Example : list users
Example : list users ip
Lists all the players in your game database, showing by default their race,
current class, level, hours played, last login time/date, and name. If you
specify a column name of NAME, CLASS, RACE, LEVEL, AGE, LAST, EMAIL, or IP,
then that column will be shown if it is not available, and the list will be
sorted by that column.
Command : LIST
Usage : LIST USERS (COLUMN NAME)
Example : list users
Example : list users ip
Lists all the players in your game database, showing by default their race,
current class, level, hours played, last login time/date, and name. If you
specify a column name of NAME, CLASS, RACE, LEVEL, AGE, LAST, EMAIL, or IP,
then that column will be shown if it is not available, and the list will be
sorted by that column.
Command : LIST+
Usage : LIST WEAPONS
Example : list weapons
Shows the weapon java classes (item ids) available to archons.
Command : LIST
Usage : LIST WEAPONS
Example : list weapons
Shows the weapon java classes (item ids) available to archons.
Command : LIST+
Usage : LIST WORLD (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list world
Example : list world sortby name cols name population
Example : list world sortby name
Lists all the areas in your current world, meaning areas that share the same
time zone. By default, it also shows whether the area is Hidden, how many
rooms are in the area, whether it is in a passive or active state, its current
population, and the median level. If the sortby parameter is used, then you
can follow it with the order of columns to sort by. Valid columns include:
NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN, POPULATION, MIN_LEVEL,
MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT, MED_ALIGNMENT, TOTAL_LEVELS,
TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS, INDOOR_ROOMS. If the columns
parameter is used, then you can follow it with columns to substitute in the
table.
Command : LIST
Usage : LIST WORLD (SORTBY [COLUMN]...) (COLS [COLUMN]...))
Example : list world
Example : list world sortby name cols name population
Example : list world sortby name
Lists all the areas in your current world, meaning areas that share the same
time zone. By default, it also shows whether the area is Hidden, how many
rooms are in the area, whether it is in a passive or active state, its current
population, and the median level. If the sortby parameter is used, then you
can follow it with the order of columns to sort by. Valid columns include:
NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN, POPULATION, MIN_LEVEL,
MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT, MED_ALIGNMENT, TOTAL_LEVELS,
TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS, INDOOR_ROOMS. If the columns
parameter is used, then you can follow it with columns to substitute in the
table.
LOAD -
Command : LOAD+
Usage : LOAD [OBJECT TYPE] [PATH/NAME]
Example : load resource banned.ini
Example : load ability /myclasses/blah.class
Example : load weapon /myclasses/blah2.class
Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class
Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java
Short(s):
A command for the loading of resources, faction ini files, unloaded areas, or
class files of java or javascript.
Use LIST RESOURCES to see a list of resources.
Use LOAD AREA area name re-load areas in the database that have been unloaded.
For class files, the LIST command can also show whats already loaded. This
command will automatically attempt to unload a class if it is already loaded.
If the specified class is a java source file or javascript, it will attempt to
compile it first. For loading classes, the second parameter may be the word
"class" and the system will attempt to correct your ambiguity. If it is unable
to determine the type of class being loaded, however, you may get an error. It
is therefore better just to use the load [CLASS-TYPE] syntax instead.
Command : LOAD+ + +
Usage : LOAD [OBJECT TYPE] [PATH/NAME]
Example : load resource banned.ini
Example : load ability /myclasses/blah.class
Example : load weapon /myclasses/blah2.class
Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class
Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java
Short(s):
A command for the loading of resources, faction ini files, unloaded areas, or
class files of java or javascript.
Use LIST RESOURCES to see a list of resources.
Use LOAD AREA area name re-load areas in the database that have been unloaded.
For class files, the LIST command can also show whats already loaded. This
command will automatically attempt to unload a class if it is already loaded.
If the specified class is a java source file or javascript, it will attempt to
compile it first. For loading classes, the second parameter may be the word
"class" and the system will attempt to correct your ambiguity. If it is unable
to determine the type of class being loaded, however, you may get an error. It
is therefore better just to use the load [CLASS-TYPE] syntax instead.
+ MARKOOC +
Usage : MARKOOC [PLAYER NAME]
Example : MARKOOC gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to receive any further RolePlay experience. Use this skill
again on the same player to release them.
MASKS -
In numerous parameters, places, and input fields, CoffeeMud will ask you for+
something called a "Zapper Mask". The mask is used to help select particular
mobs, items, etc from the universe of available selections by "filtering out"
those you don't want. For example, if you wanted to only select mobs named Bob,
you would compose a mask that Disallows non-mobs, and Disallows things that
dont have the name Bob. This is done using the Zapper Mask syntax, shown
below:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
In numerous parameters, places, and input fields, CoffeeMud will ask you for
something called a "Zapper Mask". The mask is used to help select particular
mobs, items, etc from the universe of available selections by "filtering out"
those you don't want. For example, if you wanted to only select mobs named Bob,
you would compose a mask that Disallows non-mobs, and Disallows things that
dont have the name Bob. This is done using the Zapper Mask syntax, shown
below:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
In certain fields and specifications, CoffeeMud will allow you to enter a+
mathematical formula in place of a simple number in order to calculate a number
at run-time. This is useful for occasions where you want the number to have a
random element, or where the value of the number is calculated based on certain
variables only available at run-time.
The formulas can be anything from a simple number, to numbers combined with
mathematical operators + - \ *, grouped with parenthesis ( ), and may also
include certain special operators.
One special operator, ? , is for generating a random number (ex: 2?5 refers to
a random number between 2 and 5). Another special operator, >, is for bounding
the result of an operation (ex: 5 * 10 > 10 will evaluate to the greater of 10
or 5 * 10. The < operator does the opposite.
In certain fields and specifications, CoffeeMud will allow you to enter a
mathematical formula in place of a simple number in order to calculate a number
at run-time. This is useful for occasions where you want the number to have a
random element, or where the value of the number is calculated based on certain
variables only available at run-time.
The formulas can be anything from a simple number, to numbers combined with
mathematical operators + - \ *, grouped with parenthesis ( ), and may also
include certain special operators.
One special operator, ? , is for generating a random number (ex: 2?5 refers to
a random number between 2 and 5). Another special operator, >, is for bounding
the result of an operation (ex: 5 * 10 > 10 will evaluate to the greater of 10
or 5 * 10. The < operator does the opposite.
MERGE -
Command : MERGE+
Usage : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])
(IGNORE=[FIELD,..]) [PATH & FILE NAME]
Usage : MERGE (AREA/ROOM) DATABASE (MOBS/ITEMS/ROOMS) DBCLASS=[JAVACLASS]
DBSERVICE=[DB SERVICE URL]
: : DBUSER=[USERNAME] DBPASS=[PASSWORD] (IGNORE=[FIELD,..])
(MASK=[ZAPPERMASK])
Example : merge /myfiles/myitems.cmare
Example : merge change=damage,level,ability /myfiles/myweapons.cmare
Example : merge area change=material ignore=level /myfiles/myweapons.cmare
Example : merge change=damage on=name /myfiles/weapons.cmare
Example : merge area database dbclass=com.mysql.jdbc.Driver
dbservice=jdbc:mysql://localhost:3306/db
: : dbuser=username dbpass=password ignore="IMG,ATTACK"
MASK="-NAMES +Bob"
Short(s) :
Allows you to selectively modify all instances of a mob or item in the world
based on the contents of a CMARE file containing items or mobs, or another
CoffeeMud database.
When using CMARE files, the files must be generated using the EXPORT
(WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first parameter specifies
whether the items in the text file are to be merged with those in the entire
world, in your current area, or just the room. The second parameter (CHANGE) is
implied to be ALL unless specified otherwise. It denotes which fields in the
existing items may be changed based on what changes are seen to the item inside
the CMARE file. The third parameter (ON) is implied to be ALL unless
specified otherwise. It denotes how an item in the CMARE file is matched with
an existing item in your world. If the listed fields from the CMARE file and
the existing item are equal, the items will be considered a match for the
purposes of merging. The fourth parameter (IGNORE) is implied to be NONE
unless specified otherwise. It denotes exceptions to the (ON) parameter,
namely which fields are allowed to differ between items in the CMARE file and
an existing item in cases where they would otherwise be considered a match
according to the (ON) parameter. Matched items in your existing world, in
every room, will be modified accordingly, and the room will be resaved to your
database. The log will reflect all changes made to your world. Every room in
every area in your world will be reloaded from the database prior to any
evaluations or changes.
When using a database as a source, the merge command will compare and match the
database version of the room contents with the local world. The user is then
given the opportunity to make changes to the local world depending on
differences. The merge requires DBCLASS, DBSERVICE, DBUSER, and DBPASS
parameters be set. The IGNORE parameters is a comma delimited list of fields
to ignore when displaying differences. To mask the types of objects checked,
the user can specify mobs, items, or the whole rooms after the word database,
and a zappermask can be included after the mask parameters.
Command : MERGE
Usage : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])
(IGNORE=[FIELD,..]) [PATH & FILE NAME]
Usage : MERGE (AREA/ROOM) DATABASE (MOBS/ITEMS/ROOMS) DBCLASS=[JAVACLASS]
DBSERVICE=[DB SERVICE URL]
: : DBUSER=[USERNAME] DBPASS=[PASSWORD] (IGNORE=[FIELD,..])
(MASK=[ZAPPERMASK])
Example : merge /myfiles/myitems.cmare
Example : merge change=damage,level,ability /myfiles/myweapons.cmare
Example : merge area change=material ignore=level /myfiles/myweapons.cmare
Example : merge change=damage on=name /myfiles/weapons.cmare
Example : merge area database dbclass=com.mysql.jdbc.Driver
dbservice=jdbc:mysql://localhost:3306/db
: : dbuser=username dbpass=password ignore="IMG,ATTACK"
MASK="-NAMES +Bob"
Short(s) :
Allows you to selectively modify all instances of a mob or item in the world
based on the contents of a CMARE file containing items or mobs, or another
CoffeeMud database.
When using CMARE files, the files must be generated using the EXPORT
(WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first parameter specifies
whether the items in the text file are to be merged with those in the entire
world, in your current area, or just the room. The second parameter (CHANGE) is
implied to be ALL unless specified otherwise. It denotes which fields in the
existing items may be changed based on what changes are seen to the item inside
the CMARE file. The third parameter (ON) is implied to be ALL unless
specified otherwise. It denotes how an item in the CMARE file is matched with
an existing item in your world. If the listed fields from the CMARE file and
the existing item are equal, the items will be considered a match for the
purposes of merging. The fourth parameter (IGNORE) is implied to be NONE
unless specified otherwise. It denotes exceptions to the (ON) parameter,
namely which fields are allowed to differ between items in the CMARE file and
an existing item in cases where they would otherwise be considered a match
according to the (ON) parameter. Matched items in your existing world, in
every room, will be modified accordingly, and the room will be resaved to your
database. The log will reflect all changes made to your world. Every room in
every area in your world will be reloaded from the database prior to any
evaluations or changes.
When using a database as a source, the merge command will compare and match the
database version of the room contents with the local world. The user is then
given the opportunity to make changes to the local world depending on
differences. The merge requires DBCLASS, DBSERVICE, DBUSER, and DBPASS
parameters be set. The IGNORE parameters is a comma delimited list of fields
to ignore when displaying differences. To mask the types of objects checked,
the user can specify mobs, items, or the whole rooms after the word database,
and a zappermask can be included after the mask parameters.
The following are valid message codes in CoffeeMud. They are usable as such in+
Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:
"AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",
"UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",
"DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",
"WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",
"ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW",
"WRITE", "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID",
"ELECTRIC", "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL",
"DRINK", "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE",
"DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW",
"RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK",
"PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET",
"RELOAD", "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL",
"EXAMINE", "BORROW", "HUH",
"LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT".
And here are some general message code types that may also be used:
"TO
SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"
The following are valid message codes in CoffeeMud. They are usable as such in
Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:
"AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",
"UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",
"DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",
"WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",
"ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW",
"WRITE", "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID",
"ELECTRIC", "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL",
"DRINK", "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE",
"DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW",
"RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK",
"PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET",
"RELOAD", "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL",
"EXAMINE", "BORROW", "HUH",
"LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT".
And here are some general message code types that may also be used:
"TO
SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"
Usage : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE+
[FILENAME])
Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Example : metacraft wagon oak
Example : metacraft wagon
Example : metacraft "every sword" bronze
Example : metacraft "every sword"
Example : metacraft "every sword" iron to file /items.cmare
Example : metacraft "all carpentry"
This skill will allow you to create any item that is craftable from the
numerous common skills. The item created may be made of a material specified,
or automatically crafted by a random material valid to the appropriate skill.
You can also specify the destination of the items, whether it be the room, your
inventory, or an xml file.
Usage : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Example : metacraft wagon oak
Example : metacraft wagon
Example : metacraft "every sword" bronze
Example : metacraft "every sword"
Example : metacraft "every sword" iron to file /items.cmare
Example : metacraft "all carpentry"
This skill will allow you to create any item that is craftable from the
numerous common skills. The item created may be made of a material specified,
or automatically crafted by a random material valid to the appropriate skill.
You can also specify the destination of the items, whether it be the room, your
inventory, or an xml file.
MODIFY -
Command : MODIFY+
Usage : MODIFY [ITEM TYPE] ...
Example : modify room name The Grassy Knole
Example : modify mob orc
Example : modify item longsword
Example : modify item "longsword@an orc"
Example : modify jscript
Example : modify news
Short(s):
A command for the modification of items, mobs, users, quests, rooms, polls,
classes, races, news, areas, and exits. Enter MODIFY for more information on
command usage.
Command : MODIFY
Usage : MODIFY [ITEM TYPE] ...
Example : modify room name The Grassy Knole
Example : modify mob orc
Example : modify item longsword
Example : modify item "longsword@an orc"
Example : modify jscript
Example : modify news
Short(s):
A command for the modification of items, mobs, users, quests, rooms, polls,
classes, races, news, areas, and exits. Enter MODIFY for more information on
command usage.
MPRUN -
Command : MPRUN+
Usage : MPRUN ([USER]:[PASS]) [SCRIPT]
Example : mprun once_prog;mpecho hello!;~;
Example : mprun load=mine.script
Example : mprun archons:password once_prog;mpecho hello!;~;
Short(s) :
Runs the given script as per the Scriptable behavor. Since Scriptable scripts
are event-triggered, any commands executed must be in a ONCE_PROG trigger (or
perhaps a RAND_PROG).
For use as part of automated testing, MPRUN can also be executed by
unauthorized users so long as they know the username and password of an
authorized user. Any failed attempts to use this command will cause the user
to be marked as unable to use this command for two minutes.
Command : MPRUN
Usage : MPRUN ([USER]:[PASS]) [SCRIPT]
Example : mprun once_prog;mpecho hello!;~;
Example : mprun load=mine.script
Example : mprun archons:password once_prog;mpecho hello!;~;
Short(s) :
Runs the given script as per the Scriptable behavor. Since Scriptable scripts
are event-triggered, any commands executed must be in a ONCE_PROG trigger (or
perhaps a RAND_PROG).
For use as part of automated testing, MPRUN can also be executed by
unauthorized users so long as they know the username and password of an
authorized user. Any failed attempts to use this command will cause the user
to be marked as unable to use this command for two minutes.
Ability : Multiwatch+
Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
Example : multiwatch add playerone playertwo
Example : multiwatch auto
Example : multiwatch stop
Description:
This is an archon skill to assist in determining if a set of players who are
connected from the same ip address are the same person. It does this by
tracking certain pieces of data which together may be taken as rather
circumstantial evidence of someone multiplaying. The definition of the numbers
are as follows:
SYNC - The number of commands entered by more than one member of an IP group
within a single 4 second period.
SPEECH - This refers to SAY commands, broken into three sections. The first
number represents the number of SAY commands done in the same room with a
player who has the same IP address. The second number represents the number of
SAY commands directed at another player. The last number is the number of SAY
commands total.
SOCIALS - These are also divided into three numbers where, again, the first is
the number of socials in the same room with a player with the same IP, the
second being socials directed at another player, and the last being the number
of total socials.
CMD - The number of commands entered which are different than the previous
command entered.
ORDER - The number of times one of the players in the group gave an ORDER to
another player in the group. A sure sign indeed.
Ability : Multiwatch
Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
Example : multiwatch add playerone playertwo
Example : multiwatch auto
Example : multiwatch stop
Description:
This is an archon skill to assist in determining if a set of players who are
connected from the same ip address are the same person. It does this by
tracking certain pieces of data which together may be taken as rather
circumstantial evidence of someone multiplaying. The definition of the numbers
are as follows:
SYNC - The number of commands entered by more than one member of an IP group
within a single 4 second period.
SPEECH - This refers to SAY commands, broken into three sections. The first
number represents the number of SAY commands done in the same room with a
player who has the same IP address. The second number represents the number of
SAY commands directed at another player. The last number is the number of SAY
commands total.
SOCIALS - These are also divided into three numbers where, again, the first is
the number of socials in the same room with a player with the same IP, the
second being socials directed at another player, and the last being the number
of total socials.
CMD - The number of commands entered which are different than the previous
command entered.
ORDER - The number of times one of the players in the group gave an ORDER to
another player in the group. A sure sign indeed.
@@ -1222,27 +1238,32 @@
NOPURGE -
Command : NOPURGE+
Usage : NOPURGE [PLAYER NAME]
Example : nopurge bob
Short(s):
Makes a player inelligible for purging by the autopurge system. Use LIST
NOPURGE, or DESTROY NOPURGE for maintaining the list.
Command : NOPURGE
Usage : NOPURGE [PLAYER NAME]
Example : nopurge bob
Short(s):
Makes a player inelligible for purging by the autopurge system. Use LIST
NOPURGE, or DESTROY NOPURGE for maintaining the list.
Command : NOWIZINFO+
Usage : NOWIZINFO
Example : nowizinfo
Short(s):
Turn off the automatic information channel available to admins and area admins.
Command : NOWIZINFO
Usage : NOWIZINFO
Example : nowizinfo
Short(s):
Turn off the automatic information channel available to admins and area admins.
NOWIZINV -
Command : WIZARD INVISIBILITY+
Usage : VISIBLE
Example : visible
Short(s) : nowizinv
Wizard Invisibility makes the invoker completely undetectable by other mobs or
players. This command turns wizard invisibility off. See WIZINV for more
information.
Command : WIZARD INVISIBILITY
Usage : VISIBLE
Example : visible
Short(s) : nowizinv
Wizard Invisibility makes the invoker completely undetectable by other mobs or
players. This command turns wizard invisibility off. See WIZINV for more
information.
ORDER -
Command : ORDER+
Usage : ORDER [TARGET NAME] [COMMAND(S)]
Example : order dog flee
Short(s):
This command will allow you to force a mob to perform any command listed in the
COMMANDS or SOCIALS list.
Command : ORDER
Usage : ORDER [TARGET NAME] [COMMAND(S)]
Example : order dog flee
Short(s):
This command will allow you to force a mob to perform any command listed in the
COMMANDS or SOCIALS list.
PAUSE -
Command : PAUSE+
Usage : PAUSE [ROOM/AREA/OBJECTNAME]
Example : pause
Example : pause area
Example : pause orc
Short(s):
This very powerful and dangerous command allows you to suspend all thread and
ticking services in the entire mud. It can be a quick and easy way to discern
locked up threads, or to free up CPU time for other purposes. Enter PAUSE
alone to suspend and resume all objects, or specify room, area, or an object
name to suspend the ticking of just that object.
Command : PAUSE+ + +
Usage : PAUSE [ROOM/AREA/OBJECTNAME]
Example : pause
Example : pause area
Example : pause orc
Short(s):
This very powerful and dangerous command allows you to suspend all thread and
ticking services in the entire mud. It can be a quick and easy way to discern
locked up threads, or to free up CPU time for other purposes. Enter PAUSE
alone to suspend and resume all objects, or specify room, area, or an object
name to suspend the ticking of just that object.
+ PEACEFULLY +
Skill : Peacefully
Domain : Archon
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch - Range 10
Commands : PEACEFULLY
Usage : PEACEFULLY [COMMAND]
Example : peacefully kill bob
Allows the player to issue a command that would start combat, but then
immediately end combat before things get out of control.
@@ -1252,17 +1273,17 @@
POOF -
Command : POOF+
Usage : POOF
Short(s):
For players with access to the GOTO command, this command will allow the admin
to change the messages seen when they leave and enter a room via GOTO. The
S-NAME, S-HIM-HER and other codes may be used so that the admins name is
properly presented. Remember to surround the codes with the less-than and
greater-than tag markers!
Command : POOF
Usage : POOF
Short(s):
For those with access to the GOTO command, this command will allow the admin to
change the messages seen when they leave and enter a room via GOTO. The
S-NAME, S-HIM-HER and other codes may be used so that the admins name is
properly presented. Remember to surround the codes with the less-than and
greater-than tag markers! You can also change your death poof. as per the
non-archon version of this command.
POSSESS -
Skill : POSSESS+
Usage : POSSESS [MOB NAME]
Example : possess dragon
Example : possess dragon@MyArea#23
Example : possess dragon@MyArea
Short(s) :
This command will allow your character to possess and control any given mob.
That mob will be controlled as if it were your own character. Use the QUIT
command to return to your own characters body. Should the mob die, you will be
returned automatically. POSSESS does not transfer your security levels to the
possessed mob UNLESS you have turned on your SYSMSGS flag before possessing.
Skill : POSSESS
Usage : POSSESS [MOB NAME]
Example : possess dragon
Example : possess dragon@MyArea#23
Example : possess dragon@MyArea
Short(s) :
This command will allow your character to possess and control any given mob.
That mob will be controlled as if it were your own character. Use the QUIT
command to return to your own characters body. Should the mob die, you will be
returned automatically. POSSESS does not transfer your security levels to the
possessed mob UNLESS you have turned on your SYSMSGS flag before possessing.
PURGE -
Command : PURGE+
Usage : PURGE [ITEM TYPE] ...
Example : purge orc
Example : purge item longsword
Example : purge item longsword@an orc
Short(s):
This command is a weak form of DESTROY, allowing only items and mobs to be
destroyed. Rejuvinating mobs will still rejuvenate when purge is used, unlike
destroy.
Command : PURGE
Usage : PURGE [ITEM TYPE] ...
Example : purge orc
Example : purge item longsword
Example : purge item longsword@an orc
Short(s):
This command is a weak form of DESTROY, allowing only items and mobs to be
destroyed. Rejuvinating mobs will still rejuvenate when purge is used, unlike
destroy.
@@ -1272,112 +1293,112 @@
QUESTS -
Command : QUESTS+
Usage : QUESTS (WON/[QUEST NAME]/[PLAYER NAME])
Example : quests
Example : quests won
Example : quests bob
Short(s):
This command is for listing quests one is either involved in, or were involved
in. The admin version of this command allows a player name to be specified when
retreiving information, or if the quest name is supplied, the winners of the
quest. Enter HELP QUESTS for more information on the mundane use of the
command.
Command : QUESTS
Usage : QUESTS (WON/[QUEST NAME]/[PLAYER NAME])
Example : quests
Example : quests won
Example : quests bob
Short(s):
This command is for listing quests one is either involved in, or were involved
in. The admin version of this command allows a player name to be specified when
retreiving information, or if the quest name is supplied, the winners of the
quest. Enter HELP QUESTS for more information on the mundane use of the
command.
RECORD -
+
Skill : Record
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : RECORD
Usage : RECORD [PLAYER NAME]
Example : record gunther
From anywhere on the map, the player with this skill can begin recording all
activity of the target to a file in the local file system as if they were
snooping them.
Skill : Record
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : RECORD
Usage : RECORD [PLAYER NAME]
Example : record gunther
From anywhere on the map, the player with this skill can begin recording all
activity of the target to a file in the local file system as if they were
snooping them.
RESET -
Command : RESET+
Usage : RESET (REJUV) ROOM/AREA (ITEMS/MOBS)
Usage : RESET MOBSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
Usage : RESET ITEMSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
Usage : RESET INIFILE
Usage : RESET PASSWORD [NAME]
Usage : RESET RELEVEL
Example : reset room
Example : reset area
Example : reset rejuv area items
Example : reset mobstats world
Example : reset itemstats catalog nosave midgaard
Example : reset password krogon
Short(s) :
The reset room or area command will revive any wandered or dead mobs whose
location is the same as the invokers. Any removed items which are resettable
will also return. Any items or mobs which do not belong in the location will
be returned to their proper homes.
The reset rejuv room or area command will revive any dead mobs or resettable
items at the location of the invoker. Mobs that have wandered away will not be
returned. No other mobs or items in the room will be affected.
The reset itemstats and reset mobstats commands serve a similar purpose. Both
will modify the vital statistics of all the mobs or items in the room, area,
world, or catalog specified. The statistics will be "normalizations" of vital
combat scores based on the mob or items level, and the game engine's definition
of nominal ratings for that level. They will allow a "preview" of changes to
be made by specifying the "nosave" parameter on the command line, which
prevents permanent changes. Area names may also be specified on the command
line to cause the command to skip certain areas (for use with WORLD parameter
only).
Reset relevel is a dangerous but potentially time saving command to change the
levels of all mobs and items in the same area as the user from falling within
its current range of levels to a new range. See help [areaname] to see the
existing minimum and maximum levels of the area.
The reset password command will let you generate a random password for the
given player or account and email it to their address on file, or change it to
a neutral word when no email address is on file.
You can also reload your ini settings, or the lists.ini file using reset
inifile.
Command : RESET
Usage : RESET (REJUV) ROOM/AREA (ITEMS/MOBS)
Usage : RESET MOBSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
Usage : RESET ITEMSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
Usage : RESET INIFILE
Usage : RESET PASSWORD [NAME]
Usage : RESET RELEVEL
Example : reset room
Example : reset area
Example : reset rejuv area items
Example : reset mobstats world
Example : reset itemstats catalog nosave midgaard
Example : reset password krogon
Short(s) :
The reset room or area command will revive any wandered or dead mobs whose
location is the same as the invokers. Any removed items which are resettable
will also return. Any items or mobs which do not belong in the location will
be returned to their proper homes.
The reset rejuv room or area command will revive any dead mobs or resettable
items at the location of the invoker. Mobs that have wandered away will not be
returned. No other mobs or items in the room will be affected.
The reset itemstats and reset mobstats commands serve a similar purpose. Both
will modify the vital statistics of all the mobs or items in the room, area,
world, or catalog specified. The statistics will be "normalizations" of vital
combat scores based on the mob or items level, and the game engine's definition
of nominal ratings for that level. They will allow a "preview" of changes to
be made by specifying the "nosave" parameter on the command line, which
prevents permanent changes. Area names may also be specified on the command
line to cause the command to skip certain areas (for use with WORLD parameter
only).
Reset relevel is a dangerous but potentially time saving command to change the
levels of all mobs and items in the same area as the user from falling within
its current range of levels to a new range. See help [areaname] to see the
existing minimum and maximum levels of the area.
The reset password command will let you generate a random password for the
given player or account and email it to their address on file, or change it to
a neutral word when no email address is on file.
You can also reload your ini settings, or the lists.ini file using reset
inifile.
RESTRING -
Command : RESTRING+
Usage : RESTRING [ITEM NAME]
Example : restring longsword
Example : restring "longsword@an orc"
Short(s):
This command is a weak for of MODIFY. It allows you to modify an items name,
display text, and description.
Command : RESTRING
Usage : RESTRING [ITEM NAME]
Example : restring longsword
Example : restring "longsword@an orc"
Short(s):
This command is a weak for of MODIFY. It allows you to modify an items name,
display text, and description.
SAVE -
Command : SAVE+
Usage : SAVE [ROOM, MOBS, ITEMS, QUESTS, FACTION, USERS]
Example : save room
Example : save users
Example : save quests
Example : save faction area_my_area
Short(s):
A command to permanently save the contents of a room, the mobs in the room, the
current quests list, a specific faction, or the users who are logged in. The
command will apply to the room in which your Character is located.
Command : SAVE
Usage : SAVE [ROOM, MOBS, ITEMS, QUESTS, FACTION, USERS]
Example : save room
Example : save users
Example : save quests
Example : save faction area_my_area
Short(s):
A command to permanently save the contents of a room, the mobs in the room, the
current quests list, a specific faction, or the users who are logged in. The
command will apply to the room in which your Character is located.
SECURITY -
SECURITY in CoffeeMud is on a player by player basis.+
SYSOP status is defined as the ultimate security to do anything, anywhere, at
any time. Access to all commands in all areas will be available. SYSOP status
is defined in the CoffeeMud ini file entry SYSOPMASK which establishes the
player characteristics that designate SYSOPS. All players who meet the
requirements of the mask are automatically SYSOPS.
Players who are not SYSOPS may also be granted specific privileges. Each of
the privileges may be limited to specific areas, or available globally.
Privileges are defined in the Security section of a players settings. Each
security code listed for a player may be either a list of security Groups, or a
specific security code.
Security GROUPS are also defined in the ini file. A Security GROUP consists of
a group name, and a set of strings or codes representing privileges for that
group. Each group is prefixed in the INI file with the "GROUP_". However, you
should not use the "GROUP_" when adding group priviledges to the Security field
of a player. For instance, if you have "GROUP_BUILDER" defined in the INI
file, then you would add "BUILDER" to Security when modifying a player in order
to make that user part of the BUILDER group. The security codes which make up
each group are implicitly global, but can be qualified as area-only using the
keyword "AREA".
The following are the default strings or codes which, when found in a players
security settings or in a group definition, confer the listed privileges. Each
of these settings may be entered as listed below, or prefixed with the word
"AREA" followed by a space, followed by the key. This has the effect of making
that privilege only available in or at areas where the Player is listed in the
areas "Staff" setting. For example, the security code "ANNOUNCE" by itself
confers the global ability to use the ANNOUNCE command. The security code
"AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas
where the player is listed as Staff.
ABOVELAW=Immunity to the Arrest behavior.
AFTER=The ability to use the command of the same name.
AHELP=The ability to access administrative help files.
ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells
at their next login.
ANNOUNCE=The ability to use the command of the same name.
AS=The ability to use the command of the same name.
AT=The ability to use the command of the same name.
BAN=The ability to use the command of the same name, as well as DESTROY BAN,
LIST BAN, and access the BAN MUDGrinder feature.
BEACON=The ability to use the command of the same name.
BOOT=The ability to use the command of the same name.
CHARGEN=The ability to use the command of the same name.
CLOAK=The ability to use the command of the same name, as well as see those who
are cloaked.
CMDAREAS=The ability to Create, Modify, and Destroy areas. Also gains access
to the MUDGrinder area tool.
CMDCLANS=The ability to Modify or Destroy clans.
CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.
CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.
CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.
CMDITEMS=The Ability to Create, Modify, Destroy items in rooms.
CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms. This code also
prevents Mobile mobs from wandering away and confers other similar priviledges.
CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items.
CMDPLAYERS=The Ability to Modify or Destroy players. Also has the ability to
view Player settings in the MUDGrinder.
CMDQUESTS=The Ability to Create, Modify, Destroy quests. Also has the ability
to access the quests and file editors in the MUDGrinder.
CMDRACES=The Ability to Create, Modify, Destroy custom races.
CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.
CMDROOMS=The ability to Create, Modify, and Destroy rooms. Also gains access
to the MUDGrinder area tool.
CMDSOCIALS=The Ability to Create, Modify, Destroy socials.
COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.
EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.
TITLES=The Ability to Create, Modify, Destroy player auto-titles.
CARRYALL=Overrides item carrying restrictions.
CATALOG=The ability to use the catalog command of mobs and items.
COPYITEMS=The Ability to copy existing items.
COPYMOBS=The Ability to copy existing items.
COPYROOMS=The ability to copy existing rooms.
DUMPFILE=The ability to use the command of the same name.
EXPORT=The ability to export mobs, items, or rooms.
EXPORTFILE=The ability to export to a file. Requires EXPORT or EXPORTPLAYERS.
EXPORTPLAYERS=The ability to export player data.
FS: <path>=The ability to read/write files in the local path given. No
preceding / chars!
GMODIFY=The ability to use the command of the same name.
GOTO=The ability to use the command of the same name, as well as walk through
doors.
IDLEOK=This code makes the player exempt from any idletimer settings from the
coffeemud.ini file.
I3=The ability to manage the CHANNELS aspect of I3.
IMMORT=Players with this code never ever die.
IMPORTITEMS=The ability to import items into a room.
IMPORTMOBS=The ability to import mobs into a room.
IMPORTPLAYERS=The ability to import players from a file.
IMPORTROOMS=The ability to import rooms or areas from a file.
JOURNALS=The ability to administer all journals.
JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.
KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.
KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.
KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'
KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.
KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.
LISTADMIN=The ability to LIST ticks, the log, reports, or threads.
LOADUNLOAD=The ability to load and unload resources. Also gains access to
resource manager in MUDGrinder.
MERGE=The ability to merge mob or item changes from a file or database.
MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax.
NOEXPIRE=This character never expires, but always remains active.
NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.
ORDER=The ability to order mobs around. Also grants the ability to GIVE
without failure, and use Take and Dress without failure. The global version of
this code also allows ordering players.
PKILL=The ability to override PKILL flag settings.
POSSESS=The ability to use the command of the same name.
PURGE=The ability to use the command of the same name.
RESET=The ability to use the command of the same name as it applies to rooms or
areas.
RESETUTILS=The ability to use the command of the same name as it applies to the
miscellaneous RESET tools.
RESTRING=The ability to use the command of the same name.
SESSIONS=The ability to use the command of the same name.
SHUTDOWN=The ability to use the command of the same name.
SNOOP=The ability to use the command of the same name.
STAT=The ability to use the command of the same name.
SUPERSKILL=This code makes it impossible for the player to fumble a spell or
skill that they have.
SYSMSGS=The ability to use the command of the same name.
TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.
TICKTOCK=The ability to use the command of the same name.
TRAILTO=The ability to use the command of the same name.
TRANSFER=The ability to use the command of the same name.
VFS: <path>=The ability to read/write files in the vfs path given. No preceding
/ chars!
WHERE=The ability to use the command of the same name.
WIZINV=The ability to use the command of the same name, as well as see those
who are WIZINV.
Here is an example Security setting for a player:
Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/
The above would give a player access to the BUILDER group defined by
GROUP_BUILDER in your INI file. It would also give access to the GOTO command,
but only insofar as it relates to areas where the player is listed as Staff.
Lastly, it gives global access to the Snoop command.
SECURITY in CoffeeMud is on a player by player basis.
SYSOP status is defined as the ultimate security to do anything, anywhere, at
any time. Access to all commands in all areas will be available. SYSOP status
is defined in the CoffeeMud ini file entry SYSOPMASK which establishes the
player characteristics that designate SYSOPS. All players who meet the
requirements of the mask are automatically SYSOPS.
Players who are not SYSOPS may also be granted specific privileges. Each of
the privileges may be limited to specific areas, or available globally.
Privileges are defined in the Security section of a players settings. Each
security code listed for a player may be either a list of security Groups, or a
specific security code.
Security GROUPS are also defined in the ini file. A Security GROUP consists of
a group name, and a set of strings or codes representing privileges for that
group. Each group is prefixed in the INI file with the "GROUP_". However, you
should not use the "GROUP_" when adding group priviledges to the Security field
of a player. For instance, if you have "GROUP_BUILDER" defined in the INI
file, then you would add "BUILDER" to Security when modifying a player in order
to make that user part of the BUILDER group. The security codes which make up
each group are implicitly global, but can be qualified as area-only using the
keyword "AREA".
The following are the default strings or codes which, when found in a players
security settings or in a group definition, confer the listed privileges. Each
of these settings may be entered as listed below, or prefixed with the word
"AREA" followed by a space, followed by the key. This has the effect of making
that privilege only available in or at areas where the Player is listed in the
areas "Staff" setting. For example, the security code "ANNOUNCE" by itself
confers the global ability to use the ANNOUNCE command. The security code
"AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas
where the player is listed as Staff.
ABOVELAW=Immunity to the Arrest behavior.
AFTER=The ability to use the command of the same name.
AHELP=The ability to access administrative help files.
ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells
at their next login.
ANNOUNCE=The ability to use the command of the same name.
AS=The ability to use the command of the same name.
AT=The ability to use the command of the same name.
BAN=The ability to use the command of the same name, as well as DESTROY BAN,
LIST BAN, and access the BAN MUDGrinder feature.
BEACON=The ability to use the command of the same name.
BOOT=The ability to use the command of the same name.
CHARGEN=The ability to use the command of the same name.
CLOAK=The ability to use the command of the same name, as well as see those who
are cloaked.
CMDAREAS=The ability to Create, Modify, and Destroy areas. Also gains access
to the MUDGrinder area tool.
CMDCLANS=The ability to Modify or Destroy clans.
CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.
CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.
CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.
CMDITEMS=The Ability to Create, Modify, Destroy items in rooms.
CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms. This code also
prevents Mobile mobs from wandering away and confers other similar priviledges.
CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items.
CMDPLAYERS=The Ability to Modify or Destroy players. Also has the ability to
view Player settings in the MUDGrinder.
CMDQUESTS=The Ability to Create, Modify, Destroy quests. Also has the ability
to access the quests and file editors in the MUDGrinder.
CMDRACES=The Ability to Create, Modify, Destroy custom races.
CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.
CMDROOMS=The ability to Create, Modify, and Destroy rooms. Also gains access
to the MUDGrinder area tool.
CMDSOCIALS=The Ability to Create, Modify, Destroy socials.
COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.
EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.
TITLES=The Ability to Create, Modify, Destroy player auto-titles.
CARRYALL=Overrides item carrying restrictions.
CATALOG=The ability to use the catalog command of mobs and items.
COPYITEMS=The Ability to copy existing items.
COPYMOBS=The Ability to copy existing items.
COPYROOMS=The ability to copy existing rooms.
DUMPFILE=The ability to use the command of the same name.
EXPORT=The ability to export mobs, items, or rooms.
EXPORTFILE=The ability to export to a file. Requires EXPORT or EXPORTPLAYERS.
EXPORTPLAYERS=The ability to export player data.
FS: <path>=The ability to read/write files in the local path given. No
preceding / chars!
GMODIFY=The ability to use the command of the same name.
GOTO=The ability to use the command of the same name, as well as walk through
doors.
IDLEOK=This code makes the player exempt from any idletimer settings from the
coffeemud.ini file.
I3=The ability to manage the CHANNELS aspect of I3.
IMMORT=Players with this code never ever die.
IMPORTITEMS=The ability to import items into a room.
IMPORTMOBS=The ability to import mobs into a room.
IMPORTPLAYERS=The ability to import players from a file.
IMPORTROOMS=The ability to import rooms or areas from a file.
JOURNALS=The ability to administer all journals.
JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.
KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.
KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.
KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'
KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.
KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.
LISTADMIN=The ability to LIST ticks, the log, reports, or threads.
LOADUNLOAD=The ability to load and unload resources. Also gains access to
resource manager in MUDGrinder.
MERGE=The ability to merge mob or item changes from a file or database.
MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax.
NOEXPIRE=This character never expires, but always remains active.
NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.
ORDER=The ability to order mobs around. Also grants the ability to GIVE
without failure, and use Take and Dress without failure. The global version of
this code also allows ordering players.
PKILL=The ability to override PKILL flag settings.
POSSESS=The ability to use the command of the same name.
PURGE=The ability to use the command of the same name.
RESET=The ability to use the command of the same name as it applies to rooms or
areas.
RESETUTILS=The ability to use the command of the same name as it applies to the
miscellaneous RESET tools.
RESTRING=The ability to use the command of the same name.
SESSIONS=The ability to use the command of the same name.
SHUTDOWN=The ability to use the command of the same name.
SNOOP=The ability to use the command of the same name.
STAT=The ability to use the command of the same name.
SUPERSKILL=This code makes it impossible for the player to fumble a spell or
skill that they have.
SYSMSGS=The ability to use the command of the same name.
TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.
TICKTOCK=The ability to use the command of the same name.
TRAILTO=The ability to use the command of the same name.
TRANSFER=The ability to use the command of the same name.
VFS: <path>=The ability to read/write files in the vfs path given. No preceding
/ chars!
WHERE=The ability to use the command of the same name.
WIZINV=The ability to use the command of the same name, as well as see those
who are WIZINV.
Here is an example Security setting for a player:
Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/
The above would give a player access to the BUILDER group defined by
GROUP_BUILDER in your INI file. It would also give access to the GOTO command,
but only insofar as it relates to areas where the player is listed as Staff.
Lastly, it gives global access to the Snoop command.
SHELL -
Command : SHELL+
Usage : SHELL [COMMAND] [PARAMETERS]
Example : shell
Example : shell ?
Example : shell directory
Example : shell cd /resources/text
Example : shell copy thisfile.txt ::
Example : shell del ::thisfile.txt
Example : shell edit thisfile.txt
Short(s): .
This command allows the archon, and users with appropriate FS: and/or VFS:
security flags to access the file system and/or the virtual file system. See
help on CMFS or VFS for the difference between the two.
The commands are case-insensitive, except where dealing with the local file
system, where it may be case-sensitive depending upon the host system. As
mentioned in the CMFS docs, filenames and paths may be preceded by a :: string
to denote forced VFS access, or // to denote forced local file-system access.
When neither is specified for a given shell command, the VFS file is always
preferred. The / character is always used to separate directory paths and
folders, such as /resources/text/down.txt would refer to the file down.txt in
the text folder, which in turn is in the resources folder, which in turn is
located in the root directory.
The shell command may be entered with no parameter to see the players current
directory. When viewing directories, a "-" character will precede a file which
exists only in the VFS system. A "+" character will precede a file which
exists in both the local file system and the VFS system. Since folders always
exist in the VFS, they will always be seen with the "+" character preceding
them.
The shell command can be used to create directories, delete files or
directories, copy files, search for files with given names, search inside text
files for a text string, display a text file, or edit a text file. Many
commands support a mask to limit the files displayed. The mask may include "*"
characters anywhere in the string to match 0 or more unknown characters in the
filenames. A "?" character always matches a single unknown character in a
filename.
See HELP CMFS for more information on CoffeeMuds file system.
Command : SHELL
Usage : SHELL [COMMAND] [PARAMETERS]
Example : shell
Example : shell ?
Example : shell directory
Example : shell cd /resources/text
Example : shell copy thisfile.txt ::
Example : shell del ::thisfile.txt
Example : shell edit thisfile.txt
Short(s): .
This command allows the archon, and users with appropriate FS: and/or VFS:
security flags to access the file system and/or the virtual file system. See
help on CMFS or VFS for the difference between the two.
The commands are case-insensitive, except where dealing with the local file
system, where it may be case-sensitive depending upon the host system. As
mentioned in the CMFS docs, filenames and paths may be preceded by a :: string
to denote forced VFS access, or // to denote forced local file-system access.
When neither is specified for a given shell command, the VFS file is always
preferred. The / character is always used to separate directory paths and
folders, such as /resources/text/down.txt would refer to the file down.txt in
the text folder, which in turn is in the resources folder, which in turn is
located in the root directory.
The shell command may be entered with no parameter to see the players current
directory. When viewing directories, a "-" character will precede a file which
exists only in the VFS system. A "+" character will precede a file which
exists in both the local file system and the VFS system. Since folders always
exist in the VFS, they will always be seen with the "+" character preceding
them.
The shell command can be used to create directories, delete files or
directories, copy files, search for files with given names, search inside text
files for a text string, display a text file, or edit a text file. Many
commands support a mask to limit the files displayed. The mask may include "*"
characters anywhere in the string to match 0 or more unknown characters in the
filenames. A "?" character always matches a single unknown character in a
filename.
See HELP CMFS for more information on CoffeeMuds file system.
SHUTDOWN -
Command : SHUTDOWN+
Usage : SHUTDOWN (IN [NUMBER] [MINS/HOURS..]) (RESTART) (NOPROMPT)
Example : shutdown
Example : shutdown noprompt
Example : shutdown in 10 minutes restart
Short(s):
With no argument, this command will bring down the CoffeeMud server. With the
restart argument, it will "bounce" (restart) the server. You can also specify
how long before the shutdown will begin. This will also cause periodic
warnings to your players.
Command : SHUTDOWN
Usage : SHUTDOWN (IN [NUMBER] [MINS/HOURS..]) (RESTART) (NOPROMPT)
Example : shutdown
Example : shutdown noprompt
Example : shutdown in 10 minutes restart
Short(s):
With no argument, this command will bring down the CoffeeMud server. With the
restart argument, it will "bounce" (restart) the server. You can also specify
how long before the shutdown will begin. This will also cause periodic
warnings to your players.
SNOOP -
Command : SNOOP+
Usage : SNOOP [TARGET NAME]
Example : snoop player
Short(s):
This command will allow you to watch a player play -- seeing everything they
type in, and everything they read on their screen.
Command : SNOOP
Usage : SNOOP [TARGET NAME]
Example : snoop player
Short(s):
This command will allow you to watch a player play -- seeing everything they
type in, and everything they read on their screen.
STAT -
Command : STAT+
Usage : STAT ((SKILL/STAT TYPE) [TARGET NAME])/([NUMBER]
[DAYS/WEEKS/MONTHS/YEARS]
Usage : ... (/SKILLUSE/QUEST))
Example : stat
Example : stat 2 weeks
Example : stat tom
Example : stat equipment bob
Example : stat combat bob
Example : stat inventory bob
Example : stat questwins bob
Example : stat tattoos bob
Example : stat titles bob
Example : stat scripts bob
Example : stat charstats bob
Example : stat roomsexplored bob
Example : stat factions bob
Example : stat spell bob
Example : stat skill hassan
Example : stat chant hassan
Example : stat prayer hassan
Example : stat area midgaard
Example : stat item my longsword
Example : stat fountain
Short(s):
This command serves two purposes. The first is to allow you to view a usage
statistics report on your mud. Entering STAT alone allows you to see
information gathered since midnight. You may also enter a number and a scale
(days, weeks, months, or years) to view information going farther back.
STAT will also allow you to retrieve basic stat information on a player, mob,
item, room, or exit in the game. Entering STAT and the objects name brings up
the most basic information. Specifying AREA, MOB, ITEM, ROOM, or EXIT before
the name will make the search more specific. Including a skill type before a
mob or player name will list their abilities of that type. Valid skill types
include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY, "THIEF SKILL", LANGUAGE,
CHANT, "COMMON SKILL", DISEASE, POISON. You can also get special reports by
entering one of the following before the name: EQUIPMENT, COMBAT, INVENTORY,
QUESTWINS, TATTOOS, TITLES, SCRIPTS, WORLDEXPLORED, AREASEXPLORED,
ROOMSEXPLORED, FACTIONS, LEVELTIMES, and CHARSTATS. As per the player version
of this command, you can also use basic stats, such as: HITS, MANA, MOVE,
HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE, MAXHUNGER, MAXTHIRST,
MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY, CONSTITUTION, CHARISMA, WISDOM,
GENDER, PARALYSIS, FIRE, COLD, WATER, GAS, MIND, GENERAL, JUSTICE, ACID,
ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE, TRAPS, MAXSTRENGTH,
MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION, MAXCHARISMA, MAXWISDOM, AGE,
DETECTION, CONVERSION, WEIGHTADJ, LEVEL, SENSES, ARMOR, DAMAGE, ATTACK,
DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP (experience), XPFNL (experience
for next level), and XPTNL (experience to next level), QUESTPOINTS, TRAINS,
PRACTICES, and any factions shown in the score command, such as ALIGNMENT.
Command : STAT
Usage : STAT ((SKILL/STAT TYPE) [TARGET NAME])/([NUMBER]
[DAYS/WEEKS/MONTHS/YEARS]
Usage : ... (/SKILLUSE/QUEST/AREA))
Example : stat
Example : stat 2 weeks
Example : stat tom
Example : stat equipment bob
Example : stat combat bob
Example : stat inventory bob
Example : stat questwins bob
Example : stat tattoos bob
Example : stat titles bob
Example : stat scripts bob
Example : stat charstats bob
Example : stat roomsexplored bob
Example : stat factions bob
Example : stat spell bob
Example : stat skill hassan
Example : stat chant hassan
Example : stat prayer hassan
Example : stat area midgaard
Example : stat item my longsword
Example : stat fountain
Short(s):
This command serves two purposes. The first is to allow you to view a usage
statistics report on your mud. Entering STAT alone allows you to see
information gathered since midnight. You may also enter a number and a scale
(days, weeks, months, or years) to view information going farther back.
STAT will also allow you to retrieve basic stat information on a player, mob,
item, room, or exit in the game. Entering STAT and the objects name brings up
the most basic information. Specifying AREA, MOB, ITEM, ROOM, or EXIT before
the name will make the search more specific. Including a skill type before a
mob or player name will list their abilities of that type. Valid skill types
include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY, "THIEF SKILL", LANGUAGE,
CHANT, "COMMON SKILL", DISEASE, POISON. You can also get special reports by
entering one of the following before the name: EQUIPMENT, COMBAT, INVENTORY,
STINK, QUESTWINS, TATTOOS, TITLES, SCRIPTS, WORLDEXPLORED, AREASEXPLORED,
ROOMSEXPLORED, FACTIONS, LEVELTIMES, and CHARSTATS. As per the player version
of this command, you can also use basic stats, such as: HITS, MANA, MOVE,
HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE, MAXHUNGER, MAXTHIRST,
MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY, CONSTITUTION, CHARISMA, WISDOM,
GENDER, PARALYSIS, FIRE, COLD, WATER, GAS, MIND, GENERAL, JUSTICE, ACID,
ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE, TRAPS, MAXSTRENGTH,
MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION, MAXCHARISMA, MAXWISDOM, AGE,
DETECTION, CONVERSION, WEIGHTADJ, LEVEL, SENSES, ARMOR, DAMAGE, ATTACK,
DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP (experience), XPFNL (experience
for next level), and XPTNL (experience to next level), QUESTPOINTS, TRAINS,
PRACTICES, and any factions shown in the score command, such as ALIGNMENT.
STINKIFY -
+
Skill : Stinkify
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : STINKIFY
Usage : STINKIFY [PLAYER NAME]
Example : stinkify gunther
From anywhere on the map, the player with this skill can cause the target to
become 1 level stinkier than they were before.
Skill : Stinkify
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : STINKIFY
Usage : STINKIFY [PLAYER NAME]
Example : stinkify gunther
From anywhere on the map, the player with this skill can cause the target to
become 1 level stinkier than they were before.
SYSMSGS -
Command : SYSMSGS+
Usage : SYSMSGS
Example : sysmsgs
Short(s):
A command to toggle debug mode, or extended messages. A mobile NPC will not be
able to enter or leave a room if a player in this mode is present.
Command : SYSMSGS
Usage : SYSMSGS
Example : sysmsgs
Short(s):
A command to toggle debug mode, or extended messages. A mobile NPC will not be
able to enter or leave a room if a player in this mode is present.
TAKE -
Command : TAKE+
Usage : TAKE (ALL) [ITEM NAME] ([MOB NAME])
Example : take all dagger Horice
Example : take qp Horice
Example : take all Horice
Example : take pie Horice
Short(s):
This is A command that forces the specified mob or character to give item that
is in his or her inventory or equipment to you. If the item is inside a
specified container, it will be retrieved from the container. The very special
item name "qp" may be used to take Quest Points from players using this
command.
Command : TAKE
Usage : TAKE (ALL) [ITEM NAME] ([MOB NAME])
Example : take all dagger Horice
Example : take qp Horice
Example : take all Horice
Example : take pie Horice
Short(s):
This is A command that forces the specified mob or character to give item that
is in his or her inventory or equipment to you. If the item is inside a
specified container, it will be retrieved from the container. The very special
item name "qp" may be used to take Quest Points from players using this
command.
TASK -
Command : TASK+
Usage : TASK [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : TASK TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : task nothing is spelled right in this room!
Example : task review
Example : task review 7
Example : task review bob 7
Short(s):
This command can be used to submit builder tasks to the system. When the
REVIEW parameter is given, the tasks will be iterated through one at a time to
give the builder a chance to delete, comment on, or email each one. An
optional starting number can be given to REVIEW. An optional filter can be
given to list only messages assigned to a particular user. The player must be
either an Archon, or a player with the TASKS security string to use this
feature.
Command : TASK
Usage : TASK [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
Usage : TASK TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
Example : task nothing is spelled right in this room!
Example : task review
Example : task review 7
Example : task review bob 7
Short(s):
This command can be used to submit builder tasks to the system. When the
REVIEW parameter is given, the tasks will be iterated through one at a time to
give the builder a chance to delete, comment on, or email each one. An
optional starting number can be given to REVIEW. An optional filter can be
given to list only messages assigned to a particular user. The player must be
either an Archon, or a player with the TASKS security string to use this
feature.
TATTOO -
Tattoo's are intended to act as miscellaneous flags which players may obtain,+
not unlike a quest point. These tattoo's can then be checked for as
requirements to enter rooms or exits, or to possess certain items. If the
common account system is used, accounts can also have tattoos on them as well.
An example would be like this: The completion of a specific quest occurs when
Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where
all the treasure is hidden). Entering this inner chamber automatically grants
Gunther a Tatto called "NUNDERKILLER". Now, elsewhere in the realm is the
second quest where Nunder's apprentice has escaped with an ancient artifact and
is up to no good. However, to even ENTER the area where Nunder's apprentice is
operating, the system (via the Prop_ReqTattoo property on this other Area)
requires that Gunther already have the "NUNDERKILLER" Tattoo. If Gunther had
not defeated Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be
allowed into the realm of Nunder's apprentice.
Tattoo's are intended to act as miscellaneous flags which players may obtain,
not unlike a quest point. These tattoo's can then be checked for as
requirements to enter rooms or exits, or to possess certain items. If the
common account system is used, accounts can also have tattoos on them as well.
An example would be like this: The completion of a specific quest occurs when
Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where
all the treasure is hidden). Entering this inner chamber automatically grants
Gunther a Tatto called "NUNDERKILLER". Now, elsewhere in the realm is the
second quest where Nunder's apprentice has escaped with an ancient artifact and
is up to no good. However, to even ENTER the area where Nunder's apprentice is
operating, the system (via the Prop_ReqTattoo property on this other Area)
requires that Gunther already have the "NUNDERKILLER" Tattoo. If Gunther had
not defeated Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be
allowed into the realm of Nunder's apprentice.
TEST -
Command : TEST+
Usage : TEST ALL/[TEST NAME]
Example : test all
Short(s) :
Runs a series of internal tests. This command is only for code developers, and
takes a lot of time and resources to complete, so use it only if you know why
you are doing it.
Command : TEST
Usage : TEST ALL/[TEST NAME]
Example : test all
Short(s) :
Runs a series of internal tests. This command is only for code developers, and
takes a lot of time and resources to complete, so use it only if you know why
you are doing it.
TICKTOCK -
Command : TickTock+
Usage : [NUM HOURS]/CLANTICK/[THREAD NAME]
Example : ticktock 10
Example : ticktock -4
Example : ticktock CLANTICK
Example : ticktock THPLAYERS0
Advance the time by specified number of hours, or cause one of the specified
maintenance threads to immediately go through a cycle. Use LIST REPORTS to get
a list of maintenance threads. The CLANTICK argument forces the timed clan
maintenance.
Command : TickTock
Usage : [NUM HOURS]/CLANTICK/[THREAD NAME]
Example : ticktock 10
Example : ticktock -4
Example : ticktock CLANTICK
Example : ticktock THPLAYERS0
Advance the time by specified number of hours, or cause one of the specified
maintenance threads to immediately go through a cycle. Use LIST REPORTS to get
a list of maintenance threads. The CLANTICK argument forces the timed clan
maintenance.
TRAILTO -
Command : TRAILTO+
Usage : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]
/[ROOM ID] /EVERYROOM /EVERYAREA
Example : trailto MyArea#394
Example : trailto everyarea
Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea
Short(s):
This command shows the directions one must travel to get from their current
position to the destination given. You can end the areas with 'areanames',
'ignorerooms=', and 'confirm!' flags. You can also include one of these flags:
NOHOMES, OPENONLY, UNLOCKEDONLY, AREAONLY, NOHIDDENAREAS, NOEMPTYGRIDS, NOAIR,
NOWATER, WATERSURFACEONLY, UNDERWATERONLY, FLOORSONLY, CEILINGSSONLY, NOCLIMB,
NOCRAWL, OUTDOORONLY, FALLBACK, RADIUS=X, or MINSIZE=X. MINSIZE will change the
minimum area size for use with EVERYAREA, FALLBACK will remove flags in reverse
order until a trail is found. RADIUS changes the width of the space to look for
trails in.
Command : TRAILTO
Usage : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]
/[ROOM ID] /EVERYROOM /EVERYAREA
Example : trailto MyArea#394
Example : trailto everyarea
Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea
Short(s):
This command shows the directions one must travel to get from their current
position to the destination given. You can end the areas with 'areanames',
'ignorerooms=', and 'confirm!' flags. You can also include one of these flags:
NOHOMES, OPENONLY, UNLOCKEDONLY, AREAONLY, NOHIDDENAREAS, NOEMPTYGRIDS, NOAIR,
NOWATER, WATERSURFACEONLY, UNDERWATERONLY, FLOORSONLY, CEILINGSSONLY, NOCLIMB,
NOCRAWL, OUTDOORONLY, FALLBACK, RADIUS=X, or MINSIZE=X. MINSIZE will change the
minimum area size for use with EVERYAREA, FALLBACK will remove flags in reverse
order until a trail is found. RADIUS changes the width of the space to look for
trails in.
TRANSFER -
Skill : TRANSFER+
Usage : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM ID/DESC/MOB/AREA]
Example : transfer all Midgaard#3001
Example : transfer all midgaard
Example : transfer all north
Example : transfer bob #3001
Example : transfer smurf hassan
Example : transfer bobbyjoe temple of mota
Example : transfer "item sword" north
Example : transfer "all item sword" north
Example : transfer "all items" north
Short(s) :
The targets and their followers will be transported, with very little fanfare,
to the destination listed. This ability is not magical in nature, and is thus
not affected by no-teleport areas and rooms. If all or item is used, it will
refer only to those in the same room as the admin. Otherwise, the admins
present area will be checked for all instances of the name and transfers all of
them. If none are found in the same area, the whole world will be checked. If
the word items is used, then an item can also be transported to a room
destination, though the word INVENTORY is also a valid destination to move the
item into your inventory.
Skill : TRANSFER
Usage : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM ID/DESC/MOB/AREA]
Example : transfer all Midgaard#3001
Example : transfer all midgaard
Example : transfer all north
Example : transfer bob #3001
Example : transfer smurf hassan
Example : transfer bobbyjoe temple of mota
Example : transfer "item sword" north
Example : transfer "all item sword" north
Example : transfer "all items" north
Short(s) :
The targets and their followers will be transported, with very little fanfare,
to the destination listed. This ability is not magical in nature, and is thus
not affected by no-teleport areas and rooms. If all or item is used, it will
refer only to those in the same room as the admin. Otherwise, the admins
present area will be checked for all instances of the name and transfers all of
them. If none are found in the same area, the whole world will be checked. If
the word items is used, then an item can also be transported to a room
destination, though the word INVENTORY is also a valid destination to move the
item into your inventory.
TYPO -
Command : TYPO+
Usage : TYPO [MESSAGE]/REVIEW (STARTING MSG)
Example : typo nothing is spelled right in this room!
Example : typo review
Example : typo review 7
Short(s):
This command can be used to submit typos to the system. When the REVIEW
parameter is given, the typos will be iterated through one at a time to give
the archon a chance to delete, comment on, or email each one. An optional
starting number can be given to REVIEW.
Command : TYPO
Usage : TYPO [MESSAGE]/REVIEW (STARTING MSG)
Example : typo nothing is spelled right in this room!
Example : typo review
Example : typo review 7
Short(s):
This command can be used to submit typos to the system. When the REVIEW
parameter is given, the typos will be iterated through one at a time to give
the archon a chance to delete, comment on, or email each one. An optional
starting number can be given to REVIEW.
UNLINK -
Command : UNLINK+
Usage : UNLINK [DIRECTION]
Example : unlink north
Short(s):
A command for the unlinking of rooms from each other.
Command : UNLINK
Usage : UNLINK [DIRECTION]
Example : unlink north
Short(s):
A command for the unlinking of rooms from each other.
UNLOAD -
Command : UNLOAD+
Usage : UNLOAD HELP/CLASS/USER/FACTION/AREA
Usage : UNLOAD INIFILE/ALL/[RESOURCE NAME]
Example : unload help
Example : unload all
Example : unload armorsmith
Example : unload class Thief_Search
Example : unload user joe
Short(s) :
Unloads most resource text, cached users, class objects, areas, coffeemud.ini,
lists.ini, and help files for easy refreshing.
Command : UNLOAD
Usage : UNLOAD HELP/CLASS/USER/FACTION/AREA
Usage : UNLOAD INIFILE/ALL/[RESOURCE NAME]
Example : unload help
Example : unload all
Example : unload armorsmith
Example : unload class Thief_Search
Example : unload user joe
Short(s) :
Unloads most resource text, cached users, class objects, areas, coffeemud.ini,
lists.ini, and help files for easy refreshing.
@@ -1387,42 +1408,42 @@
WHERE -
Command : WHERE+
Usage : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])
Example : where
Example : where dog
Example : where area item knife
Example : where area mobmask -race +orc -levels +>=10
Example : where !
Short(s):
Without an argument, this command displays the names and locations of all
players online. With the ROOM, MOB, ITEM, or no argument, it will show all
mobs, rooms, and/or items the match the given key words in the mask, along with
room locations. With the MOBMASK, ITEMMASK arguments, it will show all mobs or
items that match the given Zapper Mask (See ZAPPERMASKS). The arguments may be
qualified with AREA to show only the Archons current area. The argument ! will
show the mundane/player version of the WHERE command.
Command : WHERE
Usage : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])
Example : where
Example : where dog
Example : where area item knife
Example : where area mobmask -race +orc -levels +>=10
Example : where !
Short(s):
Without an argument, this command displays the names and locations of all
players online. With the ROOM, MOB, ITEM, or no argument, it will show all
mobs, rooms, and/or items the match the given key words in the mask, along with
room locations. With the MOBMASK, ITEMMASK arguments, it will show all mobs or
items that match the given Zapper Mask (See ZAPPERMASKS). The arguments may be
qualified with AREA to show only the Archons current area. The argument ! will
show the mundane/player version of the WHERE command.
WHO -
Command : WHO+
Usage : WHO ([OPTIONAL PARAMETER])
Example : who
Example : who @CoffeeMud
Example : who friends
Example : who account
Example : who playerkill
Short(s):
This command will list all of the characters presently online, regardless of
where they are. If an @ sign is used, this command will list all the players
at a particular MUD. If "friends" is given, then the list will consist only of
those from the players friends list (see the FRIENDS command). If "Playerkill"
is given, then the list will consist only of those players who have their
playerkill flags on. If account is given, then a list of players with the
account they belong to is shown.
Command : WHO
Usage : WHO ([OPTIONAL PARAMETER])
Example : who
Example : who @CoffeeMud
Example : who friends
Example : who account
Example : who playerkill
Short(s):
This command will list all of the characters presently online, regardless of
where they are. If an @ sign is used, this command will list all the players
at a particular MUD. If "friends" is given, then the list will consist only of
those from the players friends list (see the FRIENDS command). If "Playerkill"
is given, then the list will consist only of those players who have their
playerkill flags on. If account is given, then a list of players with the
account they belong to is shown.
WIZEMOTE -
Command : WIZEMOTE+
Usage : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message
Example : wizemote all You are having fun!
Example : wizemote here We are having fun!
Example : wizemote bob You are having more fun though.
Example : wizemote "Death Area" Something bad happened here!
Example : wizemote "Death Area#5320" Something bad happened there!
Example : wizemote "The Artisans" Something bad happened to your clan!
Short(s):
A command to send emote-type messages to everyone in an area, a room, a clan,
or to a specific player, or to everyone everywhere.
Command : WIZEMOTE
Usage : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message
Example : wizemote all You are having fun!
Example : wizemote here We are having fun!
Example : wizemote bob You are having more fun though.
Example : wizemote "Death Area" Something bad happened here!
Example : wizemote "Death Area#5320" Something bad happened there!
Example : wizemote "The Artisans" Something bad happened to your clan!
Short(s):
A command to send emote-type messages to everyone in an area, a room, a clan,
or to a specific player, or to everyone everywhere.
WIZINFO -
Command : WIZINFO+
Short(s):
The automatic information channel available to admins and area admins. Turned
off with NOWIZINFO
Command : WIZINFO
Short(s):
The automatic information channel available to admins and area admins. Turned
off with NOWIZINFO
WIZINV -
Skill : WIZARD INVISIBILITY+
Usage : WIZINV (OFF/NOCLOAK)
Example : wizinv
Example : wizinv nocloak
Short(s) :
Wizard Invisibility makes the invoker completely undetectable by other mobs or
players. In addition, the invoker will not hunger or thirst, may pass through
any terrain unhindered (except doors), and is invulnerable to sleep spells.
Lastly, unless the nocloak parameter is specified, the Archon is completely
cloaked as per the CLOAK command.
Skill : WIZARD INVISIBILITY
Usage : WIZINV (OFF/NOCLOAK)
Example : wizinv
Example : wizinv nocloak
Short(s) :
Wizard Invisibility makes the invoker completely undetectable by other mobs or
players. In addition, the invoker will not hunger or thirst, may pass through
any terrain unhindered (except doors), and is invulnerable to sleep spells.
Lastly, unless the nocloak parameter is specified, the Archon is completely
cloaked as per the CLOAK command.
WRATH -
+
Skill : Wrath
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : WRATH
Usage : WRATH [PLAYER NAME] (!)
Example : wrath gunther
Example : wrath gunther !
From anywhere on the map, the player with this skill can immediately knock
another mob out of their shoes, depriving them of half of their hit points,
mana, and movement in the process. If the "!" flag is added, an announcement of
the wrath will also be made.
Skill : Wrath
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : WRATH
Usage : WRATH [PLAYER NAME] (!)
Example : wrath gunther
Example : wrath gunther !
From anywhere on the map, the player with this skill can immediately knock
another mob out of their shoes, depriving them of half of their hit points,
mana, and movement in the process. If the "!" flag is added, an announcement of
the wrath will also be made.
XML -
Command :+
Usage : By MUDGrinder only
Example :
Short(s) :
This command exist to fascillitate the transfer of information between
MUDGrinder and CoffeeMud. Do not use this command for any reason.
Command :
Usage : By MUDGrinder only
Example :
Short(s) :
This command exist to fascillitate the transfer of information between
MUDGrinder and CoffeeMud. Do not use this command for any reason.
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)+
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)diff --git a/guides/refs/behav.html b/guides/refs/behav.html index 8cac320d23b..7983d792c80 100644 --- a/guides/refs/behav.html +++ b/guides/refs/behav.html @@ -309,427 +309,427 @@
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : ActiveTicker+
Targets : MOBs
Parameters :
Example :
Description:
A base class for mobile type behaviors. Do not use.
Behavior : ActiveTicker
Targets : MOBs
Parameters :
Example :
Description:
A base class for mobile type behaviors. Do not use.
Behavior : Aggressive+
Targets : MOBs
Parameters : aggression flags (MESSAGE=[msg]) aggression masks
Example : +elf -fighter
Example : message="All must die!!" -elf +fighter
Example : MOBKILL MISBEHAVE +elf -fighter
Description:
Makes the mob attack any player mob it can detect in the same room, from the
moment the new mob enters. Horribly wounded mobs are not aggressive. Mobs will
also not be aggressive towards Archons and builders with the CMDMOBS security
flag.If no other parameters are given, the mob will attack anyone.
Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
checklevel (makes this mob attack only those within 5 levels below him)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : Aggressive
Targets : MOBs
Parameters : aggression flags (MESSAGE=[msg]) aggression masks
Example : +elf -fighter
Example : message="All must die!!" -elf +fighter
Example : MOBKILL MISBEHAVE +elf -fighter
Description:
Makes the mob attack any player mob it can detect in the same room, from the
moment the new mob enters. Horribly wounded mobs are not aggressive. Mobs will
also not be aggressive towards Archons and builders with the CMDMOBS security
flag.If no other parameters are given, the mob will attack anyone.
Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
checklevel (makes this mob attack only those within 5 levels below him)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-ACCOUNTS +bob "+my name" (spare all except those in the given accts)
+ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : AlignHelper+
Targets : MOBs
Parameters :
Example :
Description:
Joins a fight on the side of anyone who is the same alignment as the mob.
Behavior : AlignHelper
Targets : MOBs
Parameters :
Example :
Description:
Joins a fight on the side of anyone who is the same alignment as the mob.
Behavior : AntiVagrant+
Targets : MOBs
Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag
Example : min=2 max=3 chance=99
Example : min=2 max=3 chance=99 KICKOUT
Example : min=2 max=3 chance=75 ANYWHERE
Example : min=2 max=3 chance=75 ANYWHERE KICKOUT
Description:
Wakes up any MOB that is sleeping on a CityStreet type locale. Will also stand
up anyone sitting on a city street. The locale type can be overridden by
including the ANYWHERE flag. You may also get the person kicked out of the
current room by using the KICKOUT flag. All of the parameters are optional.
Behavior : AntiVagrant
Targets : MOBs
Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag
Example : min=2 max=3 chance=99
Example : min=2 max=3 chance=99 KICKOUT
Example : min=2 max=3 chance=75 ANYWHERE
Example : min=2 max=3 chance=75 ANYWHERE KICKOUT
Description:
Wakes up any MOB that is sleeping on a CityStreet type locale. Will also stand
up anyone sitting on a city street. The locale type can be overridden by
including the ANYWHERE flag. You may also get the person kicked out of the
current room by using the KICKOUT flag. All of the parameters are optional.
Arrest -
Behavior : Arrest+
Targets : Areas
Parameters : (/CUSTOM/[FILENAME])(;[LAW KEY]=[LAW VALUE] ...)
Example :
Example : custom
Example : laws_mycity.ini
Example : custom;JUDGE="justice judge" OFFICERS="cityguard police"
Description:
This powerful behavior allows you to set up the enforcement of laws inside of a
city. The only parameter is the name of an ini file in the resources directory.
If left blank, the default laws.ini file will be used. The ini file specifies
the judges, enforcement mobs, the laws and their punishments, and the location
of jails. The messages seen by the criminals is also contained therein. The
word custom may also be placed in the parameters in order to make the area laws
changeable using either a StdLawBook or a GenLawBook.
Behavior : Arrest
Targets : Areas
Parameters : (/CUSTOM/[FILENAME])(;[LAW KEY]=[LAW VALUE] ...)
Example :
Example : custom
Example : laws_mycity.ini
Example : custom;JUDGE="justice judge" OFFICERS="cityguard police"
Description:
This powerful behavior allows you to set up the enforcement of laws inside of a
city. The only parameter is the name of an ini file in the resources directory.
If left blank, the default laws.ini file will be used. The ini file specifies
the judges, enforcement mobs, the laws and their punishments, and the location
of jails. The messages seen by the criminals is also contained therein. The
word custom may also be placed in the parameters in order to make the area laws
changeable using either a StdLawBook or a GenLawBook.
Bardness -
Behavior : Bardness+
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Bard
Example : Dancer MIXEDOFFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Bard by class,
and gives the mob bard songs appropriate to its level. After this behavior has
triggered, it will often require a RESET for any level changes to the mob to
take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : Bardness
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Bard
Example : Dancer MIXEDOFFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Bard by class,
and gives the mob bard songs appropriate to its level. After this behavior has
triggered, it will often require a RESET for any level changes to the mob to
take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Beggar -
Behavior : Beggar+
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will beg for money from players, and say thank you
when rewarded.
Behavior : Beggar
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will beg for money from players, and say thank you
when rewarded.
Behavior : BribeGateGuard+
Targets : MOBs
Parameters : Price of entry, Gate System
Example : price=5 gates=Avalon
Description:
The mob will work akin to a gate guard, but you have to have at least the price
on your tab for the guard to open it (or let you open it from that side) Any
payment made over the price is retained, in a manner akin to a bank chain, so
if any other guards are in the same Gate System, they will all use the same
tab. DO NOT put one on each side - unlike Gate Guards, these guys don't play
well with others. If you want players to be able to sneak by them, merely make
sure they can't see sneaking or invis - whichever. The hiding player will have
to wait for another player to get the door open to sneak through.
Behavior : BribeGateGuard
Targets : MOBs
Parameters : Price of entry, Gate System
Example : price=5 gates=Avalon
Description:
The mob will work akin to a gate guard, but you have to have at least the price
on your tab for the guard to open it (or let you open it from that side) Any
payment made over the price is retained, in a manner akin to a bank chain, so
if any other guards are in the same Gate System, they will all use the same
tab. DO NOT put one on each side - unlike Gate Guards, these guys don't play
well with others. If you want players to be able to sneak by them, merely make
sure they can't see sneaking or invis - whichever. The hiding player will have
to wait for another player to get the door open to sneak through.
Behavior : BrotherHelper+
Targets : MOBs
Parameters : optional max fighters, nameonly flag
Example :
Example : 5
Example : 5 nameonly
Description:
Joins a fight on the side of an identical mob, or a mob from the same starting
room. You may optionally specify the maximum number of brothers who may
assault a single target. You may also put the word nameonly to not utilize the
"same starting room" criteria.
This behavior works differently on official legal enforcers specified by an
Arrest or Conquerable behavior. Legal enforcers will only trigger this
behavior if he is coming to the aid of another legal official, or if he is sure
that he is not coming to the aid of an aggressive mob.
Behavior : BrotherHelper
Targets : MOBs
Parameters : optional max fighters, nameonly flag
Example :
Example : 5
Example : 5 nameonly
Description:
Joins a fight on the side of an identical mob, or a mob from the same starting
room. You may optionally specify the maximum number of brothers who may
assault a single target. You may also put the word nameonly to not utilize the
"same starting room" criteria.
This behavior works differently on official legal enforcers specified by an
Arrest or Conquerable behavior. Legal enforcers will only trigger this
behavior if he is coming to the aid of another legal official, or if he is sure
that he is not coming to the aid of an aggressive mob.
Behavior : ClanHelper+
Targets : MOBs
Parameters : Clan to make this mob a member of
Example : McElvy
Description:
Joins a fight on the side of a mob of the same clan as specified in the
parameters.
Behavior : ClanHelper
Targets : MOBs
Parameters : Clan to make this mob a member of
Example : McElvy
Description:
Joins a fight on the side of a mob of the same clan as specified in the
parameters.
Behavior : Clericness+
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Templar
Example : Doomsayer OFFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Cleric by class,
and gives the mob clerical prayers appropriate to its alignment and level.
After this behavior has triggered, it will often require a RESET for any
alignment or level changes to the mob to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : Clericness
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Templar
Example : Doomsayer OFFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Cleric by class,
and gives the mob clerical prayers appropriate to its alignment and level.
After this behavior has triggered, it will often require a RESET for any
alignment or level changes to the mob to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : CombatAbilities+
Targets : MOBs
Parameters : (as derived class) and +SKILLID -SKILLID
Example : (as derived class) -Spell_Sleep
Description:
Gives the mob the urge to use their skills, spells, prayers, songs, and other
abilities during combat.
This behavior should not be used WITH any of the other CombatAbilities
behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
The parameters are as described in one of the derived classes, but in addition,
you can also specify the IDs of certain skills that the behavior will either be
allowed to be used in combat even if it is not normally allowed, or be
disallowed to be used in combat even if the mob has the skill and it would
normally be allowed, depending on whether the ID is preceded by + or -.
Behavior : CombatAbilities
Targets : MOBs
Parameters : (as derived class) and +SKILLID -SKILLID
Example : (as derived class) -Spell_Sleep
Description:
Gives the mob the urge to use their skills, spells, prayers, songs, and other
abilities during combat.
This behavior should not be used WITH any of the other CombatAbilities
behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
The parameters are as described in one of the derived classes, but in addition,
you can also specify the IDs of certain skills that the behavior will either be
allowed to be used in combat even if it is not normally allowed, or be
disallowed to be used in combat even if the mob has the skill and it would
normally be allowed, depending on whether the ID is preceded by + or -.
Behavior : CombatAssister+
Targets : MOBs
Parameters : mask of mobs to assist
Example : -RACE +Elf
Example : -NAME "+My Buddies"
Example : -CLANS "+My Clan"
Description:
The mob with this behavior will come to the defence of any other mob which is
attacked in its presence and meets the mask defined above.
Valid masks include:
+SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
-PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
-CHANCE 50 (ignore the given % of the time)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-CLASS +thief +mage +ranger (ignore all but excepted char classes)
+CLASS -thief -mage -ranger (ignore only listed classes)
-BASECLASS +thief +mage (ignore all but excepted base char classes)
+BASECLASS -thief -mage -ranger (ignore only listed base char classes)
-RACE +elf +dwarf (ignore all but excepted races)
+RACE -elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
+RACECAT -elf -humanoid (ignore only listed racial categories)
-ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
+ALIGNMENT -evil -good -neutral (ignore only listed alignments)
-GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (ignore only faction range code)
-NAMES +bob "+my name" (ignore all except those with given names)
+NAMES -bob "-my name" (ignore only those with one of the given names)
-SUBNAMES +*ending +*inside* (ignore all except those with partial name)
+SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
-TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
+EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
+ANYCLASS -thief -mage (ignore only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
+CLAN -Killers "-Avengers" (ignore only those in a listed clan)
-DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
-ANYCLASS +thief +ranger (ignore all except those with a multi-class)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA +thatarea "+my areaname" (ignore all except those in listed area)
+AREA -thatarea "-my areaname" (ignore only those in listed area)
-HOME "+area name" (ignore all except those from listed home/beacon area)
+HOME "-my areaname" (ignore only those from listed home/beacon area)
-ISHOME (ignore all npcs not currently in their home/beacon areas)
+ISHOME (ignore all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
-SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
Behavior : CombatAssister
Targets : MOBs
Parameters : mask of mobs to assist
Example : -RACE +Elf
Example : -NAME "+My Buddies"
Example : -CLANS "+My Clan"
Description:
The mob with this behavior will come to the defence of any other mob which is
attacked in its presence and meets the mask defined above.
Valid masks include:
+SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
-PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
-CHANCE 50 (ignore the given % of the time)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-CLASS +thief +mage +ranger (ignore all but excepted char classes)
+CLASS -thief -mage -ranger (ignore only listed classes)
-BASECLASS +thief +mage (ignore all but excepted base char classes)
+BASECLASS -thief -mage -ranger (ignore only listed base char classes)
-RACE +elf +dwarf (ignore all but excepted races)
+RACE -elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
+RACECAT -elf -humanoid (ignore only listed racial categories)
-ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
+ALIGNMENT -evil -good -neutral (ignore only listed alignments)
-GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (ignore only faction range code)
-NAMES +bob "+my name" (ignore all except those with given names)
+NAMES -bob "-my name" (ignore only those with one of the given names)
-SUBNAMES +*ending +*inside* (ignore all except those with partial name)
+SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
-ACCOUNTS +bob "+my name" (ignore all except those in the given accts)
+ACCOUNTS -bob "-my name" (ignore only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
+EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
+ANYCLASS -thief -mage (ignore only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
+CLAN -Killers "-Avengers" (ignore only those in a listed clan)
-DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
-ANYCLASS +thief +ranger (ignore all except those with a multi-class)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA +thatarea "+my areaname" (ignore all except those in listed area)
+AREA -thatarea "-my areaname" (ignore only those in listed area)
-HOME "+area name" (ignore all except those from listed home/beacon area)
+HOME "-my areaname" (ignore only those from listed home/beacon area)
-ISHOME (ignore all npcs not currently in their home/beacon areas)
+ISHOME (ignore all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (ignore all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (ignore listed)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
-SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
Behavior : CommonSpeaker+
Targets : MOBs
Parameters : ([LANGUAGEID])
Example :
Example : Orcish
Description:
Without parameters, this behavior makes sure that a mob is always speaking
Common, even if it should be a race other than Human, or it should be
polymorphed. Another language may also optionally be specified.
Behavior : CommonSpeaker
Targets : MOBs
Parameters : ([LANGUAGEID])
Example :
Example : Orcish
Description:
Without parameters, this behavior makes sure that a mob is always speaking
Common, even if it should be a race other than Human, or it should be
polymorphed. Another language may also optionally be specified.
Behavior : Conceirge+
Targets : MOBs, Items, Rooms, Areas
Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
Example : 1.5
Example : Midgaard#3001=1.5; Smurfville=2.0; =70 ; AREAONLY=true
Example : Midgaard#3032; =100 ; AREAONLY=false; MAXRANGE=100
Description:
This behavior makes the mob a deliverer of information to players, specifically
the directions to rooms or areas. The mob will charge for his services if you
specify a price in the parameters, or he will do it for free if you don't, or
if the last price specified was 0. The parameters can include a comma
delimited set of room IDs, area names, or even short title descriptions for
quickly entering rooms within short range of the mob.
The parameters may also include certain other variables as part of the
parameter list. These include AREAONLY = true or false, to specify whether the
concierge knows anything about places outside his area. MAXRANGE=number for
the maximum number of rooms away from the concierge that is known.
GREETING=message will give a special concierge greeting message for all players
who enter the room its in. ENTERMSG will give a message to players who mount
the concierge (rideables only). TALKERNAME=name will change the apparent name
of the speaker. PERROOM=number will set a per-room price for the distance from
the current room to the one sought. NOWATER=true to prevent trails over water.
NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails
through locked doors. NOHOMES=true to prevent trails through private homes.
NOINDOOR=true to prevent finding or trailing through indoor rooms. NOCLIMB to
prevent trails through climbable exits. NOCRAWL to prevent trails through
crawlable exits. Use PORTAL=true to have the concierge create a magical portal
instead of giving directions.
Behavior : Conceirge
Targets : MOBs, Items, Rooms, Areas
Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
Example : 1.5
Example : Midgaard#3001=1.5; Smurfville=2.0; =70 ; AREAONLY=true
Example : Midgaard#3032; =100 ; AREAONLY=false; MAXRANGE=100
Description:
This behavior makes the mob a deliverer of information to players, specifically
the directions to rooms or areas. The mob will charge for his services if you
specify a price in the parameters, or he will do it for free if you don't, or
if the last price specified was 0. The parameters can include a comma
delimited set of room IDs, area names, or even short title descriptions for
quickly entering rooms within short range of the mob.
The parameters may also include certain other variables as part of the
parameter list. These include AREAONLY = true or false, to specify whether the
concierge knows anything about places outside his area. MAXRANGE=number for
the maximum number of rooms away from the concierge that is known.
GREETING=message will give a special concierge greeting message for all players
who enter the room its in. ENTERMSG will give a message to players who mount
the concierge (rideables only). TALKERNAME=name will change the apparent name
of the speaker. PERROOM=number will set a per-room price for the distance from
the current room to the one sought. NOWATER=true to prevent trails over water.
NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails
through locked doors. NOHOMES=true to prevent trails through private homes.
NOINDOOR=true to prevent finding or trailing through indoor rooms. NOCLIMB to
prevent trails through climbable exits. NOCRAWL to prevent trails through
crawlable exits. Use PORTAL=true to have the concierge create a magical portal
instead of giving directions.
Behavior : Conquerable+
Targets : AREAs
Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))
Parameters : (OWNERSHIP=(TRUE/FALSE))
Example : JOURNAL="The Conquest Times" LAW=FALSE OWNERSHIP=FALSE
Description:
This behavior makes the area conquerable by clans using items put together
using ClanCraft. See the general help on CONQUEST for more information on what
this means and how it works. The JOURNAL entry, if given, will log conquest
events to a journal of that name. The LAW entry is required in order to allow
an area to be set up by conquering clans with a system of law. The OWNERSHIP
entry is true if All private property is automatically signed over to the
conquering clan, and false if it is left alone.
Behavior : Conquerable
Targets : AREAs
Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))
Parameters : (OWNERSHIP=(TRUE/FALSE))
Example : JOURNAL="The Conquest Times" LAW=FALSE OWNERSHIP=FALSE
Description:
This behavior makes the area conquerable by clans using items put together
using ClanCraft. See the general help on CONQUEST for more information on what
this means and how it works. The JOURNAL entry, if given, will log conquest
events to a journal of that name. The LAW entry is required in order to allow
an area to be set up by conquering clans with a system of law. The OWNERSHIP
entry is true if All private property is automatically signed over to the
conquering clan, and false if it is left alone.
Behavior : CorpseEater+
Targets : MOBs
Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 -LEVEL +<17
Example : min=10 max=20 chance=75 -RACE +Elf
Description:
The mob will appear to eat any corpse it comes across. It will not eat the
item contents of the corpse unless the EATITEMS flag is given. It will also
ignore player corpses unless the +PLAYER flag is included. You may also
specify masks to give the mob a more specific diet. The following are valid
masks:
+SYSOP (allow archons to bypass the rules), -SYSOP (dont eat archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (dont eat)
-PLAYER (dont eat all players), -MOB (dont eat all mobs/npcs)
-CHANCE 50 (dont eat the given % of the time)
-JAVACLASS "+GENMOB" etc.. (dont eat only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not dont eat objs of -classes)
-CLASS +thief +mage +ranger (dont eat all but excepted char classes)
+CLASS -thief -mage -ranger (dont eat only listed classes)
-BASECLASS +thief +mage (dont eat all but excepted base char classes)
+BASECLASS -thief -mage -ranger (dont eat only listed base char classes)
-RACE +elf +dwarf (dont eat all but excepted races)
+RACE -elf -dwarf -human -half -gnome (dont eat only listed races)
-RACECAT +elf +insect +humanoid (dont eat all but listed racial categories)
+RACECAT -elf -humanoid (dont eat only listed racial categories)
-ALIGNMENT +evil +neutral +good (dont eat all but excepted alignments)
+ALIGNMENT -evil -good -neutral (dont eat only listed alignments)
-GENDER (dont eat genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (dont eat only listed genders)
-FACTION (dont eat all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (dont eat only faction range code)
-NAMES +bob "+my name" (dont eat all except those with given names)
+NAMES -bob "-my name" (dont eat only those with one of the given names)
-SUBNAMES +*ending +*inside* (dont eat all except those with partial name)
+SUBNAMES -*ending -*insid* (dont eat only those with partial name mask)
-TATTOOS +mytatto +thistattoo (dont eat all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (dont eat only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (dont eat all but those with listed expertise)
+EXPERTISES -myedu -anyedu (dont eat those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (dont eat all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (dont eat only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (dont eat all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (dont eat only those with current class level range)
+ANYCLASS -thief -mage (dont eat only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (dont eat all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (dont eat only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (dont eat all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(dont eat only those with listed flags)
-MOOD +grumpy +normal (dont eat all except those with given moods)
+MOOD -grumpy -normal (dont eat only those with subtracted moods)
-CLAN +Killers "+The Avengers" (dont eat all except those in listed clan)
+CLAN -Killers "-Avengers" (dont eat only those in a listed clan)
-DEITY +Apollo "+Grothon" (dont eat all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (dont eat only worshippers of a listed deity)
-ANYCLASS +thief +ranger (dont eat all except those with a multi-class)
-STR X (dont eat those with strength greater than X)
+STR X (dont eat those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (dont eat those in groups larger than X)
+GROUPSIZE X (dont eat those in groups smaller than X)
-AREA +thatarea "+my areaname" (dont eat all except those in listed area)
+AREA -thatarea "-my areaname" (dont eat only those in listed area)
-HOME "+area name" (dont eat all except those from listed home/beacon area)
+HOME "-my areaname" (dont eat only those from listed home/beacon area)
-ISHOME (dont eat all npcs not currently in their home/beacon areas)
+ISHOME (dont eat all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (dont eat only those with an item name)
-WORN "+item name" etc... (dont eat only those wearing item name)
-MATERIAL "+WOODEN" etc.. (dont eat only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not dont eat items of -materials)
-RESOURCES "+OAK" etc.. (dont eat only items of added resources)
+RESOURCES "-OAK" etc.. (Do not dont eat items of -resources)
-IF <CONDITION> (dont eat, unless they meet Scriptable conditions)
+IF <CONDITION> (never dont eat anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (dont eat, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (dont eat those with a stat value)
-VALUE X (dont eat those with value or money less than X)
+VALUE X (dont eat those with value or money greater than X)
-WEIGHT X (dont eat those weighing less than X)
+WEIGHT X (dont eat those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (dont eat armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (dont eat armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (dont eat only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not dont eat items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (dont eat only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not dont eat only with sub disp)
-SENSES "+CANSEEDARK" etc.. (dont eat only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not dont eat those with -senses)
-ABILITY X (dont eat those with magical ability less than X)
+ABILITY X (dont eat those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (dont eat always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (dont eat those only when the hour/month/day is X)
-SEASON +FALL (dont eat those only when season is FALL)
+SEASON -SPRING (dont eat those whenever the season is SPRING)
-WEATHER +DROUGHT (dont eat those only when weather is DROUGHT)
+WEATHER -BLIZZARD (dont eat those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (dont eat those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (dont eat those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (dont eat all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (dont eat only those with listed effect)
-SKILLS +Spell_Sleep(75) (dont eat all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (dont eat only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (dont eat all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (dont eat only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (dont eat all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (dont eat only those with listed achievements)
Behavior : CorpseEater
Targets : MOBs
Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 -LEVEL +<17
Example : min=10 max=20 chance=75 -RACE +Elf
Description:
The mob will appear to eat any corpse it comes across. It will not eat the
item contents of the corpse unless the EATITEMS flag is given. It will also
ignore player corpses unless the +PLAYER flag is included. You may also
specify masks to give the mob a more specific diet. The following are valid
masks:
+SYSOP (allow archons to bypass the rules), -SYSOP (dont eat archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (dont eat)
-PLAYER (dont eat all players), -MOB (dont eat all mobs/npcs)
-CHANCE 50 (dont eat the given % of the time)
-JAVACLASS "+GENMOB" etc.. (dont eat only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not dont eat objs of -classes)
-CLASS +thief +mage +ranger (dont eat all but excepted char classes)
+CLASS -thief -mage -ranger (dont eat only listed classes)
-BASECLASS +thief +mage (dont eat all but excepted base char classes)
+BASECLASS -thief -mage -ranger (dont eat only listed base char classes)
-RACE +elf +dwarf (dont eat all but excepted races)
+RACE -elf -dwarf -human -half -gnome (dont eat only listed races)
-RACECAT +elf +insect +humanoid (dont eat all but listed racial categories)
+RACECAT -elf -humanoid (dont eat only listed racial categories)
-ALIGNMENT +evil +neutral +good (dont eat all but excepted alignments)
+ALIGNMENT -evil -good -neutral (dont eat only listed alignments)
-GENDER (dont eat genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (dont eat only listed genders)
-FACTION (dont eat all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (dont eat only faction range code)
-NAMES +bob "+my name" (dont eat all except those with given names)
+NAMES -bob "-my name" (dont eat only those with one of the given names)
-SUBNAMES +*ending +*inside* (dont eat all except those with partial name)
+SUBNAMES -*ending -*insid* (dont eat only those with partial name mask)
-ACCOUNTS +bob "+my name" (dont eat all except those in the given accts)
+ACCOUNTS -bob "-my name" (dont eat only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (dont eat all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (dont eat only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (dont eat all but those with listed expertise)
+EXPERTISES -myedu -anyedu (dont eat those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (dont eat all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (dont eat only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (dont eat all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (dont eat only those with current class level range)
+ANYCLASS -thief -mage (dont eat only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (dont eat all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (dont eat only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (dont eat all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(dont eat only those with listed flags)
-MOOD +grumpy +normal (dont eat all except those with given moods)
+MOOD -grumpy -normal (dont eat only those with subtracted moods)
-CLAN +Killers "+The Avengers" (dont eat all except those in listed clan)
+CLAN -Killers "-Avengers" (dont eat only those in a listed clan)
-DEITY +Apollo "+Grothon" (dont eat all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (dont eat only worshippers of a listed deity)
-ANYCLASS +thief +ranger (dont eat all except those with a multi-class)
-STR X (dont eat those with strength greater than X)
+STR X (dont eat those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (dont eat those in groups larger than X)
+GROUPSIZE X (dont eat those in groups smaller than X)
-AREA +thatarea "+my areaname" (dont eat all except those in listed area)
+AREA -thatarea "-my areaname" (dont eat only those in listed area)
-HOME "+area name" (dont eat all except those from listed home/beacon area)
+HOME "-my areaname" (dont eat only those from listed home/beacon area)
-ISHOME (dont eat all npcs not currently in their home/beacon areas)
+ISHOME (dont eat all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (dont eat all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (dont eat listed)
-ITEM "+item name" etc... (dont eat only those with an item name)
-WORN "+item name" etc... (dont eat only those wearing item name)
-MATERIAL "+WOODEN" etc.. (dont eat only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not dont eat items of -materials)
-RESOURCES "+OAK" etc.. (dont eat only items of added resources)
+RESOURCES "-OAK" etc.. (Do not dont eat items of -resources)
-IF <CONDITION> (dont eat, unless they meet Scriptable conditions)
+IF <CONDITION> (never dont eat anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (dont eat, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (dont eat those with a stat value)
-VALUE X (dont eat those with value or money less than X)
+VALUE X (dont eat those with value or money greater than X)
-WEIGHT X (dont eat those weighing less than X)
+WEIGHT X (dont eat those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (dont eat armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (dont eat armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (dont eat only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not dont eat items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (dont eat only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not dont eat only with sub disp)
-SENSES "+CANSEEDARK" etc.. (dont eat only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not dont eat those with -senses)
-ABILITY X (dont eat those with magical ability less than X)
+ABILITY X (dont eat those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (dont eat always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (dont eat those only when the hour/month/day is X)
-SEASON +FALL (dont eat those only when season is FALL)
+SEASON -SPRING (dont eat those whenever the season is SPRING)
-WEATHER +DROUGHT (dont eat those only when weather is DROUGHT)
+WEATHER -BLIZZARD (dont eat those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (dont eat those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (dont eat those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (dont eat all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (dont eat only those with listed effect)
-SKILLS +Spell_Sleep(75) (dont eat all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (dont eat only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (dont eat all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (dont eat only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (dont eat all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (dont eat only those with listed achievements)
Behavior : CorpseLooter+
Targets : MOBs
Parameters :
Example :
Description:
This behavior makes a mob loot the corpses killed by it of items only. It does
this by turning on the mobs AUTOLOOT flag.
Behavior : CorpseLooter
Targets : MOBs
Parameters :
Example :
Description:
This behavior makes a mob loot the corpses killed by it of items only. It does
this by turning on the mobs AUTOLOOT flag.
Decay -
Behavior : Decay+
Targets : MOBs, Items
Parameters : min, max ticks, a percent chance, trigger masks
Example : min=10 max=20 chance=75 answer=" goes poof!"
Example : min=10 max=20 chance=75 -LEVEL +<17
Example : notrigger answer=" "
Example : min=10 max=20 chance=75 -CLASS +Paladin
Description:
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will vanish at the expired time. MOBs do not begin
their countdown until attacked, items when they are picked up, weapons when
they are first wielded, or armor when it is first worn. The countdown may also
depend on whether the mob or player triggering the countdown meets any masks
specified. You may force the object to decay immediately by placing the
NOTRIGGER mask inside your parameter string. The message seen when the object
decays can also be modified by changing the ANSWER parameter. Value masks to
determine whether a countdown begins include:
+SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
-PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
-CHANCE 50 (ignore the given % of the time)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-CLASS +thief +mage +ranger (ignore all but excepted char classes)
+CLASS -thief -mage -ranger (ignore only listed classes)
-BASECLASS +thief +mage (ignore all but excepted base char classes)
+BASECLASS -thief -mage -ranger (ignore only listed base char classes)
-RACE +elf +dwarf (ignore all but excepted races)
+RACE -elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
+RACECAT -elf -humanoid (ignore only listed racial categories)
-ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
+ALIGNMENT -evil -good -neutral (ignore only listed alignments)
-GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (ignore only faction range code)
-NAMES +bob "+my name" (ignore all except those with given names)
+NAMES -bob "-my name" (ignore only those with one of the given names)
-SUBNAMES +*ending +*inside* (ignore all except those with partial name)
+SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
-TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
+EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
+ANYCLASS -thief -mage (ignore only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
+CLAN -Killers "-Avengers" (ignore only those in a listed clan)
-DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
-ANYCLASS +thief +ranger (ignore all except those with a multi-class)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA +thatarea "+my areaname" (ignore all except those in listed area)
+AREA -thatarea "-my areaname" (ignore only those in listed area)
-HOME "+area name" (ignore all except those from listed home/beacon area)
+HOME "-my areaname" (ignore only those from listed home/beacon area)
-ISHOME (ignore all npcs not currently in their home/beacon areas)
+ISHOME (ignore all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
-SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
Behavior : Decay
Targets : MOBs, Items
Parameters : min, max ticks, a percent chance, trigger masks
Example : min=10 max=20 chance=75 answer=" goes poof!"
Example : min=10 max=20 chance=75 -LEVEL +<17
Example : notrigger answer=" "
Example : min=10 max=20 chance=75 -CLASS +Paladin
Description:
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will vanish at the expired time. MOBs do not begin
their countdown until attacked, items when they are picked up, weapons when
they are first wielded, or armor when it is first worn. The countdown may also
depend on whether the mob or player triggering the countdown meets any masks
specified. You may force the object to decay immediately by placing the
NOTRIGGER mask inside your parameter string. The message seen when the object
decays can also be modified by changing the ANSWER parameter. Value masks to
determine whether a countdown begins include:
+SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
-PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
-CHANCE 50 (ignore the given % of the time)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-CLASS +thief +mage +ranger (ignore all but excepted char classes)
+CLASS -thief -mage -ranger (ignore only listed classes)
-BASECLASS +thief +mage (ignore all but excepted base char classes)
+BASECLASS -thief -mage -ranger (ignore only listed base char classes)
-RACE +elf +dwarf (ignore all but excepted races)
+RACE -elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
+RACECAT -elf -humanoid (ignore only listed racial categories)
-ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
+ALIGNMENT -evil -good -neutral (ignore only listed alignments)
-GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (ignore only faction range code)
-NAMES +bob "+my name" (ignore all except those with given names)
+NAMES -bob "-my name" (ignore only those with one of the given names)
-SUBNAMES +*ending +*inside* (ignore all except those with partial name)
+SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
-ACCOUNTS +bob "+my name" (ignore all except those in the given accts)
+ACCOUNTS -bob "-my name" (ignore only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
+EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
+ANYCLASS -thief -mage (ignore only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
+CLAN -Killers "-Avengers" (ignore only those in a listed clan)
-DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
-ANYCLASS +thief +ranger (ignore all except those with a multi-class)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA +thatarea "+my areaname" (ignore all except those in listed area)
+AREA -thatarea "-my areaname" (ignore only those in listed area)
-HOME "+area name" (ignore all except those from listed home/beacon area)
+HOME "-my areaname" (ignore only those from listed home/beacon area)
-ISHOME (ignore all npcs not currently in their home/beacon areas)
+ISHOME (ignore all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (ignore all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (ignore listed)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
-SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
Behavior : Delayed Transporter+
Targets : Rooms, Mobs, Items
Parameters : Max and min ticks, pct chance, room ids separated by ';'.
Example : min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020
Description:
This behavior defines a serious of random rooms. All rooms are separated by
the semicolons shown above. The first parameter can me empty for defaults, or
may contain a setting for minimum ticks, maximum ticks, and the percept chance
of occurrence after the random number of ticks has expired. In the above
example every 10-20 ticks, there is a 25% chance that every mob in the same
room as the behaving object will be teleported to one of the three listed rooms
(at random).
Behavior : Delayed Transporter
Targets : Rooms, Mobs, Items
Parameters : Max and min ticks, pct chance, room ids separated by ';'.
Example : min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020
Description:
This behavior defines a serious of random rooms. All rooms are separated by
the semicolons shown above. The first parameter can me empty for defaults, or
may contain a setting for minimum ticks, maximum ticks, and the percept chance
of occurrence after the random number of ticks has expired. In the above
example every 10-20 ticks, there is a 25% chance that every mob in the same
room as the behaving object will be teleported to one of the three listed rooms
(at random).
Behavior : DoorwayGuardian+
Targets : MOBs
Parameters : NOSNEAK, ALWAYS, a doorway direction, followed by an optional list
Parameters : of masking parameters described below, followed by an optional
Parameters : semicolon and an override of the rejection message to the user.
Example : always north
Example : nosneak east -class +mage -race +elf -evil
Example : east north;<S-NAME> smack(s) <T-NAME> and push(es) <T-HIM-HER> back!
Description:
The mob will not allow any other mob or player to open or move through a doored
exit. The mob must be killed to get by! If a direction is not specified, the
mob will protect all exits, otherwise only the one in the direction specified.
The guard will also behave according to whether the player trying to move meets
the other parameter mask requirements. If no masks are given, the guard will
always block the players. The guardian is subject to being sneaked by, unless
the NOSNEAK string is included in the parameters. The guardian can also be
bypassed if in combat or badly hurt, unless the ALWAYS flag is included.
Valid mask parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : DoorwayGuardian
Targets : MOBs
Parameters : NOSNEAK, ALWAYS, a doorway direction, followed by an optional list
Parameters : of masking parameters described below, followed by an optional
Parameters : semicolon and an override of the rejection message to the user.
Example : always north
Example : nosneak east -class +mage -race +elf -evil
Example : east north;<S-NAME> smack(s) <T-NAME> and push(es) <T-HIM-HER> back!
Description:
The mob will not allow any other mob or player to open or move through a doored
exit. The mob must be killed to get by! If a direction is not specified, the
mob will protect all exits, otherwise only the one in the direction specified.
The guard will also behave according to whether the player trying to move meets
the other parameter mask requirements. If no masks are given, the guard will
always block the players. The guardian is subject to being sneaked by, unless
the NOSNEAK string is included in the parameters. The guardian can also be
bypassed if in combat or badly hurt, unless the ALWAYS flag is included.
Valid mask parameters include:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Drowness -
Behavior : Drowness+
Targets : MOBs
Parameters :
Example :
Description:
The behavior of the drow differs slightly between males and females. This
behavior is therefore an entire kit, including weapons, armor, spells, and
combat behavior. DO NOT (I repeat) DO NOT use this behavior with any
CombatAbilities derivitive, unless you want an unfair and utterly deadly
opponent. Also, do NOT add any equipment to the mob with this behavior. The
kit will supply the mob with weapons and armor.
Behavior : Drowness
Targets : MOBs
Parameters :
Example :
Description:
The behavior of the drow differs slightly between males and females. This
behavior is therefore an entire kit, including weapons, armor, spells, and
combat behavior. DO NOT (I repeat) DO NOT use this behavior with any
CombatAbilities derivitive, unless you want an unfair and utterly deadly
opponent. Also, do NOT add any equipment to the mob with this behavior. The
kit will supply the mob with weapons and armor.
Behavior : Druidness+
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Druid
Example : SkyWatcher DEFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Druid by class,
and gives the mob druid skills appropriate to its level. After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : Druidness
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Druid
Example : SkyWatcher DEFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Druid by class,
and gives the mob druid skills appropriate to its level. After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Emoter -
Behavior : Emoter+
Targets : Room, MOBs, Items, Areas
Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'
separated.
Example : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!
Example : smell chance=25 expires=10;smells horrible!;is really stinky!
Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
Example : broadcast sound chance=25;grumbles!;eeeks!
Example : min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social
smile
Description:
This behavior defines a serious of random emotes. All emote strings are
separated by the semicolons shown above. The first parameter can be empty for
defaults, or may contain a setting for minimum ticks (min=10), maximum ticks
(max=20), the percent chance of occurrence after the random number of ticks has
expired (chance=25), a total number of occurrences before expiration
(expires=0), a list of rooms where the emoter MUST be for the emoter to work
(inroom=...), a tag to make the emote sound based (sound), a tag to make the
emote smell based (smell), or a tag to make the emote broadcast to adjacent
rooms (broadcast). In the first example every 10-20 ticks, there is a 25%
chance that the object with this property will select one of the emotes
randomly and perform it for all those in the same room who can see it. In the
second example, a smell based emote will be performed 25% of the time, but will
only emote 10 times before the behavior is removed from the object. In the
third example, there is a 100% chance that, if the object is in room Here#1 or
Here#2, it will emote one of the two choices. In the fourth example, a sound
based emote will be performed 25% of the time in the room of the behavior, and
in any adjacent rooms.
You can also mix and match the types of emotes by putting the keywords SIGHT,
SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
the type of emote for the rest of the string. The last example shows how to
enter a mixed emote.
Behavior : Emoter
Targets : Room, MOBs, Items, Areas
Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'
separated.
Example : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!
Example : smell chance=25 expires=10;smells horrible!;is really stinky!
Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
Example : broadcast sound chance=25;grumbles!;eeeks!
Example : min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social
smile
Description:
This behavior defines a serious of random emotes. All emote strings are
separated by the semicolons shown above. The first parameter can be empty for
defaults, or may contain a setting for minimum ticks (min=10), maximum ticks
(max=20), the percent chance of occurrence after the random number of ticks has
expired (chance=25), a total number of occurrences before expiration
(expires=0), a list of rooms where the emoter MUST be for the emoter to work
(inroom=...), a tag to make the emote sound based (sound), a tag to make the
emote smell based (smell), or a tag to make the emote broadcast to adjacent
rooms (broadcast). In the first example every 10-20 ticks, there is a 25%
chance that the object with this property will select one of the emotes
randomly and perform it for all those in the same room who can see it. In the
second example, a smell based emote will be performed 25% of the time, but will
only emote 10 times before the behavior is removed from the object. In the
third example, there is a 100% chance that, if the object is in room Here#1 or
Here#2, it will emote one of the two choices. In the fourth example, a sound
based emote will be performed 25% of the time in the room of the behavior, and
in any adjacent rooms.
You can also mix and match the types of emotes by putting the keywords SIGHT,
SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
the type of emote for the rest of the string. The last example shows how to
enter a mixed emote.
Behavior : EvilExecutioner+
Targets : MOBs
Parameters : PLAYERS
Example :
Description:
The mob with this behavior will attack any good or paladin non-player mob it
detects. With the Players parameter, it will even attack players as well.
Behavior : EvilExecutioner
Targets : MOBs
Parameters : PLAYERS
Example :
Description:
The mob with this behavior will attack any good or paladin non-player mob it
detects. With the Players parameter, it will even attack players as well.
Behavior : FaithHelper+
Targets : MOBs
Parameters : Faith to make this mob a member of
Example : Odin
Description:
Joins a fight on the side of a mob of the same faith as specified in the
parameters.
Behavior : FaithHelper
Targets : MOBs
Parameters : Faith to make this mob a member of
Example : Odin
Description:
Joins a fight on the side of a mob of the same faith as specified in the
parameters.
Behavior : FasterRecovery+
Targets : Rooms, Areas, Items, MOBs
Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])
(MANA=[NUM])
Example : burst=2
Example : health=5
Example : hits=2
Example : mana=5 hits=10
Example : burst=2 health=5
Description:
This allows the room, possessed item, or ridden mob or item to give an extra
burst of speed to all affected mobs. The parameters are all optional. If the
"health" parameter is given, then the mob will get a number of regen ticks
equal to the number given. For instance, if the value is 2, then the mob will
regen twice per tick, a value of 3 means 3 times per tick, etc. Values of 1 or
less mean no extra regen ticks. The "burst" parameter refers to bursts of
extra speed to the benefiting mobs equal to the number given. For instance, if
the value is 2, the mob will move twice as fast per tick, a value of 3 means 3
times as fast, etc. Values of 1 or less mean normal ticking applies. Values
for hits, move, and mana are similar to health, but will only give a burst or
rejuvenation to that particular stat.
Behavior : FasterRecovery
Targets : Rooms, Areas, Items, MOBs
Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])
(MANA=[NUM])
Example : burst=2
Example : health=5
Example : hits=2
Example : mana=5 hits=10
Example : burst=2 health=5
Description:
This allows the room, possessed item, or ridden mob or item to give an extra
burst of speed to all affected mobs. The parameters are all optional. If the
"health" parameter is given, then the mob will get a number of regen ticks
equal to the number given. For instance, if the value is 2, then the mob will
regen twice per tick, a value of 3 means 3 times per tick, etc. Values of 1 or
less mean no extra regen ticks. The "burst" parameter refers to bursts of
extra speed to the benefiting mobs equal to the number given. For instance, if
the value is 2, the mob will move twice as fast per tick, a value of 3 means 3
times as fast, etc. Values of 1 or less mean normal ticking applies. Values
for hits, move, and mana are similar to health, but will only give a burst or
rejuvenation to that particular stat.
Behavior : FieryRoom+
Targets : Rooms
Parameters : min, max ticks, a percent chance, flags and strings
Example : min=5 max=10 chance=100;damage=77 Title="A Horribly
Blackened Spot" Description="This place was once just like
any part of the road. Now it is nothing more than a sooty pit."
NOSTOP eqchance=50
Description:
This behavior makes a room operate like it is on fire. This can include
dealing direct damage to players, burning flammable equipment and making
non-flammable equipment heat up (i.e. is dropped), emote that it is burning,
and eventually turn into a burnt-out room.
The first parameter can be empty for defaults, or may contain a setting for
minimum ticks (min=10), maximum ticks (max=20), and the percept chance of
occurrence after the random number of ticks has expired (chance=25).
Additional Settings and Flags:
DAMAGE=XXX - The amount of damage dealt to inhabitants every behavior
tick
TITLE=[text] - The Room Display to change the room to when done burning
DESCRIPTION=[text] - The Room Desc to change the room to when done burning
EQCHANCE=XXX - The unlikeliness of EQ bursting into flames or heating up.
BURNTICKS=XXX - How many behavior ticks to keep burning (Moot with NOSTOP)
NOSTOP - Prevent the room from ever burning up. TITLE, DESCRIPTION
and
BURNTICKS become irrelevant
NONPC - Don't deal damage or eq burn/drop to NPC's
NOFIRETEXT - Don't display burning emotes while the room is burning.
All of the parameters are optional. Defaults are:
DAMAGE=10
TITLE="A Charred Ruin"
DESCRIPTION="Whatever was once here is now nothing more than ash."
EQCHANCE=0 (no default Eq destruction)
BURNTICKS=12
Behavior : FieryRoom
Targets : Rooms
Parameters : min, max ticks, a percent chance, flags and strings
Example : min=5 max=10 chance=100;damage=77 Title="A Horribly
Blackened Spot" Description="This place was once just like
any part of the road. Now it is nothing more than a sooty pit."
NOSTOP eqchance=50
Description:
This behavior makes a room operate like it is on fire. This can include
dealing direct damage to players, burning flammable equipment and making
non-flammable equipment heat up (i.e. is dropped), emote that it is burning,
and eventually turn into a burnt-out room.
The first parameter can be empty for defaults, or may contain a setting for
minimum ticks (min=10), maximum ticks (max=20), and the percept chance of
occurrence after the random number of ticks has expired (chance=25).
Additional Settings and Flags:
DAMAGE=XXX - The amount of damage dealt to inhabitants every behavior
tick
TITLE=[text] - The Room Display to change the room to when done burning
DESCRIPTION=[text] - The Room Desc to change the room to when done burning
EQCHANCE=XXX - The unlikeliness of EQ bursting into flames or heating up.
BURNTICKS=XXX - How many behavior ticks to keep burning (Moot with NOSTOP)
NOSTOP - Prevent the room from ever burning up. TITLE, DESCRIPTION
and
BURNTICKS become irrelevant
NONPC - Don't deal damage or eq burn/drop to NPC's
NOFIRETEXT - Don't display burning emotes while the room is burning.
All of the parameters are optional. Defaults are:
DAMAGE=10
TITLE="A Charred Ruin"
DESCRIPTION="Whatever was once here is now nothing more than ash."
EQCHANCE=0 (no default Eq destruction)
BURNTICKS=12
Behavior : Fighterness+
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example : Fighter
Example : Paladin
Description:
An extension of CombatAbilities, this behavior makes the mob a Fighter by
class, and gives the mob fighter skills appropriate to its level. After this
behavior has triggered, it will often require a RESET for any level changes to
the mob to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : Fighterness
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example : Fighter
Example : Paladin
Description:
An extension of CombatAbilities, this behavior makes the mob a Fighter by
class, and gives the mob fighter skills appropriate to its level. After this
behavior has triggered, it will often require a RESET for any level changes to
the mob to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : FightFlee+
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will flee during combat.
Behavior : FightFlee
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will flee during combat.
Follower -
Behavior : Follower+
Targets : MOBs, Items
Parameters : min, max, pct (inv) (group) (nofollowers) (wander)
Parameters : (follow mask) (name=[name])
Example :
Example : min=1 max=1 chance=50 -race +elf
Example : group nofollowers -race +elf +gnome
Example : min=4 max=20 chance=100 inv -race +elf +gnome
Description:
The mob with this behavior will follow any other mob that leaves the room.
Following normally happens on the tick, but if minticks and maxticks are -1, it
will be instant. A chance percentage (1-100) parameter may be given to better
randomize the opportunity. A GROUP flag may also be included to make the mob
join the targets group instead of merely following them out of the room. The
rate of non-grouping following is dictated by the min and max ticks. The
NOFOLLOWERS flag will make sure that this behavior does not trigger when the
mob has someone following him/her. The WANDER flag may be added to allow the
mob to leave their home area.
An item with this behavior will also follow mobs around, depending upon whether
the INVENTORY flag is in the parameters or not. If it is, then the item will
reappear in the inventory of the first person to pick it up whenever it is
dispensed with. If the INVENTORY flag is not used, it will always appear in
the same room as the first it comes across. The rate of reappearance is
dictated by the min and max ticks. Items with this behavior can not be sold to
shopkeepers.
A NAME may be given to limit the person followed to only that name. A mask may
also be given to define what sort of targets are elligible to be followed by
the mob or item. Valid masks include:
+SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
-PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
-CHANCE 50 (ignore the given % of the time)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-CLASS +thief +mage +ranger (ignore all but excepted char classes)
+CLASS -thief -mage -ranger (ignore only listed classes)
-BASECLASS +thief +mage (ignore all but excepted base char classes)
+BASECLASS -thief -mage -ranger (ignore only listed base char classes)
-RACE +elf +dwarf (ignore all but excepted races)
+RACE -elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
+RACECAT -elf -humanoid (ignore only listed racial categories)
-ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
+ALIGNMENT -evil -good -neutral (ignore only listed alignments)
-GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (ignore only faction range code)
-NAMES +bob "+my name" (ignore all except those with given names)
+NAMES -bob "-my name" (ignore only those with one of the given names)
-SUBNAMES +*ending +*inside* (ignore all except those with partial name)
+SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
-TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
+EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
+ANYCLASS -thief -mage (ignore only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
+CLAN -Killers "-Avengers" (ignore only those in a listed clan)
-DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
-ANYCLASS +thief +ranger (ignore all except those with a multi-class)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA +thatarea "+my areaname" (ignore all except those in listed area)
+AREA -thatarea "-my areaname" (ignore only those in listed area)
-HOME "+area name" (ignore all except those from listed home/beacon area)
+HOME "-my areaname" (ignore only those from listed home/beacon area)
-ISHOME (ignore all npcs not currently in their home/beacon areas)
+ISHOME (ignore all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
-SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
Behavior : Follower
Targets : MOBs, Items
Parameters : min, max, pct (inv) (group) (nofollowers) (wander)
Parameters : (follow mask) (name=[name])
Example :
Example : min=1 max=1 chance=50 -race +elf
Example : group nofollowers -race +elf +gnome
Example : min=4 max=20 chance=100 inv -race +elf +gnome
Description:
The mob with this behavior will follow any other mob that leaves the room.
Following normally happens on the tick, but if minticks and maxticks are -1, it
will be instant. A chance percentage (1-100) parameter may be given to better
randomize the opportunity. A GROUP flag may also be included to make the mob
join the targets group instead of merely following them out of the room. The
rate of non-grouping following is dictated by the min and max ticks. The
NOFOLLOWERS flag will make sure that this behavior does not trigger when the
mob has someone following him/her. The WANDER flag may be added to allow the
mob to leave their home area.
An item with this behavior will also follow mobs around, depending upon whether
the INVENTORY flag is in the parameters or not. If it is, then the item will
reappear in the inventory of the first person to pick it up whenever it is
dispensed with. If the INVENTORY flag is not used, it will always appear in
the same room as the first it comes across. The rate of reappearance is
dictated by the min and max ticks. Items with this behavior can not be sold to
shopkeepers.
A NAME may be given to limit the person followed to only that name. A mask may
also be given to define what sort of targets are elligible to be followed by
the mob or item. Valid masks include:
+SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
-PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
-CHANCE 50 (ignore the given % of the time)
-JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
-CLASS +thief +mage +ranger (ignore all but excepted char classes)
+CLASS -thief -mage -ranger (ignore only listed classes)
-BASECLASS +thief +mage (ignore all but excepted base char classes)
+BASECLASS -thief -mage -ranger (ignore only listed base char classes)
-RACE +elf +dwarf (ignore all but excepted races)
+RACE -elf -dwarf -human -half -gnome (ignore only listed races)
-RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
+RACECAT -elf -humanoid (ignore only listed racial categories)
-ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
+ALIGNMENT -evil -good -neutral (ignore only listed alignments)
-GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (ignore only listed genders)
-FACTION (ignore all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (ignore only faction range code)
-NAMES +bob "+my name" (ignore all except those with given names)
+NAMES -bob "-my name" (ignore only those with one of the given names)
-SUBNAMES +*ending +*inside* (ignore all except those with partial name)
+SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
-ACCOUNTS +bob "+my name" (ignore all except those in the given accts)
+ACCOUNTS -bob "-my name" (ignore only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
+EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
+ANYCLASS -thief -mage (ignore only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
-MOOD +grumpy +normal (ignore all except those with given moods)
+MOOD -grumpy -normal (ignore only those with subtracted moods)
-CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
+CLAN -Killers "-Avengers" (ignore only those in a listed clan)
-DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
-ANYCLASS +thief +ranger (ignore all except those with a multi-class)
-STR X (ignore those with strength greater than X)
+STR X (ignore those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (ignore those in groups larger than X)
+GROUPSIZE X (ignore those in groups smaller than X)
-AREA +thatarea "+my areaname" (ignore all except those in listed area)
+AREA -thatarea "-my areaname" (ignore only those in listed area)
-HOME "+area name" (ignore all except those from listed home/beacon area)
+HOME "-my areaname" (ignore only those from listed home/beacon area)
-ISHOME (ignore all npcs not currently in their home/beacon areas)
+ISHOME (ignore all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (ignore all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (ignore listed)
-ITEM "+item name" etc... (ignore only those with an item name)
-WORN "+item name" etc... (ignore only those wearing item name)
-MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
-RESOURCES "+OAK" etc.. (ignore only items of added resources)
+RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
-IF <CONDITION> (ignore, unless they meet Scriptable conditions)
+IF <CONDITION> (never ignore anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
-VALUE X (ignore those with value or money less than X)
+VALUE X (ignore those with value or money greater than X)
-WEIGHT X (ignore those weighing less than X)
+WEIGHT X (ignore those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
-SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
-ABILITY X (ignore those with magical ability less than X)
+ABILITY X (ignore those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
-SEASON +FALL (ignore those only when season is FALL)
+SEASON -SPRING (ignore those whenever the season is SPRING)
-WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
+WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
-SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
Behavior : GateGuard+
Targets : MOBs
Parameters : a list of masking parameters described below
Example : -class +mage -race +elf -evil
Description:
When this mob is standing next to a doorway and a player enters, the mob will
open the door for the player, and close it after them. The guard will also
lock the door at night, if the door has a lock. The guard will behave
according to whether any players in the room meet the parameters. If no
parameter is given, the guard will always follow the behavior. Valid parameters
include:
keeplocked (if the door has a lock, the mob will make sure it remains so
allnight (does not operate differently at night than the day)
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : GateGuard
Targets : MOBs
Parameters : a list of masking parameters described below
Example : -class +mage -race +elf -evil
Description:
When this mob is standing next to a doorway and a player enters, the mob will
open the door for the player, and close it after them. The guard will also
lock the door at night, if the door has a lock. The guard will behave
according to whether any players in the room meet the parameters. If no
parameter is given, the guard will always follow the behavior. Valid parameters
include:
keeplocked (if the door has a lock, the mob will make sure it remains so
allnight (does not operate differently at night than the day)
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : GetsAllEquipped+
Targets : MOBs
Parameters :
Example :
Description:
This is a deprecated behavior, but listed here in case someone can think of a
new use for it. This behavior causes the mob, on reset, to grab everything in
its default room, and attempt to wear it. He also does this whenever someone
in the room dies, so its also good for making the mob autoloot.
Behavior : GetsAllEquipped
Targets : MOBs
Parameters :
Example :
Description:
This is a deprecated behavior, but listed here in case someone can think of a
new use for it. This behavior causes the mob, on reset, to grab everything in
its default room, and attempt to wear it. He also does this whenever someone
in the room dies, so its also good for making the mob autoloot.
Behavior : GoldLooter+
Targets : MOBs
Parameters :
Example :
Description:
This behavior makes a mob loot the gold from corpses killed by it. It does
this by turning on the mobs AUTOGOLD flag.
Behavior : GoldLooter
Targets : MOBs
Parameters :
Example :
Description:
This behavior makes a mob loot the gold from corpses killed by it. It does
this by turning on the mobs AUTOGOLD flag.
Behavior : GoodExecutioner+
Targets : MOBs
Parameters : (PLAYERS)
Example :
Description:
The mob with this behavior will attack any evil or thief non-player mob it
detects. With the Players parameter, it will even attack players as well.
Behavior : GoodExecutioner
Targets : MOBs
Parameters : (PLAYERS)
Example :
Description:
The mob with this behavior will attack any evil or thief non-player mob it
detects. With the Players parameter, it will even attack players as well.
Behavior : GoodGuardian+
Targets : MOBs
Parameters :
Example :
Description:
This is a very active behavior. If the mob detects any evil mob attacking a
good mob in the same room, or an adjacent room, it will attack the evil mob.
If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
fighting, it will stop the fight.
Behavior : GoodGuardian
Targets : MOBs
Parameters :
Example :
Description:
This is a very active behavior. If the mob detects any evil mob attacking a
good mob in the same room, or an adjacent room, it will attack the evil mob.
If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
fighting, it will stop the fight.
Guard -
Behavior : Guard+
Targets : MOBs
Parameters : ([MOB Name])
Example :
Example : Bob
Description:
If ANY mob, player or non-player, is attacked in the same room as the mob with
this behavior, this mob will come to the victim's defence. However, if this
behavior has a parameter, then they will only come to the aid of players/mobs
with that name.
Behavior : Guard
Targets : MOBs
Parameters : ([MOB Name])
Example :
Example : Bob
Description:
If ANY mob, player or non-player, is attacked in the same room as the mob with
this behavior, this mob will come to the victim's defence. However, if this
behavior has a parameter, then they will only come to the aid of players/mobs
with that name.
Healer -
Behavior : Healer+
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious
Wounds, Bless, and Sanctuary. At random, the mob will cast these spells on any
player-mobs in the room.
Behavior : Healer
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious
Wounds, Bless, and Sanctuary. At random, the mob will cast these spells on any
player-mobs in the room.
Hireling -
Behavior : Hireling+
Targets : MOBs
Parameters : price to hire;minutes of service
Example : 10000;30
Description:
Allows a mob to hire him or herself out for a given amount of time. The first
parameter is the price to hire the mob, followed by a semicolon and the number
of minutes that amount of money purchases. Additional money may be given by
the player to extend the time. When the time expires, the mob returns to his
or her start room.
Behavior : Hireling
Targets : MOBs
Parameters : price to hire;minutes of service
Example : 10000;30
Description:
Allows a mob to hire him or herself out for a given amount of time. The first
parameter is the price to hire the mob, followed by a semicolon and the number
of minutes that amount of money purchases. Additional money may be given by
the player to extend the time. When the time expires, the mob returns to his
or her start room.
Behavior : InstantDeath+
Targets : MOBs, Items, Rooms, Areas
Parameters : mask, min, max ticks, and a percent chance
Example : min=10 max=20 chance=75 mask="-RACE +ORC"
Description:
According to the timing and percent chance described by the parameters, the
item owner with this behavior will be killed. MOBs and Rooms with this
behavior will kill all their inhabitants. MOBs do not kill until attacked,
food when eaten, drinks when sipped items when they are picked up, weapons when
they are first wielded, or armor when it is first worn. Rooms merely need to
be entered.
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : InstantDeath
Targets : MOBs, Items, Rooms, Areas
Parameters : mask, min, max ticks, and a percent chance
Example : min=10 max=20 chance=75 mask="-RACE +ORC"
Description:
According to the timing and percent chance described by the parameters, the
item owner with this behavior will be killed. MOBs and Rooms with this
behavior will kill all their inhabitants. MOBs do not kill until attacked,
food when eaten, drinks when sipped items when they are picked up, weapons when
they are first wielded, or armor when it is first worn. Rooms merely need to
be entered.
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-ACCOUNTS +bob "+my name" (spare all except those in the given accts)
+ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : ItemGenerator+
Targets : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items/dups]
[enchanted=%][mobs] [locale mask]; [mask]
Example : min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS
+>10
Example : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE
Example : minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"
Description:
This behavior will generate a list of items from the standard common skills. It
will also add random enchantments and curses to items a percentage of the time
dictated by the echanted parameter (default=10). Items are selected from the
list on a pseudo-random basis, with the chance weighted in favor of the least
valuable items in favor of the most valuable. This is to decrease the chances
of a plethora of Spidersteel swords.
The parameters before the semicolon describe the rate and amount of items
generated. The room or area will attempt to generate an item every (min) to
(max) ticks, assuming the percent chance (chance) is made. It will then
generate at least the minimum (minitems) number of items from the list, but
never more than the maximum (maxitems) number of monsters. Duplicates are
allowed unless (maxdups) is set to some value. Items taken away will be
replaced by this behavior, even if they are looted. If the behavior is on a
room, all items will be generated in that room. If on an area, a random room
in the area will be picked for the item. The TYPE of room in that area which
will be selected for population may also be specified. -ALL to disallow all
locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.
-CITY -UNDERWATER and others may be used to restrict certain locales. If no
locale types are specified, then all rooms in an area will be populatable.
Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR",
"WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER",
"AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If
the behavior is on a mob, or the MOBS flag is given in the parameters, then the
item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a
room with no mobs is randomly selected, it may not happen). Items placed on
mobs will be automatically worn if possible.
The parameters after the semicolon are a mask to help select what kind of items
are generated for the several rooms or whatever. The mask uses the following
flags:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : ItemGenerator
Targets : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items/dups]
[enchanted=%][mobs] [locale mask]; [mask]
Example : min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS
+>10
Example : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE
Example : minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"
Description:
This behavior will generate a list of items from the standard common skills. It
will also add random enchantments and curses to items a percentage of the time
dictated by the echanted parameter (default=10). Items are selected from the
list on a pseudo-random basis, with the chance weighted in favor of the least
valuable items in favor of the most valuable. This is to decrease the chances
of a plethora of Spidersteel swords.
The parameters before the semicolon describe the rate and amount of items
generated. The room or area will attempt to generate an item every (min) to
(max) ticks, assuming the percent chance (chance) is made. It will then
generate at least the minimum (minitems) number of items from the list, but
never more than the maximum (maxitems) number of monsters. Duplicates are
allowed unless (maxdups) is set to some value. Items taken away will be
replaced by this behavior, even if they are looted. If the behavior is on a
room, all items will be generated in that room. If on an area, a random room
in the area will be picked for the item. The TYPE of room in that area which
will be selected for population may also be specified. -ALL to disallow all
locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.
-CITY -UNDERWATER and others may be used to restrict certain locales. If no
locale types are specified, then all rooms in an area will be populatable.
Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR",
"WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER",
"AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If
the behavior is on a mob, or the MOBS flag is given in the parameters, then the
item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a
room with no mobs is randomly selected, it may not happen). Items placed on
mobs will be automatically worn if possible.
The parameters after the semicolon are a mask to help select what kind of items
are generated for the several rooms or whatever. The mask uses the following
flags:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : ItemIdentifier+
Targets : MOBs
Parameters : (COST="[FORMULA]")
Example : COST="100+@x1"
Description:
For a price, this mob will identify items. They will NOT work for Archons,
however.
The optional COST parameter can be used to change the pricing formula.
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0.
Behavior : ItemIdentifier
Targets : MOBs
Parameters : (COST="[FORMULA]")
Example : COST="100+@x1"
Description:
For a price, this mob will identify items. They will NOT work for Archons,
however.
The optional COST parameter can be used to change the pricing formula.
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0.
Behavior : ItemMender+
Targets : MOBs
Parameters : (COST="[FORMULA]")
Example : COST="100+@x1"
Description:
For a price, this mob will repair damaged weapons and armor. The mender will
NOT work for Archons, however.
The optional COST parameter can be used to change the pricing formula.
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0.
Behavior : ItemMender
Targets : MOBs
Parameters : (COST="[FORMULA]")
Example : COST="100+@x1"
Description:
For a price, this mob will repair damaged weapons and armor. The mender will
NOT work for Archons, however.
The optional COST parameter can be used to change the pricing formula.
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0.
Behavior : ItemRefitter+
Targets : MOBs
Parameters : (COST="[FORMULA]")
Example : COST="100+@x1"
Description:
For a price, this mob will resize armor to fit the mob. The mender will NOT
work for Archons, however.
The optional COST parameter can be used to change the pricing formula.
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0.
Behavior : ItemRefitter
Targets : MOBs
Parameters : (COST="[FORMULA]")
Example : COST="100+@x1"
Description:
For a price, this mob will resize armor to fit the mob. The mender will NOT
work for Archons, however.
The optional COST parameter can be used to change the pricing formula.
Variables are: @x1=level, @x2=value, @x3=condition(0-100),
@x4=magical=1.0/non-magical=0.0.
Behavior : LinkedWeather+
Targets : Areas
Parameters : [Area Name](;ROLLING)
Example : My Area
Example : My Area;ROLLING
Description:
This behavior forces the area to always mimic the weather of another area on
your map. That area is determined by the parameters. The normal behavior is
for the weather of the given area to always be the same as the linked area. If
the area name in the parameters is followed by a semicolon and the word
ROLLING, then the area instead will always take on the weather of the linked
area on its next weather change, meaning that the linked area's weather will
seem to "roll" into this area on every weather change.
Behavior : LinkedWeather
Targets : Areas
Parameters : [Area Name](;ROLLING)
Example : My Area
Example : My Area;ROLLING
Description:
This behavior forces the area to always mimic the weather of another area on
your map. That area is determined by the parameters. The normal behavior is
for the weather of the given area to always be the same as the linked area. If
the area name in the parameters is followed by a semicolon and the word
ROLLING, then the area instead will always take on the weather of the linked
area on its next weather change, meaning that the linked area's weather will
seem to "roll" into this area on every weather change.
Mageness -
Behavior : Mageness+
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Mage
Example : Illusionist MIXEDDEFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Mage by class,
and gives the mob mage spells appropriate to its level. After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : Mageness
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Mage
Example : Illusionist MIXEDDEFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Mage by class,
and gives the mob mage spells appropriate to its level. After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over.
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Mime -
Behavior : Mime+
Targets : MOBs, Items, Exits, Rooms
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
This amazingly annoying Behavior makes the thing mimic any emotes or socials
done by a player in the same room, back to that player.
Behavior : Mime
Targets : MOBs, Items, Exits, Rooms
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
This amazingly annoying Behavior makes the thing mimic any emotes or socials
done by a player in the same room, back to that player.
MOBEater -
Behavior : MOBEater+
Targets : MOBs
Parameters : min, max ticks, and a percent chance to occur, and pct of hp acid
dmg does
Example : min=4 max=8 chance=5 acidpct=50
Description:
This behavior allows a mob to eat other mobs or players, and digest them!
Great for dragons! You can set how often this occurs, and what % of the players
max hp is taken from when when being digested in the stomach. Another player
must kill the mob with this behavior to free those being digested. This
behavior will not work at ALL unless the mob with this behavior is twice the
weight of the target.
Behavior : MOBEater
Targets : MOBs
Parameters : min, max ticks, and a percent chance to occur, and pct of hp acid
dmg does
Example : min=4 max=8 chance=5 acidpct=50
Description:
This behavior allows a mob to eat other mobs or players, and digest them!
Great for dragons! You can set how often this occurs, and what % of the players
max hp is taken from when when being digested in the stomach. Another player
must kill the mob with this behavior to free those being digested. This
behavior will not work at ALL unless the mob with this behavior is twice the
weight of the target.
Behavior : MOBHelper+
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will come to the defence of any non-player mob which
is attacked in its presence.
Behavior : MOBHelper
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will come to the defence of any non-player mob which
is attacked in its presence.
Behavior : MOBHunter+
Targets : MOBs
Parameters : min, max ticks, room radius, a percent chance, mask of mobs to
hunt
Example : min=600 max=1200 chance=99 radius=50 -RACE +Human
Example : min=50 max=1200 chance=75 -NAME "+Evil Wizards"
Description:
This behavior will cause the mob to seek out a victim within the RADIUS number
of rooms from where he is. The mob will then hunt down and assassinate the
victim. The mob will begin the hunt according to the frequency defined by the
parameters. The MIN and MAX parms decide the minimum number of ticks to wait
between hunts, and the CHANCE parm determines the chance the hunt will begin at
that time. The RADIUS is the number of rooms away from the mobs current room
in which a victim will be sought. The rest of the parameters are a mask to
determine who would make a good victim. Valid masks include:
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : MOBHunter
Targets : MOBs
Parameters : min, max ticks, room radius, a percent chance, mask of mobs to
hunt
Example : min=600 max=1200 chance=99 radius=50 -RACE +Human
Example : min=50 max=1200 chance=75 -NAME "+Evil Wizards"
Description:
This behavior will cause the mob to seek out a victim within the RADIUS number
of rooms from where he is. The mob will then hunt down and assassinate the
victim. The mob will begin the hunt according to the frequency defined by the
parameters. The MIN and MAX parms decide the minimum number of ticks to wait
between hunts, and the CHANCE parm determines the chance the hunt will begin at
that time. The RADIUS is the number of rooms away from the mobs current room
in which a victim will be sought. The rest of the parameters are a mask to
determine who would make a good victim. Valid masks include:
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-ACCOUNTS +bob "+my name" (spare all except those in the given accts)
+ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Mobile -
Behavior : Mobile+
Targets : MOBs
Parameters : min, max ticks, a percent chance, flags, locale parms
Example : min=10 max=20 chance=75 wander -air -underwater
Example : min=10 max=20 chance=75 opendoors
Example : min=10 max=20 chance=75 leash=3 opendoors
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will travel in a random available direction. Mobs will not
leave rooms containing visible Archons and builders with the CMDMOBS security
flag. The wander flag is required if the mob is allowed to leave his or her
area. The opendoors flag will allow the mob to open closed doors when walking
around, or to unlock locked doors if the mob has the key. The leash parameter
will prevent the mob from getting too far from home. The TYPE of room from
which the mob is restricted may also be entered. -ALL to disallow all locales,
followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
-UNDERWATER and others may be used to restrict certain locales. The full
locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE,
METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS,
SPACEPORT, SEAPORT
Behavior : Mobile
Targets : MOBs
Parameters : min, max ticks, a percent chance, flags, locale parms
Example : min=10 max=20 chance=75 wander -air -underwater
Example : min=10 max=20 chance=75 opendoors
Example : min=10 max=20 chance=75 leash=3 opendoors
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will travel in a random available direction. Mobs will not
leave rooms containing visible Archons and builders with the CMDMOBS security
flag. The wander flag is required if the mob is allowed to leave his or her
area. The opendoors flag will allow the mob to open closed doors when walking
around, or to unlock locked doors if the mob has the key. The leash parameter
will prevent the mob from getting too far from home. The TYPE of room from
which the mob is restricted may also be entered. -ALL to disallow all locales,
followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
-UNDERWATER and others may be used to restrict certain locales. The full
locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE,
METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS,
SPACEPORT, SEAPORT
Behavior : MobileAggressive+
Targets : MOBs
Parameters : min, max ticks, a percent chance, flags, message=[msg], and masks
Example : min=10 max=20 chance=75 -underwater -thief +elf
Example : min=10 max=20 chance=75 wander -air -elf
Example : min=10 max=20 chance=75 message="aha!" -air -elf
Example : min=10 max=20 chance=75 mobkill misbehave
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will travel in a random available direction. The mob will
attack any player mob it comes across. They will be especially aggressive
towards players within 16 levels of themselves in adjacent rooms. If no other
parameters are given, the mob will attack anyone, anywhere. The wander flag is
required if the mob is allowed to leave his or her area. The TYPE of room from
which the mob is restricted may also be entered. -ALL to disallow all locales,
followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
-UNDERWATER and others may be used to restrict certain locales. The full locale
list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL ,
CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT,
SEAPORT.
Masks may also be used to specify who the mob is likely to attack. Mobs will
not be mobile or aggressive towards Archons and builders with the CMDMOBS
security flag. If no other masks are given, the mob will attack anyone within 8
levels.
Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
checklevel (makes this mob attack only those within 5 levels below him)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : MobileAggressive
Targets : MOBs
Parameters : min, max ticks, a percent chance, flags, message=[msg], and masks
Example : min=10 max=20 chance=75 -underwater -thief +elf
Example : min=10 max=20 chance=75 wander -air -elf
Example : min=10 max=20 chance=75 message="aha!" -air -elf
Example : min=10 max=20 chance=75 mobkill misbehave
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will travel in a random available direction. The mob will
attack any player mob it comes across. They will be especially aggressive
towards players within 16 levels of themselves in adjacent rooms. If no other
parameters are given, the mob will attack anyone, anywhere. The wander flag is
required if the mob is allowed to leave his or her area. The TYPE of room from
which the mob is restricted may also be entered. -ALL to disallow all locales,
followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
-UNDERWATER and others may be used to restrict certain locales. The full locale
list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL ,
CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT,
SEAPORT.
Masks may also be used to specify who the mob is likely to attack. Mobs will
not be mobile or aggressive towards Archons and builders with the CMDMOBS
security flag. If no other masks are given, the mob will attack anyone within 8
levels.
Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
checklevel (makes this mob attack only those within 5 levels below him)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-ACCOUNTS +bob "+my name" (spare all except those in the given accts)
+ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : MobileGoodGuardian+
Targets : MOBs
Parameters : min, max ticks, a percent chance, flags, locale parms
Example : min=10 max=20 chance=75 wander -air -underwater
Description:
This is a very active behavior. If the mob detects any evil mob attacking a
good mob in the same room, or an adjacent room, it will attack the evil mob.
If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
fighting, it will stop the fight. This mob is also mobile, which means the mob
will move around the area. The wander flag is required if the mob is allowed to
leave his or her area. The TYPE of room from which the mob is restricted may
also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE
(etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to
restrict certain locales. The full locale list is: STONE, WOODEN, CAVE, MAGIC,
UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE,
SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT. Mobs will not leave rooms
containing visible Archons and builders with the CMDMOBS security flag.
Behavior : MobileGoodGuardian
Targets : MOBs
Parameters : min, max ticks, a percent chance, flags, locale parms
Example : min=10 max=20 chance=75 wander -air -underwater
Description:
This is a very active behavior. If the mob detects any evil mob attacking a
good mob in the same room, or an adjacent room, it will attack the evil mob.
If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
fighting, it will stop the fight. This mob is also mobile, which means the mob
will move around the area. The wander flag is required if the mob is allowed to
leave his or her area. The TYPE of room from which the mob is restricted may
also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE
(etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to
restrict certain locales. The full locale list is: STONE, WOODEN, CAVE, MAGIC,
UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE,
SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT. Mobs will not leave rooms
containing visible Archons and builders with the CMDMOBS security flag.
Behavior : MOBReSave+
Targets : MOBs
Parameters : min, max ticks, a percent chance
Example : min=140 max=140 chance=100
Description:
This behavior allows the mob with it to be updated in the CoffeeMud database
according to the frequency defined by min, max ticks. This behavior is tricky
to set up the first time. When you know you are going to want an updating mob
in a room, you should first go to the room and create a GenMob with this
behavior (no parameters needed). Wait a few seconds, and you will see the
GenMob that you created has disappeared. Now you are free to add this behavior
to one or more other mobs at your leisure. Don't forget to resave the room
when you are done!
Behavior : MOBReSave
Targets : MOBs
Parameters : min, max ticks, a percent chance
Example : min=140 max=140 chance=100
Description:
This behavior allows the mob with it to be updated in the CoffeeMud database
according to the frequency defined by min, max ticks. This behavior is tricky
to set up the first time. When you know you are going to want an updating mob
in a room, you should first go to the room and create a GenMob with this
behavior (no parameters needed). Wait a few seconds, and you will see the
GenMob that you created has disappeared. Now you are free to add this behavior
to one or more other mobs at your leisure. Don't forget to resave the room
when you are done!
Behavior : MOBTeacher+
Targets : MOBs
Parameters : Char class name(s), ability name(s), expertise name(s),
Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.
Example : mage evoker illusionist transmuter
Example : 100% mage 10% Thief_Steal NOCOMMON
Example : Spell_Sleep 5% Spell_Wish
Example : Spell_BurningHands
Description:
This behavior makes the mob suitable to teach skills, spells, prayers, songs,
or expertises as specified in the parameters. If the parameter is empty, the
mob will be able to teach all abilities. If the parameter contains the name of
a character class, the mob will only teach abilities of that class. *Any* class
may always practice with a MOBTeacher, but the mob may only teach those
abilities for the character class the parameters describe. The classes listed
by mob teacher are NOT base classes. To have a teacher able to teach skills
from an entire base class, all sub-classes must be listed.
Percentages may be included inside the parameters as well. The percentage will
always apply only to the character classes or spells listed after the
percentage, not before. Encountering another percentage entry will override
the previous. A percentage will dictate the chance that a given spell will be
known by the teacher, or the chance that a particular spell in a given
character class will be known.
Two flags can also modify your list. The NOCOMMON flag prevents the teacher
from teaching common skills, even if they would normally be on his list. The
NOEXPS flag prevents the teacher from teaching expertises, even if he would
normally qualify for them.
If this behavior has NO parameters whatsoever, the mob will teach all basic
skills. Expertises will only be taught if the mob otherwise qualifies for them
himself, and Character Class changes will only be taught if the mob is that
class.
Behavior : MOBTeacher
Targets : MOBs
Parameters : Char class name(s), ability name(s), expertise name(s),
Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.
Example : mage evoker illusionist transmuter
Example : 100% mage 10% Thief_Steal NOCOMMON
Example : Spell_Sleep 5% Spell_Wish
Example : Spell_BurningHands
Description:
This behavior makes the mob suitable to teach skills, spells, prayers, songs,
or expertises as specified in the parameters. If the parameter is empty, the
mob will be able to teach all abilities. If the parameter contains the name of
a character class, the mob will only teach abilities of that class. *Any* class
may always practice with a MOBTeacher, but the mob may only teach those
abilities for the character class the parameters describe. The classes listed
by mob teacher are NOT base classes. To have a teacher able to teach skills
from an entire base class, all sub-classes must be listed.
Percentages may be included inside the parameters as well. The percentage will
always apply only to the character classes or spells listed after the
percentage, not before. Encountering another percentage entry will override
the previous. A percentage will dictate the chance that a given spell will be
known by the teacher, or the chance that a particular spell in a given
character class will be known.
Two flags can also modify your list. The NOCOMMON flag prevents the teacher
from teaching common skills, even if they would normally be on his list. The
NOEXPS flag prevents the teacher from teaching expertises, even if he would
normally qualify for them.
If this behavior has NO parameters whatsoever, the mob will teach all basic
skills. Expertises will only be taught if the mob otherwise qualifies for them
himself, and Character Class changes will only be taught if the mob is that
class.
Behavior : MoneyChanger+
Targets : MOBs
Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])
Parameters : (CUT=[NUM]) (SPACEMAXCUT=[NUM]) (SPACEMAXDISTANCE=[PCT])
Example :
Example : cut=5
Example : default=0 GOLD=5 INGITS=10
Example : cut=5 spacemaxcut=90 spacemaxdistance=35
Description:
Whenever a player gives the money changer coins, the money changer will give
back to the player a bag containing an equivalent amount of money in the money
changers native currency. The "cut" that the money changer takes, in general,
can be defined with the CUT parameter, by making CUT equal to a percentage. If
you wish, you can also define exchange rates for the several currencies in your
system by setting each currency name equal to a percentage.
When dealing with intersteller currencies, there are two other parameters,
which can be used to automatically calculate a scaled "cut" of the exchange
based on how far away the exchanged currencies planet is from the money
changers. To do this, you can add spacemaxcut to denote the percentage to take
when the currency is from an unknown or maximum distance, and spacemaxdistance
to denote a percentage of the entire galactic radius to use as a maximum.
Behavior : MoneyChanger
Targets : MOBs
Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])
Parameters : (CUT=[NUM]) (SPACEMAXCUT=[NUM]) (SPACEMAXDISTANCE=[PCT])
Example :
Example : cut=5
Example : default=0 GOLD=5 INGITS=10
Example : cut=5 spacemaxcut=90 spacemaxdistance=35
Description:
Whenever a player gives the money changer coins, the money changer will give
back to the player a bag containing an equivalent amount of money in the money
changers native currency. The "cut" that the money changer takes, in general,
can be defined with the CUT parameter, by making CUT equal to a percentage. If
you wish, you can also define exchange rates for the several currencies in your
system by setting each currency name equal to a percentage.
When dealing with intersteller currencies, there are two other parameters,
which can be used to automatically calculate a scaled "cut" of the exchange
based on how far away the exchanged currencies planet is from the money
changers. To do this, you can add spacemaxcut to denote the percentage to take
when the currency is from an unknown or maximum distance, and spacemaxdistance
to denote a percentage of the entire galactic radius to use as a maximum.
Behavior : Mover+
Targets : Rooms
Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks
between stops]
Example : min=3 max=3 chance=100;SUBWAY;3;10
Description:
The above example would set the room's parameters to the ones listed in the
SUBWAY section of the file resources/moving.xml. There is a subway example
already there.
NOTE! : The follow conditions -must- be met before setting the room to
this behaviour.
1.
The rooms that you want this room to open out to -must- already be defined
before you make the XML section.
2.
The XML document -must- be writen before you set this behaviour.
3.
You -cannot- have the moving room override an exit, ie. if room A links south
to Room B
you cannot have the mover link north to room A.
*******************
XML DOCUMENT NOTES:
*******************
You can use the following strings in the XML document to be translated on the
fly
$disproom : if mover is at a stop this is the room it is opened to otherwise
. Example : this is the next room that this room will open too.
$inopendir : this is the direction the door on the inside (the mover) opens.
$outopendir: this is the direction the door on the outside (where the mover
stoped) opens.
$traveldir : this is the current direction that the room is moving in.
<STOPS> here you would list the ROOMID of each room the mover will stop at
example.
<STOP1>[first stop]</STOP1>n
<NORMALDIRECTION> and <REVERSEDIRECTION>
-in these tags you define the parameters for the mover while is is going back
and forth.
-normal is stop1 to stopwhatever and reverse is stopwhatever to stop1.
-TRAVELDIRECTION = the direction it is traveling from point a to point b.
-DOORSDIRECTION = the direction the doors open out of the mover.
--<INSIDE> and <OUTSIDE>
---in these tags you define what is echoed to the client in the mover and
outside.
---ARRIVALINFO = what is echoed when the room gets to the stop
---DEPARTINFO = what is echoed when the room leaves the stop
<ROOMDESCRIPTIONS>
-here you define what is appended to the end of the room descriptions.
-<NORMALDIRECTION> and <REVERSEDIRECTION>
--<INSIDE> and <OUTSIDE>
---DOOROPENED = if the door is opened append this.
---DOORCLOSED = if the door is closed append this.
There are two examples in the XML document you can look at for further info.
Ideas for this would be, subways, busses, wagon trains (caravans) spaceships,
stargates, everchanging paths in mazes, elevators, ect.
Behavior : Mover
Targets : Rooms
Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks
between stops]
Example : min=3 max=3 chance=100;SUBWAY;3;10
Description:
The above example would set the room's parameters to the ones listed in the
SUBWAY section of the file resources/moving.xml. There is a subway example
already there.
NOTE! : The follow conditions -must- be met before setting the room to
this behaviour.
1.
The rooms that you want this room to open out to -must- already be defined
before you make the XML section.
2.
The XML document -must- be writen before you set this behaviour.
3.
You -cannot- have the moving room override an exit, ie. if room A links south
to Room B
you cannot have the mover link north to room A.
*******************
XML DOCUMENT NOTES:
*******************
You can use the following strings in the XML document to be translated on the
fly
$disproom : if mover is at a stop this is the room it is opened to otherwise
. Example : this is the next room that this room will open too.
$inopendir : this is the direction the door on the inside (the mover) opens.
$outopendir: this is the direction the door on the outside (where the mover
stoped) opens.
$traveldir : this is the current direction that the room is moving in.
<STOPS> here you would list the ROOMID of each room the mover will stop at
example.
<STOP1>[first stop]</STOP1>n
<NORMALDIRECTION> and <REVERSEDIRECTION>
-in these tags you define the parameters for the mover while is is going back
and forth.
-normal is stop1 to stopwhatever and reverse is stopwhatever to stop1.
-TRAVELDIRECTION = the direction it is traveling from point a to point b.
-DOORSDIRECTION = the direction the doors open out of the mover.
--<INSIDE> and <OUTSIDE>
---in these tags you define what is echoed to the client in the mover and
outside.
---ARRIVALINFO = what is echoed when the room gets to the stop
---DEPARTINFO = what is echoed when the room leaves the stop
<ROOMDESCRIPTIONS>
-here you define what is appended to the end of the room descriptions.
-<NORMALDIRECTION> and <REVERSEDIRECTION>
--<INSIDE> and <OUTSIDE>
---DOOROPENED = if the door is opened append this.
---DOORCLOSED = if the door is closed append this.
There are two examples in the XML document you can look at for further info.
Ideas for this would be, subways, busses, wagon trains (caravans) spaceships,
stargates, everchanging paths in mazes, elevators, ect.
MudChat -
Behavior : MudChat+
Targets : MOBs
Parameters : optional or additional chat data file name and/or chat-mob-type
Example : smurf
Example : chat.dat=smurf
Example : mychat.dat=cityguard
Example : mychat.dat=
Example : +(here there);9neither;5well, where?;1nowhere
Description:
Allows the mobs to speak and respond to speech. The chat.dat file, from which
speech behavior is derived, contains many "templates" for different speech
behaviors. MudChat will attempt to choose the correct speech behavior for the
mob based on the mobs name. This may be overridden by specifying a speech
behavior in the parameters. Speech patterns in the chat.dat at present
include:
default
dog fido beastly fido_dog
cat kitten lion
pig boar
doll toy
papa_smurf smurf
monster
smurfette
healer cleric doctor
If the first character in the parameters is a plus-sign, then a semi-colon
delimited list of chat data is expected, in the same format as is found in
chat.dat.
Behavior : MudChat
Targets : MOBs
Parameters : optional or additional chat data file name and/or chat-mob-type
Example : smurf
Example : chat.dat=smurf
Example : mychat.dat=cityguard
Example : mychat.dat=
Example : +(here there);9neither;5well, where?;1nowhere
Description:
Allows the mobs to speak and respond to speech. The chat.dat file, from which
speech behavior is derived, contains many "templates" for different speech
behaviors. MudChat will attempt to choose the correct speech behavior for the
mob based on the mobs name. This may be overridden by specifying a speech
behavior in the parameters. Speech patterns in the chat.dat at present
include:
default
dog fido beastly fido_dog
cat kitten lion
pig boar
doll toy
papa_smurf smurf
monster
smurfette
healer cleric doctor
If the first character in the parameters is a plus-sign, then a semi-colon
delimited list of chat data is expected, in the same format as is found in
chat.dat.
Nanny -
Behavior : Nanny+
Targets : MOBs
Parameters : RATE=[PRICE] NAME="[PLACE NAME]" WATCHES="[CODES]" (|~| [XML])
Example : rate=2.5 name="The Stables" watches="mounts,wagons"
Description:
Makes the mob a protector and watcher of mobs and items of various sorts, for
money. The rate parameter describes the base gold value he charges for each
thing dropped off, per hour. The name is a description of the type of place he
runs. The watches parameter contains one or more comma-delimeted words (no
spaces!) describing the kinds of things he will charge people to watch and
protect, and may include one or more of the following:
babies - baby items born from mud breeding
children - child mobs (after babies grow up)
mounts - rideable mobs of all sorts
cars - land-rideable items that aren't wagons
aircars - air-rideable items
wagons - rideable land items that are wagons
followers - mobs that aren't children, mounts, etc.
boats - rideable items of the sea
This behavior will automatically save the items and mobs in the room he is
watching over, and prevent items from decay. Combat against himself or mobs
under protection is forbidden, as is removing any mob or item that has not been
paid for. The first mud-hour is free, and protection will not begin until the
owner leaves.
NOTE - due to the way this behavior stores records, do not place this behavior
on a mob that is cataloged in the CATALOG system.
Behavior : Nanny
Targets : MOBs
Parameters : RATE=[PRICE] NAME="[PLACE NAME]" WATCHES="[CODES]" (|~| [XML])
Example : rate=2.5 name="The Stables" watches="mounts,wagons"
Description:
Makes the mob a protector and watcher of mobs and items of various sorts, for
money. The rate parameter describes the base gold value he charges for each
thing dropped off, per hour. The name is a description of the type of place he
runs. The watches parameter contains one or more comma-delimeted words (no
spaces!) describing the kinds of things he will charge people to watch and
protect, and may include one or more of the following:
babies - baby items born from mud breeding
children - child mobs (after babies grow up)
mounts - rideable mobs of all sorts
cars - land-rideable items that aren't wagons
aircars - air-rideable items
wagons - rideable land items that are wagons
followers - mobs that aren't children, mounts, etc.
boats - rideable items of the sea
This behavior will automatically save the items and mobs in the room he is
watching over, and prevent items from decay. Combat against himself or mobs
under protection is forbidden, as is removing any mob or item that has not been
paid for. The first mud-hour is free, and protection will not begin until the
owner leaves.
NOTE - due to the way this behavior stores records, do not place this behavior
on a mob that is cataloged in the CATALOG system.
Behavior : NastyAbilities+
Targets : MOBs
Parameters : min, max ticks, and a percent chance (optional fightok string)
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 fightok
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its malicious abilities, including spells,
prayers, songs, or others, to the detriment of random player mobs in the same
room. These spells will not automatically cause combat unless the FIGHTOK
string is included in the parameters.
Behavior : NastyAbilities
Targets : MOBs
Parameters : min, max ticks, and a percent chance (optional fightok string)
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 fightok
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its malicious abilities, including spells,
prayers, songs, or others, to the detriment of random player mobs in the same
room. These spells will not automatically cause combat unless the FIGHTOK
string is included in the parameters.
Behavior : NeutralAbilities+
Targets : MOBs
Parameters : min, max ticks, and a percent chance (optional fightok string)
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 fightok
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its indifferent abilities, including spells,
prayers, songs, or others, to the amusement of random player mobs in the same
room. These spells will not automatically cause combat unless the FIGHTOK
string is included in the parameters.
Behavior : NeutralAbilities
Targets : MOBs
Parameters : min, max ticks, and a percent chance (optional fightok string)
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 fightok
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its indifferent abilities, including spells,
prayers, songs, or others, to the amusement of random player mobs in the same
room. These spells will not automatically cause combat unless the FIGHTOK
string is included in the parameters.
Behavior : NiceAbilities+
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its benevolent abilities, including spells,
prayers, songs, or others, for the benefit of player mobs in the same room.
Behavior : NiceAbilities
Targets : MOBs
Parameters : min, max ticks, and a percent chance
Example : min=10 max=20 chance=75
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will use any of its benevolent abilities, including spells,
prayers, songs, or others, for the benefit of player mobs in the same room.
Behavior : NoCombatAssist+
Targets : MOBs
Parameters :
Example :
Description:
This behavior makes sure that a mob does not assist in combat when following a
player or another mob.
Behavior : NoCombatAssist
Targets : MOBs
Parameters :
Example :
Description:
This behavior makes sure that a mob does not assist in combat when following a
player or another mob.
Behavior : ObjectGuardian+
Targets : MOBs
Parameters : SENTINAL
Example : SENTINAL
Description:
This will cause a mob to explicitly prevent any other mob from taking or
removing any object in the same room as the mob. You have to kill him! By
adding SENTINAL to the parameters, the mob will be even more vigilant and
steadfast, not letting combat or even severe damage deter him from his duty.
Behavior : ObjectGuardian
Targets : MOBs
Parameters : SENTINAL
Example : SENTINAL
Description:
This will cause a mob to explicitly prevent any other mob from taking or
removing any object in the same room as the mob. You have to kill him! By
adding SENTINAL to the parameters, the mob will be even more vigilant and
steadfast, not letting combat or even severe damage deter him from his duty.
Behavior : Patroller+
Targets : MOBs, Items
Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or
directions
Example : min=10 max=20 chance=75
rideok=true;Midgaard#3001;#3002;#3003;RESTART
Example : min=10 max=20 chance=99
rideok=only;Midgaard#3001;#3002;#3003;RESTART
Example : min=10 max=20 chance=15;east;.;north;north;east
Example : min=10 max=20 chance=15 diameter=100;Midgaard#1;New
Thalos#10;.;.;restart
Description:
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will travel the path assigned in the parameters.
Cardinal directions and room numbers are all valid entries, though the cardinal
directions must always be valid from the objects current position to work. The
'RESTART' parameter may be placed in the path to force the object to start the
path from the beginning. If no 'RESTART' parameter is given, the object will
by default retrace their steps back to the beginning of the path. The '.'
parameter (a period) in the path will direct the patroller to pause one step at
that point. If any doors are encountered along the patrol route, they will be
unlocked and opened by a mob. Items will ignore doors. If a route of room ids
is given, the patroller will automatically "track" from their current position
to the next room on their patrol list, even if it is not adjacent. The diameter
parameter should be enlarged when it is possible for the patroller to become
more that 20 rooms "off track".
By default, rideable mobs and items will stop patrolling when they are ridden.
Setting rideok to true will make it so that they continue their patrol even
when ridden, though they can still be driven by passengers. Setting rideok to
only will keep the rideable on track, and prevent driving by passengers.
See Prop_StayAboard for a helpful support property for patrollers with riders.
Behavior : Patroller
Targets : MOBs, Items
Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or
directions
Example : min=10 max=20 chance=75
rideok=true;Midgaard#3001;#3002;#3003;RESTART
Example : min=10 max=20 chance=99
rideok=only;Midgaard#3001;#3002;#3003;RESTART
Example : min=10 max=20 chance=15;east;.;north;north;east
Example : min=10 max=20 chance=15 diameter=100;Midgaard#1;New
Thalos#10;.;.;restart
Description:
According to the timing and percent chance described by the parameters, the mob
or item with this behavior will travel the path assigned in the parameters.
Cardinal directions and room numbers are all valid entries, though the cardinal
directions must always be valid from the objects current position to work. The
'RESTART' parameter may be placed in the path to force the object to start the
path from the beginning. If no 'RESTART' parameter is given, the object will
by default retrace their steps back to the beginning of the path. The '.'
parameter (a period) in the path will direct the patroller to pause one step at
that point. If any doors are encountered along the patrol route, they will be
unlocked and opened by a mob. Items will ignore doors. If a route of room ids
is given, the patroller will automatically "track" from their current position
to the next room on their patrol list, even if it is not adjacent. The diameter
parameter should be enlarged when it is possible for the patroller to become
more that 20 rooms "off track".
By default, rideable mobs and items will stop patrolling when they are ridden.
Setting rideok to true will make it so that they continue their patrol even
when ridden, though they can still be driven by passengers. Setting rideok to
only will keep the rideable on track, and prevent driving by passengers.
See Prop_StayAboard for a helpful support property for patrollers with riders.
Behavior : PlayerHelper+
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will come to the defence of any player mob against
any non-player mob.
Behavior : PlayerHelper
Targets : MOBs
Parameters :
Example :
Description:
The mob with this behavior will come to the defence of any player mob against
any non-player mob.
Behavior : PokerDealer+
Targets : MOBs, Rooms
Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])
Example : game=2 minplayer=4 anti=5.0
Description:
This behavior makes the mob or room a dealer of poker games. The behavior will
manage not only the players hands, but their betting, card draws, and other
aspects. The variety of poker defaults to straight poker, but may be set to
one of the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.
As of this version, the dealer can not play, so numplayers must be 2 or more.
Behavior : PokerDealer
Targets : MOBs, Rooms
Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])
Example : game=2 minplayer=4 anti=5.0
Description:
This behavior makes the mob or room a dealer of poker games. The behavior will
manage not only the players hands, but their betting, card draws, and other
aspects. The variety of poker defaults to straight poker, but may be set to
one of the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.
As of this version, the dealer can not play, so numplayers must be 2 or more.
Behavior : ProtectedCitizen+
Targets : MOBs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian
mask; yell strings, ';' separated.
Example : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP
ME!!!;Save me!
Example : WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his
life!
Description:
This behavior allows a mob to scream for help during combat, given the
conditions described by the parameters. MIN and MAX describe the range of
ticks (3 second periods) between screams. MAXASSISTS describes the maximum
number of mobs who will assist the citizen. CHANCE describes the PERCENT
chance the mob has of screaming after the period. Whenever the mob screams the
system will check RADIUS rooms deep around the mob for ANOTHER mob that matches
the mask check after the first semicolon. In this example, mobs with the word
"citiguard" in their name. If such a mob is found, and that mob has one of the
"Mobile" behaviors, it will be moved one room closer to the screaming mob. An
optional WANDER flag allows mobs from adjacent areas to be drawn in. When the
guardian mob arrives to the same room as the screaming mob, it will join the
screaming mob in defence. All of the semicolon-separated strings at the end of
the parameter list will denote the random things which the screaming mob will
yell out. Once a mob has come to the screamers defence, it will stop screaming.
If a comma prefixes the scream message, it will be emoted instead.
The valid masks for the assisting mobs are as follows:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : ProtectedCitizen
Targets : MOBs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian
mask; yell strings, ';' separated.
Example : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP
ME!!!;Save me!
Example : WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his
life!
Description:
This behavior allows a mob to scream for help during combat, given the
conditions described by the parameters. MIN and MAX describe the range of
ticks (3 second periods) between screams. MAXASSISTS describes the maximum
number of mobs who will assist the citizen. CHANCE describes the PERCENT
chance the mob has of screaming after the period. Whenever the mob screams the
system will check RADIUS rooms deep around the mob for ANOTHER mob that matches
the mask check after the first semicolon. In this example, mobs with the word
"citiguard" in their name. If such a mob is found, and that mob has one of the
"Mobile" behaviors, it will be moved one room closer to the screaming mob. An
optional WANDER flag allows mobs from adjacent areas to be drawn in. When the
guardian mob arrives to the same room as the screaming mob, it will join the
screaming mob in defence. All of the semicolon-separated strings at the end of
the parameter list will denote the random things which the screaming mob will
yell out. Once a mob has come to the screamers defence, it will stop screaming.
If a comma prefixes the scream message, it will be emoted instead.
The valid masks for the assisting mobs are as follows:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : ProtectedCitizens+
Targets : MOBs, ROOMs, and AREAs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;
Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.
Example : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP
ME!!!;Save me!
Example : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his
life!
Description:
This behavior allows a mob described by the citizen mask (the first string
after the first semicolon) to scream for help during combat, given the
conditions described by the parameters. MIN and MAX describe the range of
ticks (3 second periods) between screams. MAXASSISTS describes the maximum
number of guardians who will assist the citizen. CHANCE describes the PERCENT
chance the mob has of screaming after the period. Whenever the mob screams the
system will check RADIUS rooms deep around the mob for a guardian mob that
matches the mask check after the second semicolon. In this example, mobs with
the word "cityguard" in their name. If such a mob is found, and that mob has
one of the "Mobile" behaviors, it will be moved one room closer to the
screaming mob. When the guardian mob arrives to the same room as the screaming
mob, it will join the screaming mob in defence. All of the semicolon-separated
strings at the end of the parameter list will denote the random things which
the screaming mob will yell out. Once a mob has come to the screamers defence,
it will stop screaming. If a comma prefixes the scream message, it will be
emoted instead.
The valid masks for the citizen and guardian mobs are as follows:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : ProtectedCitizens
Targets : MOBs, ROOMs, and AREAs
Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;
Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.
Example : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP
ME!!!;Save me!
Example : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his
life!
Description:
This behavior allows a mob described by the citizen mask (the first string
after the first semicolon) to scream for help during combat, given the
conditions described by the parameters. MIN and MAX describe the range of
ticks (3 second periods) between screams. MAXASSISTS describes the maximum
number of guardians who will assist the citizen. CHANCE describes the PERCENT
chance the mob has of screaming after the period. Whenever the mob screams the
system will check RADIUS rooms deep around the mob for a guardian mob that
matches the mask check after the second semicolon. In this example, mobs with
the word "cityguard" in their name. If such a mob is found, and that mob has
one of the "Mobile" behaviors, it will be moved one room closer to the
screaming mob. When the guardian mob arrives to the same room as the screaming
mob, it will join the screaming mob in defence. All of the semicolon-separated
strings at the end of the parameter list will denote the random things which
the screaming mob will yell out. Once a mob has come to the screamers defence,
it will stop screaming. If a comma prefixes the scream message, it will be
emoted instead.
The valid masks for the citizen and guardian mobs are as follows:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Behavior : PuddleMaker+
Targets : Rooms, Areas
Parameters : [PCT CHANCE]
Example : 34
Description:
The room or area with this behavior will, on the given pct chance, generate a
puddle or some snow following an appropriate rain, sleet, thunderstorm, or
similar weather event. The generated snow or puddle will disappear (evaporate)
after a time.
Behavior : PuddleMaker
Targets : Rooms, Areas
Parameters : [PCT CHANCE]
Example : 34
Description:
The room or area with this behavior will, on the given pct chance, generate a
puddle or some snow following an appropriate rain, sleet, thunderstorm, or
similar weather event. The generated snow or puddle will disappear (evaporate)
after a time.
Behavior : QuestChat+
Targets : MOBs
Parameters : optional or additional chat data, or filenames ,or chat-mob-type
Example : smurf
Example : +(here there);9neither;5well, where?;1nowhere
Example : chat.dat=smurf
Example : mychat.dat=cityguard
Example : mychat.dat=
Example : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU
once.
Description:
An extension of the MudChat behavior, with a special feature for Quests. Allows
the mobs to speak and respond to speech. The chat.dat file, from which speech
behavior is derived, contains many "templates" for different speech behaviors.
MudChat will attempt to choose the correct speech behavior for the mob based on
the mobs name. This may be overridden by specifying a speech behavior in the
parameters. This behavior extends the basic functionality of MudChat in the
following ways:
1. If the first character in the parameters is a plus-sign, then a semi-colon
delimited list of chat data is expected, in the same format as is found in
chat.dat.
2. If format#1 is used, the trigger pattern may be followed by a double-colon,
and then immediately by a variable string. This string will designate that
the given pattern is only responded to for a given player ONCE. The string
will also be added to a list of strings under the players name in any Quest
object. This list will then be available through a Scriptable QVAR function.
Behavior : QuestChat
Targets : MOBs
Parameters : optional or additional chat data, or filenames ,or chat-mob-type
Example : smurf
Example : +(here there);9neither;5well, where?;1nowhere
Example : chat.dat=smurf
Example : mychat.dat=cityguard
Example : mychat.dat=
Example : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU
once.
Description:
An extension of the MudChat behavior, with a special feature for Quests. Allows
the mobs to speak and respond to speech. The chat.dat file, from which speech
behavior is derived, contains many "templates" for different speech behaviors.
MudChat will attempt to choose the correct speech behavior for the mob based on
the mobs name. This may be overridden by specifying a speech behavior in the
parameters. This behavior extends the basic functionality of MudChat in the
following ways:
1. If the first character in the parameters is a plus-sign, then a semi-colon
delimited list of chat data is expected, in the same format as is found in
chat.dat.
2. If format#1 is used, the trigger pattern may be followed by a double-colon,
and then immediately by a variable string. This string will designate that
the given pattern is only responded to for a given player ONCE. The string
will also be added to a list of strings under the players name in any Quest
object. This list will then be available through a Scriptable QVAR function.
Behavior : RaceHelper+
Targets : MOBs
Parameters :
Example :
Description:
Joins a fight on the side of an identical mob, or one of the same race.
Behavior : RaceHelper
Targets : MOBs
Parameters :
Example :
Description:
Joins a fight on the side of an identical mob, or one of the same race.
Behavior : RandomItems+
Targets : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];
[xml/filename]
Example : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare
Example : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare
Example : minitems=10 maxitems=20 ;<ITEMS><ITEM>..etc..
Description:
This behavior will read a list of items from a CMARE file of items generated
using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command. The path to this
file should be the last parameter, following a semicolon. The path is
considered relative to the CoffeeMud resources directory. The xml from such a
file may also be pasted in as the last parameter instead.
The parameters before the semicolon describe the rate and amount of items
generated. The room or area will attempt to generate an item every (min) to
(max) ticks, assuming the percent chance (chance) is made. It will then
generate at least the minimum (minitems) number of items from the list, but
never more than the maximum (maxitems) number of monsters. Duplicates are
allowed. Items taken away will be replaced by this behavior, even if they are
looted. If the behavior is on a room, all items will be generated in that
room. If on an area, a random room in the area will be picked for the item.
The TYPE of room in that area which will be selected for population may also be
specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc)
to reallow certain locales. -CITY -UNDERWATER and others may be used to
restrict certain locales. If no locale types are specified, then all rooms in
an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE",
"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
"DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag
is given in the parameters, then the item will be placed on a mob IF POSSIBLE
(if the behavior is on an area, and a room with no mobs is randomly selected,
it may not happen). Items placed on mobs will be automatically worn if
possible. If the behavior is on a shopkeeper, it will put the items up for
sale.
Behavior : RandomItems
Targets : Areas, Rooms, Containers, Mobs
Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];
[xml/filename]
Example : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare
Example : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare
Example : minitems=10 maxitems=20 ;<ITEMS><ITEM>..etc..
Description:
This behavior will read a list of items from a CMARE file of items generated
using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command. The path to this
file should be the last parameter, following a semicolon. The path is
considered relative to the CoffeeMud resources directory. The xml from such a
file may also be pasted in as the last parameter instead.
The parameters before the semicolon describe the rate and amount of items
generated. The room or area will attempt to generate an item every (min) to
(max) ticks, assuming the percent chance (chance) is made. It will then
generate at least the minimum (minitems) number of items from the list, but
never more than the maximum (maxitems) number of monsters. Duplicates are
allowed. Items taken away will be replaced by this behavior, even if they are
looted. If the behavior is on a room, all items will be generated in that
room. If on an area, a random room in the area will be picked for the item.
The TYPE of room in that area which will be selected for population may also be
specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc)
to reallow certain locales. -CITY -UNDERWATER and others may be used to
restrict certain locales. If no locale types are specified, then all rooms in
an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE",
"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
"DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag
is given in the parameters, then the item will be placed on a mob IF POSSIBLE
(if the behavior is on an area, and a room with no mobs is randomly selected,
it may not happen). Items placed on mobs will be automatically worn if
possible. If the behavior is on a shopkeeper, it will put the items up for
sale.
Behavior : RandomMonsters+
Targets : Areas, Rooms
Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];
[xml/filename]
Example : min=10 max=20 chance=75 minmonsters=1
maxmonsters=10;monsters.cmare
Example : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare
Example : minmonsters=10 maxmonsters=20 ;<MOBS><MOB>..etc..
Description:
This behavior will read a list of monsters from a CMARE file of mobs generated
using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command. The path to this
file should be the last parameter, following a semicolon. The path is
considered relative to the CoffeeMud resources directory. The xml from such a
file may also be pasted in as the last parameter instead.
The parameters before the semicolon describe the rate and amount of monsters
generated. The room or area will attempt to generate a monster every (min) to
(max) ticks, assuming the percent chance (chance) is made. It will then
generate at least the minimum (minmonsters) number of monsters from the list,
but never more than the maximum (maxmonsters) number of monsters. Duplicates
are allowed. Monsters who die will be replaced by this behavior, even if they
wander out of the room or area. If the behavior is on a room, all monsters
will be generated in that room. If on an area, a random room in the area will
be picked for the monster. The TYPE of room in that area which will be selected
for population may also be specified. -ALL to disallow all locales, followed by
+AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and
others may be used to restrict certain locales. If no locale types are
specified, then all rooms in an area will be populatable. By default,
non-flying mobs will never be generated in air rooms, nor will non-swimming
mobs be generated underwater. Valid locates include: "STONE", "WOODEN", "CAVE",
"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
"DESERT", "HILLS", "MOUNTAINS".
Behavior : RandomMonsters
Targets : Areas, Rooms
Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];
[xml/filename]
Example : min=10 max=20 chance=75 minmonsters=1
maxmonsters=10;monsters.cmare
Example : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare
Example : minmonsters=10 maxmonsters=20 ;<MOBS><MOB>..etc..
Description:
This behavior will read a list of monsters from a CMARE file of mobs generated
using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command. The path to this
file should be the last parameter, following a semicolon. The path is
considered relative to the CoffeeMud resources directory. The xml from such a
file may also be pasted in as the last parameter instead.
The parameters before the semicolon describe the rate and amount of monsters
generated. The room or area will attempt to generate a monster every (min) to
(max) ticks, assuming the percent chance (chance) is made. It will then
generate at least the minimum (minmonsters) number of monsters from the list,
but never more than the maximum (maxmonsters) number of monsters. Duplicates
are allowed. Monsters who die will be replaced by this behavior, even if they
wander out of the room or area. If the behavior is on a room, all monsters
will be generated in that room. If on an area, a random room in the area will
be picked for the monster. The TYPE of room in that area which will be selected
for population may also be specified. -ALL to disallow all locales, followed by
+AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and
others may be used to restrict certain locales. If no locale types are
specified, then all rooms in an area will be populatable. By default,
non-flying mobs will never be generated in air rooms, nor will non-swimming
mobs be generated underwater. Valid locates include: "STONE", "WOODEN", "CAVE",
"MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
"ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
"DESERT", "HILLS", "MOUNTAINS".
Behavior : RandomTeleporter+
Targets : Mobs
Parameters : min, max ticks, a percent chance, (nowander) locale parms
Example : min=10 max=20 chance=75 -air -underwater
Example : min=10 max=20 chance=75 nowander
Description:
This behavior makes a mob which will transport himself to a random room on the
map. Locale parms may be given to restrict the types of rooms he will
transport too. A randomtransport will, by default, transport all over the
world. Use the nowander flag to keep him in his area.
Behavior : RandomTeleporter
Targets : Mobs
Parameters : min, max ticks, a percent chance, (nowander) locale parms
Example : min=10 max=20 chance=75 -air -underwater
Example : min=10 max=20 chance=75 nowander
Description:
This behavior makes a mob which will transport himself to a random room on the
map. Locale parms may be given to restrict the types of rooms he will
transport too. A randomtransport will, by default, transport all over the
world. Use the nowander flag to keep him in his area.
Behavior : Random Traps+
Targets : Rooms, Areas
Parameters : Max and min ticks, pct chance, min and max traps, locale and other
flags.
Example : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS="YES"
ITEMS="YES" ROOMS="YES"
Example : min=10 max=20 chance=25 ROOMS="YES" ITEMS="NO" -ALL +CityStreet
Description:
This behavior will generate traps in a room or area.
Frequency Parameters:
The frequency and chance that the traps will be generated is determined by the
min, max, and chance parameters.
Number of traps parameters:
The number of traps generated is determined by mintraps and maxtraps.
Types of items trapped parameters:
You may also dictate the types of things which can be trapped. By default, only
closed, locked doors will get trapped. To allow other things to be trapped,
other parameters must be included.
The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO
to not allow this.
The EXITS parameter may be made equal to DOORS to allow trapping of all doors,
LOCKED to allow only trapping of locked doors, or NO to not allow exits to be
trapped at all.
The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to
allow trapping only of containers, LID to trap only the containers with lids,
LOCK to trap only containers with locks, or NO to never trap items.
The locale parameters:
The TYPE of room in that area which will be checked for trappable things may
also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY
+JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be
used to restrict certain locales. If no locale types are specified, then all
rooms in an area will be elligible.
Behavior : Random Traps
Targets : Rooms, Areas
Parameters : Max and min ticks, pct chance, min and max traps, locale and other
flags.
Example : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS="YES"
ITEMS="YES" ROOMS="YES"
Example : min=10 max=20 chance=25 ROOMS="YES" ITEMS="NO" -ALL +CityStreet
Description:
This behavior will generate traps in a room or area.
Frequency Parameters:
The frequency and chance that the traps will be generated is determined by the
min, max, and chance parameters.
Number of traps parameters:
The number of traps generated is determined by mintraps and maxtraps.
Types of items trapped parameters:
You may also dictate the types of things which can be trapped. By default, only
closed, locked doors will get trapped. To allow other things to be trapped,
other parameters must be included.
The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO
to not allow this.
The EXITS parameter may be made equal to DOORS to allow trapping of all doors,
LOCKED to allow only trapping of locked doors, or NO to not allow exits to be
trapped at all.
The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to
allow trapping only of containers, LID to trap only the containers with lids,
LOCK to trap only containers with locks, or NO to never trap items.
The locale parameters:
The TYPE of room in that area which will be checked for trappable things may
also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY
+JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be
used to restrict certain locales. If no locale types are specified, then all
rooms in an area will be elligible.
Behavior : ResetWhole+
Targets : Rooms, Areas
Parameters : # of ticks of inactivity before reset
Example : 4000
Description:
This behavior provides an alternative means of resetting your rooms and areas.
The system will total reset a room (mobs and items) which has not been visited
by a player in the given amount of ticks. Remember that a tick is about 4
seconds. An Area with this behavior will skip over any rooms which also have
this behavior, allowing you to have different total reset times for certain
rooms. Of course, this behavior does not override the existing REJUV system
for mobs and items, so if you would like to use the ResetWhole system
exclusively, you should set the rejuv rate on all the mobs and items in your
game to 0, which disables their internal rejuvenation.
Behavior : ResetWhole
Targets : Rooms, Areas
Parameters : # of ticks of inactivity before reset
Example : 4000
Description:
This behavior provides an alternative means of resetting your rooms and areas.
The system will total reset a room (mobs and items) which has not been visited
by a player in the given amount of ticks. Remember that a tick is about 4
seconds. An Area with this behavior will skip over any rooms which also have
this behavior, allowing you to have different total reset times for certain
rooms. Of course, this behavior does not override the existing REJUV system
for mobs and items, so if you would like to use the ResetWhole system
exclusively, you should set the rejuv rate on all the mobs and items in your
game to 0, which disables their internal rejuvenation.
Behavior : ResourceOverride+
Targets : Rooms, Areas
Parameters : min, max ticks, a percent chance, resources and (for areas) room
types
Example : MIN=5 MAX=5 CHANCE=100 CORN WHEAT RICE
Example : CORN WHEAT RICE ROCKY MOUNTAINS PLAINS
Description:
This class allows one to override the normal resources generated by rooms for
many common skills. This skill will randomly select from the list enumerated
in the parameters instead of the normal list. If this behavior is added to an
area, you can add to the parameters a list of room types to apply the new
resources to. Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR,
WATERSURFACE, METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR,
WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS
When changing the parameters of an existing ResourceOverride on an area, be
sure to use RESET AREA to change back any rooms previously affected.
Behavior : ResourceOverride
Targets : Rooms, Areas
Parameters : min, max ticks, a percent chance, resources and (for areas) room
types
Example : MIN=5 MAX=5 CHANCE=100 CORN WHEAT RICE
Example : CORN WHEAT RICE ROCKY MOUNTAINS PLAINS
Description:
This class allows one to override the normal resources generated by rooms for
many common skills. This skill will randomly select from the list enumerated
in the parameters instead of the normal list. If this behavior is added to an
area, you can add to the parameters a list of room types to apply the new
resources to. Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR,
WATERSURFACE, METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR,
WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS
When changing the parameters of an existing ResourceOverride on an area, be
sure to use RESET AREA to change back any rooms previously affected.
Behavior : ROMGangMember+
Targets : MOBs
Parameters : The name of the gang
Example : Troll
Description:
A silly behavior to better support ROM area files. The mob with this behavior
will attack any other mob which also has this behavior, but is in a different
gang. This behavior is not active when a mob with the ROMPatrolman is in the
room.
Behavior : ROMGangMember
Targets : MOBs
Parameters : [GANG NAME](;[ATTACK MESSAGE]...
Example : Troll
Example : Troll;I`m gonna kill you!;I`ve got you now!;DIE!
Description:
A silly behavior to better support ROM area files. The mob with this behavior
will attack any other mob which also has this behavior, but is in a different
gang. This behavior is not active when a mob with the ROMPatrolman is in the
room. The first argument is always the gang that this member belongs to,
whereas any additional arguments are things the mobs say before attacking.
Behavior : ROMPatrolman+
Targets : MOBs
Parameters :
Example :
Description:
A silly behavior to better support ROM area files. The mob with this behavior
will complain whenever there is a fight going on in the same room. The mob may
do nothing, join the fight, or break it up.
Behavior : ROMPatrolman
Targets : MOBs
Parameters :
Example :
Description:
A silly behavior to better support ROM area files. The mob with this behavior
will complain whenever there is a fight going on in the same room. The mob may
do nothing, join the fight, or break it up.
Sailor -
Behavior : Sailor+
Targets : Mobs
Parameters : (TICKDELAY=[NUMBER]) (PEACEMOVER=[TRUE/FALSE])
Parameters : (AREAONLY=[TRUE/FALSE]) (WIMPY=[TRUE/FALSE])
Parameters : (FIGHTMOVER=[TRUE/FALSE]) (FIGHTTECH=[TRUE/FALSE])
Parameters : (AGGRO=[TRUE/FALSE]) (AGGROMOBS=[TRUE/FALSE])
Parameters : (AGGROLEVELCHECK=[TRUE/FALSE]) (AGGROMASK=[MASK])
Parameters : (DEFENDER=[TRUE/FALSE]) (BOARDER=[TRUE/FALSE])
Example : tickdelay=10 peacemover=true areaonly=false
Description:
This behavior will turn a mob into a helpful member of the crew of a large
boardable sailing ship. With no arguments, this behavior will make the mob
stand idle until their ship is in combat, at which point they will load and aim
weapons they encounter. By default, they act more frequently based on their
level from 1-30.
If a mob has the Shipwright behavior, they will automatically mend the ship
when not in combat, or when the ship is badly hurt during combat. If a mob has
Grapples and is Mobile, they will throw grapples and board enemy ships when
appropriate.
Parameters:
TICKDELAY - the number of ticks between actions, whether in combat or no
PEACEMOVER - will sail the ship around at random when not in combat
AREAONLY - whether the ship stays in-area when sailing around
FIGHTMOVER - will sail the ship around at (somewhat) random during combat
WIMPY - if FIGHTMOVER is true, will make the ship run away when losing
FIGHTTECH - will load and aim weapons during combat
AGGRO - will target other ships they encounter and start fights
AGGROMOBS - if AGGRO is true, this will also start fights with mob-only ships
AGGROLEVELCHECK - if AGGRO, this will only fight with near-level enemy ships
AGGROMASK - if AGGRO, a zappermask to filter enemies. See help ZAPPERMASK.
DEFENDER - if DEFENDER is true, the mob will seek the deck to defend against
boarders
BOARDER - if BOARDER is true, this mob will seek the enemy ship to attack enemy
crew
-
Behavior : Sailor
Targets : Mobs
Parameters : (TICKDELAY=[NUMBER]) (PEACEMOVER=[TRUE/FALSE])
Parameters : (AREAONLY=[TRUE/FALSE]) (WIMPY=[TRUE/FALSE])
Parameters : (FIGHTMOVER=[TRUE/FALSE]) (FIGHTTECH=[TRUE/FALSE])
Parameters : (AGGRO=[TRUE/FALSE]) (AGGROMOBS=[TRUE/FALSE])
Parameters : (AGGROLEVELCHECK=[TRUE/FALSE]) (AGGROMASK=[MASK])
Parameters : (DEFENDER=[TRUE/FALSE]) (BOARDER=[TRUE/FALSE])
Example : tickdelay=10 peacemover=true areaonly=false
Description:
This behavior will turn a mob into a helpful member of the crew of a large
boardable sailing ship. With no arguments, this behavior will make the mob
stand idle until their ship is in combat, at which point they will load and aim
weapons they encounter. By default, they act more frequently based on their
level from 1-30.
If a mob has the Shipwright behavior, they will automatically mend the ship
when not in combat, or when the ship is badly hurt during combat. If a mob has
Grapples and is Mobile, they will throw grapples and board enemy ships when
appropriate.
Parameters:
TICKDELAY - the number of ticks between actions, whether in combat or no
PEACEMOVER - will sail the ship around at random when not in combat
AREAONLY - whether the ship stays in-area when sailing around
FIGHTMOVER - will sail the ship around at (somewhat) random during combat
WIMPY - if FIGHTMOVER is true, will make the ship run away when losing
FIGHTTECH - will load and aim weapons during combat
AGGRO - will target other ships they encounter and start fights
AGGROMOBS - if AGGRO is true, this will also start fights with mob-only ships
AGGROLEVELCHECK - if AGGRO, this will only fight with near-level enemy ships
AGGROMASK - if AGGRO, a zappermask to filter enemies. See help ZAPPERMASK.
DEFENDER - if DEFENDER is true, the mob will seek the deck to defend against
boarders
BOARDER - if BOARDER is true, this mob will seek the enemy ship to attack enemy
crew
-
Behavior : Scavenger+
Targets : MOBs
Parameters : min, max ticks, a percent chance, optional trash room id
Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 trash="no"
Example : min=10 max=20 chance=75 trash="Midgaard#3021"
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will attempt to pick up and take away random objects in the
same room as the mob. Scavengers will not do their work when a PC is in the
room, however. If they get "filled up" on items, they will destroy them,
unless the trash flag is present. If it is set to NO, they will do nothing.
If it is set to a roomid, the mob will track to that room and put the things in
any ungettable container therein, or on the ground if that is not an option.
Behavior : Scavenger
Targets : MOBs
Parameters : (MIN=[TICKS]) (MAX=[TICKS]) (CHANCE=[NUM%]) (TRASH=[ROOMID])
Parameters : ... (; [ITEM ZAPPERMASK]) Example : min=10 max=20 chance=75
Example : min=10 max=20 chance=75 trash="no"
Example : min=10 max=20 chance=75 trash="Midgaard#3021"
Example : min=10 max=20 chance=75 ; -JAVACLASS +GENWEAPON
Description:
According to the timing and percent chance described by the parameters, the mob
with this behavior will attempt to pick up and take away random objects in the
same room as the mob. Scavengers will not do their work when a PC is in the
room, however. If they get "filled up" on items, they will destroy them,
unless the trash flag is present. If it is set to NO, they will do nothing.
If it is set to a roomid, the mob will track to that room and put the things in
any ungettable container therein, or on the ground if that is not an option. An
optional semicolon at the end of the arguments may be followed by a zapper mask
to limit the types of items the scavenger will pick up. See AHELP ZAPPERMASK.
Behavior : Scriptable+
Targets : MOBs, Items, Rooms
Parameters : (see below)
Example : LOAD=progs/mrinfo.script~
Description:
This behavior allows the reactions and behaviors of the mob to be scripted. The
parameter may be complete scripts, and/or LOAD commands as specified below. If
you choose to use a file for your script, then each script command line must be
terminated by a linefeed or a semicolon. If you choose to put your entire
script into the parameters, you must terminate EVERY line with a semicolon (;).
Multiple scripts with multiple triggers may be included. Each script and
trigger must be separated by the ~ character. See examples in the
resources/progs directory!
Now to the script itself:
The first line must be a trigger word followed by any parameters. Valid
triggers and parameters are as follows:
LOAD=[SCRIPT PATH] - insert a new script from another file. Ex:
LOAD=progs/my.script~
GREET_PROG [PCT CHANCE] - When players enter the room, given the chance.
ARRIVE_PROG [PCT CHANCE] - When the mob enters a new room, or enters the game.
ALL_GREET_PROG [PCT CHANCE] - Same as GREET_PROG, but works with sneakers too.
LOGIN_PROG [PCT CHANCE] - When players logs into the game, given the chance.
LOGOFF_PROG [PCT CHANCE] - When players log out of the game, given the chance.
LEVEL_PROG [PCT CHANCE] - When a player anywhere gains a level, given the
chance.
SPEECH_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When someone says the words.
BRIBE_PROG [AMOUNT OF GOLD] - When the amount or better is given to the
monster.
GIVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When something is given to the
monster.
RAND_PROG [PCT CHANCE] - Triggers at random, given the chance.
ONCE_PROG - Triggers on the first occurrence, but never again (until reset).
FIGHT_PROG [PCT CHANCE] - Triggers during combat, given the chance.
ENTRY_PROG [PCT CHANCE] - Triggers whenever the monster enters a new room.
EXIT_PROG [PCT CHANCE] - Triggers whenever anyone exits the room of the
monster.
DEATH_PROG - When the monster dies.
KILL_PROG - When the monster kills.
HITPRCNT_PROG [HP PCT] - When the monster reaches the hit points % remaining.
MASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
with these words.
IMASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When this mob performs an
action with these words.
REGMASK_PROG (P) [EXACT PHRASE]/[REGULAR EXPRESSION] - When a mob performs an
action matching.
ACT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
with these words.
SOCIAL_PROG [SOCIAL NAME] - When a mob performs the given social.
CHANNEL_PROG [CHNAME] (P) [A PHRASE]/[ONE OR MORE WORDS] - When channels a
message with these words.
QUEST_TIME_PROG [QUEST NAME] [TIME LEFT] - When the running quest reaches the
number of minutes left.
TIME_PROG [LIST OF HOURS] - Mob runs program at listed hours of the day.
DAY_PROG [LIST OF DAYS] - Mob runs program at listed days of the month.
DELAY_PROG [LOW TICKS] [HIGH TICKS] - Mob runs program at the given interval
range.
LOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
looked at.
LLOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
llooked at.
GET_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
gotten.
OPEN_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
opened.
CLOSE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
closed.
LOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
locked.
UNLOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
unlocked.
PUT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is put in
something.
DROP_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
dropped.
REMOVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
removed.
CONSUME_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
ate/drank.
WEAR_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
worn/wielded.
DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon.
$g will have the amount.
BUY_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is bought
(items only).
SELL_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is sold.
EXECMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - When a msg of type msg code is
executed. HELP MSG TYPES.
CNCLMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - Before a msg of type msg code is
allowed. HELP MSG TYPES.
FUNCTION_PROG [FUNCTION NAME] - declares a runnable function, with parms in $g,
see MPCALLFUNC.
*** NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG,
WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases
together using the "'" character, for instance 'a phrase' or 'multiple words'.
The characteris unnecessary when put around single words 'word'.
*** NOTE If Scriptable is placed on an Item, triggers such as GET_PROG,
DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item
is involved.
*** NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob
with this behavior. Consider perspective, vision, and word tense in light of
this fact when wording your masks. For instance, the purchase of a sword in a
dark shop may be seen as 'Someone buys something from someone' instead of 'Bob
buys a sword from Joe'.
Following this line is your script itself. The commands are as follows:
IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR. The IF statement
can group conditions with () and use the following functions as part of its
evaluation:
- RAND([% CHANCE]) Random truth
- HAS([CODE] [ITEM NAME]) if the given mob has the specified item.
- HASNUM([CODE] [ITEM NAME] == [NUM]) the amount the given mob has of the
item.
- HASTITLE([CODE] [TITLE STR]) if the given mob has the give title.
- WORN([CODE] [ITEM NAME]) if the given mob wears the specified item.
- ISNPC([CODE]) if the given mob is a non-player.
- ISPC([CODE]) if the given mob is a player.
- ISPKILL([CODE]) if the given mob has playerkill flag on.
- ISGOOD([CODE]) if the given mob is good.
- ISNAME([CODE] [WORDS]) if the given item is named with given words.
- CURRENCY([CODE] == [NAME]) if the native currency of the mob or coins is the
name. Where == may be !=.
- NUMMOBSINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
name in area. Where == may be !=, >, <, <=, <=.
- NUMMOBS([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
world. Where == may be !=, >, <, <=, <=.
- NUMRACEINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
name in area. Where == may be !=, >, <, <=, <=.
- NUMRACES([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
world. Where == may be !=, >, <, <=, <=.
- ISEVIL([CODE]) if the given mob is evil.
- ISNEUTRAL([CODE]) if the given mob is neutral.
- ISFIGHT([CODE]) if the given mob is fighting.
- ISALIVE([CODE]) if the given mob is alive and available.
- ISIMMORT([CODE]) if the given mob is an archon.
- ISCHARMED([CODE]) if the given mob is charmed.
- STRCONTAINS([STRING] [CODED WORDS]) is string contains coded words. May use
"" & | > < ().
- STAT([CODE] [STAT] == [VALUE]) if the given mob/item has a stat of value, !=
is also valid.
- GSTAT([CODE] [STAT] == [VALUE]) like STAT, but player data accessible. See
Generic.java.
- DATETIME([TIME/DAY/ETC] == [VALUE]) like STAT, but player data accessible.
Where == may be >, <, !=, >=, or <=.
- AFFECTED([CODE] [SPELL CLASS]) if the mob is affected by spell.
- ISBEHAVE([CODE] [BEHAVIOR CLASS]) if the mob has a behavior.
- ISFOLLOW([CODE]) if the given mob is following someone in the room.
- ISSERVANT([CODE]) if the given mob is serving someone in the room.
- HITPRCNT([CODE] == [% HITS]) if the given mob has the pct chance hit points.
Where == may be >, <, !=, >=, or <=.
- HASTATTOO([CODE] [TATTOONAME]) whether the given mob has the given tattoo.
- INLOCALE([ROOM CLASS]) if the mob is in the given room type.
- ISBIRTHDAY([CODE]) if the mobs birthday is today.
- INROOM([ROOM ID/MOB NAME] == [ROOM ID/MOB NAME]) if the mob is in the given
room.
- MOOD([MOB NAME] == [MOOD NAME]) if the mob has a mood, and it is the one
specified.
- ISRECALL([MOB NAME]== [ROOM ID/MOB NAME]) is the mob is from the given room.
- ISHERE([CODE]) if the mob/item in the same room as the scripted one.
- INAREA([NAME]) if the scripted mob/item in room named by the parameters.
- ISLIKE([CODE] [MASK]) if the mob/item meets the given zapper mask. See
ZAPPERMASKS for mask syntax
- ISODD([AMT]) whether the given argument is an odd whole number
- VAR([CODE] [VAR NAME] == [VALUE]) if the var for the given mob has value.
Where == may be !=, >, <, >=, <=.
- FACTION([CODE] [FACT] == [VALUE]) if the faction for the given mob has value.
Where == may be !=, >, <, >=, <=.
- SEX([CODE] == [M/F/N]) evaluates sex. Where == may also be !=.
- POSITION([CODE] == [SLEEPING/STANDING/SITTING] Evaluates position.
- LEVEL([CODE] == [LVL]) evaluates level. Where == may be !=, <, >, >=, <=.
- MATH([EXPR] == [EXPR]) evaluates expression. Where == may be !=, <, >, >=,
<=.
- QUESTPOINTS([CODE] == [VAL]) evaluates questpoints. Where == may be !=, <,
>, >=, <=.
- QVAR([QUEST] [CODE] == [VAL]) evaluates temp quest vars. Where == may be !=,
<, >, >=, <=.
- TRAINS([CODE] == [VAL]) evaluates trains. Where == may be !=, <, >, >=, <=.
- PRACS([CODE] == [VAL]) evaluates pracs. Where == may be !=, <, >, >=, <=.
- CLASS([CODE] == [CLASS NAME]) evaluates class. Where == may be !=.
- BASECLASS([CODE] == [CLASS NAME]) evaluates base class. Where == may be !=.
- RACE([CODE] == [RACE NAME]) evaluates race. Where == may be !=.
- RACECAT([CODE] == [RACE CAT NAME]) evaluates racial category. Where == may be
!=.
- GOLDAMT([CODE] == [AMT]) evaluates base gold or item value. Where == may be
!=, >, <, >=, <=.
- EXP([CODE] == [AMT]) evaluates experience points. Where == may be !=, >, <,
>=, <=.
- VALUE([CODE] [CURRENCY] == [AMT]) evaluates base value in given currency.
Where == may be !=, >, <, >=, <=.
- IPADDRESS([CODE] == [ADDRESS]) evaluates ip address of player. Where == may
be !=.
- QUESTSCRIPTED([CODE] [QUEST NAME]) returns whether the code of the given name
has a script from the given quest.
- QUESTWINNER([CODE] [QUEST NAME]) returns whether the code of the given name
has won the given quest.
- QUESTMOB([NAME] [QUEST NAME]) returns whether the mob of the given name is a
mob designated in the given quest.
- QUESTOBJ([NAME] [QUEST NAME]) returns whether the item of the given name is
an item designated in the given quest.
- QUESTROOM([ROOMID] [QUEST NAME]) returns whether the item of the given name
is an item designated in the given quest.
- ISQUESTMOBALIVE([NAME/NUM] [QUEST NAME]) returns whether the mob, designated
in the currently running quest, is alive.
- ISTIME([HOUR#/DAY/DAWN/DUSK/NIGHT]) returns the time of day, or time region.
- ISSEASON([WINTER/SPRING/SUMMER/FALL]) returns the season.
- ISWEATHER([CLEAR/RAIN/SNOW/WINDY/ETC..]) returns the weather
- ISMOON() returns whether the scriptor can see the moon
- ISMOON([NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..]) check
the moon type
- ISDAY([DAY#]) returns the day of the month.
- EVAL([CODE] == [VALUE/CODE]) if the code has value. Where == may be !=, >,
<, >=, <=.
- NUMBER([VALUE/CODE]) whether the given code or value is a number.
- RANDNUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 1..max
code.
- RAND0NUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 0..max
code-1.
- ROOMMOB([NUM] [NAME]) whether the NUMth mob in the room is named NAME.
- ROOMITEM([NUM] [NAME]) whether the NUMth item in the room is named NAME.
- NUMMOBSROOM([*/NAME] == [NUMBER]) compares the # of named mobs in room.
Where == may be !=, >, <, >=, <=.
- NUMPCSAREA(== [NUMBER]) compares the number of pcs in the area. Where ==
may be !=, >, <, >=, <=.
- NUMPCSROOM(== [NUMBER]) compares the number of pcs in the room. Where ==
may be !=, >, <, >=, <=.
- EXPLORED([CODE] [AREA/WORLD] == [NUMBER]) check % explored of code mob.
Where == may be !=, >, <, >=, <=.
- NUMITEMSROOM(== [NUMBER]) compares the number of mobs in the room. Where ==
may be !=, >, <, >=, <=.
- NUMITEMSMOB([NAME] == [NUMBER]) compares the number of items the mob has.
Where == may be !=, >, <, >=, <=.
- MOBITEM([MOBNAME] [NUM] [NAME]) whether the NUMth item owned by mob mobname
is named NAME.
- INCONTAINER([CODE] [CONTAINER/MOUNT]) whether the item is in container or
mount.
- ISABLE([CODE] [SKILL NAME]) whether the mob has the skill/ability.
- ISOPEN([CODE/DIRECTION]) whether the container item, or direction name is
open.
- ISLOCKED([CODE/DIRECTION]) whether the container item, or direction name is
locked.
- STRIN([STRING] [STRING]) whether the second string appears as a whole word in
the first.
- CALLFUNC([FUNCTION] [PARM]..) returns whether the FUNCTION_PROG named returns
a non-null.
- DEITY([CODE] == [CLASS NAME]) evaluates a mobs deity. Where == may be !=.
- CLAN([CODE] == [CLASS NAME]) evaluates a mobs clanid. Where == may be !=.
- CLANRANK([CODE] == [NUMBER]) evaluates mobs rank. Where == may be !=, <, >,
>=, <=.
- CLANDATA([CLAN] [VAR] == [STRING]) evaluates clan rank. Where == may be !=,
<, >, >=, <=.
*** NOTES! The parenthesis are REQUIRED for the above! The brackets should NOT
be included, they are there to designate a parameter. Where CODE above is one
of the following: $n=source of the action, $i=scripted mob, $t=target,
$o=item1, $p=item2, $w=owner of item1, $W=owner of item2.
Now we get to the executed commands. They are as follows:
FOR $X = [START] to [FINISH] - loops. X must be 0-9. End with NEXT by itself.
SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....
MPASOUND [TEXT] - a noisy emote that goes to all adjacent rooms.
MPECHO [TEXT] - an emote
MPSLAY [MOB NAME] - utterly kill the target.
MPJUNK [ITEM] - destroy the given item from the monsters inventory.
MPMLOAD [MOB NAME] - create an instance of the given mob name.
MPOLOAD [ITEM NAME] - create an instanceof the given item, give it to the mob.
MPOLOADROOM [ITEM NAME] - create an instanceof the given item, drop it in the
room.
MPMLOAD FROMFILE [CMARE FILE] [MOB NAME] - create a given mob name from a file.
MPOLOAD FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file, give it
to the mob.
MPOLOADROOM FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file,
drop it in the room.
MPECHOAT [MOB/ROOM/AREA/WORLD] [TEXT] - emote to the given target.
MPECHOAROUND [TEXT] - emotes to everyone in room but the source of the trigger.
MPCAST [SPELL] [MOB NAME] - casts the given spell at the given target.
MPKILL [MOB NAME] - attack the given target.
MPEXP [MOB NAME] [EXP or TNL%] - grants amount of exp to mob.
MPQUESTPOINTS [MOB NAME] [QPS] - sets mobs amount of questpoints. Prefix QPS
with ++ or -- to adjust only.
MPTRAINS [MOB NAME] [TRAINS] - sets mobs amount of trains. Prefix TRAINS with
++ or -- to adjust only.
MPPRACS [MOB NAME] [PRACS] - sets mobs amount of pracs. Prefix PRACS with ++ or
-- to adjust only.
MPPURGE [ITEM/MOB NAME] - destroy the given target item or mob.
MPUNAFFECT [MOB NAME] [ALL/SKILL NAME]- removes given affects from the mob.
MPGOTO [ROOM ID/NAME/DESC] - take the monster to the given room.
MPAT [ROOM ID/NAME/DESC] [COMMAND] - do a command at the given room.
MPSET [MOB/ITEM] [VAR NAME] [VALUE] - use with care! sets a stat for a mob or
item.
MPGSET [MOB/ITEM] [VAR NAME] [VALUE] - like MPSET but player data accessible.
See GSTAT.
MPTRANSFER [ALL/MOB NAME] [ROOM ID/NAME/DESC] - transfer mobs to the given
room.
MPBEACON [ROOM ID/NAME/DESC] [ALL/MOB NAME] - Makes given room start room for
players.
MPFORCE [MOB NAME] [COMMAND] - force the given mob to do the given command.
MPPROMPT [PC NAME] [VARIABLE NAME] [PROMPT]. Store user entered value in
variable. See Guide.
MPCONFIRM [PC NAME] [VARIABLE NAME] [DEFAULT VALUE] [PROMPT]. Y or N. See
Guide.
MPCHOOSE [PC NAME] [VARIABLE NAME] [CHOICES] [DEFAULT VALUE] [PROMPT]. Hotkey
choices. See Guide.
MPSCRIPT [MOB/ITEM] ([FLAGS]) [SCRIPT] - adds a quest Scriptable to the target,
flags GLOBAL INDIVIDUAL SAVABLE EXECUTE.
MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob.
Value may be ++, --, or preceded by +,-,*,or /.
MPENDQUEST [QUEST NAME/MOB NAME] - this command will shutdown the given quest,
or remove quest scripts from given mob.
MPSTARTQUEST [QUEST NAME] - this command will start the quest of the given
name.
MPQUESTWIN [MOB NAME] [QUEST NAME] - declares the mob a winner of the given
quest.
MPSTOP [MOB NAME] - forces mob to stop fighting, or performing common skills.
MPCALLFUNC [FUNC NAME] [PARMS...] - executes a FUNCTON_PROG already declared.
MPALARM [TICKTIME] [COMMAND] - executes COMMAND after time has elapsed.
MPNOTRIGGER [TRIGGER NAME] [MILISECS]- this command will prevent given trigger
for given miliseconds.
MPFACTION [MOB] [FACTION] [VALUE] - changes faction value for given mob. Value
is number, range, or +NUM, --NUM.
MPWHILE ([IF CONDITION]) [COMMAND] - repeatedly executes commmand.
MPDAMAGE [MOB/ITEM] [MIN] [MAX] (KILL)- does random damage to the target. Kills
only when KILL parm given.
MPREJUV AREA/ROOM/[ROOMID]/[AREAID] (ITEMS/MOBS) - rejuv dead mobs, lost items
from area or room
MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database
MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server
log
MPCHANNEL (!)[CHANNEL] MESSAGE - send a message to a channel
MPTRACKTO [MOB NAME] - forces the mob to track down the given mob.
MPWALKTO [MOB NAME] - forces the mob to track down the given mob, land surface
only.
MPAFFECT [SPELL] [MOB NAME] [PARMS] - automatically casts a spell on a mob.
MPBEHAVE [BEHAVIOR] [MOB NAME] [PARMS] - adds a behavior to the mob.
MPUNBEHAVE [BEHAVIOR] [MOB NAME] - removes a behavior from a mob.
MPTATTOO [MOB] (-)[TATTOONAME] - adds or removes the given tattoo for the mob.
MPPLAYERCLASS [MOB] [CCLASS ID] ([LVL])... - changes current char class &
optionally level.
MPTITLE [MOB] (-) [TITLE] - adds or removes the given title string from the
mob.
MPENABLE [MOB] [ABILITY NAME] [PROF] [STR] - adds a new skill to the mob, or
mods prof. w/++,--.
MPDISABLE [MOB] [ABILITY NAME] - removes a skill from the mob.
MPSAVEVAR [MOB NAME] [VAR NAME] - saves the variable set using MPSETVAR to the
database.
MPLOADVAR [MOB NAME] [VAR NAME] - loads the variable from the database.
MPM2I2M [MOB/ITEM] - this strange command turns a mob into an item and back
into a mob
MPHIDE [MOB/ITEM/EXIT] - makes the target undetectable by any means.
MPUNHIDE [MOB/ITEM/EXIT] - reverses the affects of MPHIDE -- does not affect
Hide or other skills.
MPOPEN [ITEM/EXIT] - opens a closed container or door.
MPCLOSE [ITEM/EXIT] - closes an open container or door.
MPLOCK [ITEM/EXIT] - closes and locks a lockable container or door.
MPUNLOCK [ITEM/EXIT] - unlocks a locked container or door, but does not open.
MPSETCLANDATA [CLAN] [VAR] [VALUE] - changes a datum about the given clan.
MPARGSET [$VAR] [VALUE] - changes internal $(i,n,t,0,1,..9) object to one
specified by value.
MPLOADQUESTOBJ [QUEST] [QVARNAME] [$VAR] - loads quest obj into internal
$(i,n,t,0,1,..9) object.
MPUNLOADSCRIPT [SCRIPT FILE NAME] - unloads a file script from the resources
cache for refreshing
MPQSET [QUEST] [QVARNAME] [VALUE] - set temp quest var to given value.
BREAK -- return/break out of the current if condition or program script.
RETURN [OPTIONAL STRING] - exits the existing script, returning the string
given.
<SCRIPT> - embed Javascript in Scriptable event. Must be closed with
</SCRIPT>.
[COMMAND] [PARMS]- any valid coffee mud command!
** NOTES! For those commands which have multiple parameters (specifically MPAT,
MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any
words in the first parameter of those commands. Inside your command
parameters, whether it be text, or even when specifying MOB or ITEM names, you
may use any of the following freely:
$a - name of the area the monsters in
$b - name of last item/mob loaded w/mmpload/mpoload
$B - display text of last item/mob loaded w/mmpload/mpoload
$c - random npc/pc inhabitants name
$C - random npc/pc inhabitants name
$i - monsters name
$I - monsters display text
$n - source of triggers name
$N - source of triggers name
$t - target of triggers name
$T - target of triggers name
$r - random pc inhabitants name
$R - random pc inhabitants name
$j - he/she of the monster
$e - he/she of the trigger source
$d - title of monsters room location
$D - long desc of monsters room location
$f - name of the person monster follows
$E - he/she of the trigger target
$F - he/she of the person monster follows
$g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
$G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
$J - he/she of a random pc inhabitant
$k - his/her of the monster
$l - list of all mobs (excluding monster). See "." syntax below.
$L - list of all Items in room. See "." syntax below.
$m - his/her of the trigger source
$M - his/her of the trigger target
$K - his/her of a random pc inhabitant
$y - sir/madam of the trigger source
$Y - sir/madam of the trigger target
$o - item1 name
$O - item1 name
$p - item2 name
$P - item2 name
$w - owner of item1s name
$W - owner of item2s name
$x - random valid exit's direction
$X - random valid exit's name
$xN- north exit's name
$0..$9- temporary variables set by other commands.
$<[CODE] [VAR NAME]> - the variable of the given name, of the given code.
Where code is $i, $n, $t, $o, or $p. See MPSETVAR.
${[NUM] [QUEST NAME]} - a mob name from the given quest, if the quest is
running. The number corresponds to the order in which mobs were designated in
the quest script. Counting starts at 1.
$[[NUM] [QUEST NAME]] - an item name from the given quest, if the quest is
running. The number corresponds to the order in which items were designated in
the quest script. Counting starts at 1.
$%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the
internal functions. While the names are the same as the eval functions above,
their parameters will be slightly different. The functions which may be
included in this code include the following:
- RAND() random number between 1 and 100.
- HAS([CODE]) name of a random item in given mobs inventory.
- HASNUM([CODE] [ITEM]) number of the given items in given mobs inventory.
- WORN([CODE]) name of a random worn item in given mobs inventory.
- ISNPC([CODE]) not implemented.
- ISPC([CODE]) not implemented.
- ISGOOD([CODE]) returns the alignment string of the given mob.
- ISNAME([CODE]) Returns the real/full name of the given object.
- CURRENCY([CODE]) Returns the native currency of the given object.
- MATH([EXPR]) returns evaluated mathematical expressions. +-*\
- MOOD([MOB NAME]) the given mobs mood.
- NUMMOBSINAREA([MOB NAME]) number of mobs in area matching mask.
- NUMMOBS([MOB NAME]) number of mobs in world matching mask.
- NUMRACEINAREA([MOB NAME]) number of mobs in area matching race.
- NUMRACES([MOB NAME]) number of mobs in world matching race.
- ISEVIL([CODE]) alignment number of the given mob.
- ISNEUTRAL([CODE]) short alignment string of the given mob.
- ISFIGHT([CODE]) name of the mob the given mob is fighting.
- ISALIVE([CODE]) health of the given mob.
- ISIMMORT([CODE]) not implemented.
- ISBIRTHDAY([CODE]) returns birthday of the mob
- ISCHARMED([CODE]) name of the charm spell the mob is under.
- STAT([CODE] [STAT]) value of the given stat for the given object.
- DATETIME(DAY/TIME/MONTH/YEAR) displays the appropriate numberic value.
- GSTAT([CODE] [STAT]) like STAT, but player data accessible. See Generic.java.
- AFFECTED([CODE]) name of a random spell affect on the object.
- FACTION([CODE] [FACTION]) name of the range the mob has in given faction.
- ISBEHAVE([CODE]) class ids of the behaviors on the object.
- ISFOLLOW([CODE]) name of the mob the given mob is following.
- ISSERVANT([CODE]) name of the mob the given mob is serving.
- HITPRCNT([CODE]) % of hit points remaining for given mob.
- INLOCALE() name of the room type the monster is in.
- INROOM() raw id of the room the monster is in.
- ISODD([AMT]) echos AMT if AMT is an odd, whole number.
- ISRECALL([CODE]) start room of the given mob.
- INAREA() name of the area the monster is in.
- ISHERE() name of the area the monster is in.
- VAR([CODE] [VAR NAME]) Value of the given variable.
- SEX([CODE]) sex of the given mob.
- POSITION([CODE]) position name of the given mob.
- LEVEL([CODE]) level of the given mob.
- QUESTPOINTS([CODE]) questpoints of the given mob.
- PRACS([CODE]) practices of the given mob.
- TRAINS([CODE]) trains of the given mob.
- CLASS([CODE]) class of the given mob.
- BASECLASS([CODE]) base class of the given mob.
- RACE([CODE]) race of the given mob.
- RACECAT([CODE]) racial category of the given mob.
- GOLDAMT([CODE]) number of gold coins the given mob has.
- EXP([CODE]) number of experience points the given mob has.
- VALUE([CODE] [CURRENCY]) base value the given mob has in given currency.
- QUESTWINNER([CODE]) returns a list of all the quests the mob was won.
- QUESTSCRIPTED([CODE]) returns a list of all the quests the mob is scripted
for.
- QUESTMOB([QUEST NAME]) returns a list of all the mobs desigated by this
quest.
- QUESTOBJ([QUEST NAME]) returns a list of all the items desigated by this
quest.
- QUESTROOM([QUEST NAME]) returns a list of all rooms desigated by this quest.
- ISQUESTMOBALIVE([QUEST NAME]) returns a list of all live mobs desigated by
this quest.
- ISTIME() returns the approx time of day in words.
- ISSEASON() returns the season.
- ISWEATHER() returns the weather
- ISMOON() returns the moon phase
- ISDAY() returns word day or evening.
- EVAL() not implemented.
- NUMBER([VALUE/CODE]) Returns the numberic value of the given argument.
- RANDNUM([VALUE/CODE]) returns random number from 1..value/code.
- RAND0NUM([VALUE/CODE]) returns random number from 0..value/code-1.
- ROOMMOB([NUM]) returns the NUMth mob in the room's name.
- ROOMITEM([NUM]) whether the NUMth item in the room's NAME.
- NUMMOBSROOM([*/NAME]) returns the number of named mobs in the room.
- NUMPCSAREA() returns the number of pcs in the area.
- NUMPCSROOM() returns the number of pcs in the room.
- EXPLORED([CODE] [AREA/WORLD]) displays % explored of code mob.
- NUMITEMSROOM() returns the number of items in the room.
- NUMITEMSMOB([NAME]) returns the number of items the mob has.
- MOBITEM([MOBNAME] [NUM]) returns the NUMth item owned by mob mobname.
- INCONTAINER([CODE]) returns container of an item, or the mount of a mob.
- ISABLE([CODE] [SKILL NAME]) the mobs proficiency in the given skill/ability.
- ISOPEN([CODE/DIRECTION]) "true" if the container item, or direction name is
open.
- ISLOCKED([CODE/DIRECTION]) the key name if the container, or direction has a
lock.
- STRIN([STRING] [STRING]) word number of the second string if it appears in
the first.
- CALLFUNC([FUNCTION] [PARM]..) the value returned by the FUNCTION_PROG named.
- DEITY([CODE]) returns a mobs deity.
- CLAN([CODE]) returns a mobs clan.
- CLANRANK([CODE]) returns mobs clan role/rank as a number.
- CLANDATA([CLAN] [VAR]) returns the given clans data based on var.
- IPADDRESS([CODE]) return ip address of player.
- QVAR([QUEST] [CODE]) returns temp quest vars.
Any of the $ codes may be followed by a period and a literal number to
designate a particular word inside a string of many words. For instance if $o
evaluates to "a magic wand", $o.1 would evalulate to "magic". If $l evaluated
to "orc bob hassan", $l.2 would give "hassan". This syntax can also be
followed by ".." to grab substrings. For instance, if $o evaluates to "a magic
wand", $o.1.. would evaluate to "magic wand".
Behavior : Scriptable
Targets : MOBs, Items, Rooms
Parameters : (see below)
Example : LOAD=progs/mrinfo.script~
Description:
This behavior allows the reactions and behaviors of the mob to be scripted. The
parameter may be complete scripts, and/or LOAD commands as specified below. If
you choose to use a file for your script, then each script command line must be
terminated by a linefeed or a semicolon. If you choose to put your entire
script into the parameters, you must terminate EVERY line with a semicolon (;).
Multiple scripts with multiple triggers may be included. Each script and
trigger must be separated by the ~ character. See examples in the
resources/progs directory!
Now to the script itself:
The first line must be a trigger word followed by any parameters. Valid
triggers and parameters are as follows:
LOAD=[SCRIPT PATH] - insert a new script from another file. Ex:
LOAD=progs/my.script~
GREET_PROG [PCT CHANCE] - When players enter the room, given the chance.
ARRIVE_PROG [PCT CHANCE] - When the mob enters a new room, or enters the game.
ALL_GREET_PROG [PCT CHANCE] - Same as GREET_PROG, but works with sneakers too.
LOGIN_PROG [PCT CHANCE] - When players logs into the game, given the chance.
LOGOFF_PROG [PCT CHANCE] - When players log out of the game, given the chance.
LEVEL_PROG [PCT CHANCE] - When a player anywhere gains a level, given the
chance.
SPEECH_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When someone says the words.
BRIBE_PROG [AMOUNT OF GOLD] - When the amount or better is given to the
monster.
GIVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When something is given to the
monster.
RAND_PROG [PCT CHANCE] - Triggers at random, given the chance.
ONCE_PROG - Triggers on the first occurrence, but never again (until reset).
FIGHT_PROG [PCT CHANCE] - Triggers during combat, given the chance.
ENTRY_PROG [PCT CHANCE] - Triggers whenever the monster enters a new room.
EXIT_PROG [PCT CHANCE] - Triggers whenever anyone exits the room of the
monster.
DEATH_PROG - When the monster dies.
KILL_PROG - When the monster kills.
HITPRCNT_PROG [HP PCT] - When the monster reaches the hit points % remaining.
MASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
with these words.
IMASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When this mob performs an
action with these words.
REGMASK_PROG (P) [EXACT PHRASE]/[REGULAR EXPRESSION] - When a mob performs an
action matching.
ACT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
with these words.
SOCIAL_PROG [SOCIAL NAME] - When a mob performs the given social.
CHANNEL_PROG [CHNAME] (P) [A PHRASE]/[ONE OR MORE WORDS] - When channels a
message with these words.
QUEST_TIME_PROG [QUEST NAME] [TIME LEFT] - When the running quest reaches the
number of minutes left.
TIME_PROG [LIST OF HOURS] - Mob runs program at listed hours of the day.
DAY_PROG [LIST OF DAYS] - Mob runs program at listed days of the month.
DELAY_PROG [LOW TICKS] [HIGH TICKS] - Mob runs program at the given interval
range.
LOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
looked at.
LLOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
llooked at.
GET_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
gotten.
OPEN_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
opened.
CLOSE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
closed.
LOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
locked.
UNLOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
unlocked.
PUT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is put in
something.
DROP_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
dropped.
REMOVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
removed.
CONSUME_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
ate/drank.
WEAR_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
worn/wielded.
DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon.
$g will have the amount.
BUY_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is bought
(items only).
SELL_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is sold.
EXECMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - When a msg of type msg code is
executed. HELP MSG TYPES.
CNCLMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - Before a msg of type msg code is
allowed. HELP MSG TYPES.
FUNCTION_PROG [FUNCTION NAME] - declares a runnable function, with parms in $g,
see MPCALLFUNC.
*** NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG,
WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases
together using the "'" character, for instance 'a phrase' or 'multiple words'.
The characteris unnecessary when put around single words 'word'.
*** NOTE If Scriptable is placed on an Item, triggers such as GET_PROG,
DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item
is involved.
*** NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob
with this behavior. Consider perspective, vision, and word tense in light of
this fact when wording your masks. For instance, the purchase of a sword in a
dark shop may be seen as 'Someone buys something from someone' instead of 'Bob
buys a sword from Joe'.
Following this line is your script itself. The commands are as follows:
IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR. The IF statement
can group conditions with () and use the following functions as part of its
evaluation:
- RAND([% CHANCE]) Random truth
- HAS([CODE] [ITEM NAME]) if the given mob has the specified item.
- HASNUM([CODE] [ITEM NAME] == [NUM]) the amount the given mob has of the
item.
- HASTITLE([CODE] [TITLE STR]) if the given mob has the give title.
- WORN([CODE] [ITEM NAME]) if the given mob wears the specified item.
- ISNPC([CODE]) if the given mob is a non-player.
- ISPC([CODE]) if the given mob is a player.
- ISPKILL([CODE]) if the given mob has playerkill flag on.
- ISGOOD([CODE]) if the given mob is good.
- ISNAME([CODE] [WORDS]) if the given item is named with given words.
- CURRENCY([CODE] == [NAME]) if the native currency of the mob or coins is the
name. Where == may be !=.
- NUMMOBSINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
name in area. Where == may be !=, >, <, <=, <=.
- NUMMOBS([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
world. Where == may be !=, >, <, <=, <=.
- NUMRACEINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
name in area. Where == may be !=, >, <, <=, <=.
- NUMRACES([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
world. Where == may be !=, >, <, <=, <=.
- ISEVIL([CODE]) if the given mob is evil.
- ISNEUTRAL([CODE]) if the given mob is neutral.
- ISFIGHT([CODE]) if the given mob is fighting.
- ISALIVE([CODE]) if the given mob is alive and available.
- ISIMMORT([CODE]) if the given mob is an archon.
- ISCHARMED([CODE]) if the given mob is charmed.
- STRCONTAINS([STRING] [CODED WORDS]) is string contains coded words. May use
"" & | > < ().
- STAT([CODE] [STAT] == [VALUE]) if the given mob/item has a stat of value, !=
is also valid.
- GSTAT([CODE] [STAT] == [VALUE]) like STAT, but player data accessible. See
Generic.java.
- DATETIME([TIME/DAY/ETC] == [VALUE]) like STAT, but player data accessible.
Where == may be >, <, !=, >=, or <=.
- AFFECTED([CODE] [SPELL CLASS]) if the mob is affected by spell.
- ISBEHAVE([CODE] [BEHAVIOR CLASS]) if the mob has a behavior.
- ISFOLLOW([CODE]) if the given mob is following someone in the room.
- ISSERVANT([CODE]) if the given mob is serving someone in the room.
- HITPRCNT([CODE] == [% HITS]) if the given mob has the pct chance hit points.
Where == may be >, <, !=, >=, or <=.
- HASTATTOO([CODE] [TATTOONAME]) whether the given mob has the given tattoo.
- INLOCALE([ROOM CLASS]) if the mob is in the given room type.
- ISBIRTHDAY([CODE]) if the mobs birthday is today.
- INROOM([ROOM ID/MOB NAME] == [ROOM ID/MOB NAME]) if the mob is in the given
room.
- MOOD([MOB NAME] == [MOOD NAME]) if the mob has a mood, and it is the one
specified.
- ISRECALL([MOB NAME]== [ROOM ID/MOB NAME]) is the mob is from the given room.
- ISHERE([CODE]) if the mob/item in the same room as the scripted one.
- INAREA([NAME]) if the scripted mob/item in room named by the parameters.
- ISLIKE([CODE] [MASK]) if the mob/item meets the given zapper mask. See
ZAPPERMASKS for mask syntax
- ISODD([AMT]) whether the given argument is an odd whole number
- VAR([CODE] [VAR NAME] == [VALUE]) if the var for the given mob has value.
Where == may be !=, >, <, >=, <=.
- FACTION([CODE] [FACT] == [VALUE]) if the faction for the given mob has value.
Where == may be !=, >, <, >=, <=.
- SEX([CODE] == [M/F/N]) evaluates sex. Where == may also be !=.
- POSITION([CODE] == [SLEEPING/STANDING/SITTING] Evaluates position.
- LEVEL([CODE] == [LVL]) evaluates level. Where == may be !=, <, >, >=, <=.
- MATH([EXPR] == [EXPR]) evaluates expression. Where == may be !=, <, >, >=,
<=.
- QUESTPOINTS([CODE] == [VAL]) evaluates questpoints. Where == may be !=, <,
>, >=, <=.
- QVAR([QUEST] [CODE] == [VAL]) evaluates temp quest vars. Where == may be !=,
<, >, >=, <=.
- TRAINS([CODE] == [VAL]) evaluates trains. Where == may be !=, <, >, >=, <=.
- PRACS([CODE] == [VAL]) evaluates pracs. Where == may be !=, <, >, >=, <=.
- CLASS([CODE] == [CLASS NAME]) evaluates class. Where == may be !=.
- BASECLASS([CODE] == [CLASS NAME]) evaluates base class. Where == may be !=.
- RACE([CODE] == [RACE NAME]) evaluates race. Where == may be !=.
- RACECAT([CODE] == [RACE CAT NAME]) evaluates racial category. Where == may be
!=.
- GOLDAMT([CODE] == [AMT]) evaluates base gold or item value. Where == may be
!=, >, <, >=, <=.
- EXP([CODE] == [AMT]) evaluates experience points. Where == may be !=, >, <,
>=, <=.
- VALUE([CODE] [CURRENCY] == [AMT]) evaluates base value in given currency.
Where == may be !=, >, <, >=, <=.
- IPADDRESS([CODE] == [ADDRESS]) evaluates ip address of player. Where == may
be !=.
- QUESTSCRIPTED([CODE] [QUEST NAME]) returns whether the code of the given name
has a script from the given quest.
- QUESTWINNER([CODE] [QUEST NAME]) returns whether the code of the given name
has won the given quest.
- QUESTMOB([NAME] [QUEST NAME]) returns whether the mob of the given name is a
mob designated in the given quest.
- QUESTOBJ([NAME] [QUEST NAME]) returns whether the item of the given name is
an item designated in the given quest.
- QUESTROOM([ROOMID] [QUEST NAME]) returns whether the item of the given name
is an item designated in the given quest.
- ISQUESTMOBALIVE([NAME/NUM] [QUEST NAME]) returns whether the mob, designated
in the currently running quest, is alive.
- ISTIME([HOUR#/DAY/DAWN/DUSK/NIGHT]) returns the time of day, or time region.
- ISSEASON([WINTER/SPRING/SUMMER/FALL]) returns the season.
- ISWEATHER([CLEAR/RAIN/SNOW/WINDY/ETC..]) returns the weather
- ISMOON() returns whether the scriptor can see the moon
- ISMOON([NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..]) check
the moon type
- ISDAY([DAY#]) returns the day of the month.
- EVAL([CODE] == [VALUE/CODE]) if the code has value. Where == may be !=, >,
<, >=, <=.
- NUMBER([VALUE/CODE]) whether the given code or value is a number.
- RANDNUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 1..max
code.
- RAND0NUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 0..max
code-1.
- ROOMMOB([NUM] [NAME]) whether the NUMth mob in the room is named NAME.
- ROOMITEM([NUM] [NAME]) whether the NUMth item in the room is named NAME.
- NUMMOBSROOM([*/NAME] == [NUMBER]) compares the # of named mobs in room.
Where == may be !=, >, <, >=, <=.
- NUMPCSAREA(== [NUMBER]) compares the number of pcs in the area. Where ==
may be !=, >, <, >=, <=.
- NUMPCSROOM(== [NUMBER]) compares the number of pcs in the room. Where ==
may be !=, >, <, >=, <=.
- EXPLORED([CODE] [AREA/WORLD] == [NUMBER]) check % explored of code mob.
Where == may be !=, >, <, >=, <=.
- NUMITEMSROOM(== [NUMBER]) compares the number of mobs in the room. Where ==
may be !=, >, <, >=, <=.
- NUMITEMSMOB([NAME] == [NUMBER]) compares the number of items the mob has.
Where == may be !=, >, <, >=, <=.
- MOBITEM([MOBNAME] [NUM] [NAME]) whether the NUMth item owned by mob mobname
is named NAME.
- INCONTAINER([CODE] [CONTAINER/MOUNT]) whether the item is in container or
mount.
- ISABLE([CODE] [SKILL NAME]) whether the mob has the skill/ability.
- ISOPEN([CODE/DIRECTION]) whether the container item, or direction name is
open.
- ISLOCKED([CODE/DIRECTION]) whether the container item, or direction name is
locked.
- STRIN([STRING] [STRING]) whether the second string appears as a whole word in
the first.
- CALLFUNC([FUNCTION] [PARM]..) returns whether the FUNCTION_PROG named returns
a non-null.
- DEITY([CODE] == [CLASS NAME]) evaluates a mobs deity. Where == may be !=.
- CLAN([CODE] == [CLASS NAME]) evaluates a mobs clanid. Where == may be !=.
- CLANRANK([CODE] == [NUMBER]) evaluates mobs rank. Where == may be !=, <, >,
>=, <=.
- CLANDATA([CLAN] [VAR] == [STRING]) evaluates clan rank. Where == may be !=,
<, >, >=, <=.
*** NOTES! The parenthesis are REQUIRED for the above! The brackets should NOT
be included, they are there to designate a parameter. Where CODE above is one
of the following: $n=source of the action, $i=scripted mob, $t=target,
$o=item1, $p=item2, $w=owner of item1, $W=owner of item2.
Now we get to the executed commands. They are as follows:
FOR $X = [START] to [FINISH] - loops. X must be 0-9. End with NEXT by itself.
SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....
MPASOUND [TEXT] - a noisy emote that goes to all adjacent rooms.
MPECHO [TEXT] - an emote
MPSLAY [MOB NAME] - utterly kill the target.
MPJUNK [ITEM] - destroy the given item from the monsters inventory.
MPMLOAD [MOB NAME] - create an instance of the given mob name.
MPOLOAD [ITEM NAME] - create an instanceof the given item, give it to the mob.
MPOLOADROOM [ITEM NAME] - create an instanceof the given item, drop it in the
room.
MPMLOAD FROMFILE [CMARE FILE] [MOB NAME] - create a given mob name from a file.
MPOLOAD FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file, give it
to the mob.
MPOLOADROOM FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file,
drop it in the room.
MPECHOAT [MOB/ROOM/AREA/WORLD] [TEXT] - emote to the given target.
MPECHOAROUND [TEXT] - emotes to everyone in room but the source of the trigger.
MPCAST [SPELL] [MOB NAME] - casts the given spell at the given target.
MPKILL [MOB NAME] - attack the given target.
MPEXP [MOB NAME] [EXP or TNL%] - grants amount of exp to mob.
MPQUESTPOINTS [MOB NAME] [QPS] - sets mobs amount of questpoints. Prefix QPS
with ++ or -- to adjust only.
MPTRAINS [MOB NAME] [TRAINS] - sets mobs amount of trains. Prefix TRAINS with
++ or -- to adjust only.
MPPRACS [MOB NAME] [PRACS] - sets mobs amount of pracs. Prefix PRACS with ++ or
-- to adjust only.
MPPURGE [ITEM/MOB NAME] - destroy the given target item or mob.
MPUNAFFECT [MOB NAME] [ALL/SKILL NAME]- removes given affects from the mob.
MPGOTO [ROOM ID/NAME/DESC] - take the monster to the given room.
MPAT [ROOM ID/NAME/DESC] [COMMAND] - do a command at the given room.
MPSET [MOB/ITEM] [VAR NAME] [VALUE] - use with care! sets a stat for a mob or
item.
MPGSET [MOB/ITEM] [VAR NAME] [VALUE] - like MPSET but player data accessible.
See GSTAT.
MPTRANSFER [ALL/MOB NAME] [ROOM ID/NAME/DESC] - transfer mobs to the given
room.
MPBEACON [ROOM ID/NAME/DESC] [ALL/MOB NAME] - Makes given room start room for
players.
MPFORCE [MOB NAME] [COMMAND] - force the given mob to do the given command.
MPPROMPT [PC NAME] [VARIABLE NAME] [PROMPT]. Store user entered value in
variable. See Guide.
MPCONFIRM [PC NAME] [VARIABLE NAME] [DEFAULT VALUE] [PROMPT]. Y or N. See
Guide.
MPCHOOSE [PC NAME] [VARIABLE NAME] [CHOICES] [DEFAULT VALUE] [PROMPT]. Hotkey
choices. See Guide.
MPSCRIPT [MOB/ITEM] ([FLAGS]) [SCRIPT] - adds a quest Scriptable to the target,
flags GLOBAL INDIVIDUAL SAVABLE EXECUTE.
MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob.
Value may be ++, --, or preceded by +,-,*,or /.
MPENDQUEST [QUEST NAME/MOB NAME] - this command will shutdown the given quest,
or remove quest scripts from given mob.
MPSTARTQUEST [QUEST NAME] - this command will start the quest of the given
name.
MPQUESTWIN [MOB NAME] [QUEST NAME] - declares the mob a winner of the given
quest.
MPSTOP [MOB NAME] - forces mob to stop fighting, or performing common skills.
MPCALLFUNC [FUNC NAME] [PARMS...] - executes a FUNCTON_PROG already declared.
MPALARM [TICKTIME] [COMMAND] - executes COMMAND after time has elapsed.
MPNOTRIGGER [TRIGGER NAME] [MILISECS]- this command will prevent given trigger
for given miliseconds.
MPFACTION [MOB] [FACTION] [VALUE] - changes faction value for given mob. Value
is number, range, or +NUM, --NUM.
MPWHILE ([IF CONDITION]) [COMMAND] - repeatedly executes commmand.
MPDAMAGE [MOB/ITEM] [MIN] [MAX] (KILL)- does random damage to the target. Kills
only when KILL parm given.
MPREJUV AREA/ROOM/[ROOMID]/[AREAID] (ITEMS/MOBS) - rejuv dead mobs, lost items
from area or room
MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database
MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server
log
MPCHANNEL (!)[CHANNEL] MESSAGE - send a message to a channel
MPTRACKTO [MOB NAME] - forces the mob to track down the given mob.
MPWALKTO [MOB NAME] - forces the mob to track down the given mob, land surface
only.
MPAFFECT [SPELL] [MOB NAME] [PARMS] - automatically casts a spell on a mob.
MPBEHAVE [BEHAVIOR] [MOB NAME] [PARMS] - adds a behavior to the mob.
MPUNBEHAVE [BEHAVIOR] [MOB NAME] - removes a behavior from a mob.
MPTATTOO [MOB] (-)[TATTOONAME] - adds or removes the given tattoo for the mob.
MPPLAYERCLASS [MOB] [CCLASS ID] ([LVL])... - changes current char class &
optionally level.
MPTITLE [MOB] (-) [TITLE] - adds or removes the given title string from the
mob.
MPENABLE [MOB] [ABILITY NAME] [PROF] [STR] - adds a new skill to the mob, or
mods prof. w/++,--.
MPDISABLE [MOB] [ABILITY NAME] - removes a skill from the mob.
MPSAVEVAR [MOB NAME] [VAR NAME] - saves the variable set using MPSETVAR to the
database.
MPLOADVAR [MOB NAME] [VAR NAME] - loads the variable from the database.
MPM2I2M [MOB/ITEM] - this strange command turns a mob into an item and back
into a mob
MPHIDE [MOB/ITEM/EXIT] - makes the target undetectable by any means.
MPUNHIDE [MOB/ITEM/EXIT] - reverses the affects of MPHIDE -- does not affect
Hide or other skills.
MPOPEN [ITEM/EXIT] - opens a closed container or door.
MPCLOSE [ITEM/EXIT] - closes an open container or door.
MPLOCK [ITEM/EXIT] - closes and locks a lockable container or door.
MPUNLOCK [ITEM/EXIT] - unlocks a locked container or door, but does not open.
MPSETCLANDATA [CLAN] [VAR] [VALUE] - changes a datum about the given clan.
MPARGSET [$VAR] [VALUE] - changes internal $(i,n,t,0,1,..9) object to one
specified by value.
MPLOADQUESTOBJ [QUEST] [QVARNAME] [$VAR] - loads quest obj into internal
$(i,n,t,0,1,..9) object.
MPUNLOADSCRIPT [SCRIPT FILE NAME] - unloads a file script from the resources
cache for refreshing
MPQSET [QUEST] [QVARNAME] [VALUE] - set temp quest var to given value.
BREAK -- return/break out of the current if condition or program script.
RETURN [OPTIONAL STRING] - exits the existing script, returning the string
given.
<SCRIPT> - embed Javascript in Scriptable event. Must be closed with
</SCRIPT>.
[COMMAND] [PARMS]- any valid coffee mud command!
** NOTES! For those commands which have multiple parameters (specifically MPAT,
MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any
words in the first parameter of those commands. Inside your command
parameters, whether it be text, or even when specifying MOB or ITEM names, you
may use any of the following freely:
$a - name of the area the monsters in
$b - name of last item/mob loaded w/mmpload/mpoload
$B - display text of last item/mob loaded w/mmpload/mpoload
$c - random npc/pc inhabitants name
$C - random npc/pc inhabitants name
$i - monsters name
$I - monsters display text
$n - source of triggers name
$N - source of triggers name
$t - target of triggers name
$T - target of triggers name
$r - random pc inhabitants name
$R - random pc inhabitants name
$j - he/she of the monster
$e - he/she of the trigger source
$d - title of monsters room location
$D - long desc of monsters room location
$f - name of the person monster follows
$E - he/she of the trigger target
$F - he/she of the person monster follows
$g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
$G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
$J - he/she of a random pc inhabitant
$k - his/her of the monster
$l - list of all mobs (excluding monster). See "." syntax below.
$L - list of all Items in room. See "." syntax below.
$m - his/her of the trigger source
$M - his/her of the trigger target
$K - his/her of a random pc inhabitant
$y - sir/madam of the trigger source
$Y - sir/madam of the trigger target
$o - item1 name
$O - item1 name
$p - item2 name
$P - item2 name
$w - owner of item1s name
$W - owner of item2s name
$x - random valid exit's direction
$X - random valid exit's name
$xN- north exit's name
$0..$9- temporary variables set by other commands.
$<[CODE] [VAR NAME]> - the variable of the given name, of the given code.
Where code is $i, $n, $t, $o, or $p. See MPSETVAR.
${[NUM] [QUEST NAME]} - a mob name from the given quest, if the quest is
running. The number corresponds to the order in which mobs were designated in
the quest script. Counting starts at 1.
$[[NUM] [QUEST NAME]] - an item name from the given quest, if the quest is
running. The number corresponds to the order in which items were designated in
the quest script. Counting starts at 1.
$%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the
internal functions. While the names are the same as the eval functions above,
their parameters will be slightly different. The functions which may be
included in this code include the following:
- RAND() random number between 1 and 100.
- HAS([CODE]) name of a random item in given mobs inventory.
- HASNUM([CODE] [ITEM]) number of the given items in given mobs inventory.
- WORN([CODE]) name of a random worn item in given mobs inventory.
- ISNPC([CODE]) not implemented.
- ISPC([CODE]) not implemented.
- ISGOOD([CODE]) returns the alignment string of the given mob.
- ISNAME([CODE]) Returns the real/full name of the given object.
- CURRENCY([CODE]) Returns the native currency of the given object.
- MATH([EXPR]) returns evaluated mathematical expressions. +-*\
- MOOD([MOB NAME]) the given mobs mood.
- NUMMOBSINAREA([MOB NAME]) number of mobs in area matching mask.
- NUMMOBS([MOB NAME]) number of mobs in world matching mask.
- NUMRACEINAREA([MOB NAME]) number of mobs in area matching race.
- NUMRACES([MOB NAME]) number of mobs in world matching race.
- ISEVIL([CODE]) alignment number of the given mob.
- ISNEUTRAL([CODE]) short alignment string of the given mob.
- ISFIGHT([CODE]) name of the mob the given mob is fighting.
- ISALIVE([CODE]) health of the given mob.
- ISIMMORT([CODE]) not implemented.
- ISBIRTHDAY([CODE]) returns birthday of the mob
- ISCHARMED([CODE]) name of the charm spell the mob is under.
- STAT([CODE] [STAT]) value of the given stat for the given object.
- DATETIME(DAY/TIME/MONTH/YEAR) displays the appropriate numberic value.
- GSTAT([CODE] [STAT]) like STAT, but player data accessible. See Generic.java.
- AFFECTED([CODE]) name of a random spell affect on the object.
- FACTION([CODE] [FACTION]) name of the range the mob has in given faction.
- ISBEHAVE([CODE]) class ids of the behaviors on the object.
- ISFOLLOW([CODE]) name of the mob the given mob is following.
- ISSERVANT([CODE]) name of the mob the given mob is serving.
- HITPRCNT([CODE]) % of hit points remaining for given mob.
- INLOCALE() name of the room type the monster is in.
- INROOM() raw id of the room the monster is in.
- ISODD([AMT]) echos AMT if AMT is an odd, whole number.
- ISRECALL([CODE]) start room of the given mob.
- INAREA() name of the area the monster is in.
- ISHERE() name of the area the monster is in.
- VAR([CODE] [VAR NAME]) Value of the given variable.
- SEX([CODE]) sex of the given mob.
- POSITION([CODE]) position name of the given mob.
- LEVEL([CODE]) level of the given mob.
- QUESTPOINTS([CODE]) questpoints of the given mob.
- PRACS([CODE]) practices of the given mob.
- TRAINS([CODE]) trains of the given mob.
- CLASS([CODE]) class of the given mob.
- BASECLASS([CODE]) base class of the given mob.
- RACE([CODE]) race of the given mob.
- RACECAT([CODE]) racial category of the given mob.
- GOLDAMT([CODE]) number of gold coins the given mob has.
- EXP([CODE]) number of experience points the given mob has.
- VALUE([CODE] [CURRENCY]) base value the given mob has in given currency.
- QUESTWINNER([CODE]) returns a list of all the quests the mob was won.
- QUESTSCRIPTED([CODE]) returns a list of all the quests the mob is scripted
for.
- QUESTMOB([QUEST NAME]) returns a list of all the mobs desigated by this
quest.
- QUESTOBJ([QUEST NAME]) returns a list of all the items desigated by this
quest.
- QUESTROOM([QUEST NAME]) returns a list of all rooms desigated by this quest.
- ISQUESTMOBALIVE([QUEST NAME]) returns a list of all live mobs desigated by
this quest.
- ISTIME() returns the approx time of day in words.
- ISSEASON() returns the season.
- ISWEATHER() returns the weather
- ISMOON() returns the moon phase
- ISDAY() returns word day or evening.
- EVAL() not implemented.
- NUMBER([VALUE/CODE]) Returns the numberic value of the given argument.
- RANDNUM([VALUE/CODE]) returns random number from 1..value/code.
- RAND0NUM([VALUE/CODE]) returns random number from 0..value/code-1.
- ROOMMOB([NUM]) returns the NUMth mob in the room's name.
- ROOMITEM([NUM]) whether the NUMth item in the room's NAME.
- NUMMOBSROOM([*/NAME]) returns the number of named mobs in the room.
- NUMPCSAREA() returns the number of pcs in the area.
- NUMPCSROOM() returns the number of pcs in the room.
- EXPLORED([CODE] [AREA/WORLD]) displays % explored of code mob.
- NUMITEMSROOM() returns the number of items in the room.
- NUMITEMSMOB([NAME]) returns the number of items the mob has.
- MOBITEM([MOBNAME] [NUM]) returns the NUMth item owned by mob mobname.
- INCONTAINER([CODE]) returns container of an item, or the mount of a mob.
- ISABLE([CODE] [SKILL NAME]) the mobs proficiency in the given skill/ability.
- ISOPEN([CODE/DIRECTION]) "true" if the container item, or direction name is
open.
- ISLOCKED([CODE/DIRECTION]) the key name if the container, or direction has a
lock.
- STRIN([STRING] [STRING]) word number of the second string if it appears in
the first.
- CALLFUNC([FUNCTION] [PARM]..) the value returned by the FUNCTION_PROG named.
- DEITY([CODE]) returns a mobs deity.
- CLAN([CODE]) returns a mobs clan.
- CLANRANK([CODE]) returns mobs clan role/rank as a number.
- CLANDATA([CLAN] [VAR]) returns the given clans data based on var.
- IPADDRESS([CODE]) return ip address of player.
- QVAR([QUEST] [CODE]) returns temp quest vars.
Any of the $ codes may be followed by a period and a literal number to
designate a particular word inside a string of many words. For instance if $o
evaluates to "a magic wand", $o.1 would evalulate to "magic". If $l evaluated
to "orc bob hassan", $l.2 would give "hassan". This syntax can also be
followed by ".." to grab substrings. For instance, if $o evaluates to "a magic
wand", $o.1.. would evaluate to "magic wand".
Behavior : ScriptableEverymob+
Targets : Areas, Rooms
Parameters : Same as BEHAVIOR_SCRIPTABLE
Example : LOAD=progs/mrinfo.script~
Description:
This behavior will cause all mobs native to the area or room to be
automatically given a particular Scriptable script to run. Mobs that already
have scriptable behaviors will be unaffected.
Behavior : ScriptableEverymob
Targets : Areas, Rooms
Parameters : Same as BEHAVIOR_SCRIPTABLE
Example : LOAD=progs/mrinfo.script~
Description:
This behavior will cause all mobs native to the area or room to be
automatically given a particular Scriptable script to run. Mobs that already
have scriptable behaviors will be unaffected.
Sounder -
Behavior : Sounder+
Targets : Room, MOBs, Items, Areas
Parameters : (Max/Min ticks;) ([EMOTE CODE] [EMOTE STRING];)
Example : sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20
burps!
Example : min=20 max=20;wear $p looks good on you.;remove Now you don't look
so good.;remove_room $n doesn't look so good.
An alternative to the Emoter behavior, this allows you to create very simple
emoting triggers based on percent chances every tick, or based on event
triggers such as getting an item, or leaving a room. Each emote trigger is
semicolon (;) separated, and the first trigger may instead be a set of ticks.
Valid emote codes include the following:
SOUND [PCT CHANCE] - every min/max ticks, this will be emoted % chance of the
time.
GET - if an item is gotten (or THE item), this will emote to the getter.
GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
the getter).
DROP - if an item is dropped (or THE item), this will emote to the getter.
DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
(not the getter).
PUSH - if an item is pushed (or THE item), this will emote to the pusher.
PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
(not the pusher).
PULL - if an item is pulled (or THE item), this will emote to the pulled.
PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
(not the puller).
EAT - if an item is eaten (or THE item), this will emote to the eater.
EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
the getter).
MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
(not the getter).
DRINK - if an item is drunk (or THE item), this will emote to the drinker.
DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
(not the getter).
SIT - if an item is sat on (or THE item), this will emote to the sitter.
SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
the getter).
SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
(not the getter).
WEAR - if an item is worn (or THE item), this will emote to the wearer.
WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
the getter).
OPEN - if an item is opened (or THE item), this will emote to the wearer.
OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
(not the getter).
CLOSE - if an item is closed (or THE item), this will emote to the wearer.
CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
(not the getter).
HOLD - if an item is held (or THE item), this will emote to the wearer.
HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
the getter).
WIELD - if an item is wielded (or THE item), this will emote to the wearer.
WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
(not the getter).
REMOVE - if an item is removed (or THE item), this will emote to the remover.
REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
(not the getter).
PORTAL_ENTER - if the room is entered, this will emote to the one entering.
PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
the room.
PORTAL_EXIT - if the room is left, this will emote to the one leaving.
PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
room.
DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
hurting.
DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
others in the room.
FIGHT - if the object is attacking, or used to attack, this will emote to the
one attacking.
FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
the others in the room.
The emote strings may be any text, and the following codes may be included:
$p - the name of the item with the behavior.
$n - the name of the source of the emote, or the source of the trigger.
$e - the he/she of $n.
$s - the his/her of $n.
Behavior : Sounder
Targets : Room, MOBs, Items, Areas
Parameters : (Max/Min ticks;) ([EMOTE CODE] [EMOTE STRING];)
Example : sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20
burps!
Example : min=20 max=20;wear $p looks good on you.;remove Now you don't look
so good.;remove_room $n doesn't look so good.
An alternative to the Emoter behavior, this allows you to create very simple
emoting triggers based on percent chances every tick, or based on event
triggers such as getting an item, or leaving a room. Each emote trigger is
semicolon (;) separated, and the first trigger may instead be a set of ticks.
Valid emote codes include the following:
SOUND [PCT CHANCE] - every min/max ticks, this will be emoted % chance of the
time.
GET - if an item is gotten (or THE item), this will emote to the getter.
GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
the getter).
DROP - if an item is dropped (or THE item), this will emote to the getter.
DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
(not the getter).
PUSH - if an item is pushed (or THE item), this will emote to the pusher.
PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
(not the pusher).
PULL - if an item is pulled (or THE item), this will emote to the pulled.
PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
(not the puller).
EAT - if an item is eaten (or THE item), this will emote to the eater.
EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
the getter).
MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
(not the getter).
DRINK - if an item is drunk (or THE item), this will emote to the drinker.
DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
(not the getter).
SIT - if an item is sat on (or THE item), this will emote to the sitter.
SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
the getter).
SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
(not the getter).
WEAR - if an item is worn (or THE item), this will emote to the wearer.
WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
the getter).
OPEN - if an item is opened (or THE item), this will emote to the wearer.
OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
(not the getter).
CLOSE - if an item is closed (or THE item), this will emote to the wearer.
CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
(not the getter).
HOLD - if an item is held (or THE item), this will emote to the wearer.
HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
the getter).
WIELD - if an item is wielded (or THE item), this will emote to the wearer.
WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
(not the getter).
REMOVE - if an item is removed (or THE item), this will emote to the remover.
REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
(not the getter).
PORTAL_ENTER - if the room is entered, this will emote to the one entering.
PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
the room.
PORTAL_EXIT - if the room is left, this will emote to the one leaving.
PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
room.
DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
hurting.
DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
others in the room.
FIGHT - if the object is attacking, or used to attack, this will emote to the
one attacking.
FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
the others in the room.
The emote strings may be any text, and the following codes may be included:
$p - the name of the item with the behavior.
$n - the name of the source of the emote, or the source of the trigger.
$e - the he/she of $n.
$s - the his/her of $n.
@@ -739,52 +739,52 @@
Behavior : TargetPlayer+
Targets : MOBs
Parameters : min, max ticks, a percent chance
Example : min=2 max=3 chance=99
Description:
This behavior makes the MOB, in combat, target the weakest player in their
enemies' group.
Behavior : TargetPlayer
Targets : MOBs
Parameters : min, max ticks, a percent chance
Example : min=2 max=3 chance=99
Description:
This behavior makes the MOB, in combat, target the weakest player in their
enemies' group.
Behavior : TaxCollector+
Targets : MOBs
Parameters : (WAIT=[TIME]) (GRACE=[TIME])
Example :
Example : WAIT=60000 GRACE=600000
Description:
This behavior makes the mob a very annoying and somewhat dangerous collector of
money from both players and mobs. The TaxCollector will, by default, demand
10% of any money by a random person it comes across in the form of a "citizens
tax". That person has [WAIT] milliseconds to give over the money before the
tax collector either charges them with tax evasion, or attacks. If the
taxcollector is paid (mobs will always pay), then the person has [GRACE] amount
of time before money is demanded again. The TaxCollector will never demand
money from a member of its own clan, if it has one. Also, in areas with law,
the tax collector will charge the rate defined as the Citizens Tax instead of
the flat 10%, as well as charging for any back property taxes if applicable.
Behavior : TaxCollector
Targets : MOBs
Parameters : (WAIT=[TIME]) (GRACE=[TIME])
Example :
Example : WAIT=60000 GRACE=600000
Description:
This behavior makes the mob a very annoying and somewhat dangerous collector of
money from both players and mobs. The TaxCollector will, by default, demand
10% of any money by a random person it comes across in the form of a "citizens
tax". That person has [WAIT] milliseconds to give over the money before the
tax collector either charges them with tax evasion, or attacks. If the
taxcollector is paid (mobs will always pay), then the person has [GRACE] amount
of time before money is demanded again. The TaxCollector will never demand
money from a member of its own clan, if it has one. Also, in areas with law,
the tax collector will charge the rate defined as the Citizens Tax instead of
the flat 10%, as well as charging for any back property taxes if applicable.
Behavior : TaxiBehavior+
Targets : MOBs, Items, Rideables
Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
Example : 1.5
Example : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true
Example : Midgaard#3032; 100 ; INDOOROK=false; MAXRANGE=100
Description:
This behavior makes the mob a carrier of players to places. The mob will
charge for his services if you specify a price in the parameters, or he will do
it for free if you don't, or if the last price specified was 0. The parameters
can include a comma delimited set of room IDs, area names, or even short title
descriptions for quickly entering rooms within short range of the mob.
The parameters may also include certain other variables as part of the
parameter list. These include AREAONLY = true or false, to specify whether the
taxi knows anything about places outside his area. MAXRANGE=number for the
maximum number of rooms away from the taxi that is known. GREETING=message
will give a special taxi greeting message for all players who enter the room
its in. ENTERMSG will give a message to players after they mount the taxi.
TALKERNAME=name will change the apparent name of the speaker, allowing you to
turn a mounted mob into a "driver" if you wish. PERROOM=number will set a
per-room price for the distance from the current room to the one sought.
INDOOROK=true will allow the taxi to traverse indoor rooms if convenient.
NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails
through the air. NOLOCKS=true to prevent trails through locked doors.
NOHOMES=true to prevent trails through private homes. NOCLIMB to prevent trails
through climbable exits. NOCRAWL to prevent trails through crawlable exits.
Behavior : TaxiBehavior
Targets : MOBs, Items, Rideables
Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
Example : 1.5
Example : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true
Example : Midgaard#3032; 100 ; INDOOROK=false; MAXRANGE=100
Description:
This behavior makes the mob a carrier of players to places. The mob will
charge for his services if you specify a price in the parameters, or he will do
it for free if you don't, or if the last price specified was 0. The parameters
can include a comma delimited set of room IDs, area names, or even short title
descriptions for quickly entering rooms within short range of the mob.
The parameters may also include certain other variables as part of the
parameter list. These include AREAONLY = true or false, to specify whether the
taxi knows anything about places outside his area. MAXRANGE=number for the
maximum number of rooms away from the taxi that is known. GREETING=message
will give a special taxi greeting message for all players who enter the room
its in. ENTERMSG will give a message to players after they mount the taxi.
TALKERNAME=name will change the apparent name of the speaker, allowing you to
turn a mounted mob into a "driver" if you wish. PERROOM=number will set a
per-room price for the distance from the current room to the one sought.
INDOOROK=true will allow the taxi to traverse indoor rooms if convenient.
NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails
through the air. NOLOCKS=true to prevent trails through locked doors.
NOHOMES=true to prevent trails through private homes. NOCLIMB to prevent trails
through climbable exits. NOCRAWL to prevent trails through crawlable exits.
Behavior : Thiefness+
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Thief
Example : Assassin MIXEDOFFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Thief by class,
and gives the mob thief skills appropriate to its level. After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over. The Thiefness behavior also includes many non-combat abilities,
including sneaking and hiding, backstabbing, picking pockets, and even stealing
at high levels!
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Behavior : Thiefness
Targets : MOBs
Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
Example :
Example : Thief
Example : Assassin MIXEDOFFENSIVE
Description:
An extension of CombatAbilities, this behavior makes the mob a Thief by class,
and gives the mob thief skills appropriate to its level. After this behavior
has triggered, it will often require a RESET for any level changes to the mob
to take over. The Thiefness behavior also includes many non-combat abilities,
including sneaking and hiding, backstabbing, picking pockets, and even stealing
at high levels!
Use the proficient flag to make all skills at 100% instead of level-based. Use
the offensive/.../mixeddefensive flags to influence skill choices. This
behavior should not be used WITH any of the other CombatAbilities behaviors,
such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
CombatAbilities. It should be used alone on a mob.
Also, be aware that this behavior will modify the mobs stats to better reflect
the class, so any additions or removals of this behavior should be accompanied
by a room reset after saving, and manually checking to make sure the combat
stats are as desired.
Vagrant -
Behavior : Vagrant+
Targets : MOBs
Parameters :
Example :
Description:
The mob will spontaneously decide to go to sleep wherever the mob is currently
at. After awhile the mob will wake up.
Behavior : Vagrant
Targets : MOBs
Parameters :
Example :
Description:
The mob will spontaneously decide to go to sleep wherever the mob is currently
at. After awhile the mob will wake up.
Behavior : VeryAggressive+
Targets : MOBs
Parameters : aggression flags (message=[msg]) aggression masks
Example : -race +elf message="die! You!"
Example : -race +elf
Example : mobkill misbehave -race +elf
Description:
Makes the mob attack any player mob it can detect in the same room, from the
moment the new mob enters. In addition, this behavior will detect any mobs in
adjacent rooms, and move to attack those as well, but only if those players
meet all the other criteria, and are within 16 levels of the mob. Mobs will not
be aggressive towards Archons and builders with the CMDMOBS security flag.
Horribly wounded mobs are not aggressive. If no other parameters are given, the
mob will attack anyone within 8 levels. Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : VeryAggressive
Targets : MOBs
Parameters : aggression flags (message=[msg]) aggression masks
Example : -race +elf message="die! You!"
Example : -race +elf
Example : mobkill misbehave -race +elf
Description:
Makes the mob attack any player mob it can detect in the same room, from the
moment the new mob enters. In addition, this behavior will detect any mobs in
adjacent rooms, and move to attack those as well, but only if those players
meet all the other criteria, and are within 16 levels of the mob. Mobs will not
be aggressive towards Archons and builders with the CMDMOBS security flag.
Horribly wounded mobs are not aggressive. If no other parameters are given, the
mob will attack anyone within 8 levels. Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-ACCOUNTS +bob "+my name" (spare all except those in the given accts)
+ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : WaterCurrents+
Targets : Areas, Rooms
Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]
Example : min=1 max=3 chance=99 east south
Example : east south
Description:
The mob will be drawn along in the directions specified by the parameters. If
an exit is available in the first direction, it will be chosen, otherwise the
second one, etc. The min, max, and chance dictate how often the currents will
strike.
Behavior : WaterCurrents
Targets : Areas, Rooms
Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]
Example : min=1 max=3 chance=99 east south
Example : east south
Description:
The mob will be drawn along in the directions specified by the parameters. If
an exit is available in the first direction, it will be chosen, otherwise the
second one, etc. The min, max, and chance dictate how often the currents will
strike.
Behavior : WeatherAffects+
Targets : Rooms, Areas
Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)
Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)
(freezeOverChance=%chance)
Parameters : (droughtFireChance=%chance) (botherticks=#ticks)
(diseaseticks=#ticks)
Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)
Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)
Parameters : (dustticks=#ticks)
Example : windsheer=10 puddlepct=20
Description:
The amazingly powerful behavior handles almost all of the effects of weather
upon players and the environment. By changing the parameters listed above, the
frequency of certain negative effects of weather can be tweeked, modified,
enhanced, or eliminated.
The parameters and their meaning are as follows:
windsheer - percent chance that a ranged attack or thrown item will be blown
off course.
puddlepct - percent chance, following wet weather, that puddles or snow piles
will form.
rainslipchance - percent chance, during wet weather, that someone will slip
while moving.
snowSlipChance - percent chance, during snowy weather, that someone will slip
while moving.
sleetSlipChance - percent chance, during sleety weather, that someone will slip
while moving.
freezeOverChance - percent chance, during cold weather, following cold weather,
that a given
available water surface will freeze over for a time.
droughtFireChance - percent chance, during a drought, that a random item will
be selected
from all available rooms to be spontaneously ignited.
botherticks - how often, in ticks, players will be reminded of current weather
conditions.
diseaseticks - how often, in ticks, players will suffer a small chance,
depending on weather
conditions, of catching a weather related disease, such as cold, flu,
frostbite, heat.
rustticks - how often, in ticks, players in wet weather or conditions will
suffer a chance
of one of their items rusting and therefore taking damage.
lightningticks - how often, in ticks, during thunderstorms, an available player
will suffer
a chance of someone in the same room being struck by lightning.
rumbleticks - how often, in ticks, players are given slightly more personal
reminders of
current weather conditions than they get from botherticks.
gustticks - how often, in ticks, during windy conditions, an available player
will suffer
a chance of someone in the same room being buffeted by a gust of wind.
hailticks - how often, in ticks, during hail storms, an available player will
suffer
a chance of someone in the same room being buffeted by hail.
dustticks - how often, in ticks, during dust storms, an available player will
suffer
a chance of someone in the same room being hit in the eye with dirt.
tornadoticks - how often, in ticks, during thunderstorms and windy conditions,
an available
player will suffer the chance of a tornado touching down in their room.
Behavior : WeatherAffects
Targets : Rooms, Areas
Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)
Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)
(freezeOverChance=%chance)
Parameters : (droughtFireChance=%chance) (botherticks=#ticks)
(diseaseticks=#ticks)
Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)
Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)
Parameters : (dustticks=#ticks)
Example : windsheer=10 puddlepct=20
Description:
The amazingly powerful behavior handles almost all of the effects of weather
upon players and the environment. By changing the parameters listed above, the
frequency of certain negative effects of weather can be tweeked, modified,
enhanced, or eliminated.
The parameters and their meaning are as follows:
windsheer - percent chance that a ranged attack or thrown item will be blown
off course.
puddlepct - percent chance, following wet weather, that puddles or snow piles
will form.
rainslipchance - percent chance, during wet weather, that someone will slip
while moving.
snowSlipChance - percent chance, during snowy weather, that someone will slip
while moving.
sleetSlipChance - percent chance, during sleety weather, that someone will slip
while moving.
freezeOverChance - percent chance, during cold weather, following cold weather,
that a given
available water surface will freeze over for a time.
droughtFireChance - percent chance, during a drought, that a random item will
be selected
from all available rooms to be spontaneously ignited.
botherticks - how often, in ticks, players will be reminded of current weather
conditions.
diseaseticks - how often, in ticks, players will suffer a small chance,
depending on weather
conditions, of catching a weather related disease, such as cold, flu,
frostbite, heat.
rustticks - how often, in ticks, players in wet weather or conditions will
suffer a chance
of one of their items rusting and therefore taking damage.
lightningticks - how often, in ticks, during thunderstorms, an available player
will suffer
a chance of someone in the same room being struck by lightning.
rumbleticks - how often, in ticks, players are given slightly more personal
reminders of
current weather conditions than they get from botherticks.
gustticks - how often, in ticks, during windy conditions, an available player
will suffer
a chance of someone in the same room being buffeted by a gust of wind.
hailticks - how often, in ticks, during hail storms, an available player will
suffer
a chance of someone in the same room being buffeted by hail.
dustticks - how often, in ticks, during dust storms, an available player will
suffer
a chance of someone in the same room being hit in the eye with dirt.
tornadoticks - how often, in ticks, during thunderstorms and windy conditions,
an available
player will suffer the chance of a tornado touching down in their room.
Wimpy -
Behavior : Wimpy+
Targets : MOBs
Parameters : wimpy masks
Example : -race +elf
Description:
Makes the mob flee any player mob it can detect in the same room. If no other
parameters are given, the mob will flee anyone. Valid masks include:
delay=x (makes the mob delay x ticks before looking for someone to fear)
very=1 (makes the mob flee even if not in combat)
+SYSOP (allow archons to bypass the rules), -SYSOP (fear archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (fear)
-PLAYER (fear all players), -MOB (fear all mobs/npcs)
-CHANCE 50 (fear the given % of the time)
-JAVACLASS "+GENMOB" etc.. (fear only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not fear objs of -classes)
-CLASS +thief +mage +ranger (fear all but excepted char classes)
+CLASS -thief -mage -ranger (fear only listed classes)
-BASECLASS +thief +mage (fear all but excepted base char classes)
+BASECLASS -thief -mage -ranger (fear only listed base char classes)
-RACE +elf +dwarf (fear all but excepted races)
+RACE -elf -dwarf -human -half -gnome (fear only listed races)
-RACECAT +elf +insect +humanoid (fear all but listed racial categories)
+RACECAT -elf -humanoid (fear only listed racial categories)
-ALIGNMENT +evil +neutral +good (fear all but excepted alignments)
+ALIGNMENT -evil -good -neutral (fear only listed alignments)
-GENDER (fear genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (fear only listed genders)
-FACTION (fear all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (fear only faction range code)
-NAMES +bob "+my name" (fear all except those with given names)
+NAMES -bob "-my name" (fear only those with one of the given names)
-SUBNAMES +*ending +*inside* (fear all except those with partial name)
+SUBNAMES -*ending -*insid* (fear only those with partial name mask)
-TATTOOS +mytatto +thistattoo (fear all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (fear only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (fear all but those with listed expertise)
+EXPERTISES -myedu -anyedu (fear those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (fear all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (fear only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (fear all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (fear only those with current class level range)
+ANYCLASS -thief -mage (fear only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (fear all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (fear only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (fear all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(fear only those with listed flags)
-MOOD +grumpy +normal (fear all except those with given moods)
+MOOD -grumpy -normal (fear only those with subtracted moods)
-CLAN +Killers "+The Avengers" (fear all except those in listed clan)
+CLAN -Killers "-Avengers" (fear only those in a listed clan)
-DEITY +Apollo "+Grothon" (fear all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (fear only worshippers of a listed deity)
-ANYCLASS +thief +ranger (fear all except those with a multi-class)
-STR X (fear those with strength greater than X)
+STR X (fear those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (fear those in groups larger than X)
+GROUPSIZE X (fear those in groups smaller than X)
-AREA +thatarea "+my areaname" (fear all except those in listed area)
+AREA -thatarea "-my areaname" (fear only those in listed area)
-HOME "+area name" (fear all except those from listed home/beacon area)
+HOME "-my areaname" (fear only those from listed home/beacon area)
-ISHOME (fear all npcs not currently in their home/beacon areas)
+ISHOME (fear all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (fear only those with an item name)
-WORN "+item name" etc... (fear only those wearing item name)
-MATERIAL "+WOODEN" etc.. (fear only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not fear items of -materials)
-RESOURCES "+OAK" etc.. (fear only items of added resources)
+RESOURCES "-OAK" etc.. (Do not fear items of -resources)
-IF <CONDITION> (fear, unless they meet Scriptable conditions)
+IF <CONDITION> (never fear anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (fear, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (fear those with a stat value)
-VALUE X (fear those with value or money less than X)
+VALUE X (fear those with value or money greater than X)
-WEIGHT X (fear those weighing less than X)
+WEIGHT X (fear those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (fear armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (fear armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (fear only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not fear items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (fear only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not fear only with sub disp)
-SENSES "+CANSEEDARK" etc.. (fear only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not fear those with -senses)
-ABILITY X (fear those with magical ability less than X)
+ABILITY X (fear those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (fear always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (fear those only when the hour/month/day is X)
-SEASON +FALL (fear those only when season is FALL)
+SEASON -SPRING (fear those whenever the season is SPRING)
-WEATHER +DROUGHT (fear those only when weather is DROUGHT)
+WEATHER -BLIZZARD (fear those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (fear those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (fear those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (fear all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (fear only those with listed effect)
-SKILLS +Spell_Sleep(75) (fear all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (fear only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (fear all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (fear only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (fear all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (fear only those with listed achievements)
Behavior : Wimpy
Targets : MOBs
Parameters : wimpy masks
Example : -race +elf
Description:
Makes the mob flee any player mob it can detect in the same room. If no other
parameters are given, the mob will flee anyone. Valid masks include:
delay=x (makes the mob delay x ticks before looking for someone to fear)
very=1 (makes the mob flee even if not in combat)
+SYSOP (allow archons to bypass the rules), -SYSOP (fear archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (fear)
-PLAYER (fear all players), -MOB (fear all mobs/npcs)
-CHANCE 50 (fear the given % of the time)
-JAVACLASS "+GENMOB" etc.. (fear only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not fear objs of -classes)
-CLASS +thief +mage +ranger (fear all but excepted char classes)
+CLASS -thief -mage -ranger (fear only listed classes)
-BASECLASS +thief +mage (fear all but excepted base char classes)
+BASECLASS -thief -mage -ranger (fear only listed base char classes)
-RACE +elf +dwarf (fear all but excepted races)
+RACE -elf -dwarf -human -half -gnome (fear only listed races)
-RACECAT +elf +insect +humanoid (fear all but listed racial categories)
+RACECAT -elf -humanoid (fear only listed racial categories)
-ALIGNMENT +evil +neutral +good (fear all but excepted alignments)
+ALIGNMENT -evil -good -neutral (fear only listed alignments)
-GENDER (fear genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (fear only listed genders)
-FACTION (fear all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (fear only faction range code)
-NAMES +bob "+my name" (fear all except those with given names)
+NAMES -bob "-my name" (fear only those with one of the given names)
-SUBNAMES +*ending +*inside* (fear all except those with partial name)
+SUBNAMES -*ending -*insid* (fear only those with partial name mask)
-ACCOUNTS +bob "+my name" (fear all except those in the given accts)
+ACCOUNTS -bob "-my name" (fear only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (fear all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (fear only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (fear all but those with listed expertise)
+EXPERTISES -myedu -anyedu (fear those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (fear all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (fear only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (fear all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (fear only those with current class level range)
+ANYCLASS -thief -mage (fear only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (fear all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (fear only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (fear all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(fear only those with listed flags)
-MOOD +grumpy +normal (fear all except those with given moods)
+MOOD -grumpy -normal (fear only those with subtracted moods)
-CLAN +Killers "+The Avengers" (fear all except those in listed clan)
+CLAN -Killers "-Avengers" (fear only those in a listed clan)
-DEITY +Apollo "+Grothon" (fear all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (fear only worshippers of a listed deity)
-ANYCLASS +thief +ranger (fear all except those with a multi-class)
-STR X (fear those with strength greater than X)
+STR X (fear those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (fear those in groups larger than X)
+GROUPSIZE X (fear those in groups smaller than X)
-AREA +thatarea "+my areaname" (fear all except those in listed area)
+AREA -thatarea "-my areaname" (fear only those in listed area)
-HOME "+area name" (fear all except those from listed home/beacon area)
+HOME "-my areaname" (fear only those from listed home/beacon area)
-ISHOME (fear all npcs not currently in their home/beacon areas)
+ISHOME (fear all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (fear all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (fear listed)
-ITEM "+item name" etc... (fear only those with an item name)
-WORN "+item name" etc... (fear only those wearing item name)
-MATERIAL "+WOODEN" etc.. (fear only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not fear items of -materials)
-RESOURCES "+OAK" etc.. (fear only items of added resources)
+RESOURCES "-OAK" etc.. (Do not fear items of -resources)
-IF <CONDITION> (fear, unless they meet Scriptable conditions)
+IF <CONDITION> (never fear anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (fear, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (fear those with a stat value)
-VALUE X (fear those with value or money less than X)
+VALUE X (fear those with value or money greater than X)
-WEIGHT X (fear those weighing less than X)
+WEIGHT X (fear those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (fear armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (fear armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (fear only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not fear items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (fear only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not fear only with sub disp)
-SENSES "+CANSEEDARK" etc.. (fear only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not fear those with -senses)
-ABILITY X (fear those with magical ability less than X)
+ABILITY X (fear those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (fear always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (fear those only when the hour/month/day is X)
-SEASON +FALL (fear those only when season is FALL)
+SEASON -SPRING (fear those whenever the season is SPRING)
-WEATHER +DROUGHT (fear those only when weather is DROUGHT)
+WEATHER -BLIZZARD (fear those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (fear those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (fear those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (fear all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (fear only those with listed effect)
-SKILLS +Spell_Sleep(75) (fear all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (fear only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (fear all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (fear only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (fear all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (fear only those with listed achievements)
Behavior : WimpyAggressive+
Targets : MOBs
Parameters : aggression flags (message=[msg]) aggression masks
Example : -race +elf
Example : -race +elf misbehave mobkill
Description:
Makes the mob attack any sleeping player mob it can detect in the same room.
Mobs will not be aggressive towards Archons and builders with the CMDMOBS
security flag. If no other parameters are given, the mob will attack anyone.
Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
Behavior : WimpyAggressivediff --git a/guides/refs/help.html b/guides/refs/help.html index 0c9815d290b..4425e8a264c 100644 --- a/guides/refs/help.html +++ b/guides/refs/help.html @@ -14,6 +14,10 @@
Targets : MOBs
Parameters : aggression flags (message=[msg]) aggression masks
Example : -race +elf
Example : -race +elf misbehave mobkill
Description:
Makes the mob attack any sleeping player mob it can detect in the same room.
Mobs will not be aggressive towards Archons and builders with the CMDMOBS
security flag. If no other parameters are given, the mob will attack anyone.
Valid aggressive masks include:
message=[msg] something for the mob to say whenever he's fixing to attack
delay=x (makes the mob delay x ticks before looking for a victim)
mobkill (makes this behavior attack mobs as well as players)
misbehave (makes this mob attack even when wounded or a follower)
+SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
-PLAYER (spare all players), -MOB (spare all mobs/npcs)
-CHANCE 50 (spare the given % of the time)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-CLASS +thief +mage +ranger (spare all but excepted char classes)
+CLASS -thief -mage -ranger (spare only listed classes)
-BASECLASS +thief +mage (spare all but excepted base char classes)
+BASECLASS -thief -mage -ranger (spare only listed base char classes)
-RACE +elf +dwarf (spare all but excepted races)
+RACE -elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT +elf +insect +humanoid (spare all but listed racial categories)
+RACECAT -elf -humanoid (spare only listed racial categories)
-ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
+ALIGNMENT -evil -good -neutral (spare only listed alignments)
-GENDER (spare genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (spare only faction range code)
-NAMES +bob "+my name" (spare all except those with given names)
+NAMES -bob "-my name" (spare only those with one of the given names)
-SUBNAMES +*ending +*inside* (spare all except those with partial name)
+SUBNAMES -*ending -*insid* (spare only those with partial name mask)
-ACCOUNTS +bob "+my name" (spare all except those in the given accts)
+ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
+EXPERTISES -myedu -anyedu (spare those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
+ANYCLASS -thief -mage (spare only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-CLAN +Killers "+The Avengers" (spare all except those in listed clan)
+CLAN -Killers "-Avengers" (spare only those in a listed clan)
-DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
-ANYCLASS +thief +ranger (spare all except those with a multi-class)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA +thatarea "+my areaname" (spare all except those in listed area)
+AREA -thatarea "-my areaname" (spare only those in listed area)
-HOME "+area name" (spare all except those from listed home/beacon area)
+HOME "-my areaname" (spare only those from listed home/beacon area)
-ISHOME (spare all npcs not currently in their home/beacon areas)
+ISHOME (spare all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
-SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
+ + COLORS +
Command : COLORSET+ +
Usage : COLORSET (DEFAULT)
Example : colorset
Short(s):
Change some of the system colors to match your preferences.
Race Name : Aarakocran (Avian)+
Stat Mods.: Dexterity+2, constitution-1, charisma-1, max dexterity adj.+2,
max constitution adj.-1, max charisma adj.-1, save vs
overlooking+50
Abilities : Eagle Eyes(50%), Winged Flight(100%), Hunting(50%)
Languages : Bird Speak(100%)
Life Exp. : 45 Years
Immunities: Lycanthropy
Equipment :
Desc. :
Aarakocran are bipedal birdmen, with hands incorporated into their wings.
Aarakocran are a little taller than humans, but much lighter due to their bone
structure. They are adept flyers with superior vision.
Race Name : Aarakocran (Avian)
Stat Mods.: Dexterity+2, constitution-1, charisma-1, max dexterity adj.+2,
max constitution adj.-1, max charisma adj.-1, save vs
overlooking+50
Abilities : Eagle Eyes(50%), Winged Flight(100%), Hunting(50%)
Languages : Bird Speak(100%)
Life Exp. : 45 Years
Immunities: Lycanthropy
Equipment :
Desc. :
Aarakocran are bipedal birdmen, with hands incorporated into their wings.
Aarakocran are a little taller than humans, but much lighter due to their bone
structure. They are adept flyers with superior vision.
ABJURER -
Char Class: Abjurer (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Abjuration as levels
advance. At 10th level, receives double duration on your
Abjuration magic, and half duration from malicious Abjuration
magic.
Limits : Unable to cast Enchantment/charm spells. Receives penalty damage
from Enchantment/charm as levels advance. Receives double
duration from malicious Enchantment/charm magic, half duration on
other Enchantment/charm effects.
Desc. :
Abjurers are specialist mages who concentrate their studies towards the mastery
of protective magic. So adept have they become that they automatically gain
every known abjuration spell when they gain levels, including spells which only
the abjurer may master.
Although the Abjurer will not have the benefit of Enchantment spells, they are
still formidible foes. Their protective magic lasts much longer than that of
other mages, and they still have access to many of the most dangerous spells.
Char Class: Abjurer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Abjuration as levels
advance. At 10th level, receives double duration on your
Abjuration magic, and half duration from malicious Abjuration
magic.
Limits : Unable to cast Enchantment/charm spells. Receives penalty damage
from Enchantment/charm as levels advance. Receives double
duration from malicious Enchantment/charm magic, half duration on
other Enchantment/charm effects.
Desc. :
Abjurers are specialist mages who concentrate their studies towards the mastery
of protective magic. So adept have they become that they automatically gain
every known abjuration spell when they gain levels, including spells which only
the abjurer may master.
Although the Abjurer will not have the benefit of Enchantment spells, they are
still formidible foes. Their protective magic lasts much longer than that of
other mages, and they still have access to many of the most dangerous spells.
ABOVE -
Command : ABOVE+
Usage : ABOVE
Example : above
Short(s):
Travel above deck from the room or location.
Command : ABOVE
Usage : ABOVE
Example : above
Short(s):
Travel above deck from the room or location.
ACCOUNT -
Command : ACCOUNT+
Usage : ACCOUNT
Example : account
Short(s):
If this mud supports accounts, this command will show you a list of your
characters, and your account expiration date, if applicable. You can also use
LOGOUT to return to the account menu, or SWITCH to quickly change between
characters on the same account.
Command : ACCOUNT
Usage : ACCOUNT
Example : account
Short(s):
If this mud supports accounts, this command will show you a list of your
characters, and your account expiration date, if applicable. You can also use
LOGOUT to return to the account menu, or SWITCH to quickly change between
characters on the same account.
Command : ACHIEVEMENTS+
Usage : ACHIEVEMENTS (PLAYER/ACCOUNT) (ALL/NOW/ANNOUNCE) ([PLAYERNAME])
Usage : ACHIEVEMENTS (AWARDS/REMORT/FUTURE/RETIRE) ([PLAYERNAME])
Example : achievements
Example : achievements all
Example : achievements bob
Example : achievements player now
Example : achievements account announce bob
Example : achievements future bob
This command shows the player all their notable achievements in the game. If
the optional NOW parameter is given, then all achievements in which the player
has made any progress is shown. If the optional ALL parameter is given, then
all Possible achievements are shown, along with any progress the player has
made towards them. If ANNOUNCE is specified, then the player will announce the
achievements to the room. If a player name is specified, then the achievements
of that player are shown instead. If the optional player or account parameter
is specified, then the achievements will be limited to player or account
specific achievements, if your mud supports accounts.
The AWARDS parameter will show all awards, from all sources, that the current
or given target has received.
The FUTURE parameter will show all account awards that would be received by the
next character created on this player account.
The RETIRE parameter will show all awards that would be received by this player
account should the current or given player retire immediately, including
previously earned awards.
The REMORT parameter will show all awards that would be received by the current
or given player should they remort immediately, including previously earned
awards.
Some achievements are evaluated only once an hour, but this command will also
force your achievement tracker to do an evaluation.
Command : ACHIEVEMENTS
Usage : ACHIEVEMENTS (PLAYER/ACCOUNT) (ALL/NOW/ANNOUNCE) ([PLAYERNAME])
Usage : ACHIEVEMENTS (AWARDS/REMORT/FUTURE/RETIRE) ([PLAYERNAME])
Example : achievements
Example : achievements all
Example : achievements bob
Example : achievements player now
Example : achievements account announce bob
Example : achievements future bob
This command shows the player all their notable achievements in the game. If
the optional NOW parameter is given, then all achievements in which the player
has made any progress is shown. If the optional ALL parameter is given, then
all Possible achievements are shown, along with any progress the player has
made towards them. If ANNOUNCE is specified, then the player will announce the
achievements to the room. If a player name is specified, then the achievements
of that player are shown instead. If the optional player or account parameter
is specified, then the achievements will be limited to player or account
specific achievements, if your mud supports accounts.
The AWARDS parameter will show all awards, from all sources, that the current
or given target has received.
The FUTURE parameter will show all account awards that would be received by the
next character created on this player account.
The RETIRE parameter will show all awards that would be received by this player
account should the current or given player retire immediately, including
previously earned awards.
The REMORT parameter will show all awards that would be received by the current
or given player should they remort immediately, including previously earned
awards.
Some achievements are evaluated only once an hour, but this command will also
force your achievement tracker to do an evaluation.
ACTIVATE -
Command : ACTIVATE+
Usage : ACTIVATE ([COMMANDS]) [ITEM]
Example : activate phazer
Example : activate console
Example : activate stun phazer
This multi-purpose command is used to turn-on electrical devices, and, in some
circumstances, cause the device to perform its function. (by including optional
parameters), and operate computer consoles.
Command : ACTIVATE
Usage : ACTIVATE ([COMMANDS]) [ITEM]
Example : activate phazer
Example : activate console
Example : activate stun phazer
This multi-purpose command is used to turn-on electrical devices, and, in some
circumstances, cause the device to perform its function. (by including optional
parameters), and operate computer consoles.
AFFECT -
Command : AFFECTS+
Usage : AFFECTS
Example : affects
Short(s): AFF
List your present disposition, as well as any spells or other affects that your
character is currently under the influence of.
Command : AFFECTS
Usage : AFFECTS
Example : affects
Short(s): AFF
List your present disposition, as well as any spells or other affects that your
character is currently under the influence of.
@@ -1032,22 +1051,22 @@
AFK -
Command : AFK+
Usage : AFK ([OPTIONAL MESSAGE])
Example : afk
Example : afk I am eating.
Short(s):
Notifies the system that you are away from your keyboard. Entering AFK again,
or just entering a new command will reset this status. You may enter an
optional message to give to those who attempt to TELL you something.
Command : AFK
Usage : AFK ([OPTIONAL MESSAGE])
Example : afk
Example : afk I am eating.
Short(s):
Notifies the system that you are away from your keyboard. Entering AFK again,
or just entering a new command will reset this status. You may enter an
optional message to give to those who attempt to TELL you something.
AFT -
Command : AFT+
Usage : AFT
Example : aft
Short(s):
Travel towards the rear of a ship.
Command : AFT
Usage : AFT
Example : aft
Short(s):
Travel towards the rear of a ship.
Command : AFT PORTSIDE+
Usage : AFT PORTSIDE
Example : aft portside
Short(s):
Travel towards the rear left of a ship.
Command : AFT PORTSIDE
Usage : AFT PORTSIDE
Example : aft portside
Short(s):
Travel towards the rear left of a ship.
Command : AFT STARBOARD+
Usage : AFT STARBOARD
Example : aft starboard
Short(s):
Travel towards the rear right of a ship.
Command : AFT STARBOARD
Usage : AFT STARBOARD
Example : aft starboard
Short(s):
Travel towards the rear right of a ship.
@@ -1057,37 +1076,37 @@
ALIAS -
Command : ALIAS+
Usage : ALIAS
Example : alias
Short(s):
This command will allow a player to manage a list of alias command strings.
Any command string a player enters which begins with one of the listed alias
names will be replaced with the given alias value. This allows players to
create shorter keywords for activating commands which might normally require
longer strings.
Command : ALIAS
Usage : ALIAS
Example : alias
Short(s):
This command will allow a player to manage a list of alias command strings.
Any command string a player enters which begins with one of the listed alias
names will be replaced with the given alias value. This allows players to
create shorter keywords for activating commands which might normally require
longer strings. Multiple commands may be combined by putting a tilde ~
character between them. You may also prefix an entire alias command string
with the word NOECHO to prevent the commands from being echoed.
Your alignment represents your moral fiber, with Good representing selfless+
benevolence, Evil representing selfish maliciousness, and Neutral representing
the balance of the two.
In combat, the amount of experience you receive from the vanquishing of a foe
depends partially on your alignment versus that of the creature you have
killed. In general, if you are Good and you kill a Good creature, or Evil and
kill an Evil creature, or Neutral and kill a Neutral creature, you receive
least experience. The amount of experience can vary depending upon how close
to perfect Goodness, perfect Evil, or pure Neutrality you are. In addition to
receiving the least amount of experience for violating this rule, you will find
your characters alignment slowly changing with each repeat offense.
For some classes, alignment can have other affects. Paladins must always be
good, and will find that their spellcasting ability disappears with their
goodness. Clerics may be good or evil, but their spell choices can profoundly
impact their alignment. A Good Cleric or Paladin who casts malicious spells
will soon find themselves becoming evil. Evil Clerics can suffer the same fate
for using benevolent spells.
Your alignment represents your moral fiber, with Good representing selfless
benevolence, Evil representing selfish maliciousness, and Neutral representing
the balance of the two.
In combat, the amount of experience you receive from the vanquishing of a foe
depends partially on your alignment versus that of the creature you have
killed. In general, if you are Good and you kill a Good creature, or Evil and
kill an Evil creature, or Neutral and kill a Neutral creature, you receive
least experience. The amount of experience can vary depending upon how close
to perfect Goodness, perfect Evil, or pure Neutrality you are. In addition to
receiving the least amount of experience for violating this rule, you will find
your characters alignment slowly changing with each repeat offense.
For some classes, alignment can have other affects. Paladins must always be
good, and will find that their spellcasting ability disappears with their
goodness. Clerics may be good or evil, but their spell choices can profoundly
impact their alignment. A Good Cleric or Paladin who casts malicious spells
will soon find themselves becoming evil. Evil Clerics can suffer the same fate
for using benevolent spells.
ALTERER -
Char Class: Alterer (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Alteration as levels
advance. At 10th level, receives double duration on your
Alteration magic, and half duration from malicious Alteration
magic.
Limits : Unable to cast Invocation/evocation spells. Receives penalty
damage from Invocation/evocation as levels advance. Receives
double duration from malicious Invocation/evocation magic, half
duration on other Invocation/evocation effects.
Desc. :
Alterers are specialist mages who concentrate their studies in the mastery of
altering the world around them. Their all-purpose skills serve them
wonderfully in combat, in the maintenance of their own health and equipment,
and in becoming successful adventurers. So skilled are they in the alteration
of the universe that they gain all known alteration spells, including some
which only the alterer may gain.
The Alterer suffers from a lack of access to the Evocation school of magic, the
long duration and heavy impact of their spells plus the general usefulness of
their school makes them a good choice for all mages. Since they have their own
kind of destructive magic, they will find they don't miss evocations at all.
Char Class: Alterer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Alteration as levels
advance. At 10th level, receives double duration on your
Alteration magic, and half duration from malicious Alteration
magic.
Limits : Unable to cast Invocation/evocation spells. Receives penalty
damage from Invocation/evocation as levels advance. Receives
double duration from malicious Invocation/evocation magic, half
duration on other Invocation/evocation effects.
Desc. :
Alterers are specialist mages who concentrate their studies in the mastery of
altering the world around them. Their all-purpose skills serve them
wonderfully in combat, in the maintenance of their own health and equipment,
and in becoming successful adventurers. So skilled are they in the alteration
of the universe that they gain all known alteration spells, including some
which only the alterer may gain.
The Alterer suffers from a lack of access to the Evocation school of magic, the
long duration and heavy impact of their spells plus the general usefulness of
their school makes them a good choice for all mages. Since they have their own
kind of destructive magic, they will find they don't miss evocations at all.
ANSI -
Command : ANSI+
Usage : ANSI (OFF)
Example : ansi
Example : ansi off
Short(s):
Turns color output on or off. NOANSI or NOCOLOR or the OFF argument to turn it
off. See also COLORSET.
Command : ANSI
Usage : ANSI (OFF)
Example : ansi
Example : ansi off
Short(s):
Turns color output on or off. NOANSI or NOCOLOR or the OFF argument to turn it
off. See also COLORSET.
A common mispelling for APOTHECARY.+
A common misspelling for APOTHECARY.
Char Class: Apprentice (Commoner)+
Max-Stats : Others (18)
Qualifiers: Wisdom 5+, Intelligence 5+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
Practices : 5 +[(Wisdom/6)+5 per lvl] Trains : 6 +1 per level
Hit Points: 20 +[(Con/9)+(1d4) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use dagger-like or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains lots of xp for training to a new class, and gets bonus
common skills.
Limits :
Desc. :
An Apprentice may not go past level 1, and qualifies only for the games most
common non-combat skills. You are free to move around in the game like anyone
else, in order to learn some of the ropes before choosing a more permanent
career. When you have decided which of the main classes to go to, you may use
the TRAIN command with an appropriate teacher to become the class of your
choosing. If you can't find an appropriate teacher, remember that a player of
the proper class may be able to help you. Be sure to save yourself a training
point for this purpose!
Char Class: Apprentice (Commoner)
Max-Stats : Others (18)
Qualifiers: Wisdom 5+, Intelligence 5+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
Practices : 5 +[(Wisdom/6)+5 per lvl] Trains : 6 +1 per level
Hit Points: 20 +[(Con/9)+(1d4) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use dagger-like or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains lots of xp for training to a new class, and gets bonus
common skills.
Limits :
Desc. :
An Apprentice may not go past level 1, and qualifies only for the games most
common non-combat skills. You are free to move around in the game like anyone
else, in order to learn some of the ropes before choosing a more permanent
career. When you have decided which of the main classes to go to, you may use
the TRAIN command with an appropriate teacher to become the class of your
choosing. If you can't find an appropriate teacher, remember that a player of
the proper class may be able to help you. Be sure to save yourself a training
point for this purpose!
ARCANIST -
Char Class: Arcanist (Thief)+
Max-Stats : Intelligence (22), Dexterity (22), Others (18)
Qualifiers: Dexterity 9+, Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/5)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Magic resistance, 1%/level. Huge discounts when buying potions
after 5th level. Ability to memorize spells learned through
SpellCraft. Can see wand charges at level 30.
Limits :
Desc. :
Also known as the Arcane Rogue, the Arcanist is the thief who has become
fascinated with all things arcane, but has little or no innate magical power.
He is an accumulator of wands and scrolls; making good use of his limited
knowledge to create, improve, and most especially use these items to his
devious ends. Arcanists are also just knowledgable enough to learn spells
simply by observing their usage, although, lacking any innate power, he forgets
them as soon as they are used.
Char Class: Arcanist (Thief)
Max-Stats : Intelligence (22), Dexterity (22), Others (18)
Qualifiers: Dexterity 9+, Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/5)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Magic resistance, 1%/level. Huge discounts when buying potions
after 5th level. Ability to memorize spells learned through
SpellCraft. Can see wand charges at level 30.
Limits :
Desc. :
Also known as the Arcane Rogue, the Arcanist is the thief who has become
fascinated with all things arcane, but has little or no innate magical power.
He is an accumulator of wands and scrolls; making good use of his limited
knowledge to create, improve, and most especially use these items to his
devious ends. Arcanists are also just knowledgable enough to learn spells
simply by observing their usage, although, lacking any innate power, he forgets
them as soon as they are used.
@@ -1097,22 +1116,22 @@
AREAS -
Command : AREAS+
Usage : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE])
Example : areas
Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
Example : areas $med_alignment >= 7500
Example : areas $med_alignment >= 7500 sort=med_level
Short(s):
This command will list all the areas in the known world of the game.
You can also filter the list by entering a expression that tests various
statistics about the area in order to help find the one you want. You can use
any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,
and can combine expressions using "and" or "or". Use parenthesis to affect the
order of evaulation. Most importantly, you can test any of the following
variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,
$MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,
$TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS
You can sort the list by the same variables that can be filtered, which will
cause the display to show the value of that stat alongside the area name. You
can also sort by REVERSE (name), LEVEL, and AUTHOR.
You may also enter HELP [AREA NAME] to get more help on the areas you see
listed with this command.
Command : AREAS
Usage : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE])
Example : areas
Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
Example : areas $med_alignment >= 7500
Example : areas $med_alignment >= 7500 sort=med_level
Short(s):
This command will list all the areas in the known world of the game.
You can also filter the list by entering a expression that tests various
statistics about the area in order to help find the one you want. You can use
any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,
and can combine expressions using "and" or "or". Use parenthesis to affect the
order of evaulation. Most importantly, you can test any of the following
variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,
$MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,
$TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS
You can sort the list by the same variables that can be filtered, which will
cause the display to show the value of that stat alongside the area name. You
can also sort by REVERSE (name), LEVEL, and AUTHOR.
You may also enter HELP [AREA NAME] to get more help on the areas you see
listed with this command.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
@@ -1127,22 +1146,22 @@
ARTISAN -
Char Class: Artisan (Commoner)+
Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution
(22), Charisma (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use dagger-like or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains experience when using common skills and no common skill
limits.
Limits :
Desc. :
An Artisan is a professional tradesman who specializes in the common skills
that make civilization work. Although his fighting weakness makes him a poor
choice for exploring those monster filled dungeons, the Artisan is still able
to advance by using his skills and gaining experience while he does! Artisans,
like Apprentices, may still choose to go into a more adventurous profession,
but like Apprentices, they are unable to go back.
Char Class: Artisan (Commoner)
Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution
(22), Charisma (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use dagger-like or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains experience when using common skills and no common skill
limits.
Limits :
Desc. :
An Artisan is a professional tradesman who specializes in the common skills
that make civilization work. Although his fighting weakness makes him a poor
choice for exploring those monster filled dungeons, the Artisan is still able
to advance by using his skills and gaining experience while he does! Artisans,
like Apprentices, may still choose to go into a more adventurous profession,
but like Apprentices, they are unable to go back.
ASK -
Command : ASK+
Usage : ASK ([MOB NAME]) [MESSAGE]
Example : ask Where am I?
Short(s):
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You may specify the mob to speak to, or just speak in
general.
Command : ASK
Usage : ASK ([MOB NAME]) [MESSAGE]
Example : ask Where am I?
Short(s):
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You may specify the mob to speak to, or just speak in
general.
ASSASSIN -
Char Class: Assassin (Thief)+
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Dexterity 5+, Wisdom 5+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Strong resistance to all poisons at 21st level.
Limits :
Desc. :
Assassins reflect the darkest and most wicked side of the rogue. The dealing
of death becomes a goal in itself, the epitomy of evil. The assassin becomes
so centered on this art that he begins to slow his pace, learning and
contemplating each "mark" as the best method of killing them becomes clear.
They also learn skills in keeping track of and tracking down their marks, as
well as other means of making life for the targeted miserable, and short. The
assassin can use any weapons, unlike the standard thief, though his armor is
still restricted.
Char Class: Assassin (Thief)
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Dexterity 5+, Wisdom 5+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : May use any weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Strong resistance to all poisons at 21st level.
Limits :
Desc. :
Assassins reflect the darkest and most wicked side of the rogue. The dealing
of death becomes a goal in itself, the epitomy of evil. The assassin becomes
so centered on this art that he begins to slow his pace, learning and
contemplating each "mark" as the best method of killing them becomes clear.
They also learn skills in keeping track of and tracking down their marks, as
well as other means of making life for the targeted miserable, and short. The
assassin can use any weapons, unlike the standard thief, though his armor is
still restricted.
ASSIST -
Command : ASSIST+
Usage : ASSIST [REQUEST]
Example : assist I'm stuck here and I can't get out!
Short(s):
Use this command to make requests of the Archons.
Command : ASSIST
Usage : ASSIST [REQUEST]
Example : assist I'm stuck here and I can't get out!
Short(s):
Use this command to make requests of the Archons.
@@ -1162,82 +1181,82 @@
AUCTION -
Command : AUCTION+
Usage : AUCTION UP [ITEM] ([OPENING BID])
Usage : AUCTION BID [AMOUNT]
Usage : AUCTION LIST
Usage : AUCTION INFO
Usage : AUCTION CLOSE
Usage : AUCTION CHANNEL [MSG])
Example : auction up ring
Example : auction up ring 100
Example : auction bid 150
Example : auction channel the ring is really great!
Example : auction close
Example : auction list
Example : auction info
Short(s):
This versatile command is used by players wishing to auction items at real time
over the AUCTION channel, as well as by those wishing to bid on items up for
auction. To start an auction, the player enters AUCTION UP plus the name of
the item, and an optional starting bid. If there is no other auction going on
at the time, the auction will begin. Auctions last for a silent 5 minutes,
plus 1 minute for each going once/twice/sold. If no bids have been received
after the first 3 minutes, the item will proceed directly to the going
once/twice/sold period. The person putting on the auction may, at any time,
close the auction without penalty by entering "auction close", or communicate
on the auction channel (to give a better item description perhaps) using
"auction channel [message]".
To place a bid on an auction that is ongoing, a player need only enter "auction
bid [amount]". Where amount is the maximum amount the player will pay for the
item. A proxy bidding system is in place for all auctions. The current bid on
the item will always be less than or equal to the bid of the high bidder, and
at least 1 gold more than the bid of the previous high bidder. This means
that, if the current bid on an item is 5, and a player bids 10, the new bid
will become 6 (one more than the previous high bid). If another player then
bids 20, the new bid will become 11.
Players can also get information on a live auction while it is going on by
entering AUCTION INFO or AUCTION LIST.
When an auction ends, the system will attempt to automatically complete the
transaction for both the bidder and the auctioneer. The proper money will be
transferred (in converted notes) from the high bidder to the auctioneer. The
item up for auction will be automatically transferred from the auctioneer to
the high bidder. The auction house may take a cut both when then auction is
placed up, and on the final price.
See also help on AUCTIONS
Command : AUCTION
Usage : AUCTION UP [ITEM] ([OPENING BID])
Usage : AUCTION BID [AMOUNT]
Usage : AUCTION LIST
Usage : AUCTION INFO
Usage : AUCTION CLOSE
Usage : AUCTION CHANNEL [MSG])
Example : auction up ring
Example : auction up ring 100
Example : auction bid 150
Example : auction channel the ring is really great!
Example : auction close
Example : auction list
Example : auction info
Short(s):
This versatile command is used by players wishing to auction items at real time
over the AUCTION channel, as well as by those wishing to bid on items up for
auction. To start an auction, the player enters AUCTION UP plus the name of
the item, and an optional starting bid. If there is no other auction going on
at the time, the auction will begin. Auctions last for a silent 5 minutes,
plus 1 minute for each going once/twice/sold. If no bids have been received
after the first 3 minutes, the item will proceed directly to the going
once/twice/sold period. The person putting on the auction may, at any time,
close the auction without penalty by entering "auction close", or communicate
on the auction channel (to give a better item description perhaps) using
"auction channel [message]".
To place a bid on an auction that is ongoing, a player need only enter "auction
bid [amount]". Where amount is the maximum amount the player will pay for the
item. A proxy bidding system is in place for all auctions. The current bid on
the item will always be less than or equal to the bid of the high bidder, and
at least 1 gold more than the bid of the previous high bidder. This means
that, if the current bid on an item is 5, and a player bids 10, the new bid
will become 6 (one more than the previous high bid). If another player then
bids 20, the new bid will become 11.
Players can also get information on a live auction while it is going on by
entering AUCTION INFO or AUCTION LIST.
When an auction ends, the system will attempt to automatically complete the
transaction for both the bidder and the auctioneer. The proper money will be
transferred (in converted notes) from the high bidder to the auctioneer. The
item up for auction will be automatically transferred from the auctioneer to
the high bidder. The auction house may take a cut both when then auction is
placed up, and on the final price.
See also help on AUCTIONS
AUCTIONS -
Auctions are a system whereby players can buy and sell items from each other+
using an open bidding system. In this system, a bidder places a bid which
represents the most they will pay for the item. However, a bidder must only
end up paying an amount equal to the most anyone ELSE would also pay, so long
as it is less than their own maximum bid.
This game supports two kinds of auctions. One is a multi-game-day auction,
which requires that you find an auctioneer mob and use commmands like BUY,
SELL, VIEW, and BID. The game also supports a live auction system, which is
managed using the AUCTION command. Only one such live auction is allowed at
any one time. See help on the above commands for more information.
Auctions are a system whereby players can buy and sell items from each other
using an open bidding system. In this system, a bidder places a bid which
represents the most they will pay for the item. However, a bidder must only
end up paying an amount equal to the most anyone ELSE would also pay, so long
as it is less than their own maximum bid.
This game supports two kinds of auctions. One is a multi-game-day auction,
which requires that you find an auctioneer mob and use commmands like BUY,
SELL, VIEW, and BID. The game also supports a live auction system, which is
managed using the AUCTION command. Only one such live auction is allowed at
any one time. See help on the above commands for more information.
Command : AUTOAFFECTS+
Usage : AUTOAFFECTS
Example : autoaffects
Short(s): aaf
List the skills or other auto-invoked affects that your character is currently
under the influence of.
Command : AUTOAFFECTS
Usage : AUTOAFFECTS
Example : autoaffects
Short(s): aaf
List the skills or other auto-invoked affects that your character is currently
under the influence of.
Command : AUTOASSIST+
Usage : AUTOASSIST (ON/OFF)
Example : autoassist
Example : autoassist off
Short(s):
Toggles whether or not you automatically assist fellow group members who have
entered combat.
Command : AUTOASSIST
Usage : AUTOASSIST (ON/OFF)
Example : autoassist
Example : autoassist off
Short(s):
Toggles whether or not you automatically assist fellow group members who have
entered combat.
AUTODRAW -
Command : AUTODRAW+
Usage : AUTODRAW (ON/OFF)
Example : autodraw
Example : autodraw off
Short(s):
Toggles whether or not you automatically draw a weapon from a sheath before
combat and automatically sheath your weapons when no longer in combat.
Command : AUTODRAW
Usage : AUTODRAW (ON/OFF)
Example : autodraw
Example : autodraw off
Short(s):
Toggles whether or not you automatically draw a weapon from a sheath before
combat and automatically sheath your weapons when no longer in combat.
Command : AUTOEXITS+
Usage : AUTOEXITS (ON/OFF)
Example : autoexits
Example : autoexits off
Short(s):
Toggles whether or not the exits to any room are automatically displayed
whenever you look.
Command : AUTOEXITS
Usage : AUTOEXITS (ON/OFF)
Example : autoexits
Example : autoexits off
Short(s):
Toggles whether or not the exits to any room are automatically displayed
whenever you look.
Command : AUTOFORWARD+
Usage : AUTOFORWARD (ON/OFF)
Example : autoforward
Example : autoforward off
Short(s):
Toggles whether or not email sent to your players email address
(playername@mudhost) will be forwarded to the email address you have on file
with your player. See help on the EMAIL command also.
Command : AUTOFORWARD
Usage : AUTOFORWARD (ON/OFF)
Example : autoforward
Example : autoforward off
Short(s):
Toggles whether or not email sent to your players email address
(playername@mudhost) will be forwarded to the email address you have on file
with your player. See help on the EMAIL command also.
AUTOGOLD -
Command : AUTOGOLD+
Usage : AUTOGOLD (ON/OFF)
Example : autogold
Example : autogold off
Short(s):
Toggles whether or not you automatically collect any gold from the corpses of
vanquished foes.
Command : AUTOGOLD
Usage : AUTOGOLD (ON/OFF)
Example : autogold
Example : autogold off
Short(s):
Toggles whether or not you automatically collect any gold from the corpses of
vanquished foes.
Command : AUTOGUARD+
Usage : AUTOGUARD (ON/OFF)
Example : autoguard
Example : autoguard off
Short(s): guard
By default, all players and mobs will literally follow from room to room
whoever is the leader of their group. By toggling on AUTOGUARD, a player or
mob will stay put, even when the leader leaves the room.
Command : AUTOGUARD
Usage : AUTOGUARD (ON/OFF)
Example : autoguard
Example : autoguard off
Short(s): guard
By default, all players and mobs will literally follow from room to room
whoever is the leader of their group. By toggling on AUTOGUARD, a player or
mob will stay put, even when the leader leaves the room.
Command : AUTOIMPROVEMENT+
Usage : AUTOIMPROVEMENT (ON/OFF)
Example : autoimprovement
Example : autoimprovement off
Short(s):
Toggles whether or not you are automatically notified whenever your proficiency
goes up in one of your skills/spells/prayers/chants/songs/etc..
Command : AUTOIMPROVEMENT
Usage : AUTOIMPROVEMENT (ON/OFF)
Example : autoimprovement
Example : autoimprovement off
Short(s):
Toggles whether or not you are automatically notified whenever your proficiency
goes up in one of your skills/spells/prayers/chants/songs/etc..
Command : AUTOINVOKE+
Usage : AUTOINVOKE
Example : autoinvoke
Short(s):
This command allows the player to manage their auto-invoking skills. These are
skills, like Dodge or Healing Aura, which, once learned or gained, are
automatically activated for the player for an indefinite duration. This
command will allow the player to deactivate or reinvoke these skills.
The name of the skill to modify may optionally be modified with a starting or
ending asterisk (*) to match multiple skills, and may be preceded by the word
INVOKE or UNINVOKE to specify an action other than toggle.
Command : AUTOINVOKE
Usage : AUTOINVOKE
Example : autoinvoke
Short(s):
This command allows the player to manage their auto-invoking skills. These are
skills, like Dodge or Healing Aura, which, once learned or gained, are
automatically activated for the player for an indefinite duration. This
command will allow the player to deactivate or reinvoke these skills.
The name of the skill to modify may optionally be modified with a starting or
ending asterisk (*) to match multiple skills, and may be preceded by the word
INVOKE or UNINVOKE to specify an action other than toggle.
AUTOLOOT -
Command : AUTOLOOT+
Usage : AUTOLOOT (ON/OFF)
Example : autoloot
Example : autoloot off
Short(s):
Toggles whether or not you automatically collect any items from the corpses of
vanquished foes.
Command : AUTOLOOT
Usage : AUTOLOOT (ON/OFF)
Example : autoloot
Example : autoloot off
Short(s):
Toggles whether or not you automatically collect any items from the corpses of
vanquished foes.
AUTOMAP -
Command : AUTOMAP+
Usage : AUTOMAP (ON/OFF)
Example : automap
Example : automap off
Short(s):
If this mud supports the feature, then this command toggles whether or not you
automatically see a mini-map of your immediate surroundings when you enter a
new room.
Command : AUTOMAP
Usage : AUTOMAP (ON/OFF)
Example : automap
Example : automap off
Short(s):
If this mud supports the feature, then this command toggles whether or not you
automatically see a mini-map of your immediate surroundings when you enter a
new room.
Command : AUTOMELEE+
Usage : AUTOMELEE (ON/OFF)
Example : automelee
Example : automelee off
Short(s):
Toggles whether or not you automatically advance towards an opponent who is out
of range of your weapon. When turned off it will allow a mage to stand back
and use ranged spells without entering melee combat, or allow a player with a
ranged weapon (such as a bow) to use an attack to retreat to a ranged position
from a melee position. This is turned on by default, and should be toggled
with care.
Command : AUTOMELEE
Usage : AUTOMELEE (ON/OFF)
Example : automelee
Example : automelee off
Short(s):
Toggles whether or not you automatically advance towards an opponent who is out
of range of your weapon. When turned off it will allow a mage to stand back
and use ranged spells without entering melee combat, or allow a player with a
ranged weapon (such as a bow) to use an attack to retreat to a ranged position
from a melee position. This is turned on by default, and should be toggled
with care.
Command : AUTONOTIFY+
Usage : AUTONOTIFY (ON/OFF)
Example : autonotify
Example : autonotify off
Short(s):
Toggles whether or not you are automatically notified whenever one of the users
on your FRIENDS list logs on. See the FRIENDS command for more information on
this.
Command : AUTONOTIFY
Usage : AUTONOTIFY (ON/OFF)
Example : autonotify
Example : autonotify off
Short(s):
Toggles whether or not you are automatically notified whenever one of the users
on your FRIENDS list logs on. See the FRIENDS command for more information on
this.
AUTORUN -
Command : AUTORUN+
Usage : AUTORUN (ON/OFF)
Example : autorun
Example : autorun off
Short(s):
Toggles whether or not you automatically run when using the standard movement
commands. Running consumes movement points far more quickly than standard
movement does.
Command : AUTORUN
Usage : AUTORUN (ON/OFF)
Example : autorun
Example : autorun off
Short(s):
Toggles whether or not you automatically run when using the standard movement
commands. Running consumes movement points far more quickly than standard
movement does.
@@ -1247,7 +1266,7 @@
Command : AUTOWEATHER+
Usage : AUTOWEATHER (ON/OFF)
Example : autoweather
Example : autoweather off
Short(s):
Toggles whether or not you automatically see weather information along with the
room descriptions.
Command : AUTOWEATHER
Usage : AUTOWEATHER (ON/OFF)
Example : autoweather
Example : autoweather off
Short(s):
Toggles whether or not you automatically see weather information along with the
room descriptions.
@@ -1262,12 +1281,12 @@
Char Class: Barbarian (Fighter)+
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[13X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : Must wear non-metal armor.
Bonuses : Damage reduction 1pt/5 levels. A 1%/level resistance to
Enchantments. Receives bonus conquest and duel experience.
Limits :
Desc. :
Barbarians are the wild warriors of the frontier. Their ability to deal large
amounts of damage in combat, as well as inspire combative behaviors in others
makes them especially ferocious. They are fond of mastering numerous weapons,
and building up their bodies, though they distrust metal armors, and may not
wear them without difficulties.
How to play: Barbarian combat skills make them desirable as group members.
While their non-metal armor restriction can sometimes hurt their nomination as
tanks, their ability to deal and absorb large amounts of damage can more than
make up for anything lacked. Because of this, the Barbarian flourishes as well
alone as in groups.
The Barbarian is every bit as strong a fighter as a pure Fighter, and has that
extra combative edge that many players look for in a Class. Players who
dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
Barbarian's simple destructive style.
Char Class: Barbarian (Fighter)
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[13X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : Must wear non-metal armor.
Bonuses : Damage reduction 1pt/5 levels. A 1%/level resistance to
Enchantments. Receives bonus conquest and duel experience.
Limits :
Desc. :
Barbarians are the wild warriors of the frontier. Their ability to deal large
amounts of damage in combat, as well as inspire combative behaviors in others
makes them especially ferocious. They are fond of mastering numerous weapons,
and building up their bodies, though they distrust metal armors, and may not
wear them without difficulties.
How to play: Barbarian combat skills make them desirable as group members.
While their non-metal armor restriction can sometimes hurt their nomination as
tanks, their ability to deal and absorb large amounts of damage can more than
make up for anything lacked. Because of this, the Barbarian flourishes as well
alone as in groups.
The Barbarian is every bit as strong a fighter as a pure Fighter, and has that
extra combative edge that many players look for in a Class. Players who
dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
Barbarian's simple destructive style.
BARD -
Char Class: Bard (Bard)+
Max-Stats : Charisma (25), Others (18)
Qualifiers: Charisma 9+
Races : Duergar, Dwarf, Elf, Half Elf, Halfling and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives group bonus combat experience when in an intelligent
group, and more for a group with players. Receives exploration
and pub-finding experience based on danger level.
Limits :
Desc. :
Bards are traveling singers, whose "songs" can possess powerful magic. They
are highly desired group members for the inspiration they bring to their team
members, and the great stings they provide to their enemies. They possess the
same weapon and armor restrictions as thieves, but also qualify for many thief
skills.
Bard is the basis for numerous sub-classes which the player may choose to gain
levels in at any time. These sub-classes include the Charlatan, Dancer,
Minstrel, and the Jester.
How to play: The great strength of the bard is in his wide assortment of
skills, and in his powerful songs. The bard may try his hand as the lonesome
traveler, but will find his skills still put him behind his peers. It is in
the company of other, more powerful classes, that the bard will flourish. And
because of the unique nature of his magic, and how his skills will always
affect groups, that groups will always want to have a bard along.
Bards are as weak as thieves in combat, and lack their general sneakiness, so
in the company of others must the bard find his path to greatness, filling any
skill gaps in almost any group with the appropriate magic or ability.
Char Class: Bard (Bard)
Max-Stats : Charisma (25), Others (18)
Qualifiers: Charisma 9+
Races : Duergar, Dwarf, Elf, Half Elf, Halfling and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives group bonus combat experience when in an intelligent
group, and more for a group with players. Receives exploration
and pub-finding experience based on danger level.
Limits :
Desc. :
Bards are traveling singers, whose "songs" can possess powerful magic. They
are highly desired group members for the inspiration they bring to their team
members, and the great stings they provide to their enemies. They possess the
same weapon and armor restrictions as thieves, but also qualify for many thief
skills.
Bard is the basis for numerous sub-classes which the player may choose to gain
levels in at any time. These sub-classes include the Charlatan, Dancer,
Minstrel, and the Jester.
How to play: The great strength of the bard is in his wide assortment of
skills, and in his powerful songs. The bard may try his hand as the lonesome
traveler, but will find his skills still put him behind his peers. It is in
the company of other, more powerful classes, that the bard will flourish. And
because of the unique nature of his magic, and how his skills will always
affect groups, that groups will always want to have a bard along.
Bards are as weak as thieves in combat, and lack their general sneakiness, so
in the company of others must the bard find his path to greatness, filling any
skill gaps in almost any group with the appropriate magic or ability.
@@ -1282,17 +1301,17 @@
Char Class: Beastmaster (Druid)+
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races : Duergar, Dwarf, Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : When leading animals into battle, will not divide experience
among animal followers. Can create a druidic connection with an
area. Benefits from animal/plant/stone followers leveling.
Benefits from freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
jungle, being both the guardian and master steward of the animal kingdom.
Unlike the other druids then, the beastmaster takes great pride in his animal
changing abilities, and receives many more animal forms as he progresses in
level. The beastmaster is also more accutely aware of the dangers of the wild,
and is thus a much more physical and able fighter than other druids tend to be.
How to play: The Beastmaster is the perfect loner druid class, though he is
never truly alone with all the animals he can summon to his side. He also has
numerous ways of enhancing his own innate fighting ability through magical
chants, making him formidable even when adventuring without animal companions.
Char Class: Beastmaster (Druid)
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races : Duergar, Dwarf, Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : When leading animals into battle, will not divide experience
among animal followers. Can create a druidic connection with an
area. Benefits from animal/plant/stone followers leveling.
Benefits from freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
jungle, being both the guardian and master steward of the animal kingdom.
Unlike the other druids then, the beastmaster takes great pride in his animal
changing abilities, and receives many more animal forms as he progresses in
level. The beastmaster is also more accutely aware of the dangers of the wild,
and is thus a much more physical and able fighter than other druids tend to be.
How to play: The Beastmaster is the perfect loner druid class, though he is
never truly alone with all the animals he can summon to his side. He also has
numerous ways of enhancing his own innate fighting ability through magical
chants, making him formidable even when adventuring without animal companions.
BELOW -
Command : BELOW+
Usage : BELOW
Example : below
Short(s):
Travel below deck from the room or location.
Command : BELOW
Usage : BELOW
Example : below
Short(s):
Travel below deck from the room or location.
BID -
Command : BID+
Usage : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME])
Example : bid 100 sword
Example : bid 100 sword mrauctioneer
Example : bid "100 golden notes" "sword of the ancients" mrauctioneer
Short(s):
When an auctioneer is present in the same room or area as your character, this
command will allow you to place a bid on an item from that auctioneer. Placing
a bid automatically removes coin from your person.
If your maximum bid is beat by another bidder (you are outbid), then you will
automatically receive a refund. You must then return to the auctioneer to
place another bid.
If you win the auction, you will be notified after the auction ends. You must
then return to the auctioneer and use the BUY command to claim your
merchandise. You will not be charged for claiming an item you won in auction.
If the item sold for less then your maximum bid, the auctioneer will give you a
refund of the difference when you claim the item.
See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.
Command : BID
Usage : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME])
Example : bid 100 sword
Example : bid 100 sword mrauctioneer
Example : bid "100 golden notes" "sword of the ancients" mrauctioneer
Short(s):
When an auctioneer is present in the same room or area as your character, this
command will allow you to place a bid on an item from that auctioneer. Placing
a bid automatically removes coin from your person.
If your maximum bid is beat by another bidder (you are outbid), then you will
automatically receive a refund. You must then return to the auctioneer to
place another bid.
If you win the auction, you will be notified after the auction ends. You must
then return to the auctioneer and use the BUY command to claim your
merchandise. You will not be charged for claiming an item you won in auction.
If the item sold for less then your maximum bid, the auctioneer will give you a
refund of the difference when you claim the item.
See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.
@@ -1302,7 +1321,7 @@
BOARD -
Command : BOARD+
Usage : BOARD [RIDEABLE ITEM]
Example : board canoe
Short(s): ride
Your character attempts to board a boat, or other rideable creature, carriage,
horse, or item. Once boarded, the item can be navigated around by use of the
normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.
Command : BOARD
Usage : BOARD [RIDEABLE ITEM]
Example : board canoe
Short(s): ride
Your character attempts to board a boat, or other rideable creature, carriage,
horse, or item. Once boarded, the item can be navigated around by use of the
normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.
@@ -1312,12 +1331,12 @@
BORROW -
Command : BORROW+
Usage : BORROW [AMOUNT] ([BANKER NAME])
Example : borrow 1000
Example : borrow "10 gold coins" "Joe Banker"
Example : borrow "500 archon notes" banker
Short(s):
When a banker is present in the same room or area as your character, this
command will allow you to borrow money from that banker. You must first have
deposited enough items with the banker to provide sufficient collateral against
your loan amount. Money is thenceforth automatically withdrawn from your bank
account every month to service the loan. Failure to have enough money in your
account to provide for the loan may result in your items being put up for sale
by the banker. You should use the LIST command to review your account balance
from time to time.
Command : BORROW
Usage : BORROW [AMOUNT] ([BANKER NAME])
Example : borrow 1000
Example : borrow "10 gold coins" "Joe Banker"
Example : borrow "500 archon notes" banker
Short(s):
When a banker is present in the same room or area as your character, this
command will allow you to borrow money from that banker. You must first have
deposited enough items with the banker to provide sufficient collateral against
your loan amount. Money is thenceforth automatically withdrawn from your bank
account every month to service the loan. Failure to have enough money in your
account to provide for the loan may result in your items being put up for sale
by the banker. You should use the LIST command to review your account balance
from time to time.
BRIEF -
Command : BREIF+
Usage : BRIEF (ON/OFF)
Example : brief
Example : brief off
Short(s):
Toggles whether the room descriptions are shown as you move around. See also
the COMPRESS command.
Command : BREIF
Usage : BRIEF (ON/OFF)
Example : brief
Example : brief off
Short(s):
Toggles whether the room descriptions are shown as you move around. See also
the COMPRESS command.
@@ -1327,7 +1346,7 @@
BUG -
Command : BUG+
Usage : BUG [BUG REPORT]
Example : bug every time i cast a spell, i get logged off!
Short(s):
Please use this command to submit bugs against the CoffeeMud codebase.
Command : BUG
Usage : BUG [BUG REPORT]
Example : bug every time i cast a spell, i get logged off!
Short(s):
Please use this command to submit bugs against the CoffeeMud codebase.
@@ -1337,42 +1356,42 @@
BURGLAR -
Char Class: Burglar (Thief)+
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 9+, Charisma 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use sword, daggers, flailed, blunt, or natural weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus experience for using certain skills.
Limits :
Desc. :
The burglar is the thief who has made the accumulation of wealth and power his
center of being, to the detriment of all else. The taking of the property of
others by stealth, wits, or even charm makes him the bane of the rich and
lawful alike. This most purist of thieves also has superior skill at being
undetected in the performance of these dastardly deeds, though he stands at a
slight disadvantage to better trained thieves if caught.
Char Class: Burglar (Thief)
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 9+, Charisma 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use sword, daggers, flailed, blunt, or natural weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus experience for using certain skills.
Limits :
Desc. :
The burglar is the thief who has made the accumulation of wealth and power his
center of being, to the detriment of all else. The taking of the property of
others by stealth, wits, or even charm makes him the bane of the rich and
lawful alike. This most purist of thieves also has superior skill at being
undetected in the performance of these dastardly deeds, though he stands at a
slight disadvantage to better trained thieves if caught.
BUY -
Command : BUY+
Usage : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME])
Example : buy sword
Example : buy sword weaponsmith
Example : buy sword weaponsmith for bob
Short(s):
When a shopkeeper is present in the same room or area as your character, this
command will allow you to purchase an item from that shopkeeper, or close an
auction you started.
The price for the item, as well as the availability of certain items can be
determined by using the 'LIST' command. If more than one shopkeeper is in the
room, you may have to specify the shopkeeper name in the parameters. You may
also purchase items for someone else by adding the "for" syntax to the end of
the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.
Command : BUY
Usage : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME])
Example : buy sword
Example : buy sword weaponsmith
Example : buy sword weaponsmith for bob
Short(s):
When a shopkeeper is present in the same room or area as your character, this
command will allow you to purchase an item from that shopkeeper, or close an
auction you started.
The price for the item, as well as the availability of certain items can be
determined by using the 'LIST' command. If more than one shopkeeper is in the
room, you may have to specify the shopkeeper name in the parameters. You may
also purchase items for someone else by adding the "for" syntax to the end of
the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.
CAST -
Skill : CAST+
Usage : CAST [SPELL NAME] [TARGET NAME]
Example : cast sleep orc
Short(s) : CA
Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical
abilities using the cast command. Some spells require that you direct the
spell at a target, while others only apply to the caster. For help on a
particular spell, enter help and then the name of the spell.
Skill : CAST
Usage : CAST [SPELL NAME] [TARGET NAME]
Example : cast sleep orc
Short(s) : CA
Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical
abilities using the cast command. Some spells require that you direct the
spell at a target, while others only apply to the caster. For help on a
particular spell, enter help and then the name of the spell.
CENTAUR -
Race Name : Centaur (Equine)+
Stat Mods.: Strength+1, intelligence+1, charisma-1, wisdom-1, max strength
adj.+1, max intelligence adj.+1, max charisma adj.-1, max wisdom
adj.-1
Abilities : Infravision, Buck(50%), Hardiness(100%), Foraging(50%)
Languages : Elvish(75%)
Life Exp. : 78 Years
Immunities:
Equipment :
Desc. :
Centaurs are large creatures with the body of a horse and the upper torso,
head, and arms of a human. Their class choices are limited, but they excel at
forestry, and make excellent rangers and druids.
Race Name : Centaur (Equine)
Stat Mods.: Strength+1, intelligence+1, charisma-1, wisdom-1, max strength
adj.+1, max intelligence adj.+1, max charisma adj.-1, max wisdom
adj.-1
Abilities : Infravision, Buck(50%), Hardiness(100%), Foraging(50%)
Languages : Elvish(75%)
Life Exp. : 78 Years
Immunities:
Equipment :
Desc. :
Centaurs are large creatures with the body of a horse and the upper torso,
head, and arms of a human. Their class choices are limited, but they excel at
forestry, and make excellent rangers and druids.
CHANNEL -
Command : [CHANNEL]+
Usage : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE]
Example : [channel] hello everyone!
Example : [channel] ,smile bob
Example : [channel] ,does a high five!
Example : [channel] last 30
Short(s):
This command is for global communication with all users online. The parameter
is a simple message to send to everyone online. You can use a comma and a
social name to use a social over the channel. You can use a comma and an emote
string to emote over the channel. The "LAST" command can be used to view
previous messages you may have missed. Use the NO[CHANNEL] command to silence
this channel and turn if off for you. When turned off [CHANNEL] can turn it on
again.[EXTRA]
See also: CHANNELS, SOCIALS
Command : [CHANNEL]
Usage : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE]
Example : [channel] hello everyone!
Example : [channel] ,smile bob
Example : [channel] ,does a high five!
Example : [channel] last 30
Short(s):
This command is for global communication with all users online. The parameter
is a simple message to send to everyone online. You can use a comma and a
social name to use a social over the channel. You can use a comma and an emote
string to emote over the channel. The "LAST" command can be used to view
previous messages you may have missed. Use the NO[CHANNEL] command to silence
this channel and turn if off for you. When turned off [CHANNEL] can turn it on
again.[EXTRA]
See also: CHANNELS, SOCIALS
CHANNELS -
Command : CHANNELS+
Usage : CHANNELS
Example : channels
Short(s):
List all the available channels, along with their status. Do HELP GOSSIP for
more information on how to use Channels.
Command : CHANNELS
Usage : CHANNELS
Example : channels
Short(s):
List all the available channels, along with their status. Do HELP GOSSIP for
more information on how to use Channels.
CHANTS -
Command : CHANTS+
Usage : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL])
Example : chants
Example : chants plant control
Example : chants ?
Example : chants barkskin
Short(s):
Lists any druidic chants that you know, along with your proficiency in them.
Can also be qualified to list your chants by domain, or use ? to list domains.
You can get your level and proficiency for a particular chant by listing it by
name. A level parameter may be given to show chants only up to that level.
Command : CHANTS
Usage : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL])
Example : chants
Example : chants plant control
Example : chants ?
Example : chants barkskin
Short(s):
Lists any druidic chants that you know, along with your proficiency in them.
Can also be qualified to list your chants by domain, or use ? to list domains.
You can get your level and proficiency for a particular chant by listing it by
name. A level parameter may be given to show chants only up to that level.
CHANWHO -
Command : CHANWHO+
Usage : CHANWHO [CHANNEL NAME]
Example : chanwho gossip
Example : chanwho gossip@anotherMud
Short(s):
Lists all users listening on a particular channel. The channel name may be
followed by an @ sign and the name of an I3 mud as well.
Command : CHANWHO
Usage : CHANWHO [CHANNEL NAME]
Example : chanwho gossip
Example : chanwho gossip@anotherMud
Short(s):
Lists all users listening on a particular channel. The channel name may be
followed by an @ sign and the name of an I3 mud as well.
@@ -1387,7 +1406,7 @@
Char Class: Charlatan (Bard)+
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Charisma 9+, Wisdom 9+
Races : Gnome, Half Elf and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/3)+(1d6)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives 2% resistance per level to mind affects, 4% resistance
per level to divination spells. Non-class skills become cheaper
at 30th level. Gains a random non-class skill or spell every
other level! Receives exploration and pub-finding experience
based on danger level.
Limits :
Desc. :
The Charlatan is the master of deception and disguise. Often praised because
of his natural acting ability, as well as his highly social nature, the
Charlatan can be quite antisocial if he chooses, and extremely annoying to
other players almost without trying.
How to play: The Charlatan is also a natural spy in muds with numerous players,
and has an extremely wide assortment of skills. More than any other class, the
Charlatan can taste the powers of all other classes, sometimes with real skill,
and sometimes only in seeming. For this reason, the Charlatan is ideal for
those who want a taste of all classes, or at least to seem like he is. He is a
natural group member, being able to fit almost any role by using his varied
skills, or by tricking his group members into thinking he belongs in the role
they require.
Char Class: Charlatan (Bard)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Charisma 9+, Wisdom 9+
Races : Gnome, Half Elf and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/3)+(1d6)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives 2% resistance per level to mind affects, 4% resistance
per level to divination spells. Non-class skills become cheaper
at 30th level. Gains a random non-class skill or spell every
other level! Receives exploration and pub-finding experience
based on danger level.
Limits :
Desc. :
The Charlatan is the master of deception and disguise. Often praised because
of his natural acting ability, as well as his highly social nature, the
Charlatan can be quite antisocial if he chooses, and extremely annoying to
other players almost without trying.
How to play: The Charlatan is also a natural spy in muds with numerous players,
and has an extremely wide assortment of skills. More than any other class, the
Charlatan can taste the powers of all other classes, sometimes with real skill,
and sometimes only in seeming. For this reason, the Charlatan is ideal for
those who want a taste of all classes, or at least to seem like he is. He is a
natural group member, being able to fit almost any role by using his varied
skills, or by tricking his group members into thinking he belongs in the role
they require.
@@ -1397,117 +1416,117 @@
Command : CLANACCEPT+
Usage : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]
Example : clanaccept bob
Short(s):
Accept an applicant for membership to your clan.
Command : CLANACCEPT
Usage : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]
Example : clanaccept bob
Short(s):
Accept an applicant for membership to your clan.
Command : CLANAPPLY+
Usage : CLANAPPLY [CLAN NAME]
Example : clanapply my clan
Short(s):
Apply to a clan for membership.
Command : CLANAPPLY
Usage : CLANAPPLY [CLAN NAME]
Example : clanapply my clan
Short(s):
Apply to a clan for membership.
Command : CLANASSIGN+
Usage : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME]
Example : classassign bob treasurer
Short(s):
Promote or Demote a member to the listed position. Positions include: boss,
applicant, treasurer, lieutentant, member, leader, and others depending upon
the type of clan you have.
Command : CLANASSIGN
Usage : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME]
Example : classassign bob treasurer
Short(s):
Promote or Demote a member to the listed position. Positions include: boss,
applicant, treasurer, lieutentant, member, leader, and others depending upon
the type of clan you have.
Command : CLANCREATE+
Usage : CLANCREATE
Example : clancreate
Short(s):
Attempts to found a new clan, which players may then apply to.
Command : CLANCREATE
Usage : CLANCREATE
Example : clancreate
Short(s):
Attempts to found a new clan, which players may then apply to.
Command : CLANDECLARE+
Usage : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [WAR/HOSTILE/FRIENDLY/ALLY]
Example : clandeclare otherclan ally
Example : clandeclare "my clan" myenemy war
Short(s):
Allows the boss to declare a new relationship with another clan. Members of
clans in a state of war with each other will automatically be able to
playerkill each other in accordance with the muds general playerkilling
guidelines. Members of clans in alliance with a clan at war are able to assist
in the killing.
Command : CLANDECLARE
Usage : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [WAR/HOSTILE/FRIENDLY/ALLY]
Example : clandeclare otherclan ally
Example : clandeclare "my clan" myenemy war
Short(s):
Allows the boss to declare a new relationship with another clan. Members of
clans in a state of war with each other will automatically be able to
playerkill each other in accordance with the muds general playerkilling
guidelines. Members of clans in alliance with a clan at war are able to assist
in the killing.
Command : CLANDETAILS+
Usage : CLANDETAILS ([CLAN NAME])
Example : clandetails
Example : clandetails my clan
Short(s): CLAN
Gets some details on the clan.
Command : CLANDETAILS
Usage : CLANDETAILS ([CLAN NAME])
Example : clandetails
Example : clandetails my clan
Short(s): CLAN
Gets some details on the clan.
Command : CLANDONATESET+
Usage : CLANDONATESET ([CLAN NAME])
Example : clandonateset
Short(s):
Sets the current room to the clans Donation room for the purposes of the Clan
Donate spell.
Command : CLANDONATESET
Usage : CLANDONATESET ([CLAN NAME])
Example : clandonateset
Short(s):
Sets the current room to the clans Donation room for the purposes of the Clan
Donate spell.
Command : CLANEXILE+
Usage : CLANEXILE ([CLAN NAME]) [MEMBER NAME]
Example : clanexile bob
Short(s):
Exile an applicant for membership to your clan.
Command : CLANEXILE
Usage : CLANEXILE ([CLAN NAME]) [MEMBER NAME]
Example : clanexile bob
Short(s):
Exile an applicant for membership to your clan.
CLANEXP -
See the CLANTAX command for information on clan experience taxing.+
See the CLANTAX command for information on clan experience taxing. See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.
See the CLANTAX command for information on clan experience taxing.+
See the CLANTAX command for information on clan experience taxing. See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.
Command : CLANHOMESET+
Usage : CLANHOMESET ([CLAN NAME])
Example : clanhomeset
Short(s):
Sets the current room to the clans Home room for the purposes of the Clan Home
spell.
Command : CLANHOMESET
Usage : CLANHOMESET ([CLAN NAME])
Example : clanhomeset
Short(s):
Sets the current room to the clans Home room for the purposes of the Clan Home
spell.
Command : CLANKILLS+
Usage : CLANKILLS ([CLAN NAME])
Example : clankills
Shows the members of your clan in the order of who has killed the most mobs
and/or players of a rival clan, such as during a war or a conquest.
Command : CLANKILLS
Usage : CLANKILLS ([CLAN NAME])
Example : clankills
Shows the members of your clan in the order of who has killed the most mobs
and/or players of a rival clan, such as during a war or a conquest.
CLANLIST -
Command : CLANLIST+
Usage : CLANLIST
Example : clanlist
Short(s):
Gets a list of available clans.
Command : CLANLIST
Usage : CLANLIST
Example : clanlist
Short(s):
Gets a list of available clans.
Command : CLANMORGUESET+
Usage : CLANMORGUESET ([CLAN NAME])
Example : clanmorgueset
Short(s):
Sets the current room to the clans Morgue room, where the corpses of dead clan
members are magically transported.
Command : CLANMORGUESET
Usage : CLANMORGUESET ([CLAN NAME])
Example : clanmorgueset
Short(s):
Sets the current room to the clans Morgue room, where the corpses of dead clan
members are magically transported.
Command : CLANPREMISE+
Usage : CLANPREMISE ([CLAN NAME])
Example : clanpremise
Short(s):
Allows the boss to describe the premise of his or her Clan.
Command : CLANPREMISE
Usage : CLANPREMISE ([CLAN NAME])
Example : clanpremise
Short(s):
Allows the boss to describe the premise of his or her Clan.
Command : CLANPVPKILLS+
Usage : CLANPVPKILLS ([CLAN NAME])
Example : clanpvpkills
Shows the members of your clan in the order of who has killed the most players
of a rival clan, such as during a war or a conquest.
Command : CLANPVPKILLS
Usage : CLANPVPKILLS ([CLAN NAME])
Example : clanpvpkills
Shows the members of your clan in the order of who has killed the most players
of a rival clan, such as during a war or a conquest.
CLANQUAL -
Command : CLANQUAL+
Usage : CLANQUAL ([CLAN NAME])
Example : clanqual
Short(s):
Enter the encoded qualifications for applying to your clan. The following
codes are allowed:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Command : CLANQUAL
Usage : CLANQUAL ([CLAN NAME])
Example : clanqual
Short(s):
Enter the encoded qualifications for applying to your clan. The following
codes are allowed:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
+HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
Command : CLANREJECT+
Usage : CLANREJECT ([CLAN NAME]) [MEMBER NAME]
Example : clanreject bob
Short(s):
Reject an applicant for membership to your clan.
Command : CLANREJECT
Usage : CLANREJECT ([CLAN NAME]) [MEMBER NAME]
Example : clanreject bob
Short(s):
Reject an applicant for membership to your clan.
Command : CLANRESIGN+
Usage : CLANRESIGN ([CLAN NAME])
Example : clanresign
Short(s):
Resign as a member of a clan.
Command : CLANRESIGN
Usage : CLANRESIGN ([CLAN NAME])
Example : clanresign
Short(s):
Resign as a member of a clan.
CLANS -
Clans are a group of players banded together for some common purpose, or due to+
common lineage or fellowship. Clans are created using the CLANCREATE command,
and listed using CLANLIST. Once created, CLANPREMISE can be used to describe
the clan. Potential members apply to clans using CLANAPPLY, and are either
accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after
listing the applicants names using CLANDETAILS. Bosses can set up autorejecting
qualifications to the clan using CLANQUAL. Once accepted, members can be
removed using CLANEXILE or promoted to other offices using CLANASSIGN. Members
can leave on their own using CLANRESIGN. Offices like Treasurers can deal with
special Clan bankers and postmen on their Clans behalf. Members can cast "Clan
Donate" to their clans after the boss has used CLANDONATESET to set a donation
room for their clan. Members can share their experience points with the clan
if the bosses have set up an experience tax rate using CLANTAX. Members also
have access to the spell "Clan Home" which they can use to recall to the room
set by the boss using CLANHOMESET. Clan activity is very important. If the
minimum number of members is not maintained, then pending or inactive clans may
be deleted by the system. Once there are several active clans, the bosses may
use CLANDECLARE to declare relations between their clan and others, and members
can use CLANKILLS or CLANPVPKILLS to keep track of how their members fair in
war.
There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,
THEOCRACY, ANARCHY, and FAMILY. See the HELP entry for each of these clan
types for more information.
Clans are a group of players banded together for some common purpose, or due to
common lineage or fellowship. Clans are created using the CLANCREATE command,
and listed using CLANLIST. Once created, CLANPREMISE can be used to describe
the clan. Potential members apply to clans using CLANAPPLY, and are either
accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after
listing the applicants names using CLANDETAILS. Bosses can set up autorejecting
qualifications to the clan using CLANQUAL. Once accepted, members can be
removed using CLANEXILE or promoted to other offices using CLANASSIGN. Members
can leave on their own using CLANRESIGN. Offices like Treasurers can deal with
special Clan bankers and postmen on their Clans behalf. Members can cast "Clan
Donate" to their clans after the boss has used CLANDONATESET to set a donation
room for their clan. Members can share their experience points with the clan
if the bosses have set up an experience tax rate using CLANTAX. Members also
have access to the spell "Clan Home" which they can use to recall to the room
set by the boss using CLANHOMESET. Clan activity is very important. If the
minimum number of members is not maintained, then pending or inactive clans may
be deleted by the system. Once there are several active clans, the bosses may
use CLANDECLARE to declare relations between their clan and others, and members
can use CLANKILLS or CLANPVPKILLS to keep track of how their members fair in
war.
There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,
THEOCRACY, ANARCHY, and FAMILY. See the HELP entry for each of these clan
types for more information.
CLANTAX -
Command : CLANTAX+
Usage : CLANTAX ([CLAN NAME]) ([NUMBER])
Example : clantax
Short(s):
Allows the boss to set the percentage of member experience which is taken by
the clan. This experience can then be spent by those with Clan Crafting and
Clan Enchanting spells. Experience is also taken at this rate from areas
controlled by the clan via Clan Flags.
Command : CLANTAX
Usage : CLANTAX ([CLAN NAME]) ([NUMBER])
Example : clantax
Short(s):
Allows the boss to set the percentage of member experience which is taken by
the clan. This experience can then be spent by those with Clan Crafting and
Clan Enchanting spells. Experience is also taken at this rate from areas
controlled by the clan via Clan Flags.
CLANVOTE -
Command : CLANVOTE+
Usage : CLANVOTE ([CLAN NAME]) ([NUMBER]
Example : clanvote
Short(s):
Allows a voting member of a clan to cast a vote on a pending matter.
Command : CLANVOTE
Usage : CLANVOTE ([CLAN NAME]) ([NUMBER]
Example : clanvote
Short(s):
Allows a voting member of a clan to cast a vote on a pending matter.
CLANWHO -
Command : CLANWHO+
Usage : CLANWHO ([CLANNAME])
Example : clanwho
Example : clanwho myclan
Short(s): clwh
Shows who is online from your clan or one of your clans by name.
Command : CLANWHO
Usage : CLANWHO ([CLANNAME])
Example : clanwho
Example : clanwho myclan
Short(s): clwh
Shows who is online from your clan or one of your clans by name.
@@ -1517,12 +1536,12 @@
CLAN_EXP -
See the CLANTAX command for information on clan experience taxing.+
See the CLANTAX command for information on clan experience taxing. See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.
See the CLANTAX command for information on clan experience taxing.+
See the CLANTAX command for information on clan experience taxing. See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.
@@ -1532,7 +1551,7 @@
CLERIC -
Char Class: Cleric (Cleric)+
Max-Stats : Wisdom (25), Others (18)
Qualifiers: Wisdom 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Evil must use polearm, sword, axe, edged, or daggers. Neutral
must use blunt, ranged, thrown, staff, natural, or sword. Good
must use blunt, flailed, natural, staff, or hammer.
Armor : May wear any armor.
Bonuses :
Limits : Using prayers outside your alignment introduces failure chance.
Desc. :
Clerics are the great vassals of the Gods. Through them the wonders of both
good and evil are possible. Clerics possess great magical abilities in their
numerous "prayers". While their weapon choices are limited to their alignment,
they may wear any type of armor.
The Cleric is the general of priests, appeasing all the gods equally, or
choosing to focus on one at his whim. However, should the cleric wish to show
true devotion, he can gain levels in specialist classes which may or may not be
available to him, depending on his disposition. These classes include: Templar,
Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.
How to play: The first, last, and greatest strength of the good Cleric is in
his ability to heal, just as the ability to harm aids the evil Cleric. A
Cleric is unique in his ability to flourish either alone or in groups, being
moderately skilled in combat, and having the healing ability to last a long
time in a tough fight. Clerics are highly desired for groups, however, as the
lead fighter in the group will want the Cleric's healing touch in battle.
The only weakness of the Cleric is offensively, which the evil Cleric will make
up for with harmful magic, and the good Cleric will compensate for with healing
spells to last out the battle. With a balanced approach, the Cleric can gain
experience with the efficiency of a fighter.
Char Class: Cleric (Cleric)
Max-Stats : Wisdom (25), Others (18)
Qualifiers: Wisdom 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Evil must use polearm, sword, axe, edged, or daggers. Neutral
must use blunt, ranged, thrown, staff, natural, or sword. Good
must use blunt, flailed, natural, staff, or hammer.
Armor : May wear any armor.
Bonuses :
Limits : Using prayers outside your alignment introduces failure chance.
Desc. :
Clerics are the great vassals of the Gods. Through them the wonders of both
good and evil are possible. Clerics possess great magical abilities in their
numerous "prayers". While their weapon choices are limited to their alignment,
they may wear any type of armor.
The Cleric is the general of priests, appeasing all the gods equally, or
choosing to focus on one at his whim. However, should the cleric wish to show
true devotion, he can gain levels in specialist classes which may or may not be
available to him, depending on his disposition. These classes include: Templar,
Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.
How to play: The first, last, and greatest strength of the good Cleric is in
his ability to heal, just as the ability to harm aids the evil Cleric. A
Cleric is unique in his ability to flourish either alone or in groups, being
moderately skilled in combat, and having the healing ability to last a long
time in a tough fight. Clerics are highly desired for groups, however, as the
lead fighter in the group will want the Cleric's healing touch in battle.
The only weakness of the Cleric is offensively, which the evil Cleric will make
up for with harmful magic, and the good Cleric will compensate for with healing
spells to last out the battle. With a balanced approach, the Cleric can gain
experience with the efficiency of a fighter.
@@ -1542,7 +1561,7 @@
CLOSE -
Command : CLOSE+
Usage : CLOSE [ITEM/DIRECTION NAME]
Example : close chest
Example : close east
Example : close door
Short(s):
Tries to close an item, door, or any other entity specified.
Command : CLOSE
Usage : CLOSE [ITEM/DIRECTION NAME]
Example : close chest
Example : close east
Example : close door
Short(s):
Tries to close an item, door, or any other entity specified.
@@ -1557,12 +1576,12 @@
COINS -
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
COLORSET -
Command : COLORSET+
Usage : COLORSET (DEFAULT)
Example : colorset
Short(s):
Change some of the system colors to match your preferences.
Command : COLORSET
Usage : COLORSET (DEFAULT)
Example : colorset
Short(s):
Change some of the system colors to match your preferences.
@@ -1572,12 +1591,17 @@
COMMA -
Another way to perform a social. E.g.:+
,smile
You smile.
See SOCIALS for more information.
Another way to perform a social. E.g.:
,smile
You smile.
See SOCIALS for more information.
COMMANDS -
Command : COMMANDS+
Usage : COMMANDS
Example : commands
Short(s):
Gives a list of all valid commands, excepting SOCIALS.
Players can also enter COMMANDS CLEAR to empty this users command queue.
Command : COMMANDS+ + +
Usage : COMMANDS
Example : commands
Short(s):
Gives a list of all valid commands, excepting SOCIALS.
Players can also enter COMMANDS CLEAR to empty this users command queue.
+ COMMONER +
A commoner is the name given to the set of classes found amongst the regular
townfolk. These classes include Artisan, Apprentice, Gaoler, Sailor, and
Scholar.
@@ -1592,32 +1616,32 @@
COMPARE -
Command : COMPARE+
Usage : COMPARE [ITEM NAME] ([ITEM NAME])
Example : compare sword mace
Example : compare shirt
Short(s):
Compares the basic deadliness of two weapons, or the basic protectiveness of
two similar pieces of armor. If only one item is specified, it will attempt to
compare it to a worn item, or a similar one in inventory.
Command : COMPARE
Usage : COMPARE [ITEM NAME] ([ITEM NAME])
Example : compare sword mace
Example : compare shirt
Short(s):
Compares the basic deadliness of two weapons, or the basic protectiveness of
two similar pieces of armor. If only one item is specified, it will attempt to
compare it to a worn item, or a similar one in inventory.
COMPRESS -
Command : COMPRESS+
Usage : COMPRESS (ON/OFF)
Example : compress
Example : compress off
Short(s):
Toggles whether compressed room and equipment descriptions are shown. See also
the BRIEF command.
Command : COMPRESS
Usage : COMPRESS (ON/OFF)
Example : compress
Example : compress off
Short(s):
Toggles whether compressed room and equipment descriptions are shown. See also
the BRIEF command.
CONFIG -
Command : CONFIG+
Usage : CONFIG ([FLAG NAME]/PAGEBREAK [VAL]/LINEWRAP [VAL)
Example : config
Example : config autodraw
Example : config pagebreak disabled
Short(s): AUTO
Display all of a players configuration flags. The flags may be changed by
entering the command words shown (autogold, etc..) as commands, or as arguments
to config.
Command : CONFIG
Usage : CONFIG ([FLAG NAME]/PAGEBREAK [VAL]/LINEWRAP [VAL)
Example : config
Example : config autodraw
Example : config pagebreak disabled
Short(s): AUTO
Display all of a players configuration flags. The flags may be changed by
entering the command words shown (autogold, etc..) as commands, or as arguments
to config.
CONJURER -
Char Class: Conjurer (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Conjuration as levels
advance. At 10th level, receives double duration on your
Conjuration magic, and half duration from malicious Conjuration
magic.
Limits : Unable to cast Transmutation spells. Receives penalty damage
from Transmutation as levels advance. Receives double duration
from malicious Transmutation magic, half duration on other
Transmutation effects.
Desc. :
Conjurers are specialist mages who concentrate their studies in the mastery of
movement. They are adept at transporting themselves and other creatures, as
well as items and entire armies with their powerful spells. So adept are they
at conjuration that they gain all known conjuration spells, including some
which only the conjurers may understand.
The Conjurer may lack Transmutation abilities, but he does not miss that
strange magic. After all, it's always better to be yourself, wherever you
might find yourself.
Char Class: Conjurer (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Conjuration as levels
advance. At 10th level, receives double duration on your
Conjuration magic, and half duration from malicious Conjuration
magic.
Limits : Unable to cast Transmutation spells. Receives penalty damage
from Transmutation as levels advance. Receives double duration
from malicious Transmutation magic, half duration on other
Transmutation effects.
Desc. :
Conjurers are specialist mages who concentrate their studies in the mastery of
movement. They are adept at transporting themselves and other creatures, as
well as items and entire armies with their powerful spells. So adept are they
at conjuration that they gain all known conjuration spells, including some
which only the conjurers may understand.
The Conjurer may lack Transmutation abilities, but he does not miss that
strange magic. After all, it's always better to be yourself, wherever you
might find yourself.
CONQUEST -
One or more areas in the realm may be designated as conquerable by clans.+
To conquer an area, or even to discover if an area CAN be conquered, the clan
must use the Clan Crafting skill to construct a clan Flag. The Flag must then
be dropped into any room in the area. Doing so will tell you if the area is
conquerable, who controls it if anyone, how many CONTROL POINTS are required to
control the area, and how many control points any warring clans may presently
have in the area. An area not currently controlled by any clan may freely be
conquered. An area already controlled by a clan may only be conquered by a
rival clan if that clan has properly declared War.
The clan Flag is the most important item in Conquest. The Flag must be on the
ground in order for any clan to score control points in an area, or to even
maintain control once the area has been conquered. If there is not at least
one Flag on the ground, a conquered area will revert to neutral status.
Luckily, any resident citizens in the same room as a conquerer's flag will tend
to guard the flag from thieves. Also, Flags can only be removed by a member of
the clan whose flag it is, or by a rival clan after they have completely
conquered and control the area.
Once a flag has been laid down, the clan whose flag it is may LOOK at the flag
at any time to see the status of their conquest; i.e. the number of control
points they have scored, and how many they must score to complete the conquest.
A control point is scored whenever a resident intelligent mob of that area is
killed, forced (via charm or other methods) to follow a member of the
conquering clan, or (in the case of a Theocracy) converted to the faith.
Control points awarded are equal to the level of the intelligent mob killed,
charmed, or converted. Control points will also fade over time, to reflect a
restoration of order in the area.
If an area is already under the control of a clan, the resident mobs will
resist invasion by rivals. Once an area is conquered, however, all resident
mobs will instantly repudiate any previous controlling clan, drop any clan
items they may be carrying, and swear allegiance to the conquering clan. At
this point, any clan members who are designated as having conquerers privileges
may ORDER any non-animal member of the area to do anything they like. Control
points become irrelevant to the conquerers once conquest is complete. A number
of days following the conquest of an area, the area will be in dispute as order
is restored. During this period, no items left by vanquished clans can be
retrieved. Once control is completely established, however, the controlling
clan may clear out the previous clans items for experience.
Clan members are unable to gain any experience points inside their own
conquered areas. However, anyone else gaining experience in a clan controlled
area automatically pays the clans tax on their experience gain. This makes
controlling a large number of areas very lucrative for clans.
A conquered area benefits greatly from items created using Clan Crafting.
These items can be crafted by a designated Enchanter, given sufficient
materials and clan experience. Aside from the direct benefit of putting the
residents of a conquered area to work, clan crafted items in the hands of a
conquered areas residents also makes those residents happy. Keeping such items
in the hands of a sufficient number of especially higher level mobs will stave
off spontaneous revolts, which become possible from time to time in a conquered
area. During war, clan items can be captured for additional clan experience by
rival clans who have properly declared war. The types and functions of clan
items include:
Book of the Laws - These must be constructed inside the area for which the book
is intended. It will allow a properly privileged clan member to read and
modify numerous aspects of law and order in the area, including the location of
jails, the types of laws, and the duration of punishments. A Law Book must be
read by clan member authorized to change law before the Guardbanner and Gavel
below will begin working.
Guardbanner - These can be given to mobs in a conquered area to designate them
as deputys of the area, who are authorized to enforce laws and arrest
lawbreakers.
Judges Gavel - This can be given to a mob in a conquered area to designate him
as the judge of the area, authorizing him to deal out punishments like parole,
jail time, or death.
Donation List - This item should be placed inside the official Donation Room
for a clan. If this is done, the list will automatically grow to include every
single addition and removal.
Pamphlet - These can be given to mobs conquered by RIVAL clans to make them
disloyal to the conquering clan. Pamphlets will have a tendency to spread over
time. Pamphlet holders will also drop any rival clan items they have, which
hurts control.
Shop Apron - These can be given to mobs conquered by your clan, or to mobs
permanently stationed at your clan home. They turn the mob into a shopkeeper,
who will sell things in their shop inventory, and buy things as their coinage
allows. They can be GIVEN things to sell by clan members in proper authority
over them. They will not deal with clans with whom your clan is hostile or at
war.
Membership Card - These can be given to mobs conquered by your clan to make
them utterly loyal to your clan. Mobs with membership cards will never accept
Pamphlets, and will take them away if they are offered any.
Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be
given to mobs to make them work for the clan, performing the Common skill
associated with the item. If the mobs with these items are also Mobile, they
may also carry their resources to other mobs in the same area who need their
resources in order to use their Crafting items. Firebuilders are especially
good at this task, as they will carry wood they find to smiths and light the
fires that the smiths need to shape the metals.
Crafting items - Items such as the Tailors Needle and Potters Wheel can be
given to mobs to make them craft items for the clan, performing the Common
skill associated with the item. These mobs can be given example items to use
as templates for what they will attempt to make, or they can be given nothing
to make them craft items at random. For the skill to work, the mob must not
have anything in its inventory to confuse the skill, such as a Blacksmith item
holder carrying some smurfberries. Also, the holder must have the correct
resource and sufficient quantity in the room to work from, although, they may
receive assistance gaining the resources they need from mobs with Gathering
Items.
Executioners Scales - This item makes the mob a tenacious attacker of evil
creatures and thieves.
Assassins Eye - This item makes the mob a tenacious attacker of good creatures
and paladins.
Scavengers Sticker - This item makes the mob a scavenger, picking anything up
they find on the ground.
Tax Collectors Clipboard - This item makes the mob a collector of tax money
from anyone who is not also a member of their clan.
See also Clan Crafting.
One or more areas in the realm may be designated as conquerable by clans.
To conquer an area, or even to discover if an area CAN be conquered, the clan
must use the Clan Crafting skill to construct a clan Flag. The Flag must then
be dropped into any room in the area. Doing so will tell you if the area is
conquerable, who controls it if anyone, how many CONTROL POINTS are required to
control the area, and how many control points any warring clans may presently
have in the area. An area not currently controlled by any clan may freely be
conquered. An area already controlled by a clan may only be conquered by a
rival clan if that clan has properly declared War.
The clan Flag is the most important item in Conquest. The Flag must be on the
ground in order for any clan to score control points in an area, or to even
maintain control once the area has been conquered. If there is not at least
one Flag on the ground, a conquered area will revert to neutral status.
Luckily, any resident citizens in the same room as a conquerer's flag will tend
to guard the flag from thieves. Also, Flags can only be removed by a member of
the clan whose flag it is, or by a rival clan after they have completely
conquered and control the area.
Once a flag has been laid down, the clan whose flag it is may LOOK at the flag
at any time to see the status of their conquest; i.e. the number of control
points they have scored, and how many they must score to complete the conquest.
A control point is scored whenever a resident intelligent mob of that area is
killed, forced (via charm or other methods) to follow a member of the
conquering clan, or (in the case of a Theocracy) converted to the faith.
Control points awarded are equal to the level of the intelligent mob killed,
charmed, or converted. Control points will also fade over time, to reflect a
restoration of order in the area.
If an area is already under the control of a clan, the resident mobs will
resist invasion by rivals. Once an area is conquered, however, all resident
mobs will instantly repudiate any previous controlling clan, drop any clan
items they may be carrying, and swear allegiance to the conquering clan. At
this point, any clan members who are designated as having conquerers privileges
may ORDER any non-animal member of the area to do anything they like. Control
points become irrelevant to the conquerers once conquest is complete. A number
of days following the conquest of an area, the area will be in dispute as order
is restored. During this period, no items left by vanquished clans can be
retrieved. Once control is completely established, however, the controlling
clan may clear out the previous clans items for experience.
Clan members are unable to gain any experience points inside their own
conquered areas. However, anyone else gaining experience in a clan controlled
area automatically pays the clans tax on their experience gain. This makes
controlling a large number of areas very lucrative for clans.
A conquered area benefits greatly from items created using Clan Crafting.
These items can be crafted by a designated Enchanter, given sufficient
materials and clan experience. Aside from the direct benefit of putting the
residents of a conquered area to work, clan crafted items in the hands of a
conquered areas residents also makes those residents happy. Keeping such items
in the hands of a sufficient number of especially higher level mobs will stave
off spontaneous revolts, which become possible from time to time in a conquered
area. During war, clan items can be captured for additional clan experience by
rival clans who have properly declared war. The types and functions of clan
items include:
Book of the Laws - These must be constructed inside the area for which the book
is intended. It will allow a properly privileged clan member to read and
modify numerous aspects of law and order in the area, including the location of
jails, the types of laws, and the duration of punishments. A Law Book must be
read by clan member authorized to change law before the Guardbanner and Gavel
below will begin working.
Guardbanner - These can be given to mobs in a conquered area to designate them
as deputys of the area, who are authorized to enforce laws and arrest
lawbreakers.
Judges Gavel - This can be given to a mob in a conquered area to designate him
as the judge of the area, authorizing him to deal out punishments like parole,
jail time, or death.
Donation List - This item should be placed inside the official Donation Room
for a clan. If this is done, the list will automatically grow to include every
single addition and removal.
Pamphlet - These can be given to mobs conquered by RIVAL clans to make them
disloyal to the conquering clan. Pamphlets will have a tendency to spread over
time. Pamphlet holders will also drop any rival clan items they have, which
hurts control.
Shop Apron - These can be given to mobs conquered by your clan, or to mobs
permanently stationed at your clan home. They turn the mob into a shopkeeper,
who will sell things in their shop inventory, and buy things as their coinage
allows. They can be GIVEN things to sell by clan members in proper authority
over them. They will not deal with clans with whom your clan is hostile or at
war.
Membership Card - These can be given to mobs conquered by your clan to make
them utterly loyal to your clan. Mobs with membership cards will never accept
Pamphlets, and will take them away if they are offered any.
Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be
given to mobs to make them work for the clan, performing the Common skill
associated with the item. If the mobs with these items are also Mobile, they
may also carry their resources to other mobs in the same area who need their
resources in order to use their Crafting items. Firebuilders are especially
good at this task, as they will carry wood they find to smiths and light the
fires that the smiths need to shape the metals.
Crafting items - Items such as the Tailors Needle and Potters Wheel can be
given to mobs to make them craft items for the clan, performing the Common
skill associated with the item. These mobs can be given example items to use
as templates for what they will attempt to make, or they can be given nothing
to make them craft items at random. For the skill to work, the mob must not
have anything in its inventory to confuse the skill, such as a Blacksmith item
holder carrying some smurfberries. Also, the holder must have the correct
resource and sufficient quantity in the room to work from, although, they may
receive assistance gaining the resources they need from mobs with Gathering
Items.
Executioners Scales - This item makes the mob a tenacious attacker of evil
creatures and thieves.
Assassins Eye - This item makes the mob a tenacious attacker of good creatures
and paladins.
Scavengers Sticker - This item makes the mob a scavenger, picking anything up
they find on the ground.
Tax Collectors Clipboard - This item makes the mob a collector of tax money
from anyone who is not also a member of their clan.
See also Clan Crafting.
CONSIDER -
Command : CONSIDER+
Usage : CONSIDER [MOB NAME]/[ITEM NAME]
Example : consider dragon
Example : consider sword
Short(s):
Sizes up a monster or character against your own, so that you can determine
first whether the creature measures up in experience worth, and then whether a
fight with such a creature is wise, or just a waste of time. This command will
also tell you if you have any skills that might be helpful to the item or
character. See also HELP GCONSIDER.
Command : CONSIDER
Usage : CONSIDER [MOB NAME]/[ITEM NAME]
Example : consider dragon
Example : consider sword
Short(s):
Sizes up a monster or character against your own, so that you can determine
first whether the creature measures up in experience worth, and then whether a
fight with such a creature is wise, or just a waste of time. This command will
also tell you if you have any skills that might be helpful to the item or
character. See also HELP GCONSIDER.
@@ -1637,12 +1661,12 @@
CRAWL -
Command : CRAWL+
Usage : CRAWL [DIRECTION]
Example : crawl e
Short(s):
Causes your character to drop down and crawl in the given direction.
Command : CRAWL
Usage : CRAWL [DIRECTION]
Example : crawl e
Short(s):
Causes your character to drop down and crawl in the given direction.
CREDITS -
Command : CREDITS+
Usage : CREDITS
Example : credits
Short(s):
See a little message from the folks who wrote CoffeeMud.
Command : CREDITS
Usage : CREDITS
Example : credits
Short(s):
See a little message from the folks who wrote CoffeeMud.
@@ -1652,12 +1676,12 @@
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
CURRENCY -
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
@@ -1677,22 +1701,22 @@
DANCER -
Char Class: Dancer (Bard)+
Max-Stats : Strength (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Strength 9+
Races : Elf, Half Elf, Halfling and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[18X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Receives defensive bonus for high dexterity. Receives group
bonus combat experience when in an intelligent group, and more
for a group of players. Receives exploration and pub-finding
experience based on danger level.
Limits :
Desc. :
The Dancer is the graceful master of dance, who entertains and leads others in
the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a
highly desired group member for his "group affecting" skills, which include the
magical dances in which he specializes.
How to play: Due to his weak fighting skill, the Dancer will likely look to
groups for his primary advancement, much like the other bards. Dancers also
gain a select set of powerful fighter skills to prove the worth of their
diligence in maintaining his body. This makes them valuable group members,
even without their powerfully enhancing dances.
Char Class: Dancer (Bard)
Max-Stats : Strength (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Strength 9+
Races : Elf, Half Elf, Halfling and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[18X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Receives defensive bonus for high dexterity. Receives group
bonus combat experience when in an intelligent group, and more
for a group of players. Receives exploration and pub-finding
experience based on danger level.
Limits :
Desc. :
The Dancer is the graceful master of dance, who entertains and leads others in
the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a
highly desired group member for his "group affecting" skills, which include the
magical dances in which he specializes.
How to play: Due to his weak fighting skill, the Dancer will likely look to
groups for his primary advancement, much like the other bards. Dancers also
gain a select set of powerful fighter skills to prove the worth of their
diligence in maintaining his body. This makes them valuable group members,
even without their powerfully enhancing dances.
Command : DEACTIVATE+
Usage : DEACTIVATE ([PARAMS]) [ITEM]
Example : deactivate phazer
Example : deactivate console
Example : deactivate stun phazer
This multi-purpose command is used to turn-off electrical devices, and cause it
to stop doing whatever it is it was doing. For wall panels, this may mean
disconnecting the panel from the circuitry, effecting all other components in
the panel.
Command : DEACTIVATE
Usage : DEACTIVATE ([PARAMS]) [ITEM]
Example : deactivate phazer
Example : deactivate console
Example : deactivate stun phazer
This multi-purpose command is used to turn-off electrical devices, and cause it
to stop doing whatever it is it was doing. For wall panels, this may mean
disconnecting the panel from the circuitry, effecting all other components in
the panel.
DEITIES -
Command : DEITIES+
Usage : DEITIES
Example : deities
Short(s): GODS, DEITY
This command will list all the known deities in your realm, along with some
information about them, the requirements to worship them, the requirements to
become a cleric of them, the blessings they bestow, and the rituals required to
receive those blessings.
For more information on deities and the worship of them, see the help entries
for RELIGION, BLESSINGS, SERVICES, and RITUALS.
Command : DEITIES
Usage : DEITIES
Example : deities
Short(s): GODS, DEITY
This command will list all the known deities in your realm, along with some
information about them, the requirements to worship them, the requirements to
become a cleric of them, the blessings they bestow, and the rituals required to
receive those blessings.
For more information on deities and the worship of them, see the help entries
for RELIGION, BLESSINGS, SERVICES, and RITUALS.
DELVER -
Char Class: Delver (Druid)+
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races : Duergar, Dwarf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use stone, crystal, metal, or glass weapons.
Armor : Must wear stone, crystal, or metal armor.
Bonuses : Can create a druidic connection with an area. Benefits from
freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Delver is a stolid druid of caves and the underdark, being the guardian of
the rocks and stone and the cold caverns of the deep. The Delver is
unconcerned with plants or the sky or the doings of the weather, or any of the
creatures that live upon it, relying rather on the solid earth to draw his
power from. For this reason, the Delver is particularly at home among the
rocks, and is able to call upon them to aid him at need.
How to play: The Delver requires little in the way of precasting or planning,
so long as he stays in cave or rocky environments. He is able to instantly
call upon the rocks and stones to help him in combat, and is friend to golems
and stone creatures. For this reason, the Delver is better able to fit into
groups who wish to adventure in the mountains and the underground, and can be a
valuable leader when its time to enter the deep dark.
Char Class: Delver (Druid)
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races : Duergar, Dwarf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use stone, crystal, metal, or glass weapons.
Armor : Must wear stone, crystal, or metal armor.
Bonuses : Can create a druidic connection with an area. Benefits from
freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Delver is a stolid druid of caves and the underdark, being the guardian of
the rocks and stone and the cold caverns of the deep. The Delver is
unconcerned with plants or the sky or the doings of the weather, or any of the
creatures that live upon it, relying rather on the solid earth to draw his
power from. For this reason, the Delver is particularly at home among the
rocks, and is able to call upon them to aid him at need.
How to play: The Delver requires little in the way of precasting or planning,
so long as he stays in cave or rocky environments. He is able to instantly
call upon the rocks and stones to help him in combat, and is friend to golems
and stone creatures. For this reason, the Delver is better able to fit into
groups who wish to adventure in the mountains and the underground, and can be a
valuable leader when its time to enter the deep dark.
@@ -1702,17 +1726,17 @@
DEPOSIT -
Command : DEPOSIT+
Usage : DEPOSIT [ITEM NAME] ([CLERK NAME])
Example : deposit 1000
Example : deposit jewel
Example : deposit letter
Short(s):
When a banker or postal clerk is present in the same room as your character,
this command will allow you to deposit an item into your account with that
banker, or to deposit a letter or item to ship with the postal clerk. See also
LIST, BUY, SELL, WITHDRAW, VIEW, BID.
Command : DEPOSIT
Usage : DEPOSIT [ITEM NAME] ([CLERK NAME])
Example : deposit 1000
Example : deposit jewel
Example : deposit letter
Short(s):
When a banker or postal clerk is present in the same room as your character,
this command will allow you to deposit an item into your account with that
banker, or to deposit a letter or item to ship with the postal clerk. See also
LIST, BUY, SELL, WITHDRAW, VIEW, BID.
Command : DESCRIPTION+
Usage : DESCRIPTION [NEW DESCRIPTION TEXT] ...
Example : description A handsome adventurer with lots of buckles.
Short(s):
Changes your description to the text specified. The description is the text
seen when someone LOOKs at you.
Command : DESCRIPTION
Usage : DESCRIPTION [NEW DESCRIPTION TEXT] ...
Example : description A handsome adventurer with lots of buckles.
Short(s):
Changes your description to the text specified. The description is the text
seen when someone LOOKs at you.
DESTROY -
Command : DESTROY+
Usage : DESTROY [ITEM NAME] ...
Example : destroy cup
Example : destroy letter
Short(s):
Take an item out of your carried inventory and destroy it. This mundane
destruction only works on things very easily destroyed, such as glass, liquids,
or paper. Other kinds of things must be destroyed using fire or magic.
Command : DESTROY
Usage : DESTROY [ITEM NAME] ...
Example : destroy cup
Example : destroy letter
Short(s):
Take an item out of your carried inventory and destroy it. This mundane
destruction only works on things very easily destroyed, such as glass, liquids,
or paper. Other kinds of things must be destroyed using fire or magic.
@@ -1727,7 +1751,7 @@
DIG -
Usage : DIG+
Example : dig
Example : dig
This command lets the player dig a hole in the ground. The hole is best dug
proper tools, but smaller ones can still be dug with hands and elbows. The more
often this command is used, the larger the hole will be. Items can be placed
in the hole by the player who uses the hole, and filled back in by anyone using
the CLOSE or FILL commands. If a hole is not filled in when the players leave,
it will be filled in if empty, and hidden from view otherwise. A hole with
items can be uncovered by anyone by using the DIG command in the same room.
Items placed in holes will persist, but foods and liquids will rot faster.
Usage : DIG (STOP)
Example : dig
Example : dig stop
This command lets the player dig a hole in the ground. The hole is best dug
proper tools, but smaller ones can still be dug with hands and elbows. The more
often this command is used, the larger the hole will be. Items can be placed
in the hole by the player who uses the hole, and filled back in by anyone using
the CLOSE or FILL commands. If a hole is not filled in when the players leave,
it will be filled in if empty, and hidden from view otherwise. A hole with
items can be uncovered by anyone by using the DIG command in the same room.
Items placed in holes will persist, but foods and liquids will rot faster.
This can be aborted by entering dig stop.
@@ -1737,12 +1761,12 @@
Command : DISEMBARK+
Usage : DISEMBARK
Example : disembark
Short(s): DISEM, DIS
If your character is presently riding in a boat, this command will cause you to
get out of the boat.
Command : DISEMBARK
Usage : DISEMBARK
Example : disembark
Short(s): DISEM, DIS
If your character is presently riding in a boat, this command will cause you to
get out of the boat.
DISMOUNT -
Command : DISMOUNT+
Usage : DISMOUNT ([WHAT])
Example : dismount
Example : dismount wagon
Short(s): DISM, DIS
If your character is presently riding a horse, this command will cause you to
dismount from the horse. If you specify an item, it will also dismount the item
from whatever it is mounted to. See also MOUNT, LEAVE, BOARD.
Command : DISMOUNT
Usage : DISMOUNT ([WHAT])
Example : dismount
Example : dismount wagon
Short(s): DISM, DIS
If your character is presently riding a horse, this command will cause you to
dismount from the horse. If you specify an item, it will also dismount the item
from whatever it is mounted to. See also MOUNT, LEAVE, BOARD.
@@ -1762,87 +1786,87 @@
DIVINER -
Char Class: Diviner (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Divination as levels
advance. At 10th level, receives double duration on your
Divination magic, and half duration from malicious Divination
magic.
Limits : Unable to cast Illusion spells. Receives penalty damage from
Illusion as levels advance. Receives double duration from
malicious Illusion magic, half duration on other Illusion effects.
Desc. :
Diviners are specialist mages who have mastered the arts of unconvering
secrets, and obtaining knowledge. The entire world is an open book for them,
just waiting for the pages to be turned. So adept do these mages become at
divination that they gain all known divination spells, including some which are
even secrets to the other mages!
The Diviner's love of knowledge means he loses the knack of casting spells of
illusion. However, they make up for this by being the most popular of advisors
and group members when strange and amazing treasures are uncovered, or some
secret needs to be told.
Char Class: Diviner (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Divination as levels
advance. At 10th level, receives double duration on your
Divination magic, and half duration from malicious Divination
magic.
Limits : Unable to cast Illusion spells. Receives penalty damage from
Illusion as levels advance. Receives double duration from
malicious Illusion magic, half duration on other Illusion effects.
Desc. :
Diviners are specialist mages who have mastered the arts of unconvering
secrets, and obtaining knowledge. The entire world is an open book for them,
just waiting for the pages to be turned. So adept do these mages become at
divination that they gain all known divination spells, including some which are
even secrets to the other mages!
The Diviner's love of knowledge means he loses the knack of casting spells of
illusion. However, they make up for this by being the most popular of advisors
and group members when strange and amazing treasures are uncovered, or some
secret needs to be told.
Char Class: Doomsayer (Cleric)+
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Wisdom 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
Armor : May wear any armor.
Bonuses : Receives 1 pt damage reduction/level from fire attacks.
Limits : Always fumbles good prayers, and fumbles all prayers when
alignment is above 500. Qualifies and receives evil prayers.
Using non-aligned prayers introduces failure chance. Vulnerable
to cold attacks.
Desc. :
Doomsayers are very special servants of the gods, whose proclaimations of fire
and brimstone give them resistance to fire attacks, as well as special powers
controlling it. The Doomsayer is an evil aligned class, meaning that he will
always fumble on good prayers, and does not qualify for good prayers. However,
the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets
numerous special prayers that only the doomsayer can claim.
How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
the Clerics. He is also the most social of the evil clerics, being a clear
rival to the Healer. He is best played as a loner in cities, bringing the
wrath of his God wherever he goes.
Char Class: Doomsayer (Cleric)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Wisdom 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
Armor : May wear any armor.
Bonuses : Receives 1 pt damage reduction/level from fire attacks.
Limits : Always fumbles good prayers, and fumbles all prayers when
alignment is above 500. Qualifies and receives evil prayers.
Using non-aligned prayers introduces failure chance. Vulnerable
to cold attacks.
Desc. :
Doomsayers are very special servants of the gods, whose proclaimations of fire
and brimstone give them resistance to fire attacks, as well as special powers
controlling it. The Doomsayer is an evil aligned class, meaning that he will
always fumble on good prayers, and does not qualify for good prayers. However,
the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets
numerous special prayers that only the doomsayer can claim.
How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
the Clerics. He is also the most social of the evil clerics, being a clear
rival to the Healer. He is best played as a loner in cities, bringing the
wrath of his God wherever he goes.
DOWN -
Command : DOWN+
Usage : DOWN
Example : down
Short(s): D
Try to travel downward, whether it be down a ladder, downstairs, or down to the
ground when flying.
Command : DOWN
Usage : DOWN
Example : down
Short(s): D
Try to travel downward, whether it be down a ladder, downstairs, or down to the
ground when flying.
DRAW -
Command : DRAW+
Usage : DRAW ([WEAPON NAME]) ([SHEATH NAME])
Example : draw
Example : draw sword
Example : draw sword sheath
Example : draw sheath
Short(s):
Takes one or more weapons from the sheaths you are wearing and either wields or
holds the item as appropriate. In combat, a sword does you no good in its
sheath, so this is a good command. See SHEATH.
Command : DRAW
Usage : DRAW ([WEAPON NAME]) ([SHEATH NAME])
Example : draw
Example : draw sword
Example : draw sword sheath
Example : draw sheath
Short(s):
Takes one or more weapons from the sheaths you are wearing and either wields or
holds the item as appropriate. In combat, a sword does you no good in its
sheath, so this is a good command. See SHEATH.
DRESS -
Command : DRESS+
Usage : DRESS [MOB NAME] [ITEM NAME]
Example : dress joe tunic
Short(s):
Allows the player to put a piece of armor, clothing, barding, or whatever on
the target mob. The target mob must be a follower of the player for this to
work.
Command : DRESS
Usage : DRESS [MOB NAME] [ITEM NAME]
Example : dress joe tunic
Short(s):
Allows the player to put a piece of armor, clothing, barding, or whatever on
the target mob. The target mob must be a follower of the player for this to
work.
DRINK -
Command : DRINK+
Usage : DRINK ([ITEM NAME])
Example : drink cup
Short(s):
Take a drink from some drinkable source, such as a wineskin, cup, or bottle.
Specifying a drink source is not necessary if you are in a freshwater location,
such as a river. Drinking is necessary to remove the "You are thirsty"
messages. Thirst can also hurt combat capabilities, and can eventually kill
you.
Command : DRINK
Usage : DRINK ([ITEM NAME])
Example : drink cup
Short(s):
Take a drink from some drinkable source, such as a wineskin, cup, or bottle.
Specifying a drink source is not necessary if you are in a freshwater location,
such as a river. Drinking is necessary to remove the "You are thirsty"
messages. Thirst can also hurt combat capabilities, and can eventually kill
you.
DROP -
Command : DROP+
Usage : DROP ([NUMBER]) [ITEM NAME] ...
Example : drop cup
Example : drop 3 berries
Short(s):
Take an item out of your carried inventory and place it somewhere in the room
or area where your character is located.
Command : DROP
Usage : DROP ([NUMBER]) [ITEM NAME] ...
Example : drop cup
Example : drop 3 berries
Short(s):
Take an item out of your carried inventory and place it somewhere in the room
or area where your character is located.
DROW -
Race Name : Drow (Elf)+
Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs
magic+30, max intelligence adj.+1, max dexterity adj.+3, max
constitution adj.-4, max charisma adj.-3
Abilities : Darkvision, infravision, Taint of Evil(100%), Light
Sensitivity(100%), Darkness Globe(100%), Faerie Fire(25%)
Languages : Drowish(75%), Undercommon(25%)
Life Exp. : 430 Years
Immunities: Syphilis, Poison Ivy
Equipment : A delicate black shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Drow are the dark cousins to elves. Their existence living underground had
radiated their bodies with dark magic and give them advantages in the cold,
dark world. However, they hurt plenty when exposed to light. They have the
ability to see in the dark, and can prove to be fiercesome fighters. All Drow
start off with the ability to cast darkness and faerie fire.
Race Name : Drow (Elf)
Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs
magic+30, max intelligence adj.+1, max dexterity adj.+3, max
constitution adj.-4, max charisma adj.-3
Abilities : Darkvision, infravision, Taint of Evil(100%), Light
Sensitivity(100%), Darkness Globe(100%), Faerie Fire(25%)
Languages : Drowish(75%), Undercommon(25%)
Life Exp. : 430 Years
Immunities: Poison Ivy, Syphilis
Equipment : A delicate black shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Drow are the dark cousins to elves. Their existence living underground had
radiated their bodies with dark magic and give them advantages in the cold,
dark world. However, they hurt plenty when exposed to light. They have the
ability to see in the dark, and can prove to be fiercesome fighters. All Drow
start off with the ability to cast darkness and faerie fire.
DRUID -
Char Class: Druid (Druid)+
Max-Stats : Constitution (25), Others (18)
Qualifiers: Constitution 9+
Races : Duergar, Dwarf, Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : When leading animals into battle, will not divide experience
among animal followers. Can create a druidic connection with an
area. Benefits from animal/plant/stone followers leveling.
Benefits from freeing animals from cities. Benefits from
balancing the weather.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
Druids are mystical guardians of the natural world, and the wielders of natures
grandest powers. They may not wear metal, and can only use a small set of
natural weapons, but their notorious health and magical chants more than make
up for this. Like the natural world, Druids are restricted to a neutral
alignment.
Druid is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Delver,
Beastmaster, Gaian, Mer, and SkyWatcher.
How to play: The druid is the most complex class to play. Most of his magic
requires the assistance of numerous spells to bear fruit, but the benefits make
the complexity well worth it. The druid is also best fit for travelling with
animal armies of his own creation. In groups, the druid can assist with some
extra fire power at high levels. For the most part though, it is alone that
the druid will flourish, forming his own animal groups to make up for his
weakness in combat.
Although weak in melee combat, due to equipment and skill limitations, the
druid is capable of marshaling all the powers of animals and plants to aid in
the vanquishing of foes for experience. At higher levels, as the powers of
weather come into play, the Druid will find their magical prowess unequaled by
any other class.
Char Class: Druid (Druid)
Max-Stats : Constitution (25), Others (18)
Qualifiers: Constitution 9+
Races : Duergar, Dwarf, Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Will gain random qualified chants. When leading animals into
battle, will not divide experience among animal followers. Can
create a druidic connection with an area. Benefits from
animal/plant/stone followers leveling. Benefits from freeing
animals from cities. Benefits from balancing the weather.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
Druids are mystical guardians of the natural world, and the wielders of natures
grandest powers. They may not wear metal, and can only use a small set of
natural weapons, but their notorious health and magical chants more than make
up for this. Like the natural world, Druids are restricted to a neutral
alignment.
Druid is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Delver,
Beastmaster, Gaian, Mer, and SkyWatcher.
How to play: The druid is the most complex class to play. Most of his magic
requires the assistance of numerous spells to bear fruit, but the benefits make
the complexity well worth it. The druid is also best fit for travelling with
animal armies of his own creation. In groups, the druid can assist with some
extra fire power at high levels. For the most part though, it is alone that
the druid will flourish, forming his own animal groups to make up for his
weakness in combat.
Although weak in melee combat, due to equipment and skill limitations, the
druid is capable of marshaling all the powers of animals and plants to aid in
the vanquishing of foes for experience. At higher levels, as the powers of
weather come into play, the Druid will find their magical prowess unequaled by
any other class.
DUEL -
Command : DUEL+
Usage : DUEL [MOB NAME]
Example : duel karlthedragon
Short(s):
Causes your character to either challenge the target player to a duel, or to
accept a challenge from another player to duel. A duel is a fight between two
players that is without consequences. Neither player can die while dueling,
nor suffer permanent loss or harm. Players fight until one flees for longer
than 30 seconds, or one of them is "killed", at which point the duel ends and
both players are restored to the pre-duel state of health.
Command : DUEL
Usage : DUEL [MOB NAME]
Example : duel karlthedragon
Short(s):
Causes your character to either challenge the target player to a duel, or to
accept a challenge from another player to duel. A duel is a fight between two
players that is without consequences. Neither player can die while dueling,
nor suffer permanent loss or harm. Players fight until one flees for longer
than 30 seconds, or one of them is "killed", at which point the duel ends and
both players are restored to the pre-duel state of health.
DUERGAR -
Race Name : Duergar (Dwarf)+
Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15,
save vs water-10, save vs mind+5, save vs poison+10, save vs
disease-10, max constitution adj.+1, max charisma adj.-4
Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%)
Languages : Dwarven(100%), Undercommon(25%)
Life Exp. : 290 Years
XP Adjust.: -10%
Immunities: Syphilis
Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
pants, a knitted weapon belt
Desc. :
Duergar are shorter than humans, but much stockier, and sport long black beards
and bald heads.They receive one bonus Constitution point, but lose four
Charisma points. They also have Darkvision, or the ability to see other
creatures in the dark, and have a talent for Invisibility and Growth. Duergar,
like their cousins the Dwarfs, are natural Miners, though their class choices
will be even more limited.
Race Name : Duergar (Dwarf)
Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15,
save vs water-10, save vs mind+5, save vs poison+10, save vs
disease-10, max constitution adj.+1, max charisma adj.-4
Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%)
Languages : Dwarven(100%), Undercommon(25%)
Life Exp. : 290 Years
XP Adjust.: -10%
Immunities: Syphilis
Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
pants, a knitted weapon belt
Desc. :
Duergar are shorter than humans, but much stockier, and sport long black beards
and bald heads.They receive one bonus Constitution point, but lose four
Charisma points. They also have Darkvision, or the ability to see other
creatures in the dark, and have a talent for Invisibility and Growth. Duergar,
like their cousins the Dwarfs, are natural Miners, though their class choices
will be even more limited.
DWARF -
Race Name : Dwarf (Dwarf)+
Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution
adj.+1, max charisma adj.-1
Abilities : Infravision, Stonecunning(100%), Mining(50%)
Languages : Dwarven(100%)
Life Exp. : 290 Years
Immunities: Syphilis
Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
pants, a knitted weapon belt
Desc. :
Dwarves are shorter than humans, but much stockier, and enjoy sporting beards
(including the women). They receive one bonus Constitution point, but lose one
Charisma point. They also have Infravision, or the ability to see other
creatures in the dark. Dwarves are natural Miners, though their class choices
will be limited.
Race Name : Dwarf (Dwarf)
Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution
adj.+1, max charisma adj.-1
Abilities : Infravision, Stonecunning(100%), Mining(50%)
Languages : Dwarven(100%)
Life Exp. : 290 Years
Immunities: Syphilis
Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
pants, a knitted weapon belt
Desc. :
Dwarves are shorter than humans, but much stockier, and enjoy sporting beards
(including the women). They receive one bonus Constitution point, but lose one
Charisma point. They also have Infravision, or the ability to see other
creatures in the dark. Dwarves are natural Miners, though their class choices
will be limited.
EAST -
Command : EAST+
Usage : EAST
Example : east
Short(s): E
Travel eastward from the present room or location.
Command : EAST
Usage : EAST
Example : east
Short(s): E
Travel eastward from the present room or location.
EAT -
Command : EAT+
Usage : EAT [ITEM NAME] (FROM [CONTAINER])
Example : eat pie
Example : eat rice from bowl
Short(s):
Take a bite from some edible source, such as a ration, pie, or other food
source. Eating is necessary to remove the "You are hungry" messages. Hunger
can also hurt combat capabilities, and can eventually kill you.
Command : EAT
Usage : EAT [ITEM NAME] (FROM [CONTAINER])
Example : eat pie
Example : eat rice from bowl
Short(s):
Take a bite from some edible source, such as a ration, pie, or other food
source. Eating is necessary to remove the "You are hungry" messages. Hunger
can also hurt combat capabilities, and can eventually kill you.
ELF -
Race Name : Elf (Elf)+
Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity
adj.+1, max constitution adj.-1
Abilities : Infravision, Keenvision(100%), Foraging(50%)
Languages : Elvish(75%)
Life Exp. : 430 Years
Immunities: Poison Ivy
Equipment : A delicate green shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Elves are slightly shorter and more slender than humans, but are quick and
agile. They receive one bonus Dexterity point, but lose one Constitution
point. Elves have Infravision, are skilled at Foraging. Though their class
choices are more limited than humans, they have the broadest choices of all
demi-humans.
Race Name : Elf (Elf)
Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity
adj.+1, max constitution adj.-1
Abilities : Infravision, Keenvision(100%), Foraging(50%)
Languages : Elvish(75%)
Life Exp. : 430 Years
Immunities: Poison Ivy
Equipment : A delicate green shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Elves are slightly shorter and more slender than humans, but are quick and
agile. They receive one bonus Dexterity point, but lose one Constitution
point. Elves have Infravision, are skilled at Foraging. Though their class
choices are more limited than humans, they have the broadest choices of all
demi-humans.
EMAIL -
Command : EMAIL+
Usage : EMAIL (BOX ([NUM]))/([PLAYER NAME])
Example : email
Example : email box
Example : email box 10
Example : email Joe
Short(s):
Entering this command without any parameters will guide the player through the
process of re-entering the email address on file for the player. If the
AUTOFORWARD config flag is on, emails sent to the player address will be
forwarded to this email address.
Entering this command with the parameter of BOX will allow the player to read
any email on file, for cases when the player has their AUTOFORWARD config flag
off. A number may be appended to limit the number of newer messages shown.
Entering this command with the name of a player will allow an email to be sent
which, depending upon that players settings, will either be forwarded to their
real email address, or only available within the mud.
Command : EMAIL
Usage : EMAIL (BOX ([NUM]))/([PLAYER NAME])
Example : email
Example : email box
Example : email box 10
Example : email Joe
Short(s):
Entering this command without any parameters will guide the player through the
process of re-entering the email address on file for the player. If the
AUTOFORWARD config flag is on, emails sent to the player address will be
forwarded to this email address.
Entering this command with the parameter of BOX will allow the player to read
any email on file, for cases when the player has their AUTOFORWARD config flag
off. A number may be appended to limit the number of newer messages shown.
Entering this command with the name of a player will allow an email to be sent
which, depending upon that players settings, will either be forwarded to their
real email address, or only available within the mud.
EMOTE -
Command : EMOTE+
Usage : EMOTE [ACTION DESCRIPTION] ...
Example : emote whistles at the big Dragon.
Example : emote whistle(s) at /dragon.
Example : : whistle(s) at /dragon saying Look at /dragon-m!.
Short(s): :
Causes a message to be displayed which will describe your character as
performing the action described by the given emote message. For instance, the
first example, if done by an adventurer named "Bob" would tell everyone else in
the room that "Bob whistles at the big Dragon."
You can use contextual pronouns by inserting special codes into your strings.
These codes begin with a forward slash, followed by the name of a mob or item
that is visible in the room, followed optionally by one of the following:
-h : singular possessive pronouns "his" or "her"
-m : singular personal pronoun "him" or "her"
-s : name alone, or reflexive pronoun "himself" or "herself"
-e : subjective case personal pronoun "he" or "she"
's : possessive contraction john's, your
-ms: reflexive/intensive pronouns "himself" or "herself" or "yourself"
* While many codes may be used, only one unique name is allowed per string!
You can also end verbs with (s) or (es) to make contextually correct.
Command : EMOTE
Usage : EMOTE [ACTION DESCRIPTION] ...
Example : emote whistles at the big Dragon.
Example : emote whistle(s) at /dragon.
Example : : whistle(s) at /dragon saying Look at /dragon-m!.
Short(s): :
Causes a message to be displayed which will describe your character as
performing the action described by the given emote message. For instance, the
first example, if done by an adventurer named "Bob" would tell everyone else in
the room that "Bob whistles at the big Dragon."
You can use contextual pronouns by inserting special codes into your strings.
These codes begin with a forward slash, followed by the name of a mob or item
that is visible in the room, followed optionally by one of the following:
-h : singular possessive pronouns "his" or "her"
-m : singular personal pronoun "him" or "her"
-s : name alone, or reflexive pronoun "himself" or "herself"
-e : subjective case personal pronoun "he" or "she"
's : possessive contraction john's, your
-ms: reflexive/intensive pronouns "himself" or "herself" or "yourself"
* While many codes may be used, only one unique name is allowed per string!
You can also end verbs with (s) or (es) to make contextually correct.
@@ -1852,12 +1876,12 @@
EMPTY -
Command : EMPTY+
Usage : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE)
Example : empty sack here
Example : empty sack chest
Short(s):
Attempts to empty the contents of a container, either into your inventory, onto
the floor, or into another container.
Command : EMPTY
Usage : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE)
Example : empty sack here
Example : empty sack chest
Short(s):
Attempts to empty the contents of a container, either into your inventory, onto
the floor, or into another container.
Char Class: Enchanter (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Enchantment/charm as
levels advance. At 10th level, receives double duration on your
Enchantment/charm magic, and half duration from malicious
Enchantment/charm magic.
Limits : Unable to cast Abjuration spells. Receives penalty damage from
Abjuration as levels advance. Receives double duration from
malicious Abjuration magic, half duration on other Abjuration
effects.
Desc. :
Enchanters are specialist mages who can always seem to bring out the best
magical aspects of whoever or whatever they turn their attention to. And when
angered, the Enchanter can also twist their enemies to their will. So adept
are they at this art of change that they gain all known enchantment spells,
even those which only the enchanter may learn.
Enchanters love change so much that they neglect the protective magic of
abjuration, and find themselves unable to use that magic. However, the
Enchanter does not fear the snake's poison, or the dragon's breath, especially
when he can snap his fingers and make them both his pets!
Char Class: Enchanter (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Enchantment/charm as
levels advance. At 10th level, receives double duration on your
Enchantment/charm magic, and half duration from malicious
Enchantment/charm magic.
Limits : Unable to cast Abjuration spells. Receives penalty damage from
Abjuration as levels advance. Receives double duration from
malicious Abjuration magic, half duration on other Abjuration
effects.
Desc. :
Enchanters are specialist mages who can always seem to bring out the best
magical aspects of whoever or whatever they turn their attention to. And when
angered, the Enchanter can also twist their enemies to their will. So adept
are they at this art of change that they gain all known enchantment spells,
even those which only the enchanter may learn.
Enchanters love change so much that they neglect the protective magic of
abjuration, and find themselves unable to use that magic. However, the
Enchanter does not fear the snake's poison, or the dragon's breath, especially
when he can snap his fingers and make them both his pets!
@@ -1867,22 +1891,22 @@
ENTER -
Command : ENTER+
Usage : ENTER [EXIT OR ROOM NAME]
Usage : ENTER [EXIT OR ROOM NAME]
Example : enter door
Example : enter portal
Moves the player or creature through some exit or portal as specified by the
EXITS command. Can be an alternative to the standard N,S,E,W,U,D commands.
Command : ENTER
Usage : ENTER [EXIT OR ROOM NAME]
Usage : ENTER [EXIT OR ROOM NAME]
Example : enter door
Example : enter portal
Moves the player or creature through some exit or portal as specified by the
EXITS command. Can be an alternative to the standard N,S,E,W,U,D commands.
Command : EQUIPMENT+
Usage : EQUIPMENT (LONG)
Example : equipment
Example : equipment long
Short(s): eq
List the items you are wearing, wielding, holding, or are allowing to float
nearby. Use the LONG modifier to also see wearing positions you may not have
occupied, and anything being worn at other layers, including piercings and
tattoos.
Command : EQUIPMENT
Usage : EQUIPMENT (LONG)
Example : equipment
Example : equipment long
Short(s): eq
List the items you are wearing, wielding, holding, or are allowing to float
nearby. Use the LONG modifier to also see wearing positions you may not have
occupied, and anything being worn at other layers, including piercings and
tattoos.
EVOKER -
Char Class: Evoker (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Invocation/evocation as
levels advance. At 10th level, receives double duration on your
Invocation/evocation magic, and half duration from malicious
Invocation/evocation magic.
Limits : Unable to cast Alteration spells. Receives penalty damage from
Alteration as levels advance. Receives double duration from
malicious Alteration magic, half duration on other Alteration
effects.
Desc. :
Evokers are specialist mages who can bring from nothing the powers of light and
darkness, heat and cold, lightning and ferocious wind. So adept are these
mages are the creation of these magical elements that they automatically gain
all evocation/invocation spells, even those known only to evokers.
Evokers are so impatient to create from nothing that they have neglected the
study of the alteration of already existing things, and will find themselves
unable to use alteration magic. However, the Evoker is the horror of all
specialist mages, death in both fingers, and is envied by all for his power.
Char Class: Evoker (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Invocation/evocation as
levels advance. At 10th level, receives double duration on your
Invocation/evocation magic, and half duration from malicious
Invocation/evocation magic.
Limits : Unable to cast Alteration spells. Receives penalty damage from
Alteration as levels advance. Receives double duration from
malicious Alteration magic, half duration on other Alteration
effects.
Desc. :
Evokers are specialist mages who can bring from nothing the powers of light and
darkness, heat and cold, lightning and ferocious wind. So adept are these
mages are the creation of these magical elements that they automatically gain
all evocation/invocation spells, even those known only to evokers.
Evokers are so impatient to create from nothing that they have neglected the
study of the alteration of already existing things, and will find themselves
unable to use alteration magic. However, the Evoker is the horror of all
specialist mages, death in both fingers, and is envied by all for his power.
EXAMINE -
Command : EXAMINE+
Usage : EXAMINE [ITEM NAME]
Example : examine shelf
Example : examine door
Example : look
Short(s): EXAM, EXA, LONGLOOK, LL, ID
Take a must closer look at the item, mob, or other entity specified. If no
entity is specified, this command will take a careful look around the room or
area your character is presently in. This command takes longer to execute, but
can sometimes deliver more information than a standard LOOK, depending upon the
players intelligence.
Command : EXAMINE
Usage : EXAMINE [ITEM NAME]
Example : examine shelf
Example : examine door
Example : look
Short(s): EXAM, EXA, LONGLOOK, LL, ID
Take a must closer look at the item, mob, or other entity specified. If no
entity is specified, this command will take a careful look around the room or
area your character is presently in. This command takes longer to execute, but
can sometimes deliver more information than a standard LOOK, depending upon the
players intelligence.
@@ -1892,22 +1916,22 @@
Command : !+
Usage : !
Example : !
Short(s):
Repeats the last command you entered.
Command : !
Usage : !
Example : !
Short(s):
Repeats the last command you entered.
EXIT -
Command : EXIT+
Usage : EXIT
Example : exit
Short(s):
If your character is presently riding or sleeping in or on something, this
command will get you out.
Command : EXIT
Usage : EXIT
Example : exit
Short(s):
If your character is presently riding or sleeping in or on something, this
command will get you out.
EXITS -
Command : EXITS+
Usage : EXITS (SHORT/BRIEF)
Example : exits
Example : exits brief
Short(s): ex
List the exits available to your character from the current room or area. The
"brief" (or "short") qualifier will leave out the exits details and just show
you the directions.
Command : EXITS
Usage : EXITS (SHORT/BRIEF)
Example : exits
Example : exits brief
Short(s): ex
List the exits available to your character from the current room or area. The
"brief" (or "short") qualifier will leave out the exits details and just show
you the directions.
Command : EXPERIENCE+
Usage : EXPERIENCE
Example : experience
Short(s): exper, xp, exp
List the amount of experience earned, and the number of hours played.
Command : EXPERIENCE
Usage : EXPERIENCE
Example : experience
Short(s): exper, xp, exp
List the amount of experience earned, and the number of hours played.
@@ -1917,12 +1941,12 @@
Command : EXPERTISES+
Usage : EXPERTISES
Example : expertises
Short(s): exps
This command will list any expertises you have gained. Expertises are specific
areas of knowledge your character has learned about, and usually enhance skills
in one way or another. See also the QUALIFY and GAIN command.
Command : EXPERTISES
Usage : EXPERTISES
Example : expertises
Short(s): exps
This command will list any expertises you have gained. Expertises are specific
areas of knowledge your character has learned about, and usually enhance skills
in one way or another. See also the QUALIFY and GAIN command.
FACTIONS -
Command : FACTIONS+
Usage : FACTIONS
Example : factions
Short(s): fac
This command shows all Factions you have standing with. It shows what level of
standing you have and how close you are to gaining or losing that level of
standing. See also help on REPUTATION.
Command : FACTIONS
Usage : FACTIONS
Example : factions
Short(s): fac
This command shows all Factions you have standing with. It shows what level of
standing you have and how close you are to gaining or losing that level of
standing. See also help on REPUTATION.
@@ -1932,17 +1956,17 @@
FEED -
Command : FEED+
Usage : FEED [MOB NAME] [ITEM NAME]
Example : feed joe "pot pie"
Example : feed joe waterskin
Short(s):
Allows the player to feed the target mob a piece of food or drink from the
players inventory. The target mob must be a follower of the player for this to
be successful.
Command : FEED
Usage : FEED [MOB NAME] [ITEM NAME]
Example : feed joe "pot pie"
Example : feed joe waterskin
Short(s):
Allows the player to feed the target mob a piece of food or drink from the
players inventory. The target mob must be a follower of the player for this to
be successful.
FIGHTER -
Char Class: Fighter (Fighter)+
Max-Stats : Strength (25), Others (18)
Qualifiers: Strength 9+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest experience and bonus duel experience.
Limits :
Desc. :
Fighters are brutish weapon masters, skilled in the art of killing. They may
specialize in any weapon type, and learn numerous new fighting techniques as
they advance in level. Fighters receive more hit points and attack bonuses per
level than any other class, and are invaluable in a close melee.
Fighter is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Monk, Ranger,
Paladin, and Barbarian.
How to play: The fighters strength is in his domination of pure combat. When
playing alone, a fighter is fully capable of gaining the necessary experience.
However, the fighter may choose to lead a group to gain an even greater
advantage. As the tank (primary melee combatant) in a group, the fighter will
give the group the benefit of his superior armor and fighting skill, while
benefitting from the healing spells of a cleric, or the magical aids of a mage.
The fighters greatest weakness is his inability to move secretly, or get into
or out of tricky spots. For this reason, the fighter outside of a group should
steer towards simple combat areas, and be content only with the treasures
obtains from his kills.
Char Class: Fighter (Fighter)
Max-Stats : Strength (25), Others (18)
Qualifiers: Strength 9+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest experience and bonus duel experience.
Limits :
Desc. :
Fighters are brutish weapon masters, skilled in the art of killing. They may
specialize in any weapon type, and learn numerous new fighting techniques as
they advance in level. Fighters receive more hit points and attack bonuses per
level than any other class, and are invaluable in a close melee.
Fighter is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Monk, Ranger,
Paladin, and Barbarian.
How to play: The fighters strength is in his domination of pure combat. When
playing alone, a fighter is fully capable of gaining the necessary experience.
However, the fighter may choose to lead a group to gain an even greater
advantage. As the tank (primary melee combatant) in a group, the fighter will
give the group the benefit of his superior armor and fighting skill, while
benefitting from the healing spells of a cleric, or the magical aids of a mage.
The fighters greatest weakness is his inability to move secretly, or get into
or out of tricky spots. For this reason, the fighter outside of a group should
steer towards simple combat areas, and be content only with the treasures
obtains from his kills.
FILL -
Command : FILL+
Usage : FILL [CONTAINER NAME] ([DRINK SOURCE])
Example : fill bottle spring
Short(s):
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source. In many cases, containers can be refilled from other containers.
If no source is specified, and the player is at a source of fresh water, then
the fill will occur from the freshwater source.
Command : FILL
Usage : FILL [CONTAINER NAME] ([DRINK SOURCE])
Example : fill bottle spring
Short(s):
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source. In many cases, containers can be refilled from other containers.
If no source is specified, and the player is at a source of fresh water, then
the fill will occur from the freshwater source.
@@ -1952,97 +1976,97 @@
FLEE -
Command : FLEE+
Usage : FLEE ([DIRECTION])
Example : flee
Short(s):
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Fleeing from combat can cause you to lose experience
points in many cases, so use this command sparingly. If all of your opponents
are asleep, paralyzed, or bound, however, no loss is recorded for using this
command.
Command : FLEE
Usage : FLEE ([DIRECTION])
Example : flee
Short(s):
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Fleeing from combat can cause you to lose experience
points in many cases, so use this command sparingly. If all of your opponents
are asleep, paralyzed, or bound, however, no loss is recorded for using this
command.
FOLLOW -
Command : FOLLOW+
Usage : FOLLOW [MOB NAME]
Example : follow gunther
Short(s): FOL
In order to form adventuring groups, one or more characters may choose to
follow a leader character. The leader then becomes the group leader, and is
able to lead his or her followers around the map without their intervention.
Followers may also come to the defence of a leader who is attacked, or who
attacks another MOB. Lastly, leaders have the privilege of the ORDER command,
to keep the followers in line. The number of followers one may have depends
upon their Charisma score.
Use FOLLOW SELF to stop following someone else.
To force a follower to stop following you, use NOFOLLOW <MOBNAME>
See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.
Command : FOLLOW
Usage : FOLLOW [MOB NAME]
Example : follow gunther
Short(s): FOL
In order to form adventuring groups, one or more characters may choose to
follow a leader character. The leader then becomes the group leader, and is
able to lead his or her followers around the map without their intervention.
Followers may also come to the defence of a leader who is attacked, or who
attacks another MOB. Lastly, leaders have the privilege of the ORDER command,
to keep the followers in line. The number of followers one may have depends
upon their Charisma score.
Use FOLLOW SELF to stop following someone else.
To force a follower to stop following you, use NOFOLLOW <MOBNAME>
See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.
FOREWARD -
Command : FOREWARD+
Usage : FOREWARD
Example : foreward
Short(s):
Travel towards the front of a ship.
Command : FOREWARD
Usage : FOREWARD
Example : foreward
Short(s):
Travel towards the front of a ship.
Command : FOREWARD PORTSIDE+
Usage : FOREWARD PORTSIDE
Example : foreward portside
Short(s):
Travel towards the front left of a ship.
Command : FOREWARD PORTSIDE
Usage : FOREWARD PORTSIDE
Example : foreward portside
Short(s):
Travel towards the front left of a ship.
Command : FOREWARD STARBOARD+
Usage : FOREWARD STARBOARD
Example : foreward starboard
Short(s):
Travel towards the front right of a ship.
Command : FOREWARD STARBOARD
Usage : FOREWARD STARBOARD
Example : foreward starboard
Short(s):
Travel towards the front right of a ship.
Command : FORMATION+
Usage : FORMATION ([MOB NAME] [ROW NUMBER])
Example : formation
Example : formation joe 2
Short(s):
When a player has followers, this command can be used to show where in the
group order the player is located. The "front line" is considered row 0. The
lead player must always be on a row ahead or on the same row as his followers.
When formations are used in conjunction with AUTOMELEE, it can effectively aid
archers and mages with ranged spells in battle. The range of the group members
in formation, with respect to enemies, is always relative to the initial range
of the lead player in combat. That is to say, if a group member is set to be
at row #1, and the leader uses a bow to start off at range 3, then that group
member will be at row #4 instead (1 off from the leaders position).
Any member of a group can enter the FORMATION command without parameters to
view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and
GTELL.
Command : FORMATION
Usage : FORMATION ([MOB NAME] [ROW NUMBER])
Example : formation
Example : formation joe 2
Short(s):
When a player has followers, this command can be used to show where in the
group order the player is located. The "front line" is considered row 0. The
lead player must always be on a row ahead or on the same row as his followers.
When formations are used in conjunction with AUTOMELEE, it can effectively aid
archers and mages with ranged spells in battle. The range of the group members
in formation, with respect to enemies, is always relative to the initial range
of the lead player in combat. That is to say, if a group member is set to be
at row #1, and the leader uses a bow to start off at range 3, then that group
member will be at row #4 instead (1 off from the leaders position).
Any member of a group can enter the FORMATION command without parameters to
view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and
GTELL.
FORUM -
A place to leave longer messages that other players can read. There are many+
forums, each with their own subject matter. Forums are available from the web
site at http://localhost:27777/forums.html
A place to leave longer messages that other players can read. There are many
forums, each with their own subject matter. Forums are available from the web
site at http://:27777/forums.html
FRIENDS -
Command : FRIENDS+
Usage : FRIENDS (ADD/REMOVE [PLAYER NAME])
Example : friends
Example : friends list
Example : friends add bob
Example : friends remove bob
Short(s):
This command allows the player to add or remove names from his or her friends
list. The friends list consists of some number of other players by name.
Names on this list are subject to the AUTONOTIFY command, and are also
filterable with the WHO command. For the spell of this name, use HELP SPELL
FRIENDS.
Command : FRIENDS
Usage : FRIENDS (ADD/REMOVE [PLAYER NAME])
Example : friends
Example : friends list
Example : friends add bob
Example : friends remove bob
Short(s):
This command allows the player to add or remove names from his or her friends
list. The friends list consists of some number of other players by name.
Names on this list are subject to the AUTONOTIFY command, and are also
filterable with the WHO command. For the spell of this name, use HELP SPELL
FRIENDS.
GAIAN -
Char Class: Gaian (Druid)+
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Attains Greenskin (sunlight based bonuses/penalties) at level 5.
At level 30, becomes totally undetectable in wilderness settings
while hidden. Can create a druidic connection with an area.
Benefits from animal/plant/stone followers leveling. Benefits
from freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Gaian is the druid of the green earth, watching over the plants, trees and
all growing things. The gaian has a very special relationship with the plants
and trees, having special abilities to make almost any location he steps into a
sanctuary for his leafed friends. So in tune with green things is the gaian
that sunlight can actually give his green tinted skin additional powers, though
the darkness will slightly weaken his chanting stamina. The gaian can also
call on the plants and trees around him to aid in him combat, to hide him from
foes, or even to provide him with the things one would normally have to seek
civilization for.
How to play: The Gaian, so long as he stays around green plants, is a
formidable foe to all enemies of nature. The gaian can call all aspects of the
plants to his aid, and can always find sanctuary in the green plants during
times of trouble. The gaian is weak in native combat abilities, like the other
druids, but can make up for it with creative pre-casting, and good use of the
power of nature during combat.
Char Class: Gaian (Druid)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Attains Greenskin (sunlight based bonuses/penalties) at level 5.
At level 30, becomes totally undetectable in wilderness settings
while hidden. Can create a druidic connection with an area.
Benefits from animal/plant/stone followers leveling. Benefits
from freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Gaian is the druid of the green earth, watching over the plants, trees and
all growing things. The gaian has a very special relationship with the plants
and trees, having special abilities to make almost any location he steps into a
sanctuary for his leafed friends. So in tune with green things is the gaian
that sunlight can actually give his green tinted skin additional powers, though
the darkness will slightly weaken his chanting stamina. The gaian can also
call on the plants and trees around him to aid in him combat, to hide him from
foes, or even to provide him with the things one would normally have to seek
civilization for.
How to play: The Gaian, so long as he stays around green plants, is a
formidable foe to all enemies of nature. The gaian can call all aspects of the
plants to his aid, and can always find sanctuary in the green plants during
times of trouble. The gaian is weak in native combat abilities, like the other
druids, but can make up for it with creative pre-casting, and good use of the
power of nature during combat.
GAIN -
Command : GAIN+
Usage : GAIN [SPELL NAME]
Example : gain blunt specialization
Short(s):
Gain is a command, supported in most DikuMUD derivatives, which allows you to
gain new abilities from certain kinds of mobs capable of teaching them. In
CoffeeMud, *anyone* can TEACH an ability to another, provided the student is
qualified to learn. However, since there are a few MOBs in CoffeeMud with the
MOBTrainer behavior, it should be noted that, so long as the request is phrased
as a SAY command, this command will still work.
Command : GAIN
Usage : GAIN [SPELL NAME]
Example : gain blunt specialization
Short(s):
Gain is a command, supported in most DikuMUD derivatives, which allows you to
gain new abilities from certain kinds of mobs capable of teaching them. In
CoffeeMud, *anyone* can TEACH an ability to another, provided the student is
qualified to learn. However, since there are a few MOBs in CoffeeMud with the
MOBTrainer behavior, it should be noted that, so long as the request is phrased
as a SAY command, this command will still work.
GAOLER -
Char Class: Gaoler (Commoner)+
Max-Stats : Strength (24), Dexterity (24), Others (18)
Qualifiers: Strength 5+, Dexterity 5+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18)-1 per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use flailed weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains experience when using certain skills. Screams of flayed,
amputated, tattooed, body pierced, or chirguried victims grants
xp/hr.
Limits :
Desc. :
The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He
specializes in those implements and activities which reflect the worst and most
sadistic side of human nature. Although not much use as an adventurer, a
player with a Gaoler background can be a valuable member of a clan, or a
man-for-hire.
Char Class: Gaoler (Commoner)
Max-Stats : Strength (24), Dexterity (24), Others (18)
Qualifiers: Strength 5+, Dexterity 5+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18)-1 per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use flailed weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains experience when using certain skills, the screams of
victims from certain skills per hr, sleeping by an occupied cell,
feeding innamtes bad food.
Limits :
Desc. :
The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He
specializes in those implements and activities which reflect the worst and most
sadistic side of human nature. Although not much use as an adventurer, a
player with a Gaoler background can be a valuable member of a clan, or a
man-for-hire.
Command : GCONSIDER+
Usage : GCONSIDER [MOB NAME]
Example : gconsider dragon
Short(s):
Sizes up a monster or character against your group, so that you can determine
whether a fight with such a creature is wise, or just a waste of time. Unlike
consider, this command will take into account the damage which your entire
group will do against the creature, while limiting the creatures return attacks
only against the leader of your group.
Command : GCONSIDER
Usage : GCONSIDER [MOB NAME]
Example : gconsider dragon
Short(s):
Sizes up a monster or character against your group, so that you can determine
whether a fight with such a creature is wise, or just a waste of time. Unlike
consider, this command will take into account the damage which your entire
group will do against the creature, while limiting the creatures return attacks
only against the leader of your group.
GET -
Command : GET+
Usage : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME])
Example : get all dagger backpack
Example : get all body
Example : get pie
Example : get all
Example : get pie.2
Example : get all.pie container.3
Example : get 5 pie
Example : get 5 from bundle
Example : get 10 from package
Short(s):
Places an item that is presently not in your carried inventory into your
inventory. If the item is inside a specified container, it will be retrieved
from the container. If it is in the room or area you are occupying, it will be
retrieved from there.
Command : GET
Usage : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME])
Example : get all dagger backpack
Example : get all body
Example : get pie
Example : get all
Example : get pie.2
Example : get all.pie container.3
Example : get 5 pie
Example : get 5 from bundle
Example : get 10 from package
Short(s):
Places an item that is presently not in your carried inventory into your
inventory. If the item is inside a specified container, it will be retrieved
from the container. If it is in the room or area you are occupying, it will be
retrieved from there.
Race Name : Githyanki (Humanoid)+
Stat Mods.: Dexterity+1, wisdom+1, save vs mind+10, max dexterity adj.+1, max
wisdom adj.+1
Abilities : Darkvision, Hide(25%), Astral Step(5%)
Languages :
Life Exp. : 260 Years
XP Adjust.: -20%
Immunities: Planar Instability
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Githyanki are planar travelers from an ancient race whom have taken residence
in the Astral Plane. They are tall and gaunt, but also quite powerful. They
use their knowledge of the planes to take brief jaunts around obstacles,
appearing to teleport into well protected areas.
Race Name : Githyanki (Humanoid)
Stat Mods.: Dexterity+1, wisdom+1, save vs mind+10, max dexterity adj.+1, max
wisdom adj.+1
Abilities : Darkvision, Hide(25%), Astral Step(5%)
Languages :
Life Exp. : 260 Years
XP Adjust.: -20%
Immunities: Planar Instability
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Githyanki are planar travelers from an ancient race whom have taken residence
in the Astral Plane. They are tall and gaunt, but also quite powerful. They
use their knowledge of the planes to take brief jaunts around obstacles,
appearing to teleport into well protected areas.
GIVE -
Command : GIVE+
Usage : GIVE (ALL) [ITEM NAME] [MOB NAME]
Example : give all dagger Gunther
Example : give all Gunther
Example : give pie Gunther
Short(s):
Takes an item from your carried inventory and transfers it to the inventory of
another MOB.
Command : GIVE
Usage : GIVE (ALL) [ITEM NAME] [MOB NAME]
Example : give all dagger Gunther
Example : give all Gunther
Example : give pie Gunther
Short(s):
Takes an item from your carried inventory and transfers it to the inventory of
another MOB.
GNOLL -
Race Name : Gnoll (Canine)+
Stat Mods.: Strength+2, intelligence-3, wisdom-2, save vs fire-10, save vs
cold+15, save vs mind-10, save vs poison+10, save vs disease+20,
max strength adj.+2, max intelligence adj.-3, max wisdom adj.-2
Abilities : Infravision, Devour Corpse(50%)
Languages : Orcish(75%)
Life Exp. : 64 Years
Immunities:
Equipment : A loincloth
Desc. :
Gnolls are vicious anthropomorphic hyena-men. They stand 6 feet to 7 and a
half feet tall, are lean and violent. Gnolls enjoy displays of cruelty and
mercilessness, often pulling limbs from their living prey. They hunt creatures
of all sorts, but particularly enjoy hunting intelligent species.
Race Name : Gnoll (Canine)
Stat Mods.: Strength+2, intelligence-3, wisdom-2, save vs fire-10, save vs
cold+15, save vs mind-10, save vs poison+10, save vs disease+20,
max strength adj.+2, max intelligence adj.-3, max wisdom adj.-2
Abilities : Infravision, Devour Corpse(50%)
Languages : Orcish(75%)
Life Exp. : 64 Years
Immunities:
Equipment : A loincloth
Desc. :
Gnolls are vicious anthropomorphic hyena-men. They stand 6 feet to 7 and a
half feet tall, are lean and violent. Gnolls enjoy displays of cruelty and
mercilessness, often pulling limbs from their living prey. They hunt creatures
of all sorts, but particularly enjoy hunting intelligent species.
GNOME -
Race Name : Gnome (Gnome)+
Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence
adj.+1, max wisdom adj.-1, save vs overlooking+10
Abilities : Infravision, Burrowspeak(100%), Gem Digging(50%), Burrow Hide(25%)
Languages : Gnomish(100%)
Life Exp. : 260 Years
XP Adjust.: 5%
Immunities: Syphilis
Equipment : A small patchy tunic, a pair of small shoes, a pair of small
patchy pants, a knitted weapon belt
Desc. :
Gnomes are curious and quick-witted folk, resembling small dwarves. They
receive one bonus Intelligence point, but lose one Wisdom point due to their
carelessness. They also have Infravision, are skilled at Gem Digging, though
their class choices will be limited.
Race Name : Gnome (Gnome)
Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence
adj.+1, max wisdom adj.-1, save vs overlooking+10
Abilities : Infravision, Burrowspeak(100%), Gem Digging(50%), Burrow Hide(25%)
Languages : Gnomish(100%)
Life Exp. : 260 Years
XP Adjust.: 5%
Immunities: Syphilis
Equipment : A small patchy tunic, a pair of small shoes, a pair of small
patchy pants, a knitted weapon belt
Desc. :
Gnomes are curious and quick-witted folk, resembling small dwarves. They
receive one bonus Intelligence point, but lose one Wisdom point due to their
carelessness. They also have Infravision, are skilled at Gem Digging, though
their class choices will be limited.
GO -
Command : GO+
Usage : GO ([NUMBER]) [DIRECTION] (etc..)
Example : go east
Example : go east north
Example : go 4 north 2 east
Short(s):
Allows your player to automatically travel in the given path. Multiple
directions may be specified.
Command : GO
Usage : GO ([NUMBER]) [DIRECTION] (etc..)
Example : go east
Example : go east north
Example : go 4 north 2 east
Short(s):
Allows your player to automatically travel in the given path. Multiple
directions may be specified.
GOBLIN -
Race Name : Goblin (Goblinoid)+
Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1,
max strength adj.-1, max intelligence adj.+1, max dexterity
adj.+2, max charisma adj.-1, max wisdom adj.-1
Abilities : Infravision, Mining(75%), Excavation(25%)
Languages : Goblinese(100%), Orcish(50%)
Life Exp. : 63 Years
Immunities:
Equipment : A small ratty tunic, a cotton loincloth, a knitted weapon belt
Desc. :
Goblins are small twisted creatures, quick on their feet, and natural tinkerers
with all manner of wicked traps and devices Their class choices are limited,
but they excel at thieving, and make great miners and delvers.
Race Name : Goblin (Goblinoid)
Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1,
max strength adj.-1, max intelligence adj.+1, max dexterity
adj.+2, max charisma adj.-1, max wisdom adj.-1
Abilities : Infravision, Mining(75%), Excavation(25%)
Languages : Goblinese(100%), Orcish(50%)
Life Exp. : 63 Years
Immunities:
Equipment : A small ratty tunic, a cotton loincloth, a knitted weapon belt
Desc. :
Goblins are small twisted creatures, quick on their feet, and natural tinkerers
with all manner of wicked traps and devices Their class choices are limited,
but they excel at thieving, and make great miners and delvers.
@@ -2052,7 +2076,7 @@
GROUP -
Command : GROUP+
Usage : GROUP
Example : group
Short(s):
Lists the members of any group to which you may belong. See the FOLLOW,
NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups.
See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.
Command : GROUP
Usage : GROUP
Example : group
Short(s):
Lists the members of any group to which you may belong. See the FOLLOW,
NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups.
See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.
@@ -2062,22 +2086,22 @@
GTELL -
Command : GTELL+
Usage : GTELL
Example : gtell So when do we kill this thing?
Example : gtell last 10
Short(s):
Sends a private message to the members of your characters group. If the first
parameter is "last" and a number X follows, this command will show you the last
X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.
Command : GTELL
Usage : GTELL
Example : gtell So when do we kill this thing?
Example : gtell last 10
Short(s):
Sends a private message to the members of your characters group. If the first
parameter is "last" and a number X follows, this command will show you the last
X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.
HALFELF -
Race Name : Half Elf (Elf)+
Stat Mods.: Justice save+5, save vs magic+5
Abilities : Infravision, Fishing(50%), Cultural Adaption(50%)
Languages : Elvish(50%)
Life Exp. : 137 Years
Immunities:
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Half Elves are a mixture of humans and elves, possessing human drive and elven
grace. They have Infravision, are skilled Fishermen, and have almost as many
class choices as normal Humans.
Race Name : Half Elf (Elf)
Stat Mods.: Justice save+5, save vs magic+5
Abilities : Infravision, Fishing(50%), Cultural Adaptation(50%)
Languages : Elvish(50%)
Life Exp. : 137 Years
Immunities:
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Half Elves are a mixture of humans and elves, possessing human drive and elven
grace. They have Infravision, are skilled Fishermen, and have almost as many
class choices as normal Humans.
HALFLING -
Race Name : Halfling (Halfling)+
Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.-1,
max dexterity adj.+1, save vs detection+10
Abilities : Infravision, Cooking(75%), Sling Proficiency(25%), Fast
Slinging(25%)
Languages : Elvish(25%)
Life Exp. : 120 Years
Immunities:
Equipment : A small tunic, some small pants, a knitted weapon belt
Desc. :
Halflings are a very short fur-footed folk. They receive one bonus Dexterity
point, but lose one point of Strength. They have Infravision, make excellent
Cooks, though their class choices will be limited.
Race Name : Halfling (Halfling)
Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.-1,
max dexterity adj.+1, save vs detection+10
Abilities : Infravision, Cooking(75%), Sling Proficiency(25%), Fast
Slinging(25%)
Languages : Elvish(25%)
Life Exp. : 120 Years
Immunities:
Equipment : A small tunic, some small pants, a knitted weapon belt
Desc. :
Halflings are a very short fur-footed folk. They receive one bonus Dexterity
point, but lose one point of Strength. They have Infravision, make excellent
Cooks, though their class choices will be limited.
HEALER -
Char Class: Healer (Cleric)+
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races : Dwarf, Elf, Half Elf and Human
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : All healing prayers give bonus healing. Attains healing aura
after 30th level.
Limits : Always fumbles evil prayers. Qualifies and receives good
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Healers project the most benevolent aspects of their gods by bringing life and
good health to those around them. The Healer is so adept at these arts that
his or her healing prayers are more powerful than those cast by any other
cleric. The Healer is a good aligned class, meaning that he will always fumble
on evil prayers, and does not qualify for evil prayers. The Healer also gets a
few special prayers known only to the Healer, including the great Aura of
Healing at 30th level.
How to play: More than any other cleric, the Healer is a most desirable group
member. There is no ailment, no weakness, no problem almost that the Healer
can not cure through the power of his god. In the heat of battle, or in the
periods in between, the Healer is a valued friend to those who take the brunt
of battle. The Healer can also try it alone if he likes, if he is willing to
use patience and plenty of cure spells to outlast his opponents.
Char Class: Healer (Cleric)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races : Dwarf, Elf, Half Elf and Human
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : All healing prayers give bonus healing. Attains healing aura
after 30th level.
Limits : Always fumbles evil prayers. Qualifies and receives good
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Healers project the most benevolent aspects of their gods by bringing life and
good health to those around them. The Healer is so adept at these arts that
his or her healing prayers are more powerful than those cast by any other
cleric. The Healer is a good aligned class, meaning that he will always fumble
on evil prayers, and does not qualify for evil prayers. The Healer also gets a
few special prayers known only to the Healer, including the great Aura of
Healing at 30th level.
How to play: More than any other cleric, the Healer is a most desirable group
member. There is no ailment, no weakness, no problem almost that the Healer
can not cure through the power of his god. In the heat of battle, or in the
periods in between, the Healer is a valued friend to those who take the brunt
of battle. The Healer can also try it alone if he likes, if he is willing to
use patience and plenty of cure spells to outlast his opponents.
@@ -2087,12 +2111,12 @@
HELP -
Command : HELP+
Usage : HELP [COMMAND NAME]
Example : help commands
Short(s):
Shows you a description of the commands and terminology used in the CoffeeMud
system. Each command is broken into five parts.
Command : Shows you the proper command name.
Usage : Shows you the formal usage information. Words in
Usage : parenthesis () are not required. Words in brackets
Usage : [] should not be typed as is, but describe the kind of
Usage : thing to type in.
Example : Gives a command example of how the command is typed in.
Short(s): If a command has a shorter version, they will be listed here.
Finally, the description, a summary of what the command actually does.
Command : HELP
Usage : HELP [COMMAND NAME]
Example : help commands
Short(s):
Shows you a description of the commands and terminology used in the CoffeeMud
system. Each command is broken into five parts.
Command : Shows you the proper command name.
Usage : Shows you the formal usage information. Words in
Usage : parenthesis () are not required. Words in brackets
Usage : [] should not be typed as is, but describe the kind of
Usage : thing to type in.
Example : Gives a command example of how the command is typed in.
Short(s): If a command has a shorter version, they will be listed here.
Finally, the description, a summary of what the command actually does.
HELPLIST -
Command : HELPLIST+
Usage : HELPLIST [STRING PATTERN]
Example : help pray
Short(s):
Shows you a list of all help entries matching the given string pattern.
Command : HELPLIST
Usage : HELPLIST [STRING PATTERN]
Example : help pray
Short(s):
Shows you a list of all help entries matching the given string pattern.
@@ -2102,7 +2126,7 @@
HIRE -
Command : HIRE+
Usage : HIRE ([MOB NAME])_
Example : hire larry
Short(s):
A placeholder for the ability to ask a mob whether or not they are for hire.
Command : HIRE
Usage : HIRE ([MOB NAME])_
Example : hire larry
Short(s):
A placeholder for the ability to ask a mob whether or not they are for hire.
@@ -2117,17 +2141,17 @@
HOLD -
Command : HOLD+
Usage : HOLD (ALL) [ITEM NAME]
Example : hold lantern
Short(s):
Places an item that is presently in your carried inventory into one of your
free hands for holding. Some items only work when they are being held.
Command : HOLD
Usage : HOLD (ALL) [ITEM NAME]
Example : hold lantern
Short(s):
Places an item that is presently in your carried inventory into one of your
free hands for holding. Some items only work when they are being held.
HOMES -
Players may purchase and develop property of their own to serve as their online+
home away from home.
The first step in this process is for the player to find a property that is for
sale. Such properties will typically include a message such as "This lot is
for sale.". After finding such a property, the player should enter LOOK ID to
discover the properties unique lot number identifier. Write this down!
The next step is to find the local Property dealer for that area. He shouldn't
be too far away! Some property dealers deal in player property, and some only
deal with Clans. Make sure you find the right one to buy your lot from. When
the property dealer is found, you can use your lot number to purchase the
correct lot from the dealer.
Once the property is purchased, you will need to develop it. Skills such as
Masonry, Construction, and Locksmithing are used to develop the properties you
purchase. If you don't have these skills, or don't want them, you might be
able to find mobs nearby which you may HIRE to perform these tasks.
Players may purchase and develop property of their own to serve as their online
home away from home.
The first step in this process is for the player to find a property that is for
sale. Such properties will typically include a message such as "This lot is
for sale.". After finding such a property, the player should enter LOOK ID to
discover the properties unique lot number identifier. Write this down!
The next step is to find the local Property dealer for that area. He shouldn't
be too far away! Some property dealers deal in player property, and some only
deal with Clans. Make sure you find the right one to buy your lot from. When
the property dealer is found, you can use your lot number to purchase the
correct lot from the dealer.
Once the property is purchased, you will need to develop it. Skills such as
Masonry, Construction, and Locksmithing are used to develop the properties you
purchase. If you don't have these skills, or don't want them, you might be
able to find mobs nearby which you may HIRE to perform these tasks.
HUMAN -
Race Name : Human (Humanoid)+
Stat Mods.: Justice save+10, trains+2
Abilities : Diligent Studying(100%), Wood Chopping(50%)
Languages :
Life Exp. : 78 Years
Immunities:
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Just like you and me! Humans are versatile and successful adventurers. They
receive 2 bonus training points at first level, make powerful lumberjacks.
Humans also have the broadest class choices.
Race Name : Human (Humanoid)
Stat Mods.: Justice save+10, trains+2
Abilities : Diligent Studying(100%), Wood Chopping(50%)
Languages :
Life Exp. : 78 Years
Immunities:
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Just like you and me! Humans are versatile and successful adventurers. They
receive 2 bonus training points at first level, make powerful lumberjacks.
Humans also have the broadest class choices.
@@ -2142,27 +2166,27 @@
I3_INFO -
Command : I3 INFO+
Usage : I3 INFO [MUD NAME]
Example : i3 info coffeemud
Short(s):
Give some special information about the InterMud3 mud listed.
Command : I3 INFO
Usage : I3 INFO [MUD NAME]
Example : i3 info coffeemud
Short(s):
Give some special information about the InterMud3 mud listed.
I3_LIST -
Command : I3 LIST+
Usage : I3 LIST
Example : i3 list
Short(s):
Lists all the muds available on the InterMud3 channels.
Command : I3 LIST
Usage : I3 LIST
Example : i3 list
Short(s):
Lists all the muds available on the InterMud3 channels.
Command : I3 LOCATE+
Usage : I3 LOCATE [NAME]
Example : i3 locate bob
Short(s):
Sends a player locate message to the InterMud3 router, which will hopefully
respond some day with the name of a mud where a player of the given name is
located.
Command : I3 LOCATE
Usage : I3 LOCATE [NAME]
Example : i3 locate bob
Short(s):
Sends a player locate message to the InterMud3 router, which will hopefully
respond some day with the name of a mud where a player of the given name is
located.
I3_WHOIS -
Command : WHOIS+
Usage : WHOIS [NAME]@[MUD NAME]
Usage : WHOIS @[MUD NAME]
Example : whois bob@coffeemud
Example : whois @coffeemud
Short(s):
If the InterMud network is enabled on your mud, this command can be used to
retrieve a list of players at the given mud, and to retrieve more information
about a particular player on a mud. Use I3 LIST to see a list of all InterMud3
muds, or IMC2 LIST to see a list of IMC2 muds.
Command : WHOIS
Usage : WHOIS [NAME]@[MUD NAME]
Usage : WHOIS @[MUD NAME]
Example : whois bob@coffeemud
Example : whois @coffeemud
Short(s):
If the InterMud network is enabled on your mud, this command can be used to
retrieve a list of players at the given mud, and to retrieve more information
about a particular player on a mud. Use I3 LIST to see a list of all InterMud3
muds, or IMC2 LIST to see a list of IMC2 muds.
IDEA -
Command : IDEA+
Usage : IDEA [REPORT]
Example : idea I want a spell that kills everything everywhere.
Short(s):
Please use this command to submit ideas for the MUD.
Command : IDEA
Usage : IDEA [REPORT]
Example : idea I want a spell that kills everything everywhere.
Short(s):
Please use this command to submit ideas for the MUD.
@@ -2172,12 +2196,12 @@
IGNORE -
Command : IGNORE+
Usage : IGNORE (ADD/REMOVE [PLAYER NAME])
Example : ignore
Example : ignore list
Example : ignore add bob
Example : ignore remove bob
Short(s):
This command allows the player to add or remove names from his or her ignored
players list. The ignored list consists of some number of other players by
name. A player will never receive channel messages from players on this list,
nor will they receive any TELL messages from players on this list.
Command : IGNORE
Usage : IGNORE (ADD/REMOVE [PLAYER/ACCOUNT NAME])
Example : ignore
Example : ignore list
Example : ignore add bob
Example : ignore remove bob
Short(s):
This command allows the player to add or remove names from his or her ignored
players list. The ignored list consists of some number of other players by
name. A player will never receive channel messages from players on this list,
nor will they receive any TELL messages from players on this list.
Char Class: Illusionist (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Illusion as levels
advance. At 10th level, receives double duration on your
Illusion magic, and half duration from malicious Illusion magic.
Limits : Unable to cast Divination spells. Receives penalty damage from
Divination as levels advance. Receives double duration from
malicious Divination magic, half duration on other Divination
effects.
Desc. :
Illusionists are specialist mages who have mastered the art of deception and
illusion. They can make anyone believe anything, and can fool the senses into
believing whatever they wish. Illusionists are sly and playful, and so adept
at their art that they gain all known illusion spells, even those known only to
illusionists.
So lost in their dreamworld is the Illusionist, that he forgets what is true,
and finds himself unable to remember his divination spells. However, the
Illusionist is the greatest and most fun of the social mages, with a nice mix
of defensive magic that can save him in times of need.
Char Class: Illusionist (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Illusion as levels
advance. At 10th level, receives double duration on your
Illusion magic, and half duration from malicious Illusion magic.
Limits : Unable to cast Divination spells. Receives penalty damage from
Divination as levels advance. Receives double duration from
malicious Divination magic, half duration on other Divination
effects.
Desc. :
Illusionists are specialist mages who have mastered the art of deception and
illusion. They can make anyone believe anything, and can fool the senses into
believing whatever they wish. Illusionists are sly and playful, and so adept
at their art that they gain all known illusion spells, even those known only to
illusionists.
So lost in their dreamworld is the Illusionist, that he forgets what is true,
and finds himself unable to remember his divination spells. However, the
Illusionist is the greatest and most fun of the social mages, with a nice mix
of defensive magic that can save him in times of need.
@@ -2187,22 +2211,22 @@
Command : IMC2 CHANNELS+
Usage : IMC2 CHANNELS
Example : imc2 channels
Short(s):
List all the channels potentially available to this mud.
Command : IMC2 CHANNELS
Usage : IMC2 CHANNELS
Example : imc2 channels
Short(s):
List all the channels potentially available to this mud.
Command : IMC2 INFO+
Usage : IMC2 INFO [MUD NAME]
Example : imc2 info coffeemud
Short(s):
Give some special information about the IMC2 mud listed.
Command : IMC2 INFO
Usage : IMC2 INFO [MUD NAME]
Example : imc2 info coffeemud
Short(s):
Give some special information about the IMC2 mud listed.
Command : IMC2 LIST+
Usage : IMC2 LIST
Example : imc2 list
Short(s):
Lists all the muds available on the IMC2 channels.
Command : IMC2 LIST
Usage : IMC2 LIST
Example : imc2 list
Short(s):
Lists all the muds available on the IMC2 channels.
Command : IMC2 LOCATE+
Usage : IMC2 LOCATE [PLAYER NAME]
Example : imc2 locate bob
Short(s):
Find the muds where Player Name is.
Command : IMC2 LOCATE
Usage : IMC2 LOCATE [PLAYER NAME]
Example : imc2 locate bob
Short(s):
Find the muds where Player Name is.
@@ -2227,7 +2251,7 @@
Command : INVENTORY+
Usage : INVENTORY (LONG) ([MASK])
Example : inventory
Example : inventory long
Example : inventory sword
Short(s): inv
Lists all the items in your carried inventory. This does not include any items
that may be worn. Use the EQUIPMENT command to view what is being worn. You
may include a mask to view a subset of your inventory. The long argument can be
used to see what's in all containers.
Command : INVENTORY
Usage : INVENTORY (LONG) ([MASK])
Example : inventory
Example : inventory long
Example : inventory sword
Short(s): inv
Lists all the items in your carried inventory. This does not include any items
that may be worn. Use the EQUIPMENT command to view what is being worn. You
may include a mask to view a subset of your inventory. The long argument can be
used to see what's in all containers.
@@ -2237,7 +2261,7 @@
JESTER -
Char Class: Jester (Bard)+
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Dexterity 9+
Races : Gnome, Half Elf, Halfling and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[16X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives 2%/level bonus to saves versus poison. Receives extra
natural damaging skill. Receives group bonus combat experience
when in an intelligent group, and more for a group of players.
Receives exploration and pub-finding experience based on danger
level.
Limits :
Desc. :
The Jester is the joking, annoying, and sneaky fellow that few Bards like to
claim. Like the Charlatan, they remain associated with Bards due to their
highly social nature and their charismatic attitudes. The Jester is also
amazingly dextrous and slippery, due to the slapstick style of maneuvers he
practices and specializes in.
How to play: As the levels progress, however, few could argue the seriousness
of the Jesters power, should his goofy smile, for some reason, be turned
around. The Jester is still, clearly, a group player. He needs the strong
tanking of fighters, and other support classes to flourish, though he can still
hold his own if he manages not to take life too seriously.
Char Class: Jester (Bard)
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Dexterity 9+
Races : Gnome, Half Elf, Halfling and Human
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[16X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives 2%/level bonus to saves versus poison. Receives extra
natural damaging skill. Receives group bonus combat experience
when in an intelligent group, and more for a group of players.
Receives exploration and pub-finding experience based on danger
level.
Limits :
Desc. :
The Jester is the joking, annoying, and sneaky fellow that few Bards like to
claim. Like the Charlatan, they remain associated with Bards due to their
highly social nature and their charismatic attitudes. The Jester is also
amazingly dextrous and slippery, due to the slapstick style of maneuvers he
practices and specializes in.
How to play: As the levels progress, however, few could argue the seriousness
of the Jesters power, should his goofy smile, for some reason, be turned
around. The Jester is still, clearly, a group player. He needs the strong
tanking of fighters, and other support classes to flourish, though he can still
hold his own if he manages not to take life too seriously.
@@ -2257,7 +2281,7 @@
KILL -
Command : KILL+
Usage : KILL [MOB NAME]
Example : kill dragon
Short(s):
Causes your character to attack the mob given with the command. If you are
wielding a weapon, it will be used in the attack. If you have any followers,
they will also join in on the attack. The mob being attacked will also likely
defend itself against you, and try to attack you.
Command : KILL
Usage : KILL [MOB NAME]
Example : kill dragon
Short(s):
Causes your character to attack the mob given with the command. If you are
wielding a weapon, it will be used in the attack. If you have any followers,
they will also join in on the attack. The mob being attacked will also likely
defend itself against you, and try to attack you.
@@ -2272,7 +2296,7 @@
Command : LANGUAGES+
Usage : LANGUAGES
Example : LANGUAGES
Short(s): LANGS
Lists any languages that you know, along with your proficiency in them. To use
a language type SPEAK [LANGUAGE NAME].
Command : LANGUAGES
Usage : LANGUAGES
Example : LANGUAGES
Short(s): LANGS
Lists any languages that you know, along with your proficiency in them. To use
a language type SPEAK [LANGUAGE NAME].
@@ -2282,12 +2306,12 @@
LEARN -
Command : LEARN+
Usage : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME])
Example : learn stealthy ii
Example : learn magic missile Horice
Example : learn strength from Horice
Short(s):
If your character has the necessary training points and/or practice points,
this command will allow you to request training in the specified skill, spell,
chant, prayer, attribute, or expertise. In addition to specifying the ability
to learn, you may also specify a MOB who is present in the room who can teach
you in that skill. See also help on TRAIN, GAIN, and TEACH.
Command : LEARN
Usage : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME])
Example : learn stealthy ii
Example : learn magic missile Horice
Example : learn strength from Horice
Short(s):
If your character has the necessary training points and/or practice points,
this command will allow you to request training in the specified skill, spell,
chant, prayer, attribute, or expertise. In addition to specifying the ability
to learn, you may also specify a MOB who is present in the room who can teach
you in that skill. See also help on TRAIN, GAIN, and TEACH.
LEAVE -
Command : LEAVE+
Usage : LEAVE
Example : leave
Short(s):
If your character is presently riding or sleeping in or on something, this
command will get you out.
Command : LEAVE
Usage : LEAVE
Example : leave
Short(s):
If your character is presently riding or sleeping in or on something, this
command will get you out.
@@ -2312,7 +2336,7 @@
LICH -
Race Name : Lich (Undead)+
Stat Mods.: Constitution-4, charisma+6, paralysis save+100, save vs gas+100,
save vs mind+100, save vs poison+100, save vs undead+100, save vs
disease+100, max constitution adj.-4, max charisma adj.+6, save
vs blunt+50, save vs pierce+50
Abilities : Infravision
Languages :
Life Exp. : 2147483647 Years
Immunities:
Equipment :
Desc. :
Lichs are the most feared of the skeletal undead. Although they were a normal
race before they died, the decay and corruption makes their former race hard to
determine. Lichs lose some constitution for being dead, but gain charisma for
their formidable presence. In fact, they walk around with a weak aura of fear
at all times. Like other skeletal undead, they take half-damage from piercing
or slashing weapons, are never hungry or thirsty, have infravision, stink of
grime and decay, take damage from positive healing spells, are healed by
negative energy spells, and are immune to poison, mind, gas, paralysis,
disease, and negative energy attacks. The most common way to become a lich is
to study Necromancy and die.
Race Name : Lich (Undead)
Stat Mods.: Constitution-4, charisma+6, paralysis save+100, save vs gas+100,
save vs mind+100, save vs poison+100, save vs undead+100, save vs
disease+100, max constitution adj.-4, max charisma adj.+6, save
vs pierce+50, save vs slash+50
Abilities : Infravision
Languages :
Life Exp. : 2147483647 Years
Immunities:
Equipment :
Desc. :
Lichs are the most feared of the skeletal undead. Although they were a normal
race before they died, the decay and corruption makes their former race hard to
determine. Lichs lose some constitution for being dead, but gain charisma for
their formidable presence. In fact, they walk around with a weak aura of fear
at all times. Like other skeletal undead, they take half-damage from piercing
or slashing weapons, are never hungry or thirsty, have infravision, stink of
grime and decay, take damage from positive healing spells, are healed by
negative energy spells, and are immune to poison, mind, gas, paralysis,
disease, and negative energy attacks. The most common way to become a lich is
to study Necromancy and die.
@@ -2327,67 +2351,67 @@
LINEWRAP -
Command : LINEWRAP+
Usage : LINEWRAP [COL NUMBER]/DISABLE
Example : linewrap 100
Example : linewrap disable
Short(s):
This command will allow the player to disable the default CoffeeMud
linewrapping system, or to set it to a higher or lower number to accommodate
their terminal.
Command : LINEWRAP
Usage : LINEWRAP [COL NUMBER]/DISABLE
Example : linewrap 100
Example : linewrap disable
Short(s):
This command will allow the player to disable the default CoffeeMud
linewrapping system, or to set it to a higher or lower number to accommodate
their terminal.
LIST -
Command : LIST+
Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
Example : list
Example : list weaponsmith
Example : list shopkeeper for shield
Short(s):
The normal player version of this command will display the items which a
particular shopkeeper MOB may be selling, along with the prices being offered
to your characters. If more than one shopkeeper is in the room, you may have to
specify the shopkeeper name in the parameters. You may add the key word FOR
and an item name to the end to filter the results. See also BUY, SELL,
DEPOSIT, WITHDRAW, VIEW, BID.
Command : LIST
Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
Example : list
Example : list weaponsmith
Example : list shopkeeper for shield
Short(s):
The normal player version of this command will display the items which a
particular shopkeeper MOB may be selling, along with the prices being offered
to your characters. If more than one shopkeeper is in the room, you may have to
specify the shopkeeper name in the parameters. You may add the key word FOR
and an item name to the end to filter the results. See also BUY, SELL,
DEPOSIT, WITHDRAW, VIEW, BID.
Race Name : Lizard Man (Reptile)+
Stat Mods.: Strength+1, intelligence-1, constitution+1, charisma-1, save vs
water-10, save vs electricity+10, max strength adj.+1, max
intelligence adj.-1, max constitution adj.+1, max charisma adj.-1
Abilities : Swim(100%), Long Breath(100%), Hunting(50%), Tail Swipe(25%)
Languages : Draconic(25%)
Life Exp. : 78 Years
Immunities: Lycanthropy, Leprosy
Equipment : A loincloth
Desc. :
These large, bidedal humanoids stand about a head taller than humans. They have
a thick three to six foot tail which they use for improved swimming and to
protect themselves. Lizard men prefer temperate to tropical environments and
can hold their breath underwater for extended periods.
Race Name : Lizard Man (Reptile)
Stat Mods.: Strength+1, intelligence-1, constitution+1, charisma-1, save vs
water-10, save vs electricity+10, max strength adj.+1, max
intelligence adj.-1, max constitution adj.+1, max charisma adj.-1
Abilities : Swim(100%), Long Breath(100%), Hunting(50%), Tail Swipe(25%)
Languages : Draconic(25%)
Life Exp. : 78 Years
Immunities: Lycanthropy, Leprosy
Equipment : A loincloth
Desc. :
These large, bidedal humanoids stand about a head taller than humans. They have
a thick three to six foot tail which they use for improved swimming and to
protect themselves. Lizard men prefer temperate to tropical environments and
can hold their breath underwater for extended periods.
LOAD -
Command : LOAD+
Usage : LOAD [AMMUNITION NAME] [WEAPON NAME]
Example : load arrows bow
Example : load bolts.2 crossbow
Short(s):
Prepares a ranged weapon for use by loading it with its required ammunition.
This command will attempt to load the weapon up to its capacity.
Command : LOAD
Usage : LOAD [AMMUNITION NAME] [WEAPON NAME]
Example : load arrows bow
Example : load bolts.2 crossbow
Short(s):
Prepares a ranged weapon for use by loading it with its required ammunition.
This command will attempt to load the weapon up to its capacity.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
LOCK -
Command : LOCK+
Usage : LOCK [ITEM NAME]
Example : lock door
Short(s):
Attempts to lock, by ordinary means, the item, door, or any other entity
specified.
Command : LOCK
Usage : LOCK [ITEM NAME]
Example : lock door
Short(s):
Attempts to lock, by ordinary means, the item, door, or any other entity
specified.
LOGOFF -
Command : LOGOFF+
Usage : LOGOFF
Example : LOGOFF
Short(s):
Exit from the mud, back to login/char selection.
Command : LOGOFF
Usage : LOGOFF
Example : LOGOFF
Short(s):
Exit from the mud, back to login/char selection.
LOOK -
Command : LOOK+
Usage : LOOK [ITEM NAME]
Example : look shelf
Example : look door
Example : look
Short(s):
Take a look at the item, mob, or other entity specified. If no entity is
specified, this command will take a look around the room or area your character
is presently in. See also EXAMINE or LONGLOOK.
Command : LOOK
Usage : LOOK [ITEM NAME]
Example : look shelf
Example : look door
Example : look
Short(s):
Take a look at the item, mob, or other entity specified. If no entity is
specified, this command will take a look around the room or area your character
is presently in. See also EXAMINE or LONGLOOK.
MAGE -
Char Class: Mage (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses :
Limits :
Desc. :
Mages are masters of magic, and wielders of the great elemental powers. While
weak in hit points and in fighting skill, their spells are the most widely
prized and powerful of all the classes. They may not wear any metal or leather
armors, or use most weapons. However, the sting of their magic missiles and
the armor of magic they wear makes up for any loss.
Mage is the basis for numerous sub-classes which the player may choose to gain
levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer,
Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.
How to play: Mages are among the most versatile of classes, being able to make
spell choices which carve out the path the Mage would like to take. For the
loner Mage, the emphasis on offensive magic will make him a powerful opponent
in battle. In groups, the mage may focus on protective magic to make him a
more desirable companion. And even the playful mage may focus on the
role-playing magic to make his mudding as fun as possible!
The mage is almost useless in weapon combat. The mage must be smart and
creative to use his spells to give him the edge. But the versatility of the
mage gives him the ability to do just that, using magic and guile to trick
monsters to their death, granting experience for the mage.
Char Class: Mage (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses :
Limits :
Desc. :
Mages are masters of magic, and wielders of the great elemental powers. While
weak in hit points and in fighting skill, their spells are the most widely
prized and powerful of all the classes. They may not wear any metal or leather
armors, or use most weapons. However, the sting of their magic missiles and
the armor of magic they wear makes up for any loss.
Mage is the basis for numerous sub-classes which the player may choose to gain
levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer,
Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.
How to play: Mages are among the most versatile of classes, being able to make
spell choices which carve out the path the Mage would like to take. For the
loner Mage, the emphasis on offensive magic will make him a powerful opponent
in battle. In groups, the mage may focus on protective magic to make him a
more desirable companion. And even the playful mage may focus on the
role-playing magic to make his mudding as fun as possible!
The mage is almost useless in weapon combat. The mage must be smart and
creative to use his spells to give him the edge. But the versatility of the
mage gives him the ability to do just that, using magic and guile to trick
monsters to their death, granting experience for the mage.
A common mispelling of MAGIC MISSILE.+
A common misspelling of MAGIC MISSILE.
MANA -
The amount of energy your character has to use on skills, prayers, spells,+
songs, or chants. This number will go up as your character advances in level.
Resting will replenish lost mana.
If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG
MANA.
The amount of energy your character has to use on skills, prayers, spells,
songs, or chants. This number will go up as your character advances in level.
Resting will replenish lost mana.
If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG
MANA.
@@ -2395,49 +2419,54 @@
A name I call myself.+
+ MEANINGOFLIFE +
%0D%0DCoffee, Black.%0D%0DAlso, 42.+ +
MER -
Char Class: Mer (Druid)+
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Intelligence 9+, Dexterity 9+
Races : Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d5) /lvl] Mana : 100 +[(Int/4)+(1d6)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : May use polearms of any kind or other weapons made from wood,
plant-based materials, or leather.
Armor : Must wear non-metal armor.
Bonuses : May breathe and cast spells underwater. Attains Tidal Changes
(tidal phase based bonuses/penalties) at level 5.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Mer Druid is an aquatic nature lover who has mastered the ability to live
and dwell with sea creatures. The Mer Druid is most suited for aquatic areas,
and excels at water and ship combat, using the forces of the ocean with an
amazing display of power and destruction. So connected is he to the tides that
his strength and powers will fluxuate during the day, ebbing and rising with
the high and low tide.
How to play: Like a fish, the Mer Druid is nearly useless out of the water.
But when either above or beneath the waves, the Mer is an unstoppable force.
Grouping with others on land and taking charge of the situation when the waves
roll in is the way for a Mer Druid to flourish.
Char Class: Mer (Druid)
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Intelligence 9+, Dexterity 9+
Races : Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d5) /lvl] Mana : 100 +[(Int/4)+(1d6)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : May use polearms of any kind or other weapons made from wood,
plant-based materials, or leather.
Armor : Must wear non-metal armor.
Bonuses : May breathe and cast spells underwater. Attains Tidal Changes
(tidal phase based bonuses/penalties) at level 5.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Mer Druid is an aquatic nature lover who has mastered the ability to live
and dwell with sea creatures. The Mer Druid is most suited for aquatic areas,
and excels at water and ship combat, using the forces of the ocean with an
amazing display of power and destruction. So connected is he to the tides that
his strength and powers will fluxuate during the day, ebbing and rising with
the high and low tide.
How to play: Like a fish, the Mer Druid is nearly useless out of the water.
But when either above or beneath the waves, the Mer is an unstoppable force.
Grouping with others on land and taking charge of the situation when the waves
roll in is the way for a Mer Druid to flourish.
MERFOLK -
Race Name : Merfolk (Fish)+
Stat Mods.: Dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs
electricity-15, max dexterity adj.+2, max wisdom adj.-2
Abilities : Infravision, Land Legs(25%), Swim(100%), Fishing(100%)
Languages : Aquan(25%)
Life Exp. : 215 Years
Immunities: Sea Sickness, Lycanthropy, Scurvy
Equipment : A delicate scaley green shirt, a knitted weapon belt
Desc. :
Merfolk are half-fish, half-humanoid dwellers of the sea. They can breathe air
and water, enabling trade with surface dwellers. Merfolk are the dominant
underwater race.
Race Name : Merfolk (Fish)
Stat Mods.: Dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs
electricity-15, max dexterity adj.+2, max wisdom adj.-2
Abilities : Infravision, Land Legs(25%), AutoSwim(100%), Swim(100%),
Fishing(100%)
Languages : Aquan(25%)
Life Exp. : 215 Years
Immunities: Scurvy, Lycanthropy, Sea Sickness
Equipment : A delicate scaley green shirt, a knitted weapon belt
Desc. :
Merfolk are half-fish, half-humanoid dwellers of the sea. They can breathe air
and water, enabling trade with surface dwellers. Merfolk are the dominant
underwater race.
Command : METAMSGCOMMAND+
Usage : METAMSGCOMMAND
Example : metamsgcommand
Short(s):
Generates the HUH? message. A command that's not a command.
Command : METAMSGCOMMAND
Usage : METAMSGCOMMAND
Example : metamsgcommand
Short(s):
Generates the HUH? message. A command that's not a command.
Race Name : Mindflayer (Illithid)+
Stat Mods.: Strength-4, intelligence+4, constitution-2, charisma+2, save vs
mind+100, save vs magic+50, max strength adj.-4, max intelligence
adj.+4, max constitution adj.-2, max charisma adj.+2
Abilities : Darkvision, Mind Suck(100%), Combat Precognition(30%), Detect
Sentience(50%), Mind Fog(100%), Charm(50%)
Languages : Undercommon(25%)
Life Exp. : 430 Years
XP Adjust.: -25%
Immunities:
Equipment : Grey robes, a knitted weapon belt
Desc. :
Mindflayers, or Illithid, are alien humanoids with a smooth, leathery face with
four tentacles surrounding and protecting their mouths. They are taller than
humans, but lighter and more frail due to millennia of reliance upon
mind-controlled slave labor to do their manual work.
Race Name : Mindflayer (Illithid)
Stat Mods.: Strength-4, intelligence+4, constitution-2, charisma+2, save vs
mind+100, save vs magic+50, max strength adj.-4, max intelligence
adj.+4, max constitution adj.-2, max charisma adj.+2
Abilities : Darkvision, Mind Suck(100%), Combat Precognition(30%), Detect
Sentience(50%), Mind Fog(100%), Charm(50%)
Languages : Undercommon(25%)
Life Exp. : 430 Years
XP Adjust.: -25%
Immunities:
Equipment : Grey robes, a knitted weapon belt
Desc. :
Mindflayers, or Illithid, are alien humanoids with a smooth, leathery face with
four tentacles surrounding and protecting their mouths. They are taller than
humans, but lighter and more frail due to millennia of reliance upon
mind-controlled slave labor to do their manual work.
MINSTREL -
Char Class: Minstrel (Bard)+
Max-Stats : Intelligence (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Intelligence 9+
Races : All
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives group bonus combat experience when in an intelligent
group, and more for a group of players. Receives exploration and
pub-finding experience based on danger level.
Limits :
Desc. :
The Minstrel is the master of instruments and musical tools. So capable is a
minstrel in this art that he or she is able to draw forth magical and wonderous
powers from the instruments played. The Minstrel is able to craft and draw
unique powers from any of dozens of different musical instruments, with the
only drawback being how the chosen instrument impacts fighting or speaking
ability while it is being played.
How to play: The Minstrel is as social of a bard as the others, but due to his
many hours of lonely practice, the Minstrel also has an almost arcane like
ability to use instrumental magic for more solitary or unique benefits than the
simple Bard or Dancer. In the end, the Minstrel may become an orchestra of
power unto himself, capable of bringing tremendous benefit and joy to his
group, or terrible retribution to his foes. Therefore, if a player is looking
for a bard to play when groups are not available, this is the one to pick.
Char Class: Minstrel (Bard)
Max-Stats : Intelligence (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Intelligence 9+
Races : All
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives group bonus combat experience when in an intelligent
group, and more for a group of players. Receives exploration and
pub-finding experience based on danger level.
Limits :
Desc. :
The Minstrel is the master of instruments and musical tools. So capable is a
minstrel in this art that he or she is able to draw forth magical and wonderous
powers from the instruments played. The Minstrel is able to craft and draw
unique powers from any of dozens of different musical instruments, with the
only drawback being how the chosen instrument impacts fighting or speaking
ability while it is being played.
How to play: The Minstrel is as social of a bard as the others, but due to his
many hours of lonely practice, the Minstrel also has an almost arcane like
ability to use instrumental magic for more solitary or unique benefits than the
simple Bard or Dancer. In the end, the Minstrel may become an orchestra of
power unto himself, capable of bringing tremendous benefit and joy to his
group, or terrible retribution to his foes. Therefore, if a player is looking
for a bard to play when groups are not available, this is the one to pick.
Char Class: Missionary (Cleric)+
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Dexterity 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use swords, staves, natural, ranged, or blunt weapons
Armor : May wear any armor.
Bonuses : Never fumbles neutral prayers, and receives 1pt/level luck bonus
to all saving throws per level. Receives 1pt/level electricity
damage reduction.
Limits : Using non-neutral prayers introduces failure chance. Vulnerable
to acid attacks.
Desc. :
Missionaries are the crusading adventurers for the gods, exploring and
spreading the good word of their deity far and wide. So energetic and mobile
are the Missionaries that they seem like the wind, and in fact gain many powers
of wind and electricity. The Missionary is a neutral aligned class.
How to play: Although Missionaries can flourish with other missionaries, they
do their best work alone, bringing the word of their god, as well as his wrath
when necessary, to the unwashed masses. Missionaries will sometimes be asked
to join groups so as to deliver some of that "olde-tyme neutral punch", and can
even be useful to them if he strikes a careful balance with the good and evil
prayers he qualifies for.
Char Class: Missionary (Cleric)
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Dexterity 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use swords, staves, natural, ranged, or blunt weapons
Armor : May wear any armor.
Bonuses : Never fumbles neutral prayers, and receives 1pt/level luck bonus
to all saving throws per level. Receives 1pt/level electricity
damage reduction.
Limits : Using non-neutral prayers introduces failure chance. Vulnerable
to acid attacks.
Desc. :
Missionaries are the crusading adventurers for the gods, exploring and
spreading the good word of their deity far and wide. So energetic and mobile
are the Missionaries that they seem like the wind, and in fact gain many powers
of wind and electricity. The Missionary is a neutral aligned class.
How to play: Although Missionaries can flourish with other missionaries, they
do their best work alone, bringing the word of their god, as well as his wrath
when necessary, to the unwashed masses. Missionaries will sometimes be asked
to join groups so as to deliver some of that "olde-tyme neutral punch", and can
even be useful to them if he strikes a careful balance with the good and evil
prayers he qualifies for.
MONEY -
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
MONIES -
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
MONK -
Char Class: Monk (Fighter)+
Max-Stats : Strength (22), Dexterity (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races : Elf, Half Elf and Human
Prime Stat: Strength Attack Pts: +(Str/18)+1 per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/3)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 20 level(s)
Weapons : May use any weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Receives defensive bonus for high dexterity. Receives unarmed
attack bonus. Receives bonus attack when unarmed. Has Slow Fall
ability. Receives trap avoidance. Receives bonus conquest and
duel experience.
Limits :
Desc. :
Monks are the agile and graceful masters of their own bodies. Combining quick
reflexes with intense study of the martial arts makes them a powerful and
intimidating opponent. Although Monks may use weapons, most of their power and
unique ability comes when they are completely unarmed. And since they depend
so heavily on their agility, they will find themselves wearing only light cloth
armors.
How to play: Either alone or in groups, the Monk is a dizzying class to play.
Capable of more pure attacks than any other class, and loaded down with dozens
of Monk-specific physical feats makes the Monk almost mage-like in complexity.
In fact, the player who loathes worrying about staying up-to-date on equipment,
but who enjoys the pure fight may be especially attracted to Monk.
Like all fighters, the Monk will gain experience principally through the
vanquishing of foes. Although the armor restriction can seem daunting, the
Monks extra dexterity bonus to armor, and the wide variety of attacks and
defences makes them every bit as powerful (if not much more) than the other
fighter classes.
Char Class: Monk (Fighter)
Max-Stats : Strength (22), Dexterity (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races : Elf, Half Elf and Human
Prime Stat: Strength Attack Pts: +(Str/18)+1 per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/3)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 20 level(s)
Weapons : May use any weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Receives defensive bonus for high dexterity. Receives unarmed
attack bonus. Receives bonus attack when unarmed. Has Slow Fall
ability. Receives trap avoidance. Receives bonus conquest and
duel experience.
Limits :
Desc. :
Monks are the agile and graceful masters of their own bodies. Combining quick
reflexes with intense study of the martial arts makes them a powerful and
intimidating opponent. Although Monks may use weapons, most of their power and
unique ability comes when they are completely unarmed. And since they depend
so heavily on their agility, they will find themselves wearing only light cloth
armors.
How to play: Either alone or in groups, the Monk is a dizzying class to play.
Capable of more pure attacks than any other class, and loaded down with dozens
of Monk-specific physical feats makes the Monk almost mage-like in complexity.
In fact, the player who loathes worrying about staying up-to-date on equipment,
but who enjoys the pure fight may be especially attracted to Monk.
Like all fighters, the Monk will gain experience principally through the
vanquishing of foes. Although the armor restriction can seem daunting, the
Monks extra dexterity bonus to armor, and the wide variety of attacks and
defences makes them every bit as powerful (if not much more) than the other
fighter classes.
@@ -2447,17 +2476,17 @@
MOTD -
Command : MOTD+
Usage : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN)
Example : motd
Short(s):
Allows the player to review the news and daily messages. Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud. Using AGAIN will re-show the current new daily message, while
PREVIOUS will show all the old daily messages, with an optional limit.
Command : MOTD
Usage : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN)
Example : motd
Short(s):
Allows the player to review the news and daily messages. Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud. Using AGAIN will re-show the current new daily message, while
PREVIOUS will show all the old daily messages, with an optional limit.
MOUNT -
Command : MOUNT+
Usage : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME])
Example : mount horse
Example : mount cart horse
Short(s): ride
Your character attempts to mount a horse, or other rideable creature, carriage,
boat, or item. Once mounted, the creature can be navigated around by use of
the normal N,S,E,W navigation commands. Some rideables may also be mounted on
others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,
BOARD. Bound creatures can be mounted onto beds or chairs against their will
with this command also.
Command : MOUNT
Usage : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME])
Example : mount horse
Example : mount cart horse
Short(s): ride
Your character attempts to mount a horse, or other rideable creature, carriage,
boat, or item. Once mounted, the creature can be navigated around by use of
the normal N,S,E,W navigation commands. Some rideables may also be mounted on
others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,
BOARD. Bound creatures can be mounted onto beds or chairs against their will
with this command also.
MOVEMENT -
The amount of energy your character has to use on moving around, using movement+
based skills, or retreating in combat. This number will go up as your
character advances in level. Resting will replenish lost movement.
The amount of energy your character has to use on moving around, using movement
based skills, or retreating in combat. This number will go up as your
character advances in level. Resting will replenish lost movement.
@@ -2467,7 +2496,7 @@
Each class was designed to reach it's peak of gainable skills at level 30.+
Changing to another class is done by going to your respective guild and
training in the class of your choice. The classes you can become are listed
when you type QUALIFY. Changing to another class is done using the TRAIN
command.
When multiclassing, always keep in mind the classes you want to become and how
far you would want to go in them. Some classes affect others in a negative way.
If you plan to get to level 30 with three subclasses, train in the first before
your first level of the game. This ensures level 30 status with all the
classes.
Just keep track of how far you feel like taking each class, whether it is to a
certain skill or to it's full potential. It is not required, but can add a
dimension to playing.
Each class was designed to reach it's peak of gainable skills at level 30.
Changing to another class is done by going to your respective guild and
training in the class of your choice. The classes you can become are listed
when you type QUALIFY. Changing to another class is done using the TRAIN
command.
When multiclassing, always keep in mind the classes you want to become and how
far you would want to go in them. Some classes affect others in a negative way.
If you plan to get to level 30 with three subclasses, train in the first before
your first level of the game. This ensures level 30 status with all the
classes.
Just keep track of how far you feel like taking each class, whether it is to a
certain skill or to it's full potential. It is not required, but can add a
dimension to playing.
@@ -2482,77 +2511,77 @@
MXP -
Command : MXP+
Usage : MXP (OFF)
Example : mxp
Example : mxp off
Short(s):
Turn MXP (MUD Exchange Protocol) tags on or off. This command will auto-detect
whether your client supports the tags by sending the <VERSION> tag. Use NOMXP
or OFF argument to disable this feature.
Command : MXP
Usage : MXP (OFF)
Example : mxp
Example : mxp off
Short(s):
Turn MXP (MUD Exchange Protocol) tags on or off. This command will auto-detect
whether your client supports the tags by sending the <VERSION> tag. Use NOMXP
or OFF argument to disable this feature.
NAGA -
Race Name : Naga (Ophidian)+
Stat Mods.: Dexterity+5, save vs poison+100
Abilities :
Languages : Snake Speak(100%), Draconic(100%), Snake Speak(100%)
Life Exp. : 42 Years
Immunities:
Equipment :
Desc. :
A sharp-featured humanoid head crowns the powerful, sinuous body of this
snake-like monstrosity.Two slender arms extend from the body of the Naga just
below the head.
Race Name : Naga (Ophidian)
Stat Mods.: Dexterity+5, save vs poison+100
Abilities : Stigma(100%)
Languages : Draconic(100%), Snake Speak(100%)
Life Exp. : 42 Years
Immunities:
Equipment :
Desc. :
A sharp-featured humanoid head crowns the powerful, sinuous body of this
snake-like monstrosity.Two slender arms extend from the body of the Naga just
below the head.
Char Class: Necromancer (Cleric)+
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
Armor : May wear any armor.
Bonuses : Can sense deaths at Necromancer level 15, and becomes a Lich upon
death at 30. Undead followers will not drain experience.
Limits : Always fumbles good prayers. Qualifies and receives evil
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Necromancers are the dark lovers of death and the dead, serving the gods in
this special and little appreciated realm. The Necromancer is an evil aligned
class, meaning that he will always fumble on good prayers, and does not qualify
for good prayers. However, the Necromancer can use many dangerous edged
weapons, any kind of armor, and gets numerous special prayers known only to the
Necromancer, such as the ability to animate all kinds of wicked undead, even at
low levels. Eventually, the Necromancer may even become a Lich himself!
How to play: Unlike most clerics, the Necromancer is not a good group player.
He does best alone with the friends he "makes" out of the dearly departed, so
long as he is careful to keep them magically Fed and Healed long enough to gain
useful levels. The necromancer is hated in towns, and may even be arrested if
he brings his undead "friends" to town for a visit. If the Necromancer keeps
his charisma high, he can lead a truly formidable army before which all others
will surely tremble.
Char Class: Necromancer (Cleric)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
Armor : May wear any armor.
Bonuses : Can sense deaths at Necromancer level 15, and becomes a Lich upon
death at 30. Undead followers will not drain experience.
Limits : Always fumbles good prayers. Qualifies and receives evil
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Necromancers are the dark lovers of death and the dead, serving the gods in
this special and little appreciated realm. The Necromancer is an evil aligned
class, meaning that he will always fumble on good prayers, and does not qualify
for good prayers. However, the Necromancer can use many dangerous edged
weapons, any kind of armor, and gets numerous special prayers known only to the
Necromancer, such as the ability to animate all kinds of wicked undead, even at
low levels. Eventually, the Necromancer may even become a Lich himself!
How to play: Unlike most clerics, the Necromancer is not a good group player.
He does best alone with the friends he "makes" out of the dearly departed, so
long as he is careful to keep them magically Fed and Healed long enough to gain
useful levels. The necromancer is hated in towns, and may even be arrested if
he brings his undead "friends" to town for a visit. If the Necromancer keeps
his charisma high, he can lead a truly formidable army before which all others
will surely tremble.
NEWS -
Command : NEWS+
Usage : NEWS (ON/OFF/AGAIN/PREVIOUS)
Example : news
Short(s):
Allows the player to review the news and daily messages. Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud.
Command : NEWS
Usage : NEWS (ON/OFF/AGAIN/PREVIOUS)
Example : news
Short(s):
Allows the player to review the news and daily messages. Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud.
NOANSI -
Command : NOANSI+
Usage : NOANSI
Example : noansi
Short(s):
Turn off ANSI color output. Use ANSI to turn this feature on again.
Command : NOANSI
Usage : NOANSI
Example : noansi
Short(s):
Turn off ANSI color output. Use ANSI to turn this feature on again.
Command : NOBATTLESPAM (ON/OFF)+
Usage : NOBATTLESPAM (ON/OFF)n Example : nobattlespam
Example : nobattlespam on
Short(s):
Changes whether you see normal combat messages, including standard weapon hits
and misses, and most damage messages. When turned on, the player will only
receive a brief summary of all damage taken by each combatant. By itself, this
command will toggle the state of the flag. Use ON or OFF to specify whether
the flag is on or off. See also CONFIG.
Command : NOBATTLESPAM (ON/OFF)
Usage : NOBATTLESPAM (ON/OFF)n
Example : nobattlespam
Example : nobattlespam on
Short(s):
Changes whether you see normal combat messages, including standard weapon hits
and misses, and most damage messages. When turned on, the player will only
receive a brief summary of all damage taken by each combatant. By itself, this
command will toggle the state of the flag. Use ON or OFF to specify whether
the flag is on or off. See also CONFIG.
Command : NO[CHANNEL]+
Usage : NO[CHANNEL]
Example : no[channel]
Short(s):
This command turns off the [CHANNEL] channel. See [CHANNEL] for more info.
Command : NO[CHANNEL]
Usage : NO[CHANNEL]
Example : no[channel]
Short(s):
This command turns off the [CHANNEL] channel. See [CHANNEL] for more info.
NOFOLLOW -
Command : NOFOLLOW+
Usage : NOFOLLOW ([NAME])
Example : nofollow
Example : nofollow my dog
Short(s):
When used without a parameter, this command toggles whether or not your
character will accept new followers. When a name is specified, this command
causes a follower of that name to no longer follow you. See also REBUKE,
GROUP, FOLLOW, FORMATION, ORDER, and GTELL.
Command : NOFOLLOW
Usage : NOFOLLOW ([NAME])
Example : nofollow
Example : nofollow my dog
Short(s):
When used without a parameter, this command toggles whether or not your
character will accept new followers. When a name is specified, this command
causes a follower of that name to no longer follow you. See also REBUKE,
GROUP, FOLLOW, FORMATION, ORDER, and GTELL.
NOMXP -
Command : NOMXP+
Usage : NOMXP
Example : nomxp
Short(s):
Turn off MXP (MUD Exchange Protocol) tags. You may use the MXP command to turn
them on, if your mud client supports them.
Command : NOMXP
Usage : NOMXP
Example : nomxp
Short(s):
Turn off MXP (MUD Exchange Protocol) tags. You may use the MXP command to turn
them on, if your mud client supports them.
NOPOSE -
Command : NOPOSE+
Usage : NOPOSE
Example : nopose
Short(s):
Turns off your current pose. See the POSE command.
Command : NOPOSE
Usage : NOPOSE
Example : nopose
Short(s):
Turns off your current pose. See the POSE command.
NORTH -
Command : NORTH+
Usage : NORTH
Example : north
Short(s): N
Travel northward from the present room or location.
Command : NORTH
Usage : NORTH
Example : north
Short(s): N
Travel northward from the present room or location.
Command : NORTHEAST+
Usage : NORTHEAST
Example : northeast
Short(s): NE
Travel northeastwardly direction from the present room or location.
Command : NORTHEAST
Usage : NORTHEAST
Example : northeast
Short(s): NE
Travel northeastwardly direction from the present room or location.
Command : NORTHWEST+
Usage : NORTHWEST
Example : northwest
Short(s): NW
Travel northwestwardly direction from the present room or location.
Command : NORTHWEST
Usage : NORTHWEST
Example : northwest
Short(s): NW
Travel northwestwardly direction from the present room or location.
NOSOUNDS -
Command : NOSOUNDS+
Usage : NOSOUNDS
Example : nosounds
Short(s):
Turn off MSP (MUD Sound Protocol) sound codes. You may use the SOUNDS command
to turn them on, if your mud client supports them.
Command : NOSOUNDS
Usage : NOSOUNDS
Example : nosounds
Short(s):
Turn off MSP (MUD Sound Protocol) sound codes. You may use the SOUNDS command
to turn them on, if your mud client supports them.
NOTEACH -
Command : NOTEACH+
Usage : NOTEACH
Example : noteach
Short(s):
This command toggles whether you can teach, practice, or train, or be taught,
practiced with, or trained. It does not affect the auto-gains in skill
proficiency.
Command : NOTEACH
Usage : NOTEACH
Example : noteach
Short(s):
This command toggles whether you can teach, practice, or train, or be taught,
practiced with, or trained. It does not affect the auto-gains in skill
proficiency.
@@ -2572,7 +2601,7 @@
OGRE -
Race Name : Ogre (Giant-kin)+
Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs
mind-10, save vs poison+10, max strength adj.+4, max intelligence
adj.-1, max dexterity adj.-2, max charisma adj.-1
Abilities : Bad Reputation(100%), Butchering(75%)
Languages : Gigantic(100%), Orcish(50%)
Life Exp. : 148 Years
Immunities:
Equipment : A large patchy tunic, some torn leggings, a knitted weapon belt
Desc. :
Ogres are the less enlightened kin to the giants, possessing great strength and
ferociousness at the expense of their intellect and dexterity . As they are
naturals at ripping things apart, they make excellent butchers. Their class
choices are limited, but any kind of Fighter or Barbarian would suit an ogre
very well.
Race Name : Ogre (Giant-kin)
Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs
mind-10, save vs poison+10, max strength adj.+4, max intelligence
adj.-1, max dexterity adj.-2, max charisma adj.-1
Abilities : Bad Reputation(100%), Butchering(75%)
Languages : Gigantic(100%), Orcish(50%)
Life Exp. : 148 Years
Immunities:
Equipment : A large patchy tunic, some torn leggings, a knitted weapon belt
Desc. :
Ogres are the less enlightened kin to the giants, possessing great strength and
ferociousness at the expense of their intellect and dexterity . As they are
naturals at ripping things apart, they make excellent butchers. Their class
choices are limited, but any kind of Fighter or Barbarian would suit an ogre
very well.
@@ -2582,42 +2611,42 @@
OPEN -
Command : OPEN+
Usage : OPEN [ITEM/DIRECTION NAME]
Example : open chest
Example : open door
Example : open east
Short(s):
Attempts to open, by ordinary means, the item, door, or any other entity
specified.
Command : OPEN
Usage : OPEN [ITEM/DIRECTION NAME]
Example : open chest
Example : open door
Example : open east
Short(s):
Attempts to open, by ordinary means, the item, door, or any other entity
specified.
ORACLE -
Char Class: Oracle (Cleric)+
Max-Stats : Intelligence (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Intelligence 9+
Races : Dwarf, Elf, Half Elf and Human
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : Receives a non-class skill at 30th level, and every Oracle level
thereafter.
Limits : Always fumbles evil prayers. Qualifies and receives good
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Oracles are those who seek the infinite wisdom of their god, forever probing
the vastness of divine knowledge. So knowledgable are the Oracles that they
actually begin to gain arcane divination spells in addition to their assortment
of prayers. The Oracle, being a seeker of truth and knowledge, is a good
aligned class, meaning that they will always fumble evil prayers, and do not
qualify for them. Beyond 30th level, the Oracle begins to gain skills from
other classes previously unknown to him, as the mysteries of the universe begin
to be revealed.
How to play: The Oracle is an often consulted player, much like the Arcane
diviner, for his ability to see beyond the obvious to the important truths
around him. For this reason, the Oracle may be often picked for grouping. The
Oracle himself, however, will need to determine if such a course is divinely
inspired.
Char Class: Oracle (Cleric)
Max-Stats : Intelligence (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Intelligence 9+
Races : Dwarf, Elf, Half Elf and Human
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : Receives a non-class skill at 30th level, and every Oracle level
thereafter.
Limits : Always fumbles evil prayers. Qualifies and receives good
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Oracles are those who seek the infinite wisdom of their god, forever probing
the vastness of divine knowledge. So knowledgable are the Oracles that they
actually begin to gain arcane divination spells in addition to their assortment
of prayers. The Oracle, being a seeker of truth and knowledge, is a good
aligned class, meaning that they will always fumble evil prayers, and do not
qualify for them. Beyond 30th level, the Oracle begins to gain skills from
other classes previously unknown to him, as the mysteries of the universe begin
to be revealed.
How to play: The Oracle is an often consulted player, much like the Arcane
diviner, for his ability to see beyond the obvious to the important truths
around him. For this reason, the Oracle may be often picked for grouping. The
Oracle himself, however, will need to determine if such a course is divinely
inspired.
ORC -
Race Name : Orc (Porcine)+
Stat Mods.: Strength+2, intelligence-1, charisma-1, wisdom-1, save vs
water-10, save vs poison+10, max strength adj.+2, max
intelligence adj.-1, max charisma adj.-1, max wisdom adj.-1, crit
magic chance pct+50
Abilities : Infravision, Taint of Evil(100%), Butchering(50%), Vicious
Blow(25%)
Languages : Orcish(100%), Undercommon(25%)
Life Exp. : 220 Years
Immunities:
Equipment : A tattered tunic, a pair of tattered pants, a knitted weapon belt
Desc. :
Orcs are powerful, brutish porcine humanoids that take great joy in the agony
of others. Their society is dictated by the strongest, most-vicious alphas of
the tribe, who often band together to create great war-parties to destroy other
species? civilization.
Race Name : Orc (Porcine)
Stat Mods.: Strength+2, intelligence-1, charisma-1, wisdom-1, save vs
water-10, save vs poison+10, max strength adj.+2, max
intelligence adj.-1, max charisma adj.-1, max wisdom adj.-1
Abilities : Infravision, Taint of Evil(100%), Butchering(50%), Vicious
Blow(25%)
Languages : Orcish(100%), Undercommon(25%)
Life Exp. : 220 Years
Immunities:
Equipment : A tattered tunic, a pair of tattered pants, a knitted weapon belt
Desc. :
Orcs are powerful, brutish porcine humanoids that take great joy in the agony
of others. Their society is dictated by the strongest, most-vicious alphas of
the tribe, who often band together to create great war-parties to destroy other
species? civilization.
ORDER -
Command : ORDER+
Usage : ORDER
Example : order dog flee
Short(s):
If your character has any followers, whether characters or mobs, this command
will allow you to force that follower to perform any command listed in the
COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and
GTELL.
Command : ORDER
Usage : ORDER
Example : order dog flee
Short(s):
If your character has any followers, whether characters or mobs, this command
will allow you to force that follower to perform any command listed in the
COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and
GTELL.
OUTFIT -
Command : OUTFIT+
Usage : OUTFIT
Example : outfit
Short(s):
Should your character ever be without clothing or weapon (usually due to
death), this command will give your character some newbie equipment to get by
with.
Command : OUTFIT
Usage : OUTFIT
Example : outfit
Short(s):
Should your character ever be without clothing or weapon (usually due to
death), this command will give your character some newbie equipment to get by
with.
PACKAGE -
Command : PACKAGE+
Usage : PACKAGE [NUMBER] [ITEM NAMES]
Example : package 10 daggers
Example : package all bottles
Short(s):
This command packages together several identical items. Thus grouped, the
items may be easier to sell to shopkeepers and easier to carry. The items must
all be exactly the same. Currency may not be packaged. Raw resources, such as
wood or ore metals, may be packaged, but will not then be available for use by
crafting skills. To do that, you would need to bundle the resources instead.
Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]
syntax.
Command : PACKAGE
Usage : PACKAGE [NUMBER] [ITEM NAMES]
Example : package 10 daggers
Example : package all bottles
Short(s):
This command packages together several identical items. Thus grouped, the
items may be easier to sell to shopkeepers and easier to carry. The items must
all be exactly the same. Currency may not be packaged. Raw resources, such as
wood or ore metals, may be packaged, but will not then be available for use by
crafting skills. To do that, you would need to bundle the resources instead.
Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]
syntax.
Command : PAGEBREAK+
Usage : PAGEBREAK [LINE NUMBER]/DISABLE
Example : pagebreak 25
Example : pagebreak disable
Short(s):
This command will allow the player to disable the default mud page break
system, or to set it to a higher or lower number to accommodate their terminal.
Command : PAGEBREAK
Usage : PAGEBREAK [LINE NUMBER]/DISABLE
Example : pagebreak 25
Example : pagebreak disable
Short(s):
This command will allow the player to disable the default mud page break
system, or to set it to a higher or lower number to accommodate their terminal.
PALADIN -
Char Class: Paladin (Fighter)+
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : Human
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest and duel experience.
Limits : Must remain good to avoid spell/skill failure chance.
Desc. :
Paladins are holy fighters, possessing many of the traits of both Fighters and
Clerics, though in less intensity than either class alone. They may learn
Cleric spells at higher levels, and possess numerous fighting techniques.
Their weapons and armor choices are unlimited, but Paladins are restricted to a
good alignment.
How to play: Paladin's have the potential of being the most powerful of
classes, and the most desired of group members. Their powerful combat skills
and auras of power make them the perfect tanks for groups, especially since
their Cleric healing abilities can allow them to fill this gap in a group.
Alone, they can also flourish, vanquishing evil with the efficiency of the
fighter.
The only weakness of the Paladin is his reliance on goodness. In most muds,
this limits his adventuring choices greatly. However, his strengths for
lasting and winning in combat are so broad, he will quickly advance.
Char Class: Paladin (Fighter)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : Human
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest and duel experience.
Limits : Must remain good to avoid spell/skill failure chance.
Desc. :
Paladins are holy fighters, possessing many of the traits of both Fighters and
Clerics, though in less intensity than either class alone. They may learn
Cleric spells at higher levels, and possess numerous fighting techniques.
Their weapons and armor choices are unlimited, but Paladins are restricted to a
good alignment.
How to play: Paladin's have the potential of being the most powerful of
classes, and the most desired of group members. Their powerful combat skills
and auras of power make them the perfect tanks for groups, especially since
their Cleric healing abilities can allow them to fill this gap in a group.
Alone, they can also flourish, vanquishing evil with the efficiency of the
fighter.
The only weakness of the Paladin is his reliance on goodness. In most muds,
this limits his adventuring choices greatly. However, his strengths for
lasting and winning in combat are so broad, he will quickly advance.
@@ -2632,7 +2661,7 @@
PASSWORD -
Command : PASSWORD+
Usage : PASSWORD
Example : password
Short(s):
Allows you to change your characters password.
Command : PASSWORD
Usage : PASSWORD
Example : password
Short(s):
Allows you to change your characters password.
@@ -2652,17 +2681,17 @@
PIRATE -
Char Class: Pirate (Thief)+
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 5+, Charisma 5+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus XP in ship combat, and combat bonus for each fake limb.
Limits : Get less leniency from the law, no limb recovery after death, and
can be paid to leave combat.
Desc. :
The Pirate is a rogue and scourge of the high seas, a master of ship combat,
and ruthless to those who refuse to surrender their booty. The Pirate is most
suited for combat from the deck of huge sailing ships, being able to get the
most out of their ship, their weapons, and their landlubber contacts. Their
brutal lifestyle even gives them combat bonuses with fake limbs. However,
Pirates also get harsher treatment from the law, and are so greedy for gold
that they can literally be paid to walk away from combat.
How to play: The Pirate is a middlin' fair rogue on the land, and can survive
well enough among landlubbers, but absolutely excels in command of a ship in
pursuit of weak seabound targets. Clans would do well to keep a
former-independent Pirate around to captain their ships for when the real ones
come calling.
Char Class: Pirate (Thief)
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 5+, Charisma 5+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus XP in ship combat, and combat bonus for each fake limb.
Limits : Get less leniency from the law, no limb recovery after death, and
can be paid to leave combat.
Desc. :
The Pirate is a rogue and scourge of the high seas, a master of ship combat,
and ruthless to those who refuse to surrender their booty. The Pirate is most
suited for combat from the deck of huge sailing ships, being able to get the
most out of their ship, their weapons, and their landlubber contacts. Their
brutal lifestyle even gives them combat bonuses with fake limbs. However,
Pirates also get harsher treatment from the law, and are so greedy for gold
that they can literally be paid to walk away from combat.
How to play: The Pirate is a middlin' fair rogue on the land, and can survive
well enough among landlubbers, but absolutely excels in command of a ship in
pursuit of weak seabound targets. Clans would do well to keep a
former-independent Pirate around to captain their ships for when the real ones
come calling.
PIXIE -
Race Name : Pixie (Fairy-kin)+
Stat Mods.: Strength-6, dexterity+7, constitution-7, charisma+2, save vs
poison+10, save vs magic+50, max strength adj.-6, max dexterity
adj.+4, max constitution adj.-4, max charisma adj.+2
Abilities : Infravision, Winged Flight(100%), Foraging(50%), Improved
Invisibility(100%)
Languages : Fey(100%)
Life Exp. : 430 Years
XP Adjust.: -10%
Immunities: Poison Ivy
Equipment : A delicate green shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Pixies are playful fairy-kin, standing roughly two feet tall. These pranksters
rarely venture into society, but sometimes enjoy pranking villagers near their
woodland habitats. Pixies have transparent butterfly wings and the innate
ability to remain invisible as long as they wish. Pixies are vegetarians and
eating meat can make them violently ill.
Race Name : Pixie (Fairy-kin)
Stat Mods.: Strength-6, dexterity+7, constitution-7, charisma+2, save vs
poison+10, save vs magic+50, max strength adj.-6, max dexterity
adj.+4, max constitution adj.-4, max charisma adj.+2
Abilities : Infravision, Winged Flight(100%), Foraging(50%), Improved
Invisibility(100%)
Languages : Fey(100%)
Life Exp. : 430 Years
XP Adjust.: -10%
Immunities: Poison Ivy
Equipment : A delicate green shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Pixies are playful fairy-kin, standing roughly two feet tall. These pranksters
rarely venture into society, but sometimes enjoy pranking villagers near their
woodland habitats. Pixies have transparent butterfly wings and the innate
ability to remain invisible as long as they wish. Pixies are vegetarians and
eating meat can make them violently ill.
Command : PLAYERKILL+
Usage : PLAYERKILL
Example : playerkill
Short(s): PKILL PVP
Toggles whether or not your character may kill, and be killed by other players.
The area permitting, you may only kill another player when both your
playerkill flag and the other players playerkill flags are both on. If you do
engage in combat with another player, you will not be permitted to logoff or
turn off your playerkill flag for 5 minutes.
Command : PLAYERKILL
Usage : PLAYERKILL
Example : playerkill
Short(s): PKILL PVP
Toggles whether or not your character may kill, and be killed by other players.
The area permitting, you may only kill another player when both your
playerkill flag and the other players playerkill flags are both on. If you do
engage in combat with another player, you will not be permitted to logoff or
turn off your playerkill flag for 5 minutes.
@@ -2672,22 +2701,27 @@
POLL -
Command : POLL+
Usage : POLL
Example : poll
Short(s):
Lists any polls that the player can participate in, or view the results of.
Command : POLL+ + +
Usage : POLL
Example : poll
Short(s):
Lists any polls that the player can participate in, or view the results of.
+ POOF +
Command : POOF
Usage : POOF
Short(s):
This command can be used to change your death message to some alternative.
This is the message seen both by you and others when you die.
PORTSIDE -
Command : PORTSIDE+
Usage : PORTSIDE
Example : portside
Short(s):
Travel towards the left side of a ship.
Command : PORTSIDE
Usage : PORTSIDE
Example : portside
Short(s):
Travel towards the left side of a ship.
POSE -
Command : POSE+
Usage : POSE [STANDING DESCRIPTION] ...
Example : pose is standing here talking to himself.
Short(s):
Changes the message that is seen when a player is standing passively in a room.
Use NOPOSE to turn off.
Command : POSE
Usage : POSE [STANDING DESCRIPTION] ...
Example : pose is standing here talking to himself.
Short(s):
Changes the message that is seen when a player is standing passively in a room.
Use NOPOSE to turn off.
POUR -
Command : POUR+
Usage : POUR [DRINK SOURCE] [CONTAINER NAME]
Example : pour spring bottle
Example : pour waterskin bottle
Example : pour bottle out
Short(s):
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source. In many cases, containers can be refilled from other containers.
Command : POUR
Usage : POUR [DRINK SOURCE] [CONTAINER NAME]
Example : pour spring bottle
Example : pour waterskin bottle
Example : pour bottle out
Short(s):
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source. In many cases, containers can be refilled from other containers.
@@ -2697,22 +2731,22 @@
PRACTICE -
Command : PRACTICE+
Usage : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME])
Example : practice sneak Horice
Short(s):
Once your character has acquired some skill or spell, the only way to increase
the proficiency of your ability is to practice it. A skill or spell can only
be practiced with those characters or mobs who already know the skill or spell
sufficiently. You must also have at least 1 practice point to practice a skill
or spell.
Command : PRACTICE
Usage : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME])
Example : practice sneak Horice
Short(s):
Once your character has acquired some skill or spell, the only way to increase
the proficiency of your ability is to practice it. A skill or spell can only
be practiced with those characters or mobs who already know the skill or spell
sufficiently. You must also have at least 1 practice point to practice a skill
or spell.
Practice points are used to improve skills, spells, prayers, chants, or songs.+
They may also be spent on certain new skills. Use the SKILLS, SONGS, PRAYERS,
CHANTS, or SPELLS commands to see what skills you may practice. Use the
QUALIFY command to see what skills you may gain.
Skills are improved by going to a player or mob that knows the skill you wish
to improve, and then using the PRACTICE command. See HELP PRACTICE for more
information on how to use this command to improve skills.
Practice points are used to improve skills, spells, prayers, chants, or songs.
They may also be spent on certain new skills. Use the SKILLS, SONGS, PRAYERS,
CHANTS, or SPELLS commands to see what skills you may practice. Use the
QUALIFY command to see what skills you may gain.
Skills are improved by going to a player or mob that knows the skill you wish
to improve, and then using the PRACTICE command. See HELP PRACTICE for more
information on how to use this command to improve skills.
PRAY -
Skill : PRAY+
Usage : PRAY [PRAYER NAME] [TARGET NAME]
Example : pray cure light orc
Short(s) : PR
Clerics, and at later levels, Paladins can invoke their magical abilities using
the pray command. Some prayers require that you direct the energy at a target,
while others only apply to the cleric. For help on a particular prayer, enter
help and then the name of the prayer.
Skill : PRAY
Usage : PRAY [PRAYER NAME] [TARGET NAME]
Example : pray cure light orc
Short(s) : PR
Clerics, and at later levels, Paladins can invoke their magical abilities using
the pray command. Some prayers require that you direct the energy at a target,
while others only apply to the cleric. For help on a particular prayer, enter
help and then the name of the prayer.
PRAYERS -
Command : PRAYERS+
Usage : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL])
Example : prayers
Example : prayers healing
Example : prayers ?
Example : prayers cure light wounds
Short(s):
Lists any prayers that you know, along with your proficiency in them. Can also
be qualified to list your prayers by domain, or use ? to list domains. You can
get your level and proficiency for a particular prayer by listing it by name. A
level parameter may be given to show prayers only up to that level.
Command : PRAYERS
Usage : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL])
Example : prayers
Example : prayers healing
Example : prayers ?
Example : prayers cure light wounds
Short(s):
Lists any prayers that you know, along with your proficiency in them. Can also
be qualified to list your prayers by domain, or use ? to list domains. You can
get your level and proficiency for a particular prayer by listing it by name. A
level parameter may be given to show prayers only up to that level.
@@ -2722,12 +2756,17 @@
PROMPT -
Command : PROMPT+
Usage : PROMPT ([NEW PROMPT STRING])
Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N>
Example : prompt default
Short(s):
Display or change your prompt string. Typing PROMPT DEFAULT will reset your
prompt to the default setting. You can enter PROMPT ^N to effectively turn
"off" your prompt.
Valid embedded codes for custom prompts include:
%h : Display your current hits %H : Display your maximum hits
%m : Display your current mana %M : Display your maximum mana
%v : Display your current moves %V : Display your maximum moves
%p : Action points remaining/tick %P : Display maximum action pts
%x : Display your current experience %X : Display your needed experience
%g : Display the value of your money %G : Display amount/name of money
%a : Display alignment in numbers %A : Display your alignment as text
%w : Display your weight encumbrance %W : Display max carryable weight
%c : Display item encumbrance %C : Display max carryable items
%e : Display person under attack %E : Display attacked persons state
%t : Display the time of day %T : Display the hour of the day
%Kh: Display the tanks current hits %KH: Display the tanks maximum hits
%Km: Display the tanks current mana %KM: Display the tanks maximum mana
%Kv: Display the tanks current moves %KV: Display the tanks maximum moves
%Ke: Display the tanks name %KE: Display the tanks health
%I : Display hidden/invis. status %@ : Display the weather here
%d : Display the range to your victim %D : Display ammo remaining
%B : Go to a new line %z : Display current area name
%r : Display name of the room %R : Display room number (ADMIN ONLY)
COLORS:
^h : Standard hit point color ^m : Standard mana color
^v : Standard movement color ^N : Normal color
^w : White ^W : Grey
^g : Light green ^G : Dark Green
^b : Light blue ^B : Dark Blue
^r : Light red ^R : Maroon
^y : Yellow ^Y : Dark yellow
^c : Cyan ^C : Dark Cyan
^p : Light purple ^P : Dark Purple
^? : Previous color/End color
MISC:
%-STAT NAME : Replace STAT NAME is one of the following:
STRENGTH, INTELLIGENCE, WISDOM, etc..
MAX STRENGTH, MAX INTELLIGENCE, MAX WISDOM, etc..
BASE STRENGTH, BASE INTELLIGENCE, BASE WISDOM, etc..
ATTACK, ARMOR, WEIGHT, HEIGHT, LEVEL
HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, STINK,
HEAD, NECK, TORSO, ARMS, LEFT WRIST, WIELD, EYES, etc..
-----
Command : PROMPT+ + +
Usage : PROMPT ([NEW PROMPT STRING])
Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N>
Example : prompt default
Short(s):
Display or change your prompt string. Typing PROMPT DEFAULT will reset your
prompt to the default setting. You can enter PROMPT ^N to effectively turn
"off" your prompt.
Valid embedded codes for custom prompts include:
%h : Display your current hits %H : Display your maximum hits
%m : Display your current mana %M : Display your maximum mana
%v : Display your current moves %V : Display your maximum moves
%p : Action points remaining/tick %P : Display maximum action pts
%x : Display your current experience %X : Display your needed experience
%g : Display the value of your money %G : Display amount/name of money
%a : Display alignment in percent %A : Display your alignment as text
%w : Display your weight encumbrance %W : Display max carryable weight
%c : Display item encumbrance %C : Display max carryable items
%e : Display person under attack %E : Display attacked persons state
%t : Display the time of day %T : Display the hour of the day
%Kh: Display the tanks current hits %KH: Display the tanks maximum hits
%Km: Display the tanks current mana %KM: Display the tanks maximum mana
%Kv: Display the tanks current moves %KV: Display the tanks maximum moves
%Ke: Display the tanks name %KE: Display the tanks health
%I : Display hidden/invis. status %@ : Display the weather here
%d : Display the range to your victim %D : Display ammo remaining
%B : Go to a new line %z : Display current area name
%r : Display name of the room %R : Display room number (ADMIN ONLY)
%y : Display common skill % progress %Y : Display common skill time remain
+ PUBLIC_SHAMING +
One who is being publicly shamed, and cannot be interacted with, or even
directly spoken to or about.
PULL -
Command : PULL+
Usage : PULL [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : pull door
Example : pull orc east
Short(s):
Gives a hard pull on an item or any other entity specified. A target mob must
be bound to be pulled successfully without resistance.
Command : PULL
Usage : PULL [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : pull door
Example : pull orc east
Short(s):
Gives a hard pull on an item or any other entity specified. A target mob must
be bound to be pulled successfully without resistance.
@@ -2737,17 +2776,17 @@
PURIST -
Char Class: Purist (Cleric)+
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races : Dwarf, Elf, Half Elf and Human
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : Receives 1pt/level cold damage reduction.
Limits : Always fumbles evil prayers, and fumbles all prayers when
alignment is below pure neutral. Qualifies and receives good
prayers, and bonus damage from good spells. Using non-aligned
prayers introduces failure chance. Vulnerable to fire attacks.
Desc. :
Purists are the idyllic representatives of the goodness of divinity. They are
so strict in their goodness that they seem to many cold and unyielding. This
nature is so ingrained, in fact, that the purist gains many cold and cold-based
attacks and defensive prayers. This includes special powers over water and
purity. The Purist is a good aligned class, meaning that he always fumble evil
prayers.
How to play: The Purist is a wonderfully social cleric, though only in the
sense that he is often found with other people. His strict unyielding prayers
can sometimes get annoying glances from group members, though the Purist should
remain resolute in his convictions that he is right. Overall, the Purist is a
good balanced cleric who can hold his own, as well as a valued group member (so
long as he keeps his mouth shut).
Char Class: Purist (Cleric)
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races : Dwarf, Elf, Half Elf and Human
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : Receives 1pt/level cold damage reduction.
Limits : Always fumbles evil prayers, and fumbles all prayers when
alignment is below pure neutral. Qualifies and receives good
prayers, and bonus damage from good spells. Using non-aligned
prayers introduces failure chance. Vulnerable to fire attacks.
Desc. :
Purists are the idyllic representatives of the goodness of divinity. They are
so strict in their goodness that they seem to many cold and unyielding. This
nature is so ingrained, in fact, that the purist gains many cold and cold-based
attacks and defensive prayers. This includes special powers over water and
purity. The Purist is a good aligned class, meaning that he always fumble evil
prayers.
How to play: The Purist is a wonderfully social cleric, though only in the
sense that he is often found with other people. His strict unyielding prayers
can sometimes get annoying glances from group members, though the Purist should
remain resolute in his convictions that he is right. Overall, the Purist is a
good balanced cleric who can hold his own, as well as a valued group member (so
long as he keeps his mouth shut).
PUSH -
Command : PUSH+
Usage : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : push door
Example : push orc east
Short(s):
Gives a good hearty push on an item or any other entity specified. A target mob
must be bound to be pushed successfully without resistance.
Command : PUSH
Usage : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : push door
Example : push orc east
Short(s):
Gives a good hearty push on an item or any other entity specified. A target mob
must be bound to be pushed successfully without resistance.
PUT -
Command : PUT+
Usage : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME]
Example : put all dagger backpack
Example : put all backpack
Example : put pie backpack
Example : put pie.2 backpack
Example : put 4 berries backpack
Short(s):
Takes an item from your carried inventory or from the area or room and places
it into the specified container.
Command : PUT
Usage : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME]
Example : put all dagger backpack
Example : put all backpack
Example : put pie backpack
Example : put pie.2 backpack
Example : put 4 berries backpack
Short(s):
Takes an item from your carried inventory or from the area or room and places
it into the specified container.
@@ -2757,7 +2796,7 @@
QUALIFY -
Command : QUALIFY+
Usage : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..)
Usage : QUALIFY (ILLUSION, POISONING, WARDING, MARTIAL LORE, etc..)
Example : qualify
Example : qualify skills
Example : qualify poisoning
Short(s): qual
Lists all of the skills, spells, languages, prayers, and/or songs which your
character presently qualifies for, but does not know, along with the
requirements to gain the new skill. You can use the parameter (spells, songs,
chants, prayers, thief, skills, common, expertises, crafting, non-crafting,
etc) to get a more focused list. You can also use a domain name (illusion,
trapping, blessing, etc) to focus the list in that way. Specifying the
expertise parameter will also show you the stat qualifications for each.
Command : QUALIFY
Usage : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..)
Usage : QUALIFY (ILLUSION, POISONING, WARDING, MARTIAL LORE, etc..)
Example : qualify
Example : qualify skills
Example : qualify poisoning
Short(s): qual
Lists all of the skills, spells, languages, prayers, and/or songs which your
character presently qualifies for, but does not know, along with the
requirements to gain the new skill. You can use the parameter (spells, songs,
chants, prayers, thief, skills, common, expertises, crafting, non-crafting,
etc) to get a more focused list. You can also use a domain name (illusion,
trapping, blessing, etc) to focus the list in that way. Specifying the
expertise parameter will also show you the stat qualifications for each.
@@ -2772,7 +2811,7 @@
QUESTS -
Command : QUESTS+
Usage : QUESTS (WON/[QUEST NAME]/DROP [QUEST NAME])
Example : quests
Example : quests won
Example : quests fido quest
Example : quests drop fido quest
Example : questwins
Short(s):
This command is for listing quests you are either involved in, or were involved
in. Entering the command without any parameters will list quests you have
expressly accepted, excepting those which are competitive, area-oriented, and
therefore non-personal.
Using the WON parameter will list quests you are listed as having won in the
past. Having a quest on this list does not necessarily mean you can not
complete it again, but usually it does.
Using the DROP parameter will let you, usually, drop a quest, so that you can
start it over again. This does not work with all quests.
Enter a quest name as a parameter will attempt to redisplay any pertieant
information about that personal quest. The quest name entered here must be on
listed in the QUESTS command.
Command : QUESTS
Usage : QUESTS (WON/[QUEST NAME]/DROP [QUEST NAME])
Example : quests
Example : quests won
Example : quests fido quest
Example : quests drop fido quest
Example : questwins
Short(s):
This command is for listing quests you are either involved in, or were involved
in. Entering the command without any parameters will list quests you have
expressly accepted, excepting those which are competitive, area-oriented, and
therefore non-personal.
Using the WON parameter will list quests you are listed as having won in the
past. Having a quest on this list does not necessarily mean you can not
complete it again, but usually it does.
Using the DROP parameter will let you, usually, drop a quest, so that you can
start it over again. This does not work with all quests.
Enter a quest name as a parameter will attempt to redisplay any pertieant
information about that personal quest. The quest name entered here must be on
listed in the QUESTS command.
@@ -2782,12 +2821,12 @@
QUIET -
Command : QUIET+
Usage : QUIET (ON/OFF)
Example : quiet
Example : quiet off
Short(s):
Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them
back on, you may issue the GOSSIP, GRATZ command again, or reissue the QUIET
command to turn them all back on.
Command : QUIET
Usage : QUIET (ON/OFF)
Example : quiet
Example : quiet off
Short(s):
Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them
back on, you may issue the GOSSIP, GRATZ command again, or reissue the QUIET
command to turn them all back on.
QUIT -
Command : QUIT+
Usage : QUIT
Example : quit
Short(s):
Exit the mud and close your connection.
Command : QUIT
Usage : QUIT
Example : quit
Short(s):
Exit the mud and close your connection.
@@ -2802,32 +2841,32 @@
RANGE -
When combat is initiated, CoffeeMud will instantly determine the distance+
between the two combatants. The initial distance will be based on the size of
the room the players are in, and the maximum range of the weapon or spell used
by the initiator of combat. If either combatant is in a group, the initial
distance of the group members from their combatant will be based on their
formation (see FORMATION) if one was specified.
During combat, if a combatant is out of range of their primary weapon, they
will automatically advance towards their opponent until they are within the
minimum range of their primary weapon. If a combatant has AUTOMELEE turned
*off*, however, they will do the opposite -- they will not advance if they are
out of range, but WILL spend actions retreating if they are too close to their
opponent (outside the minimum range of their weapon). AUTOMELEE should
therefore be turned on for fighters who use melee weapons and need to make sure
they constantly advance, and should be turned off for mages using ranged
spells, or users of ranged weapons like bows.
When combat is initiated, CoffeeMud will instantly determine the distance
between the two combatants. The initial distance will be based on the size of
the room the players are in, and the maximum range of the weapon or spell used
by the initiator of combat. If either combatant is in a group, the initial
distance of the group members from their combatant will be based on their
formation (see FORMATION) if one was specified.
During combat, if a combatant is out of range of their primary weapon, they
will automatically advance towards their opponent until they are within the
minimum range of their primary weapon. If a combatant has AUTOMELEE turned
*off*, however, they will do the opposite -- they will not advance if they are
out of range, but WILL spend actions retreating if they are too close to their
opponent (outside the minimum range of their weapon). AUTOMELEE should
therefore be turned on for fighters who use melee weapons and need to make sure
they constantly advance, and should be turned off for mages using ranged
spells, or users of ranged weapons like bows.
RANGER -
Char Class: Ranger (Fighter)+
Max-Stats : Strength (22), Intelligence (22), Others (18)
Qualifiers: Strength 9+, Intelligence 9+
Races : Elf, Half Elf and Human
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/7)+(1d3)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : When leading animals into battle, will not divide experience
among animal followers. Receives bonus conquest and duel
experience. Benefits from animal followers leveling.
Limits : Must remain Neutral to avoid chant failure chances.
Desc. :
Rangers are noted primarily for their ability to track their friends and
enemies, though their knowledge of the natural world has also given them great
magical strength. They are a cross between the fighter and the druid, gaining
druid chants at higher levels, and numerous fighting techniques.
How to play: Rangers can provide a unique opportunity for experience
advancement in a mud. Their combat skills make them desirable as group members
as tanks. Their ability to use scrolls gives them access to magic that grants
them some of the mages versatility. Meanwhile, the druidic chants they learn
gives them a unique affinity with animals, allowing them to form their own
groups as well.
The Ranger, like the Paladin, is not quite as strong a fighter as a pure
fighter, but makes up for this using his magical animal affinity. Also, the
Ranger will have to be careful to maintain a neutral alignment in order for the
druidic chants to become useful. In the meantime, the ranger must use scrolls
and other magical items to supplement his natural fighting skill.
Char Class: Ranger (Fighter)
Max-Stats : Strength (22), Intelligence (22), Others (18)
Qualifiers: Strength 9+, Intelligence 9+
Races : Elf, Half Elf and Human
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/7)+(1d3)/lvl]
Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : When leading animals into battle, will not divide experience
among animal followers. Receives bonus conquest and duel
experience. Benefits from animal followers leveling.
Limits : Must remain Neutral to avoid chant failure chances.
Desc. :
Rangers are noted primarily for their ability to track their friends and
enemies, though their knowledge of the natural world has also given them great
magical strength. They are a cross between the fighter and the druid, gaining
druid chants at higher levels, and numerous fighting techniques.
How to play: Rangers can provide a unique opportunity for experience
advancement in a mud. Their combat skills make them desirable as group members
as tanks. Their ability to use scrolls gives them access to magic that grants
them some of the mages versatility. Meanwhile, the druidic chants they learn
gives them a unique affinity with animals, allowing them to form their own
groups as well.
The Ranger, like the Paladin, is not quite as strong a fighter as a pure
fighter, but makes up for this using his magical animal affinity. Also, the
Ranger will have to be careful to maintain a neutral alignment in order for the
druidic chants to become useful. In the meantime, the ranger must use scrolls
and other magical items to supplement his natural fighting skill.
READ -
Command : READ+
Usage : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME]
Example : read sign
Example : read "magic missile" orc scroll
Example : read 1 cork board
Example : read all corkboard
Example : read new corkboard
Example : read all new corkboard
Short(s):
Attempts to read, by ordinary means, the item, door, journal, or any other
entity specified. For scrolls, you may specify a particular spell to read off
of the scroll, thus invoking it. For scrolls with only one spell, you do not
need to specify the spell name. Scroll require that the "Read Magic" spell be
cast on them before they may be invoked. For journals (note areas), you can
either not specify a message number to list all messages, or specify the
message number as the second parameter in order to read a particular message.
You can also specify the all flag to see older listings, or the new flag to
only see new activity entries.
Command : READ
Usage : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME]
Example : read sign
Example : read "magic missile" orc scroll
Example : read 1 cork board
Example : read all corkboard
Example : read new corkboard
Example : read all new corkboard
Short(s):
Attempts to read, by ordinary means, the item, door, journal, or any other
entity specified. For scrolls, you may specify a particular spell to read off
of the scroll, thus invoking it. For scrolls with only one spell, you do not
need to specify the spell name. Scroll require that the "Read Magic" spell be
cast on them before they may be invoked. For journals (note areas), you can
either not specify a message number to list all messages, or specify the
message number as the second parameter in order to read a particular message.
You can also specify the all flag to see older listings, or the new flag to
only see new activity entries.
REBUKE -
Command : REBUKE+
Usage : REBUKE [MOB NAME]
Example : rebuke brutus
Short(s):
This command allows your character to stop serving a liege, or to cause a
vassal serving you or a follower to no longer do so. If you are rebuking a
vassal, they must be in the same room. If you are rebuking your liege, or a
follower, you need only enter their full name. This command can also be used
to stop worshiping a deity. See the SERVE and VASSALS commands and the CONVERT
skill.
Command : REBUKE
Usage : REBUKE [MOB NAME]
Example : rebuke brutus
Short(s):
This command allows your character to stop serving a liege, or to cause a
vassal serving you or a follower to no longer do so. If you are rebuking a
vassal, they must be in the same room. If you are rebuking your liege, or a
follower, you need only enter their full name. This command can also be used
to stop worshiping a deity. See the SERVE and VASSALS commands and the CONVERT
skill.
RELIGION -
The worship of the gods not only has a role playing aspect to it, but can have+
tangible benefits for players as well.
The DEITIES command may be used to list the gods, and to learn about the
blessings given by and the rituals demanded by each deity. Once a player is a
worshipper of a deity, they may use the rituals to receive one of the listed
blessings. Gods may have alignment or other requirements which, if broken, can
bring their wrath down upon those they rebuke.
To worship a deity, the player must find a Cleric who can use the CONVERT skill
to convert the player to the worship of their deity. Clerics may use the
CONVERT skill to change their own deity at any time, though they will suffer a
severe penalty when they abandon their previous deity.
See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.
The worship of the gods not only has a role playing aspect to it, but can have
tangible benefits for players as well.
The DEITIES command may be used to list the gods, and to learn about the
blessings given by and the rituals demanded by each deity. Once a player is a
worshipper of a deity, they may use the rituals to receive one of the listed
blessings. Gods may have alignment or other requirements which, if broken, can
bring their wrath down upon those they rebuke.
To worship a deity, the player must find a Cleric who can use the CONVERT skill
to convert the player to the worship of their deity. Clerics may use the
CONVERT skill to change their own deity at any time, though they will suffer a
severe penalty when they abandon their previous deity.
See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.
REMORT -
Command : REMORT+
Usage : REMORT
Example : remort
Short(s):
Causes your player to lose all or most of their levels, skills, stats, and
other personal attributes, without ever losing your equipment, bank accounts,
properties, or clan affiliation. This allows you to try a different direction
with your character. See also help on PAST LIFE.
Remorting requirements: Allows only levels greater than 60.
Command : REMORT
Usage : REMORT
Example : remort
Short(s):
Causes your player to lose all or most of their levels, skills, stats, and
other personal attributes, without ever losing your equipment, bank accounts,
properties, or clan affiliation. This allows you to try a different direction
with your character. See also help on PAST LIFE.
Remorting requirements: Allows only levels greater than 60.
@@ -2837,7 +2876,7 @@
REMOVE -
Command : REMOVE+
Usage : REMOVE [ITEM NAME]
Example : remove sword
Short(s): rem
Will remove the specified item that is being worn, held, or wielded, and place
it back into your carried inventory. See the INVENTORY, WIELD, HOLD, or WEAR
commands for more information.
Command : REMOVE
Usage : REMOVE [ITEM NAME]
Example : remove sword
Short(s): rem
Will remove the specified item that is being worn, held, or wielded, and place
it back into your carried inventory. See the INVENTORY, WIELD, HOLD, or WEAR
commands for more information.
@@ -2847,22 +2886,22 @@
REPLAY -
Command : REPLAY+
Usage : REPLAY [NUMBER]
Example : replay
Example : replay 20
Short(s):
Redisplays the last lines of text your player has received.
Command : REPLAY
Usage : REPLAY [NUMBER]
Example : replay
Example : replay 20
Short(s):
Redisplays the last lines of text your player has received.
REPLY -
Command : REPLY+
Usage : REPLY [MESSAGE]
Example : reply What did you say?
Short(s): rep
If your character is the target of a TELL or SAY command, this will allow you
to quickly respond with a TELL message to them.
Command : REPLY
Usage : REPLY [MESSAGE]
Example : reply What did you say?
Short(s): rep
If your character is the target of a TELL or SAY command, this will allow you
to quickly respond with a TELL message to them.
REPORT -
Command : REPORT+
Usage : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/AFFECTS/STATS/ALL])
Example : report
Example : report spells
Short(s):
Quickly say outloud your hit points, mana, movement, and experience, or list
out your spells, skills, stats, or other abilities.
Command : REPORT
Usage : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/...])
Usage : REPORT ([...LANGUAGES/EXPERTISES/AFFECTS/STATS/ALL])
Example : report
Example : report spells
Short(s):
Quickly say outloud your hit points, mana, movement, and experience, or list
out your spells, skills, stats, or other abilities.
Reputation refers to the feelings that mobs in particular places, or particular+
races, or with particular names have about each player. Reputation can be
gained or lost on a per-Area basis, a per-Race basis, or for each individual
mob name. By default, players start off with a Neutral reputation, meaning that
the mobs will not react one way or another towards the player. Player behavior
towards the mobs, over time, will increase or decrease reputation.
Reputation is increased from neutral to Liked, Loved, and Hero by the following
methods:
1. Peacefully hanging around the mobs for a long time, or within their Area for
Area-based reputation.
2. Chatting with mobs who will talk to players will increase reputation even
faster than simply hanging around them.
3. Giving mobs money will increase reputation with them, though this benefit
decreases as the mobs become richer.
When a players is Liked by mobs, the mobs will be in a brighter mood when
around the player. When Loved, the mobs will be more chatty with the player,
may cast benevolent spells on them, and will seem slightly more charismatic
(for area based reputation). When a Hero, the mobs will do all the above, as
well as guard the player from aggression. A Hero player will not be attacked
by aggressive mobs.
Reputation is decreased from neutral to Disliked, Hated, and Villain by one of
two methods:
1. Killing them.
2. Getting arrested (for area based reputation).
When a players is Disliked by mobs, the mobs will be in a more sour mood when
around the player. When Hated, the mobs will be slightly more aggressive
towards the player. When a Villain, the mobs go out of their way to slaughter
the player, even if normally peaceful.
See also help on FACTIONS command.
Reputation refers to the feelings that mobs in particular places, or particular
races, or with particular names have about each player. Reputation can be
gained or lost on a per-Area basis, a per-Race basis, or for each individual
mob name. By default, players start off with a Neutral reputation, meaning that
the mobs will not react one way or another towards the player. Player behavior
towards the mobs, over time, will increase or decrease reputation.
Reputation is increased from neutral to Liked, Loved, and Hero by the following
methods:
1. Peacefully hanging around the mobs for a long time, or within their Area for
Area-based reputation.
2. Chatting with mobs who will talk to players will increase reputation even
faster than simply hanging around them.
3. Giving mobs money will increase reputation with them, though this benefit
decreases as the mobs become richer.
When a players is Liked by mobs, the mobs will be in a brighter mood when
around the player. When Loved, the mobs will be more chatty with the player,
may cast benevolent spells on them, and will seem slightly more charismatic
(for area based reputation). When a Hero, the mobs will do all the above, as
well as guard the player from aggression. A Hero player will not be attacked
by aggressive mobs.
Reputation is decreased from neutral to Disliked, Hated, and Villain by one of
two methods:
1. Killing them.
2. Getting arrested (for area based reputation).
When a players is Disliked by mobs, the mobs will be in a more sour mood when
around the player. When Hated, the mobs will be slightly more aggressive
towards the player. When a Villain, the mobs go out of their way to slaughter
the player, even if normally peaceful.
See also help on FACTIONS command.
@@ -2877,12 +2916,12 @@
REST -
Command : REST+
Usage : REST
Example : rest
Short(s):
Makes your character sit down and take a rest. When resting, movement, hit
points, and mana are regained more quickly.
Command : REST
Usage : REST
Example : rest
Short(s):
Makes your character sit down and take a rest. When resting, movement, hit
points, and mana are regained more quickly.
RETIRE -
Command : RETIRE+
Usage : RETIRE
Example : retire
Short(s):
If you REALLY think there is no hope for your character, this command will
delete your adventurer from the system forever. If there is still SOME hope,
and you qualify, you might consider the REMORT command.
Command : RETIRE
Usage : RETIRE
Example : retire
Short(s):
If you REALLY think there is no hope for your character, this command will
delete your adventurer from the system forever. If there is still SOME hope,
and you qualify, you might consider the REMORT command.
@@ -2892,7 +2931,7 @@
RIDE -
+
See the BOARD or MOUNT commands.
See the BOARD or MOUNT commands.
@@ -2922,22 +2961,22 @@
RULES -
Command : RULES+
Usage : RULES
Example : rules
Short(s):
See a little message listing the rules.
Command : RULES
Usage : RULES
Example : rules
Short(s):
See a little message listing the rules.
RUN -
Command : RUN+
Usage : RUN ([NUMBER]) [DIRECTION] (etc..)
Example : run east
Example : run east north
Example : run 4 north 2 east
Short(s):
Allows your player to travel in the given path. Multiple directions may be
specified. This is faster than normal travel, but expends movement more
quickly as well.
Command : RUN
Usage : RUN ([NUMBER]) [DIRECTION] (etc..)
Example : run east
Example : run east north
Example : run 4 north 2 east
Short(s):
Allows your player to travel in the given path. Multiple directions may be
specified. This is faster than normal travel, but expends movement more
quickly as well.
SAILING -
The captains of their own large multi-room sea vessels have many commands at+
their disposal for sailing the ship.
The first thing to know is that, whenever you are on the deck of your ship, you
can see what is in the waters or port around the ship almost as easily as you
can see the deck itself. To do this, you can either use the EXAMINE or
LONGLOOK command to see both the deck and surrounding space, or LOOK directly
at one of the exits from the ship. If there are other ships in the same place
as yours, you can also look directly at the other ship.
When your ship is at port, you will want to have the ANCHOR lowered so that it
can not move around. To do this, use the LOWER ANCHOR command. When you want
to get underway again, you'll have to RAISE ANCHOR. You can lower and raise
the anchor as often as you like in order to keep your ship in place or in
motion.
Friendly ships at sea may want want to exchange cargo or visit each other, and
this is done by using the TENDER command. By entering TENDER [OTHER SHIP
NAME], your ship will offer to connect the ships via their gangplanks. If the
captain of the other ship likewise enters the TENDER command, then crews will
be able to move freely between the ships using the gangplank. Sailing away or
combat will disconnect them.
To move a sailing ship, the simplest way is to enter SAIL [DIRECTION]. If the
anchor is up, and the direction is one in which there is water, the ship will
move in that direction. For example, SAIL WEST will sail the ship west.
Your ship can also move under-sail without constant direction using either the
STEER or COURSE command. To make your ship move constantly in the same
direction, use STEER [DIRECTION] command. So long as the anchor remains up,
and there remains more sea to travel, the ship will continue in that direction.
If your directions are more complex, you can use the COURSE [DIRECTION]
[DIRECTION] ... command to give the ship a series of directions to follow
without supervision.
See also help on SHIP_COMBAT
The captains of their own large multi-room sea vessels have many commands at
their disposal for sailing the ship.
The first thing to know is that, whenever you are on the deck of your ship, you
can see what is in the waters or port around the ship almost as easily as you
can see the deck itself. To do this, you can either use the EXAMINE or
LONGLOOK command to see both the deck and surrounding space, or LOOK directly
at one of the exits from the ship. If there are other ships in the same place
as yours, you can also look directly at the other ship.
When your ship is at port, you will want to have the ANCHOR lowered so that it
can not move around. To do this, use the LOWER ANCHOR command. When you want
to get underway again, you'll have to RAISE ANCHOR. You can lower and raise
the anchor as often as you like in order to keep your ship in place or in
motion.
Friendly ships at sea may want want to exchange cargo or visit each other, and
this is done by using the TENDER command. By entering TENDER [OTHER SHIP
NAME], your ship will offer to connect the ships via their gangplanks. If the
captain of the other ship likewise enters the TENDER command, then crews will
be able to move freely between the ships using the gangplank. Sailing away or
combat will disconnect them. If the friendly is a little boat, then the boat
can TENDER [YOUR SHIP NAME], allowing you to RAISE [BOAT NAME] in order to get
the little boat and its cargo onto your deck. Small boats can be likewise
lowered back to sea by using LOWER [BOAT NAME].
To move a sailing ship, the simplest way is to enter SAIL [DIRECTION]. If the
anchor is up, and the direction is one in which there is water, the ship will
move in that direction. For example, SAIL WEST will sail the ship west.
Your ship can also move under-sail without constant direction using either the
STEER or COURSE command. To make your ship move constantly in the same
direction, use STEER [DIRECTION] command. So long as the anchor remains up,
and there remains more sea to travel, the ship will continue in that direction.
If your directions are more complex, you can use the COURSE [DIRECTION]
[DIRECTION] ... command to give the ship a series of directions to follow
without supervision.
See also help on SHIP_COMBAT
SAILOR -
Char Class: Sailor (Commoner)+
Max-Stats : Dexterity (24), Constitution (24), Others (18)
Qualifiers: Constitution 5+, Dexterity 5+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18)-1 per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : May use any weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Sailors earn twice as much XP as other commoners when trawling,
sea explore xp, and double experience in ship combat.
Limits :
Desc. :
Sailors are the workmen of the high seas. These common folk spend their lives
gathering resources, traveling, transporting goods, and exploring seas, rivers,
and lakes. On large sailing vessels, their skills are unparalleled, and no
ship should be without plenty of them.
Char Class: Sailor (Commoner)
Max-Stats : Dexterity (24), Constitution (24), Others (18)
Qualifiers: Constitution 5+, Dexterity 5+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18)-1 per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : May use any weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Sailors earn twice as much XP as other commoners when trawling,
sea explore xp, and double experience in ship combat.
Limits :
Desc. :
Sailors are the workmen of the high seas. These common folk spend their lives
gathering resources, traveling, transporting goods, and exploring seas, rivers,
and lakes. On large sailing vessels, their skills are unparalleled, and no
ship should be without plenty of them.
@@ -2947,32 +2986,32 @@
SAY -
Command : SAY+
Usage : SAY ([MOB NAME]) [MESSAGE]
Example : say Hello all!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You may specify the mob to speak to, or just speak in
general.
Command : SAY
Usage : SAY ([MOB NAME]) [MESSAGE]
Example : say Hello all!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You may specify the mob to speak to, or just speak in
general.
SAYTO -
Command : SAYTO+
Usage : SAYTO [MOB/ITEM NAME] [MESSAGE]
Example : sayto orc Hello orc!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You must specify the mob or item to speak to.
Command : SAYTO
Usage : SAYTO [MOB/ITEM NAME/NOBODY] [MESSAGE]
Example : sayto orc Hello orc!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You must specify the mob or item to speak to. You can also
specify nobody, to make sure you aren't addressing anyone or anything in
particular.
SCHOLAR -
Char Class: Scholar (Commoner)+
Max-Stats : Intelligence (24), Wisdom (24), Others (18)
Qualifiers: Intelligence 9+, Wisdom 6+
Races : All
Prime Stat: Intelligence Attack Pts: +(Int/18)-1 per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/9)+(1d3) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 50 level(s)
Weapons : Must use staffs or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Earn experience from teaching skills, making maps, writing books,
using certain skills daily. Gives bonus profficiency gains for
group members.
Limits : Earns no combat experience.
Desc. :
Scholars are the researchers, teachers, librarians, curators, students and
other academians that protect the knowledge of advanced civilizations and pass
down the wisdom from previous generations. They excel at educating, organizing,
cataloging, and categorizing. Fighting? Not so much.
Char Class: Scholar (Commoner)
Max-Stats : Intelligence (24), Wisdom (24), Others (18)
Qualifiers: Intelligence 9+, Wisdom 6+
Races : All
Prime Stat: Intelligence Attack Pts: +(Int/18)-1 per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/9)+(1d3) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 50 level(s)
Weapons : Must use staffs or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Earn experience from teaching skills, making maps, writing books,
visiting bookstores/libraries, and using certain skills daily.
Gives bonus profficiency gains for group members.
Limits : Earns no combat experience.
Desc. :
Scholars are the researchers, teachers, librarians, curators, students and
other academians that protect the knowledge of advanced civilizations and pass
down the wisdom from previous generations. They excel at educating, organizing,
cataloging, and categorizing. Fighting? Not so much.
SCORE -
Command : SCORE+
Usage : SCORE (BASE)
Example : score
Example : score base
Short(s): sc
Lists some general information about your character, such as level, experience,
attributes, and other statistics.
You can add the BASE parameter to see your primary stats as unadjusted base
scores (what they would be without magical equipment or spells).
Command : SCORE
Usage : SCORE (BASE)
Example : score
Example : score base
Short(s): sc
Lists some general information about your character, such as level, experience,
attributes, and other statistics.
You can add the BASE parameter to see your primary stats as unadjusted base
scores (what they would be without magical equipment or spells).
SELL -
Command : SELL+
Usage : SELL [ITEM NAME] ([SHOPKEEPER])
Example : sell sword
Short(s):
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will sell the specified item in your carried inventory to the
shopkeeper for the price he names. This is also the command used with an
auctioneer to auction an item. If more than one shopkeeper is in the room, you
may have to specify the shopkeeper name in the parameters.
Shopkeepers will only buy the items they are interested in. This usually means
the kinds of items they sell. Shopkeepers may refuse an item because of its
low worth, or because the shopkeeper has enough of them. See the PACKAGE
command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,
WITHDRAW, VIEW, BID.
Command : SELL
Usage : SELL [ITEM NAME] ([SHOPKEEPER])
Example : sell sword
Short(s):
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will sell the specified item in your carried inventory to the
shopkeeper for the price he names. This is also the command used with an
auctioneer to auction an item. If more than one shopkeeper is in the room, you
may have to specify the shopkeeper name in the parameters.
Shopkeepers will only buy the items they are interested in. This usually means
the kinds of items they sell. Shopkeepers may refuse an item because of its
low worth, or because the shopkeeper has enough of them. See the PACKAGE
command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,
WITHDRAW, VIEW, BID.
SERVE -
Command : SERVE+
Usage : SERVE [MOB NAME]
Example : serve king of the hobgoblins
Short(s):
Allows your character to be placed in the service of another mob or character
in the same room, who may order the vassal. A player may only serve one liege
at a time. A liege will receive 10% of all of your experience gains, which
should encourage lieges to help them out. The REBUKE command is used by either
party to end this relationship. REBUKE is also used to stop worshipping a
deity. See also the VASSALS command.
Command : SERVE
Usage : SERVE [MOB NAME]
Example : serve king of the hobgoblins
Short(s):
Allows your character to be placed in the service of another mob or character
in the same room, who may order the vassal. A player may only serve one liege
at a time. A liege will receive 10% of all of your experience gains, which
should encourage lieges to help them out. The REBUKE command is used by either
party to end this relationship. REBUKE is also used to stop worshipping a
deity. See also the VASSALS command.
@@ -2987,7 +3026,7 @@
SHAMAN -
Char Class: Shaman (Cleric)+
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use swords, staves, natural, ranged, or blunt weapons
Armor : May wear any armor.
Bonuses : Never fumbles neutral prayers, receives smallest prayer fumble
chance, and receives 1pt/level of acid damage reduction.
Limits : Using non-neutral prayers introduces small failure chance.
Vulnerable to electric attacks.
Desc. :
Shaman are those who worship the gods in the most primitive and basic ways of
the earth. The Shaman is thus granted special powers over the earth by the
gods, including resistances to acid attacks, at the expense of vulnerability to
electricity. The Shaman is a neutral aligned class, meaning that he will never
fumble on neutral prayers, and has a much smaller fumble chance on good and
evil prayers. The Shaman is restricted to neutral weapons, any kind of armor,
and gets numerous special prayers known only to Shaman.
How to play: The Shaman is a typical village priest, having powers from his
deity well suited to almost any daily concern. His neutrality shows his
wisdom, and his power earns him respect. The Shaman can fill almost any role
in the game, whether it be as a group member, or a lone adventurer seeking an
inner peace far from home.
Char Class: Shaman (Cleric)
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use swords, staves, natural, ranged, or blunt weapons
Armor : May wear any armor.
Bonuses : Never fumbles neutral prayers, receives smallest prayer fumble
chance, and receives 1pt/level of acid damage reduction.
Limits : Using non-neutral prayers introduces small failure chance.
Vulnerable to electric attacks.
Desc. :
Shaman are those who worship the gods in the most primitive and basic ways of
the earth. The Shaman is thus granted special powers over the earth by the
gods, including resistances to acid attacks, at the expense of vulnerability to
electricity. The Shaman is a neutral aligned class, meaning that he will never
fumble on neutral prayers, and has a much smaller fumble chance on good and
evil prayers. The Shaman is restricted to neutral weapons, any kind of armor,
and gets numerous special prayers known only to Shaman.
How to play: The Shaman is a typical village priest, having powers from his
deity well suited to almost any daily concern. His neutrality shows his
wisdom, and his power earns him respect. The Shaman can fill almost any role
in the game, whether it be as a group member, or a lone adventurer seeking an
inner peace far from home.
@@ -2997,12 +3036,12 @@
SHEATH -
Command : SHEATH+
Usage : SHEATH ([WEAPON NAME]) ([SHEATH NAME])
Example : sheath
Example : sheath sword
Example : sheath sword sheath
Example : sheath holster
Short(s):
Takes one or more weapons you are wielding or holding and places them in either
an appropriate, or the specified sheath. This is useful for roleplaying, and
may keep you out of trouble in places where walking around with a weapon in
your hand is illegal.
Command : SHEATH
Usage : SHEATH ([WEAPON NAME]) ([SHEATH NAME])
Example : sheath
Example : sheath sword
Example : sheath sword sheath
Example : sheath holster
Short(s):
Takes one or more weapons you are wielding or holding and places them in either
an appropriate, or the specified sheath. This is useful for roleplaying, and
may keep you out of trouble in places where walking around with a weapon in
your hand is illegal.
Ship combat can be entered into by two or more ships whose captains are in PVP,+
two clans at war, or where one of the ships is driven by mobs.
To enter into combat, one captain need only use the command TARGET [other ship
name] to put both ships into tactical combat mode. In tactical combat mode, a
ship can no longer simply sail away to the next room, but must navigate the
local ocean room whose dimensions reflect the size of the body of water. The
TARGET command can be used again and again to change the targets of all weapons
or to get tactical information about another ship. Once in tactical mode, the
only way to get out of it is to get away from enemy ships by putting as much
space between your ship and their ship as there is space in the room, while
sailing towards another ocean room.
Sailing in tactical mode is very similar to normal sailing, except that ship
tactical actions are only taken every 8-12 seconds, called tactical rounds,
instead of the usual 4-second ticks. You can RAISE and LOWER your ANCHOR to
prevent movement. You can use STEER to change which way your ship is facing, or
SAIL to move your ship one space in the direction that your ship is facing.
The COURSE command is most important for tactical mode, however, as it is the
only command that will allow you to move and change direction, depending on the
speed of your ship. In tactical mode, the last direction given to the COURSE
command may be a direction change, while all prior directions must be the same
as the ship is presently facing. For example, if your ship is facing north,
and your ship has a speed of 3, you may enter "COURSE north north east" to move
your ship two north and turn east.
To attack in tactical mode, you must first build appropriate siege weapons onto
the deck of your ship. Then, you need to issue the TARGET command at least
once to specify which ship your weapons will be aimed at. Each tactical round,
you must then also use the LOAD command to load your weapons with ammunition,
and the AIM command to aim each siege weapon. The AIM command requires you to
enter a number which corresponds to how many times you believe your target ship
will move in their current facing direction. If you don't believe the ship
will move at all, you may use 0 as a value. At the end of each tactical round,
all sailing instructions are executed, and all weapons that are both loaded and
aimed will fire at the target ship. A ship that receives damage will begin to
lose speed as it takes more damage. A ship that takes complete damage will
sink.
Once at sea, a ship can only be boarded by flying to it, through the use of
grapples from another ship, or by climbing from a smaller rowboat type vessel.
See also help on SAILING for more information about normal non-tactical
sailing.
Ship combat can be entered into by two or more ships whose captains are in PVP,
two clans at war, or where one of the ships is driven by mobs.
To enter into combat, one captain need only use the command TARGET [other ship
name] to put both ships into tactical combat mode. In tactical combat mode, a
ship can no longer simply sail away to the next room, but must navigate the
local ocean room whose dimensions reflect the size of the body of water. The
TARGET command can be used again and again to change the targets of all weapons
or to get tactical information about another ship. Once in tactical mode, the
only way to get out of it is to get away from enemy ships by putting as much
space between your ship and their ship as there is space in the room, while
sailing towards another ocean room.
Sailing in tactical mode is very similar to normal sailing, except that ship
tactical actions are only taken every 8-12 seconds, called tactical rounds,
instead of the usual 4-second ticks. You can RAISE and LOWER your ANCHOR to
prevent movement. You can use STEER to change which way your ship is facing, or
SAIL to move your ship one space in the direction that your ship is facing.
The COURSE command is most important for tactical mode, however, as it is the
only command that will allow you to move and change direction, depending on the
speed of your ship. In tactical mode, the last direction given to the COURSE
command may be a direction change, while all prior directions must be the same
as the ship is presently facing. For example, if your ship is facing north,
and your ship has a speed of 3, you may enter "COURSE north north east" to move
your ship two north and turn east.
To attack in tactical mode, you must first build appropriate siege weapons onto
the deck of your ship. Then, you need to issue the TARGET command at least
once to specify which ship your weapons will be aimed at. Each tactical round,
you must then also use the LOAD command to load your weapons with ammunition,
and the AIM command to aim each siege weapon. The AIM command requires you to
enter a number which corresponds to how many times you believe your target ship
will move in their current facing direction. If you don't believe the ship
will move at all, you may use 0 as a value. At the end of each tactical round,
all sailing instructions are executed, and all weapons that are both loaded and
aimed will fire at the target ship. A ship that receives damage will begin to
lose speed as it takes more damage. A ship that takes complete damage will
sink.
Once at sea, a ship can only be boarded by flying to it, through the use of
grapples from another ship, or by climbing from a smaller rowboat type vessel.
See also help on SAILING for more information about normal non-tactical
sailing.
@@ -3012,27 +3051,27 @@
SHOW -
Command : SHOW+
Usage : SHOW (ALL) [ITEM NAME] [MOB NAME]
Example : show pie Gunther
Example : show all dagger Gunther
Example : show all Gunther
Short(s):
Shows an item from your carried inventory to another MOB.
Command : SHOW
Usage : SHOW (ALL) [ITEM NAME] [MOB NAME]
Example : show pie Gunther
Example : show all dagger Gunther
Example : show all Gunther
Short(s):
Shows an item from your carried inventory to another MOB.
SING -
Skill : SING+
Usage : SING [SONG NAME]
Example : sing lullaby
Short(s) : SI
Bards can invoke their magical abilities using the sing command. Some songs
require that you direct the energy at a target, while others only apply to the
bard. For help on a particular song, enter help and then the name of the song.
Skill : SING
Usage : SING [SONG NAME]
Example : sing lullaby
Short(s) : SI
Bards can invoke their magical abilities using the sing command. Some songs
require that you direct the energy at a target, while others only apply to the
bard. For help on a particular song, enter help and then the name of the song.
SIT -
Command : SIT+
Usage : SIT ([TARGET NAME])
Example : sit
Example : sit chair
Short(s):
Makes your character sit down and take a rest. When resting, movement, hit
points, and mana are regained more quickly.
Command : SIT
Usage : SIT ([TARGET NAME])
Example : sit
Example : sit chair
Short(s):
Makes your character sit down and take a rest. When resting, movement, hit
points, and mana are regained more quickly.
SKILLS -
Command : SKILLS+
Usage : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL])
Example : skills
Example : skills stealthy
Example : skills ?
Example : skills carpentry
Short(s):
Lists any skills that you have, along with your proficiency in them. Can also
be qualified to list your skills by domain, or use ? to list domains. You can
get your level and proficiency for a particular skill by listing it by name. A
level parameter may be given to show skills only up to that level.
Command : SKILLS
Usage : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL])
Example : skills
Example : skills stealthy
Example : skills ?
Example : skills carpentry
Short(s):
Lists any skills that you have, along with your proficiency in them. Can also
be qualified to list your skills by domain, or use ? to list domains. You can
get your level and proficiency for a particular skill by listing it by name. A
level parameter may be given to show skills only up to that level.
Char Class: SkyWatcher (Druid)+
Max-Stats : Intelligence (22), Constitution (22), Others (18)
Qualifiers: Intelligence 9+, Constitution 9+
Races : Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Attains Lunar Changes (lunar phase based bonuses/penalties) at
level 5. Can create a druidic connection with an area. Benefits
from freeing animals from cities. Benefits from balancing the
weather.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The SkyWatcher is the master druid of the stars and heavens, being the very
powerful steward of the great wheel in the sky. The SkyWatcher maintains a
special connection with the moon, and gains numerous special abilities to
summon great powers from luna. So connected is he to the moon that his
strength and powers will fluxuate during the month, following the phase of the
moon. A master of wind and weather, the SkyWatcher is also very capable of
bringing the heavens down upon his enemies at need.
How to play: More even than the other druids, the SkyWatcher must concern
himself with pre-casting. That is to say, the SkyWatcher must be aware of his
environment at all times in terms of weather, time, temperature, and locale,
and must be fully prepared to alter these conditions to make them favorable to
the chants he means to use against his enemies in combat. All SkyWatchers must
also realize that their effectiveness when not outdoors will be almost nil, as
practically every chant requires the use of outside conditions and resources.
Char Class: SkyWatcher (Druid)
Max-Stats : Intelligence (22), Constitution (22), Others (18)
Qualifiers: Intelligence 9+, Constitution 9+
Races : Elf, Half Elf and Human
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Attains Lunar Changes (lunar phase based bonuses/penalties) at
level 5. Can create a druidic connection with an area. Benefits
from freeing animals from cities. Benefits from balancing the
weather.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The SkyWatcher is the master druid of the stars and heavens, being the very
powerful steward of the great wheel in the sky. The SkyWatcher maintains a
special connection with the moon, and gains numerous special abilities to
summon great powers from luna. So connected is he to the moon that his
strength and powers will fluxuate during the month, following the phase of the
moon. A master of wind and weather, the SkyWatcher is also very capable of
bringing the heavens down upon his enemies at need.
How to play: More even than the other druids, the SkyWatcher must concern
himself with pre-casting. That is to say, the SkyWatcher must be aware of his
environment at all times in terms of weather, time, temperature, and locale,
and must be fully prepared to alter these conditions to make them favorable to
the chants he means to use against his enemies in combat. All SkyWatchers must
also realize that their effectiveness when not outdoors will be almost nil, as
practically every chant requires the use of outside conditions and resources.
@@ -3042,42 +3081,42 @@
SLEEP -
Command : SLEEP+
Usage : SLEEP ([TARGET NAME])
Example : sleep
Example : sleep bed
Short(s):
Makes your character lay down and take a nap. When sleeping, movement, hit
points, and mana are regained more quickly.
If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.
Command : SLEEP
Usage : SLEEP ([TARGET NAME])
Example : sleep
Example : sleep bed
Short(s):
Makes your character lay down and take a nap. When sleeping, movement, hit
points, and mana are regained more quickly.
If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.
SOCIALS -
Command : SOCIALS+
Usage : SOCIALS
Example : socials
Short(s):
Lists the social commands available in the mud. Social commands can usually be
used with targets, such as "KISS Orc".
Command : SOCIALS
Usage : SOCIALS
Example : socials
Short(s):
Lists the social commands available in the mud. Social commands can usually be
used with targets, such as "KISS Orc".
SONGS -
Command : SONGS+
Usage : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL])
Example : songs
Example : songs singing
Example : songs ?
Example : songs flamenco
Short(s):
Lists any Bard songs or dances that you know, along with your proficiency in
them. Can also be qualified to list your songs by domain, or use ? to list
domains. You can get your level and proficiency for a particular song by
listing it by name. A level parameter may be given to show songs only up to
that level.
Command : SONGS
Usage : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL])
Example : songs
Example : songs singing
Example : songs ?
Example : songs flamenco
Short(s):
Lists any Bard songs or dances that you know, along with your proficiency in
them. Can also be qualified to list your songs by domain, or use ? to list
domains. You can get your level and proficiency for a particular song by
listing it by name. A level parameter may be given to show songs only up to
that level.
SOUNDS -
Command : SOUNDS+
Usage : SOUNDS (FORCE/OFF)
Example : sounds
Example : sounds force
Example : sounds off
Short(s):
Turns MSP (Mud Sound Protocol) sound codes on or off. Do not turn this on
unless you know your mud client supports them. You may use NOSOUNDS or the OFF
argument to turn the codes off again.
Enter the optional FORCE parameter if your client does not respond to telnet
codes, but DOES support MSP.
Command : SOUNDS
Usage : SOUNDS (FORCE/OFF)
Example : sounds
Example : sounds force
Example : sounds off
Short(s):
Turns MSP (Mud Sound Protocol) sound codes on or off. Do not turn this on
unless you know your mud client supports them. You may use NOSOUNDS or the OFF
argument to turn the codes off again.
Enter the optional FORCE parameter if your client does not respond to telnet
codes, but DOES support MSP.
SOUTH -
Command : SOUTH+
Usage : SOUTH
Example : south
Short(s): S
Travel southward from the present room or location.
Command : SOUTH
Usage : SOUTH
Example : south
Short(s): S
Travel southward from the present room or location.
Command : SOUTHEAST+
Usage : SOUTHEAST
Example : southeast
Short(s): SE
Travel southeastwardly direction from the present room or location.
Command : SOUTHEAST
Usage : SOUTHEAST
Example : southeast
Short(s): SE
Travel southeastwardly direction from the present room or location.
Command : SOUTHWEST+
Usage : SOUTHWEST
Example : southwest
Short(s): SW
Travel southwestwardly direction from the present room or location.
Command : SOUTHWEST
Usage : SOUTHWEST
Example : southwest
Short(s): SW
Travel southwestwardly direction from the present room or location.
SPEAK -
Skill : SPEAK+
Usage : SPEAK [LANGUAGE]
Available: All
Example : speak orcish
Example : speak common
Use the speak command to select a new default language. Whenever say or
channel messages are written, they will be translated into the selected
language automatically. Those who know the language will receive the
translation back to common automatically.
Skill : SPEAK
Usage : SPEAK [LANGUAGE]
Available: All
Example : speak orcish
Example : speak common
Use the speak command to select a new default language. Whenever say or
channel messages are written, they will be translated into the selected
language automatically. Those who know the language will receive the
translation back to common automatically.
@@ -3087,22 +3126,22 @@
SPELLS -
Command : SPELLS+
Usage : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL])
Example : spells
Example : spells conjuration
Example : spells ?
Example : spells fireball
Short(s):
Lists any spells that you know, along with your proficiency in them. Can also
be qualified to list your spells by spell domain, or use ? to list domains.
You can get your level and proficiency for a particular spell by listing it by
name. A level parameter may be given to show spells only up to that level.
Command : SPELLS
Usage : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL])
Example : spells
Example : spells conjuration
Example : spells ?
Example : spells fireball
Short(s):
Lists any spells that you know, along with your proficiency in them. Can also
be qualified to list your spells by spell domain, or use ? to list domains.
You can get your level and proficiency for a particular spell by listing it by
name. A level parameter may be given to show spells only up to that level.
SPLIT -
Command : SPLIT+
Usage : SPLIT ([BUNDLE NAME]) [AMOUNT]
Example : split 50
Example : split wood 50
Short(s):
When specifying only a number, this command will allow the leader of a group to
split the amount of gold specified evenly amongst the members of your group.
When a specific item is given, then this command will attempt to split the
bundle.
Command : SPLIT
Usage : SPLIT ([BUNDLE NAME]) [AMOUNT]
Example : split 50
Example : split wood 50
Short(s):
When specifying only a number, this command will allow the leader of a group to
split the amount of gold specified evenly amongst the members of your group.
When a specific item is given, then this command will attempt to split the
bundle.
STAND -
Command : STAND+
Usage : STAND
Example : stand
Short(s): st
If your character is SLEEPing or SITing, this command will make them wake up
and stand up.
Command : STAND
Usage : STAND
Example : stand
Short(s): st
If your character is SLEEPing or SITing, this command will make them wake up
and stand up.
Command : STARBOARD+
Usage : STARBOARD
Example : starboard
Short(s):
Travel towards the right side of a ship.
Command : STARBOARD
Usage : STARBOARD
Example : starboard
Short(s):
Travel towards the right side of a ship.
@@ -3112,7 +3151,7 @@
STAT -
Command : STAT+
Usage : STAT [STAT_NAME] ([STAT_NAME]...)
Example : stat hits
Example : stat hits mana strength
Short(s):
This command allows you to quickly and simply view one of more of your stats.
Enter STAT by itself to see a list of available state to show, which includes:
HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
MAXCHARISMA, MAXWISDOM, AGE, DETECTION, CONVERSION, WEIGHTADJ, RESISTS, LEVEL,
SENSES, ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP
(experience), XPFNL (experience for next level), and XPTNL (experience to next
level), QUESTPOINTS, TRAINS, PRACTICES, and any factions shown in the score
command, such as ALIGNMENT.
Command : STAT
Usage : STAT [STAT_NAME] ([STAT_NAME]...)
Example : stat hits
Example : stat hits mana strength
Short(s):
This command allows you to quickly and simply view one of more of your stats.
Enter STAT by itself to see a list of available state to show, which includes:
HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
MAXCHARISMA, MAXWISDOM, AGE, DETECTION, CONVERSION, WEIGHTADJ, RESISTS, LEVEL,
SENSES, ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, STINK, ABILITY,
HEIGHT, XP (experience), XPFNL (experience for next level), and XPTNL
(experience to next level), QUESTPOINTS, TRAINS, PRACTICES, and any factions
shown in the score command, such as ALIGNMENT.
@@ -3132,17 +3171,17 @@
Race Name : Svirfneblin (Gnome)+
Stat Mods.: Strength+2, intelligence+1, constitution-2, wisdom-1, save vs
mind+10, max strength adj.+2, max intelligence adj.+1, max
constitution adj.-2, max wisdom adj.-1, save vs overlooking+10
Abilities : Darkvision, Untraceable(100%), Gem Digging(50%), Blur(50%)
Languages : Gnomish(100%), Undercommon(75%)
Life Exp. : 260 Years
Immunities: Syphilis
Equipment : A small patchy scale tunic, a pair of small scaley shoes, a pair
of small patchy scale pants, a knitted weapon belt
Desc. :
Svirfneblin, or Deep Gnomes, are earthy-toned gnomes that live deep below the
surface. They prefer to isolate themselves from other underground societies,
which are often cruel and conniving by deep gnome standards.
Race Name : Svirfneblin (Gnome)
Stat Mods.: Strength+2, intelligence+1, constitution-2, wisdom-1, save vs
mind+10, max strength adj.+2, max intelligence adj.+1, max
constitution adj.-2, max wisdom adj.-1, save vs overlooking+10
Abilities : Darkvision, Untraceable(100%), Gem Digging(50%), Blur(50%)
Languages : Gnomish(100%), Undercommon(75%)
Life Exp. : 260 Years
Immunities: Syphilis
Equipment : A small patchy scale tunic, a pair of small scaley shoes, a pair
of small patchy scale pants, a knitted weapon belt
Desc. :
Svirfneblin, or Deep Gnomes, are earthy-toned gnomes that live deep below the
surface. They prefer to isolate themselves from other underground societies,
which are often cruel and conniving by deep gnome standards.
SWIM -
Skill : SWIM+
Usage : SWIM [DIRECTION]
Available: ALL
Example : swim e
This skill allows the character to travel on a water surface. The amount of
weight being carried can affect this skill.
Skill : SWIM
Usage : SWIM [DIRECTION]
Available: ALL
Example : swim e
This skill allows the character to travel on a water surface. The amount of
weight being carried can affect this skill.
SWITCH -
Command : SWITCH+
Usage : SWITCH [PLAYER]
Example : switch joe
Short(s):
Allows your player to switch sessions with another character on the same
account. If the other character is already logged on, then the two players
will switch sessions/screens; the window that the switch player is typing in
will now control the other character, and vice versa. If the other character
is NOT currently logged in, then this command will log the current player out
and quickly re-log the other character in, while remaining in the same
connected session.
Command : SWITCH
Usage : SWITCH [PLAYER]
Example : switch joe
Short(s):
Allows your player to switch sessions with another character on the same
account. If the other character is already logged on, then the two players
will switch sessions/screens; the window that the switch player is typing in
will now control the other character, and vice versa. If the other character
is NOT currently logged in, then this command will log the current player out
and quickly re-log the other character in, while remaining in the same
connected session.
@@ -3157,22 +3196,22 @@
TEACH -
Command : TEACH+
Usage : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME]
Example : teach Horice sneak
Short(s):
This command allows any character who has at least a 25% proficiency at the
specified skill or spell to teach that skill or spell to another character.
The student must be of the correct class or race to receive the skill, and must
be of sufficient level and intelligence to learn the skill or spell. Once the
skill or spell is gained, the student may then use the PRACTICE command to
improve proficiency in that skill or spell.
Command : TEACH
Usage : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME]
Example : teach Horice sneak
Short(s):
This command allows any character who has at least a 25% proficiency at the
specified skill or spell to teach that skill or spell to another character.
The student must be of the correct class or race to receive the skill, and must
be of sufficient level and intelligence to learn the skill or spell. Once the
skill or spell is gained, the student may then use the PRACTICE command to
improve proficiency in that skill or spell.
TELL -
Command : TELL+
Usage : TELL [MOB NAME] [MESSAGE]
Example : tell Horice Hey dude!
Example : tell Horice@AnotherMud Hey dude!
Example : tell last 10
Short(s):
Causes your character to speak to the specified character, regardless of what
room they presently occupy. If the first parameter is "last" and a number X
follows, this command will show you the last X tell messages. The @ sign
followed by the name of a MUD on the InterMud3 network can also be used.
Command : TELL
Usage : TELL [MOB NAME] [MESSAGE]
Example : tell Horice Hey dude!
Example : tell Horice@AnotherMud Hey dude!
Example : tell last 10
Short(s):
Causes your character to speak to the specified character, regardless of what
room they presently occupy. If the first parameter is "last" and a number X
follows, this command will show you the last X tell messages. The @ sign
followed by the name of a MUD on the InterMud3 network can also be used.
TEMPLAR -
Char Class: Templar (Cleric)+
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives Aura of Strife which increases in power.
Limits : Always fumbles good prayers. Using non-evil prayers introduces
failure chance.
Desc. :
Templar are those who pursue power and glory in the name of their god. They
are the great weaponmasters, wielding their arms to conquer the world in their
gods name. The Templar can use any weapons and armor, and can specialize in
many weapons as they increase in levels. The Templar is an evil aligned class,
meaning that they always fumble on good prayers, and do not gain any good
prayers. However, their Aura of Strife, and their increased number of attacks
makes them a formidable foe of all who oppose the will of their god.
How to play: The Templar is a brutal and formidable warrior, who wields death
and power in the name of his god. His devastating power makes him a great ally
for groups, but also a successful glory seeker when alone.
Char Class: Templar (Cleric)
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives Aura of Strife which increases in power.
Limits : Always fumbles good prayers. Using non-evil prayers introduces
failure chance.
Desc. :
Templar are those who pursue power and glory in the name of their god. They
are the great weaponmasters, wielding their arms to conquer the world in their
gods name. The Templar can use any weapons and armor, and can specialize in
many weapons as they increase in levels. The Templar is an evil aligned class,
meaning that they always fumble on good prayers, and do not gain any good
prayers. However, their Aura of Strife, and their increased number of attacks
makes them a formidable foe of all who oppose the will of their god.
How to play: The Templar is a brutal and formidable warrior, who wields death
and power in the name of his god. His devastating power makes him a great ally
for groups, but also a successful glory seeker when alone.
THIEF -
Char Class: Thief (Thief)+
Max-Stats : Dexterity (25), Others (18)
Qualifiers: Dexterity 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus experience for using certain skills.
Limits :
Desc. :
Thieves are skillful, sly, and devious. They may only use daggers and swords,
and may only wear leather armor at best. However, they come with numerous
skills allowing them to survive in the dog-eat-dog world, including swiping and
stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others.
Thieves also qualify for many devious fighting abilities.
Thief is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Assassin,
Arcanist (Arcane Rogue), Burglar, and Trapper.
How to play: The thieves strength is in his ability to obtain money, and in his
ability to navigate tricky situations. By accumulating the wealth of others,
the thief can stay comfortably equipped with the latest and best money can buy.
When playing alone, the thief thrives as the only class able to get into and
out of any secret place without stirring up unnecessary trouble. Although not
generally appreciated in groups, a group benefits from these skills, as well as
the thiefs unique ability to deliver enormous amounts of backstab damage.
The thief is only moderately skilled at combat, but can make up for it by using
his wealth to obtain favors, good equipment, and the necessary potions and
scrolls necessary to survive the experience gaining battles.
Char Class: Thief (Thief)
Max-Stats : Dexterity (25), Others (18)
Qualifiers: Dexterity 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus experience for using certain skills.
Limits :
Desc. :
Thieves are skillful, sly, and devious. They may only use daggers and swords,
and may only wear leather armor at best. However, they come with numerous
skills allowing them to survive in the dog-eat-dog world, including swiping and
stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others.
Thieves also qualify for many devious fighting abilities.
Thief is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Assassin,
Arcanist (Arcane Rogue), Burglar, and Trapper.
How to play: The thieves strength is in his ability to obtain money, and in his
ability to navigate tricky situations. By accumulating the wealth of others,
the thief can stay comfortably equipped with the latest and best money can buy.
When playing alone, the thief thrives as the only class able to get into and
out of any secret place without stirring up unnecessary trouble. Although not
generally appreciated in groups, a group benefits from these skills, as well as
the thiefs unique ability to deliver enormous amounts of backstab damage.
The thief is only moderately skilled at combat, but can make up for it by using
his wealth to obtain favors, good equipment, and the necessary potions and
scrolls necessary to survive the experience gaining battles.
@@ -3182,7 +3221,7 @@
THROW -
Command : THROW+
Usage : THROW [ITEM NAME] [DIRECTION/MOB NAME]
Example : throw rope east
Example : throw spear orc
Short(s): toss
Causes your character to throw something in the specified direction, or at the
specified target. The item being thrown must first be held or wielded.
Command : THROW
Usage : THROW [ITEM NAME] [DIRECTION/MOB NAME]
Example : throw rope east
Example : throw spear orc
Short(s): toss
Causes your character to throw something in the specified direction, or at the
specified target. The item being thrown must first be held or wielded.
@@ -3192,17 +3231,17 @@
TITLE -
Command : TITLE+
Usage : TITLE
Example : title
This command allows players who have been awarded 1 or more titles to select
which title is displayed when their character is seen.
Command : TITLE
Usage : TITLE
Example : title
This command allows players who have been awarded 1 or more titles to select
which title is displayed when their character is seen.
TOP -
Command : TOP+
Usage : TOP (PLAYERS/ACCOUNTS)
Example : top
Example : top accounts
Short(s):
See the top 10 players in several statistics over different periods.
Command : TOP
Usage : TOP (PLAYERS/ACCOUNTS)
Example : top
Example : top accounts
Short(s):
See the top 10 players in several statistics over different periods.
TOPICS -
Command : TOPICS+
Usage : TOPICS
Example : topics
Short(s):
List all of the topics in the help file, alphabetically.
Command : TOPICS
Usage : TOPICS
Example : topics
Short(s):
List all of the topics in the help file, alphabetically.
@@ -3212,7 +3251,7 @@
TRAIN -
Command : TRAIN+
Usage : TRAIN [ATTRIBUTE/CLASS] ([TEACHER MOB NAME])
Example : train strength Horice
Example : train monk Horice
Short(s):
If your character has at least one training point, this command will allow you
to raise the ability score of the specified trait. In addition to specifying
the ability to train, you must also specify a MOB who is present in the room
who can train you in that skill. The traits abbreviated above refer to the
following:
STR = +1 STRENGTH per 1 training points
DEX = +1 DEXTERITY per 1 training points
INT = +1 INTELLIGENCE per 1 training points
WIS = +1 WISDOM per 1-5 training points
CON = +1 CONSTITUTION per 1-5 training points
CHR = +1 CHARISMA per 1-5 training points
* Training up to 18 costs 1 training point, up to 22 costs 2, up to 25 costs 3,
and above that costs 5.
HIT = +10 HIT POINTS per 1 training point
MANA = +20 MANA per 1 training point
MOVE = +20 MOVEMENT per 1 training point
GAIN = +1 TRAINING POINTS per 7 practices
PRAC = +5 PRACTICES per 1 training point
In addition to attributes, the train command is used to switch to a new class.
This costs a single training point, and will give the player a 0 level in the
chosen class. From this point on, the player will gain levels in the new
class, while retaining skills and qualifications from the old class up to the
level at which the class switch was made. Use the QUALIFY command to find out
what other classes you may be able to TRAIN for.
Command : TRAIN
Usage : TRAIN ([ATTRIBUTE/CLASS]) ([TEACHER MOB NAME])
Example : train strength Horice
Example : train monk Horice
Short(s):
If your character has at least one training point, this command will allow you
to raise the ability score of the specified trait. In addition to specifying
the ability to train, you must also specify a MOB who is present in the room
who can train you in that skill. The traits abbreviated above refer to the
following:
STR = +1 STRENGTH per 1 training points
DEX = +1 DEXTERITY per 1 training points
INT = +1 INTELLIGENCE per 1 training points
WIS = +1 WISDOM per 1-5 training points
CON = +1 CONSTITUTION per 1-5 training points
CHR = +1 CHARISMA per 1-5 training points
* Training up to 18 costs 1 training point, up to 22 costs 2, up to 25 costs 3,
and above that costs 5.
HIT = +10 HIT POINTS per 1 training point
MANA = +20 MANA per 1 training point
MOVE = +20 MOVEMENT per 1 training point
GAIN = +1 TRAINING POINTS per 7 practices
PRAC = +5 PRACTICES per 1 training point
In addition to attributes, the train command is used to switch to a new class.
This costs a single training point, and will give the player a 0 level in the
chosen class. From this point on, the player will gain levels in the new
class, while retaining skills and qualifications from the old class up to the
level at which the class switch was made. Use the QUALIFY command to find out
what other classes you may be able to TRAIN for.
The TRAIN command, by itself, can also be used to officially gain any deferred
experience, or just to see how many Training points you have.
@@ -3227,12 +3266,12 @@
Char Class: Transmuter (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Transmutation as levels
advance. At 10th level, receives double duration on your
Transmutation magic, and half duration from malicious
Transmutation magic.
Limits : Unable to cast Conjuration spells. Receives penalty damage from
Conjuration as levels advance. Receives double duration from
malicious Conjuration magic, half duration on other Conjuration
effects.
Desc. :
Transmuters are specialist mages who can transform the likeness and composition
of anyone they touch. Transmutation is the most feared of magics, and the
Transmuter is so skilled at his art that he gains all known transmutation
spells automatically, including the most secret and ugly of spells only the
specialist may learn.
Transmuters care nothing for conjuration, and so they soon neglect that kind of
magic, being more fascinated with the many shapes of things right here at home.
Although the Evoker believes himself the king of specialists with his harmful
beams, the Transmuter is the most feared and hated of specialists for the
terrible and awesome consequences of his spells.
Char Class: Transmuter (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Transmutation as levels
advance. At 10th level, receives double duration on your
Transmutation magic, and half duration from malicious
Transmutation magic.
Limits : Unable to cast Conjuration spells. Receives penalty damage from
Conjuration as levels advance. Receives double duration from
malicious Conjuration magic, half duration on other Conjuration
effects.
Desc. :
Transmuters are specialist mages who can transform the likeness and composition
of anyone they touch. Transmutation is the most feared of magics, and the
Transmuter is so skilled at his art that he gains all known transmutation
spells automatically, including the most secret and ugly of spells only the
specialist may learn.
Transmuters care nothing for conjuration, and so they soon neglect that kind of
magic, being more fascinated with the many shapes of things right here at home.
Although the Evoker believes himself the king of specialists with his harmful
beams, the Transmuter is the most feared and hated of specialists for the
terrible and awesome consequences of his spells.
TRAPPER -
Char Class: Trapper (Thief)+
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Benefits from animal followers leveling. Gets experience for
selling foreign unconjured animals of comparable level.
Limits : Sneak and Hide attempts will fail outside of the wild.
Desc. :
The trapper, possibly the most cowardly of thieves, has spent late nights
tinkering with springs and switches, learning to kill indirectly through the
devices of his art. Trappers also view fauna as means to his ends,
accumulating animals both live and dead with amazing efficiency. Trappers
alone have the greatest access to the most deadly traps, as well as exclusive
access to skills that turn animals into his own personal play things, whether
it be as items of sale, or as trained devilish pets.
Char Class: Trapper (Thief)
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Benefits from animal followers leveling. Gets experience for
selling foreign unconjured animals of comparable level.
Limits : Sneak and Hide attempts will fail outside of the wild.
Desc. :
The trapper, possibly the most cowardly of thieves, has spent late nights
tinkering with springs and switches, learning to kill indirectly through the
devices of his art. Trappers also view fauna as means to his ends,
accumulating animals both live and dead with amazing efficiency. Trappers
alone have the greatest access to the most deadly traps, as well as exclusive
access to skills that turn animals into his own personal play things, whether
it be as items of sale, or as trained devilish pets.
@@ -3242,27 +3281,27 @@
TYPE -
Command : TYPE+
Usage : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME])
Example : type login bob password
Example : type activate sensors into console
Short(s): =
Interacts with an electrical or technical device, such as a computer panel,
hand-held scanner, or similar devices. Specifying the device to type is not
permitted if the user is already seated at a computer console. Otherwise, the
user must specify "into" and the name of the device to type commands into.
Command : TYPE
Usage : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME])
Example : type login bob password
Example : type activate sensors into console
Short(s): =
Interacts with an electrical or technical device, such as a computer panel,
hand-held scanner, or similar devices. Specifying the device to type is not
permitted if the user is already seated at a computer console. Otherwise, the
user must specify "into" and the name of the device to type commands into.
TYPO -
Command : TYPO+
Usage : TYPO [REPORT]
Example : typo nothing is spelled right in this room!
Short(s):
Please use this command to submit typos against the MUD.
Command : TYPO
Usage : TYPO [REPORT]
Example : typo nothing is spelled right in this room!
Short(s):
Please use this command to submit typos against the MUD.
UNDRESS -
Command : UNDRESS+
Usage : UNDRESS [MOB NAME] [ITEM NAME]
Example : undress joe tunic
Short(s):
Allows the player to remove a piece of armor, clothing, barding, or whatever
from the target mob. The target mob must be a follower of the player for this
to work.
Command : UNDRESS
Usage : UNDRESS [MOB NAME] [ITEM NAME]
Example : undress joe tunic
Short(s):
Allows the player to remove a piece of armor, clothing, barding, or whatever
from the target mob. The target mob must be a follower of the player for this
to work.
UNLOAD -
Command : UNLOAD+
Usage : UNLOAD [AMMUNITION NAME]
Example : unload bow
Short(s):
Removes any readied ammunition from a ranged weapon and puts the loose
ammunition into the players inventory, so that it can be LOADed into another
weapon.
Command : UNLOAD
Usage : UNLOAD [AMMUNITION NAME]
Example : unload bow
Short(s):
Removes any readied ammunition from a ranged weapon and puts the loose
ammunition into the players inventory, so that it can be LOADed into another
weapon.
UNLOCK -
Command : UNLOCK+
Usage : UNLOCK [ITEM NAME]
Example : unlock door
Short(s):
Attempts to unlock, by ordinary means, the item, door, or any other entity
specified.
Command : UNLOCK
Usage : UNLOCK [ITEM NAME]
Example : unlock door
Short(s):
Attempts to unlock, by ordinary means, the item, door, or any other entity
specified.
@@ -3272,32 +3311,32 @@
UP -
Command : UP+
Usage : UP
Example : up
Short(s): U
Travel upward from the present room or location, whether it be up aladder,
upstairs, or flying into the sky.
Command : UP
Usage : UP
Example : up
Short(s): U
Travel upward from the present room or location, whether it be up aladder,
upstairs, or flying into the sky.
VALUE -
Command : VALUE+
Usage : VALUE [ITEM NAME] ([SHOPKEEPER])
Example : value sword
Short(s):
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will get the shopkeeper to tell you how much he or she will give
for your item.
Command : VALUE
Usage : VALUE [ITEM NAME] ([SHOPKEEPER])
Example : value sword
Short(s):
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will get the shopkeeper to tell you how much he or she will give
for your item.
VASSALS -
Command : VASSALS+
Usage : VASSALS
Example : vassals
Short(s):
This command will list the players who are in your service. See the SERVE and
REBUKE commands for more information.
Command : VASSALS
Usage : VASSALS
Example : vassals
Short(s):
This command will list the players who are in your service. See the SERVE and
REBUKE commands for more information.
VERSION -
Command : VERSION+
Usage : VERSION
Example : version
Short(s): VER
Show the version information for this software.
Command : VERSION
Usage : VERSION
Example : version
Short(s): VER
Show the version information for this software.
VIEW -
Command : VIEW+
Usage : VIEW [ITEM NAME] ([SHOPKEEPER NAME])
Example : view sword
Short(s):
When a shopkeeper is present in the same room or area as your character, this
command will allow you to ask about an item being sold by that shopkeeper. The
level of the item, as well as any available descriptive information will be
given. If more than one shopkeeper is in the room, you may have to specify the
shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,
BID.
Command : VIEW
Usage : VIEW [ITEM NAME] ([SHOPKEEPER NAME])
Example : view sword
Short(s):
When a shopkeeper is present in the same room or area as your character, this
command will allow you to ask about an item being sold by that shopkeeper. The
level of the item, as well as any available descriptive information will be
given. If more than one shopkeeper is in the room, you may have to specify the
shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,
BID.
VISIBLE -
Command : VISIBLE+
Usage : VISIBLE
Example : visible
This command can be used to revoke any spell or skill which makes you
invisible, hidden, or undetectable.
Command : VISIBLE
Usage : VISIBLE
Example : visible
This command can be used to revoke any spell or skill which makes you
invisible, hidden, or undetectable.
@@ -3307,67 +3346,67 @@
WAKE -
Command : WAKE+
Usage : WAKE ([TARGET NAME])
Example : wake
Example : wake bob
Short(s):
If your character is SLEEPing, this command will make them wake up and stand
up. If someone else is sleeping, this will wake them up.
Command : WAKE
Usage : WAKE ([TARGET NAME])
Example : wake
Example : wake bob
Short(s):
If your character is SLEEPing, this command will make them wake up and stand
up. If someone else is sleeping, this will wake them up.
WANDS -
Skill : Wands+
Available: Almost All
Example :
A wand is an holdable item that can be used to create magical affects.
This skill allows one to effectively use a magical wand or staff. To invoke a
wand or staff, it must first be held. Then the magic word is spoken to the
target. For instance, if the magic word is `zuy`, you would enter the
following to invoke your wand: sayto orc zuy.
If the spell on the wand requires extra parameters, then you can include those
after the casting words. For a wand of Summon, for instance, you might try:
say zuy cityguard.
Wands generally require a small amount of mana to use, and less if the wand
user is capable of learning the spell cast by the wand.
Skill : Wands
Available: Almost All
Example :
A wand is an holdable item that can be used to create magical affects.
This skill allows one to effectively use a magical wand or staff. To invoke a
wand or staff, it must first be held. Then the magic word is spoken to the
target. For instance, if the magic word is `zuy`, you would enter the
following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is
important because SAY might target the wrong person or thing. You can also use
SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.
If the spell on the wand requires extra parameters, then you can include those
after the casting words. For a wand of Summon, for instance, you might try:
say zuy cityguard.
Wands generally require a small amount of mana to use, and less if the wand
user is capable of learning the spell cast by the wand.
WEALTH -
Command : WEALTH+
Usage : WEALTH
Example : wealth
Short(s):
List the amount of money in your pocket.
Command : WEALTH
Usage : WEALTH
Example : wealth
Short(s):
List the amount of money in your pocket.
WEAR -
Command : WEAR+
Usage : WEAR (ALL) [ITEM NAME] (ON [LOCATION])
Example : wear shirt
Example : wear shirt on torso
Short(s):
This command will attempt to place the specified item onto the proper location
on your body. If a location is specified, the player will attempt to wear the
item on that location. If you have a special outfit container, it can be the
target of this command also.
Command : WEAR
Usage : WEAR (ALL) [ITEM NAME] (ON [LOCATION])
Example : wear shirt
Example : wear shirt on torso
Short(s):
This command will attempt to place the specified item onto the proper location
on your body. If a location is specified, the player will attempt to wear the
item on that location. If you have a special outfit container, it can be the
target of this command also.
WEATHER -
Command : WEATHER+
Usage : WEATHER
Example : weather
Short(s): weath
Reminds you about the weather where you are.
Command : WEATHER
Usage : WEATHER
Example : weather
Short(s): weath
Reminds you about the weather where you are.
WEST -
Command : WEST+
Usage : WEST
Example : west
Short(s): W
Travel westward from the present room or location.
Command : WEST
Usage : WEST
Example : west
Short(s): W
Travel westward from the present room or location.
WHERE -
Command : WHERE+
Usage : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL)
Example : where
Example : where good
Example : where -10
Example : where -10 evil
Example : where 20
Short(s):
This command shows the name of the area where the player is presently, and also
attempts to list the best areas for the player based on alignment, level, and
the population of the area. An optional level adjustment may be included to
see higher or lower level areas.
When searching by alignment, keep in mind that you should put YOUR alignment in
order to search for the best areas for that alignment. For example, if you are
good, enter WHERE GOOD.
(Archons who want help on WHERE should use AHELP WHERE).
Command : WHERE
Usage : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL)
Example : where
Example : where good
Example : where -10
Example : where -10 evil
Example : where 20
Short(s):
This command shows the name of the area where the player is presently, and also
attempts to list the best areas for the player based on alignment, level, and
the population of the area. An optional level adjustment may be included to
see higher or lower level areas.
When searching by alignment, keep in mind that you should put YOUR alignment in
order to search for the best areas for that alignment. For example, if you are
good, enter WHERE GOOD.
(Archons who want help on WHERE should use AHELP WHERE).
WHISPER -
Command : WHISPER+
Usage : WHISPER ([MOB NAME]) [MESSAGE]
Example : whisper "Be careful!"
Short(s):
Causes your character to whisper to one or more characters or mobs riding the
same horse, cart, boat, or at the same table as yourself. You may specify the
mob to whisper to, or just whisper in general to the table.
Command : WHISPER
Usage : WHISPER ([MOB NAME]) [MESSAGE]
Example : whisper "Be careful!"
Short(s):
Causes your character to whisper to one or more characters or mobs riding the
same horse, cart, boat, or at the same table as yourself. You may specify the
mob to whisper to, or just whisper in general to the table.
WHO -
Command : WHO+
Usage : WHO ([OPTIONAL PARAMETER])
Example : who
Example : who @CoffeeMud
Example : who friends
Example : who playerkill
Short(s):
This command will list all of the characters presently online, regardless of
where they are. If an @ sign is used, this command will list all the players
at a particular MUD. If "friends" is given, then the list will consist only of
those from the players friends list (see the FRIENDS command). If "Playerkill"
is given, then the list will consist only of those players who have their
playerkill flags on.
Command : WHO
Usage : WHO ([OPTIONAL PARAMETER])
Example : who
Example : who @CoffeeMud
Example : who friends
Example : who playerkill
Short(s):
This command will list all of the characters presently online, regardless of
where they are. If an @ sign is used, this command will list all the players
at a particular MUD. If "friends" is given, then the list will consist only of
those from the players friends list (see the FRIENDS command). If "Playerkill"
is given, then the list will consist only of those players who have their
playerkill flags on.
WHOIS -
Command : WHOIS+
Usage : WHOIS [MOB NAME]
Example : whois Horice
Short(s):
Provides some basic information about the specified character name, assuming
they are online, regardless of where they are located. See also I3_WHOIS for
information on using the WHOIS command across the intermud network.
Command : WHOIS
Usage : WHOIS [MOB NAME]
Example : whois Horice
Short(s):
Provides some basic information about the specified character name, assuming
they are online, regardless of where they are located. See also I3_WHOIS for
information on using the WHOIS command across the intermud network.
WIELD -
Command : WIELD+
Usage : WIELD (ALL) [ITEM NAME]
Example : wield sword
Short(s):
Places a weapon that is presently in your carried inventory into one of your
free hands for wielding. Only a wielded weapon will be used during combat.
Command : WIELD
Usage : WIELD (ALL) [ITEM NAME]
Example : wield sword
Short(s):
Places a weapon that is presently in your carried inventory into one of your
free hands for wielding. Only a wielded weapon will be used during combat.
Command : WILLQUALIFY+
Usage : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)...
Example : willqualify 10
Example : willqualify 30 fighter
Example : willqualify expertise
Example : willqualify 50 divination invocation/evocation expertise
Short(s): qual
Lists all of the skills, spells, languages, prayers, expertises, and/or songs
which will be qualified for by the given class, level, and skill type, along
with the requirements to gain the new skill. The default is the players
highest level, the players own class, and all skills/expertises.
Command : WILLQUALIFY
Usage : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)...
Example : willqualify 10
Example : willqualify 30 fighter
Example : willqualify expertise
Example : willqualify 50 divination invocation/evocation expertise
Short(s): qual
Lists all of the skills, spells, languages, prayers, expertises, and/or songs
which will be qualified for by the given class, level, and skill type, along
with the requirements to gain the new skill. The default is the players
highest level, the players own class, and all skills/expertises.
WIMPY -
Command : WIMPY+
Usage : WIMPY [HIT POINTS]/[PCT]
Example : wimpy 5
Example : wimpy 15%
Short(s):
Sets the minimum number of hit points your character must have in order for you
to remain in a fight. Should your character drop below that level during
combat, he or she will automatically FLEE the room. See the FLEE command for
more information.
Command : WIMPY
Usage : WIMPY [HIT POINTS]/[PCT]
Example : wimpy 5
Example : wimpy 15%
Short(s):
Sets the minimum number of hit points your character must have in order for you
to remain in a fight. Should your character drop below that level during
combat, he or she will automatically FLEE the room. See the FLEE command for
more information.
@@ -3377,37 +3416,37 @@
WITHDRAW -
Command : WITHDRAW+
Usage : WITHDRAW [ITEM NAME] ([CLERK NAME])
Example : withdraw 1000
Example : withdraw "jewel sword"
Example : withdraw "10 gold coins" "Joe Banker"
Example : withdraw "500 archon notes" banker
Example : withdraw letter clerk
Short(s):
When a banker or postal clerk is present in the same room or area as your
character, this command will allow you to withdraw an item from your account or
postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.
Command : WITHDRAW
Usage : WITHDRAW [ITEM NAME] ([CLERK NAME])
Example : withdraw 1000
Example : withdraw "jewel sword"
Example : withdraw "10 gold coins" "Joe Banker"
Example : withdraw "500 archon notes" banker
Example : withdraw letter clerk
Short(s):
When a banker or postal clerk is present in the same room or area as your
character, this command will allow you to withdraw an item from your account or
postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.
WIZARD -
Char Class: Wizard (Mage)+
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Can memorize any spell for casting without expending a training
point.
Limits : Unable to learn spells permanently; can only memorize them.
Desc. :
Wizards are great specialist scholar mages who have mastered the study (but not
the art) of arcane magic. They are capable of memorizing and casting any basic
arcane spell, but their lack of mastery means they forget the spell as soon as
it is cast. This means that the wizard is constantly engaged in study,
carrying around and/or creating numerous arcane scrolls to serve as the source
for their next bit of magic. Since they don't specialize or train in
particular arcane spells, but can learn any spell, the Wizard is the most
versatile Mage, though not necessarily the easiest to engage in combat with.
The Wizards manner of study requires that he expend his spell-casting mana when
he learns or memorizes a spell, but this mana is released for use after the
spell is cast. Wizards can be invaluable as group members, and as clan
members, but will struggle adventuring alone. A wizards lack of need to expend
training time on individual spells means he can work on other aspects of
himself, including stats or expertises, making the Wizard very powerful in the
long run.
Char Class: Wizard (Mage)
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Elf, Gnome, Half Elf and Human
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Can memorize any spell for casting without expending a training
point.
Limits : Unable to learn spells permanently; can only memorize them.
Desc. :
Wizards are great specialist scholar mages who have mastered the study (but not
the art) of arcane magic. They are capable of memorizing and casting any basic
arcane spell, but their lack of mastery means they forget the spell as soon as
it is cast. This means that the wizard is constantly engaged in study,
carrying around and/or creating numerous arcane scrolls to serve as the source
for their next bit of magic. Since they don't specialize or train in
particular arcane spells, but can learn any spell, the Wizard is the most
versatile Mage, though not necessarily the easiest to engage in combat with.
The Wizards manner of study requires that he expend his spell-casting mana when
he learns or memorizes a spell, but this mana is released for use after the
spell is cast. Wizards can be invaluable as group members, and as clan
members, but will struggle adventuring alone. A wizards lack of need to expend
training time on individual spells means he can work on other aspects of
himself, including stats or expertises, making the Wizard very powerful in the
long run.
WIZLIST -
Command : WIZLIST+
Usage : WIZLIST
Example : wizlist
Short(s):
Shows a list of all the Archons on this mud.
Command : WIZLIST
Usage : WIZLIST
Example : wizlist
Short(s):
Shows a list of all the Archons on this mud.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
+
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
Currency : Copper
copper bit(s) (cc) : (exchange rate is 1.0 of base)
silver bit(s) (sc) : Equal to 10 copper bits.
gold bit(s) (gc) : Equal to 100 copper bits.
platinum bit(s) (pc): Equal to 500 copper bits.
aluminum bit(s) (ac): Equal to 10000 copper bits.
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.
@@ -3417,7 +3456,7 @@
YELL -
Command : YELL+
Usage : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE]
Example : yell HELLO ALL!
Example : yell bob YOU ARE BOB!!!!
Example : yell east COME BACK!!
Short(s):
Causes your character to yell at one or more characters or mobs in the same
room as yourself. You may specify the mob to yell at, a direction to yell in,
or just yell outloud. Yelling also broadcasts to surrounding rooms in some
cases.
Command : YELL
Usage : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE]
Example : yell HELLO ALL!
Example : yell bob YOU ARE BOB!!!!
Example : yell east COME BACK!!
Short(s):
Causes your character to yell at one or more characters or mobs in the same
room as yourself. You may specify the mob to yell at, a direction to yell in,
or just yell outloud. Yelling also broadcasts to surrounding rooms in some
cases.
Abjurer | ||||
Description | Abjurers are specialist mages who concentrate their studies towards the mastery of protective magic. So adept have they become that they automatically gain every known abjuration spell when they gain levels, including spells which only the abjurer may master. Although the Abjurer will not have the benefit of Enchantment spells, they are still formidible foes. Their protective magic lasts much longer than that of other mages, and they still have access to many of the most dangerous spells. | |||
Description | Abjurers are specialist mages who concentrate their studies towards the mastery of protective magic. So adept have they become that they automatically gain every known abjuration spell when they gain levels, including spells which only the abjurer may master. Although the Abjurer will not have the benefit of Enchantment spells, they are still formidible foes. Their protective magic lasts much longer than that of other mages, and they still have access to many of the most dangerous spells. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Ventriloquate | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -352,6 +410,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Divination) | (Qualify) | Augury |
|
@@ -2639,6 +3131,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -2738,6 +3235,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -2978,6 +3495,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -3012,6 +3534,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -3032,6 +3559,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -3050,6 +3582,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -3677,6 +4259,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -3887,6 +4474,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -3925,6 +4517,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Alterer | ||||
Description | Alterers are specialist mages who concentrate their studies in the mastery of altering the world around them. Their all-purpose skills serve them wonderfully in combat, in the maintenance of their own health and equipment, and in becoming successful adventurers. So skilled are they in the alteration of the universe that they gain all known alteration spells, including some which only the alterer may gain. The Alterer suffers from a lack of access to the Evocation school of magic, the long duration and heavy impact of their spells plus the general usefulness of their school makes them a good choice for all mages. Since they have their own kind of destructive magic, they will find they don't miss evocations at all. | |||
Description | Alterers are specialist mages who concentrate their studies in the mastery of altering the world around them. Their all-purpose skills serve them wonderfully in combat, in the maintenance of their own health and equipment, and in becoming successful adventurers. So skilled are they in the alteration of the universe that they gain all known alteration spells, including some which only the alterer may gain. The Alterer suffers from a lack of access to the Evocation school of magic, the long duration and heavy impact of their spells plus the general usefulness of their school makes them a good choice for all mages. Since they have their own kind of destructive magic, they will find they don't miss evocations at all. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Erase Scroll | +||
(Spell: Alteration) | ++ | Harden Bullets | ||
(Spell: Transmutation) | Iron Grip | (Qualify) | Magical Aura | -|
(Spell: Alteration) | -- | Magic Bullets | ||
(Spell: Conjuration) | Magic Missile | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -4544,6 +5249,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Divination) | (Qualify) | Augury |
|
@@ -6807,6 +7946,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -6906,6 +8050,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -7136,6 +8300,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -7160,6 +8329,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -7180,6 +8354,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -7198,6 +8377,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -7795,6 +9024,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -7995,6 +9229,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -8033,6 +9272,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Conjurer | ||||
Description | Conjurers are specialist mages who concentrate their studies in the mastery of movement. They are adept at transporting themselves and other creatures, as well as items and entire armies with their powerful spells. So adept are they at conjuration that they gain all known conjuration spells, including some which only the conjurers may understand. The Conjurer may lack Transmutation abilities, but he does not miss that strange magic. After all, it's always better to be yourself, wherever you might find yourself. | |||
Description | Conjurers are specialist mages who concentrate their studies in the mastery of movement. They are adept at transporting themselves and other creatures, as well as items and entire armies with their powerful spells. So adept are they at conjuration that they gain all known conjuration spells, including some which only the conjurers may understand. The Conjurer may lack Transmutation abilities, but he does not miss that strange magic. After all, it's always better to be yourself, wherever you might find yourself. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -8632,6 +9984,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Divination) | (Qualify) | Augury |
|
@@ -10915,6 +12705,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -11014,6 +12809,11 @@ CoffeeMud 5.9 | (Available) | (Ranged In/Evoking IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -11254,6 +13069,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -11288,6 +13108,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -11308,6 +13133,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -11326,6 +13156,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -11953,6 +13833,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -12163,6 +14048,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -12201,6 +14091,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Diviner | ||||
Description | Diviners are specialist mages who have mastered the arts of unconvering secrets, and obtaining knowledge. The entire world is an open book for them, just waiting for the pages to be turned. So adept do these mages become at divination that they gain all known divination spells, including some which are even secrets to the other mages! The Diviner's love of knowledge means he loses the knack of casting spells of illusion. However, they make up for this by being the most popular of advisors and group members when strange and amazing treasures are uncovered, or some secret needs to be told. | |||
Description | Diviners are specialist mages who have mastered the arts of unconvering secrets, and obtaining knowledge. The entire world is an open book for them, just waiting for the pages to be turned. So adept do these mages become at divination that they gain all known divination spells, including some which are even secrets to the other mages! The Diviner's love of knowledge means he loses the knack of casting spells of illusion. However, they make up for this by being the most popular of advisors and group members when strange and amazing treasures are uncovered, or some secret needs to be told. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -12816,6 +14819,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Divination) | Augury |
|
@@ -15147,6 +17584,11 @@ (Anatomy VI) | +||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -15246,6 +17688,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -15486,6 +17948,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -15520,6 +17987,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -15540,6 +18012,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -15558,6 +18035,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -16185,6 +18712,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -16395,6 +18927,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -16433,6 +18970,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Enchanter | ||||
Description | Enchanters are specialist mages who can always seem to bring out the best magical aspects of whoever or whatever they turn their attention to. And when angered, the Enchanter can also twist their enemies to their will. So adept are they at this art of change that they gain all known enchantment spells, even those which only the enchanter may learn. Enchanters love change so much that they neglect the protective magic of abjuration, and find themselves unable to use that magic. However, the Enchanter does not fear the snake's poison, or the dragon's breath, especially when he can snap his fingers and make them both his pets! | |||
Description | Enchanters are specialist mages who can always seem to bring out the best magical aspects of whoever or whatever they turn their attention to. And when angered, the Enchanter can also twist their enemies to their will. So adept are they at this art of change that they gain all known enchantment spells, even those which only the enchanter may learn. Enchanters love change so much that they neglect the protective magic of abjuration, and find themselves unable to use that magic. However, the Enchanter does not fear the snake's poison, or the dragon's breath, especially when he can snap his fingers and make them both his pets! | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -17048,6 +19698,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Divination) | (Qualify) | Augury |
|
@@ -19339,6 +22423,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Altering IV)
@@ -19438,6 +22527,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -19678,6 +22787,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -19712,6 +22826,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -19732,6 +22851,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -19750,6 +22874,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -20377,6 +23551,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -20587,6 +23766,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -20625,6 +23809,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Evoker | ||||
Description | Evokers are specialist mages who can bring from nothing the powers of light and darkness, heat and cold, lightning and ferocious wind. So adept are these mages are the creation of these magical elements that they automatically gain all evocation/invocation spells, even those known only to evokers. Evokers are so impatient to create from nothing that they have neglected the study of the alteration of already existing things, and will find themselves unable to use alteration magic. However, the Evoker is the horror of all specialist mages, death in both fingers, and is envied by all for his power. | |||
Description | Evokers are specialist mages who can bring from nothing the powers of light and darkness, heat and cold, lightning and ferocious wind. So adept are these mages are the creation of these magical elements that they automatically gain all evocation/invocation spells, even those known only to evokers. Evokers are so impatient to create from nothing that they have neglected the study of the alteration of already existing things, and will find themselves unable to use alteration magic. However, the Evoker is the horror of all specialist mages, death in both fingers, and is envied by all for his power. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -21244,6 +24541,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||||||||||||
(Spell: Divination) | (Qualify) | Augury |
|
@@ -23539,6 +27278,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -23638,6 +27382,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -23878,6 +27642,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -23912,6 +27681,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -23932,6 +27706,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -23950,6 +27729,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -24577,6 +28406,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -24787,6 +28621,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -24825,6 +28664,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Illusionist | ||||
Description | Illusionists are specialist mages who have mastered the art of deception and illusion. They can make anyone believe anything, and can fool the senses into believing whatever they wish. Illusionists are sly and playful, and so adept at their art that they gain all known illusion spells, even those known only to illusionists. So lost in their dreamworld is the Illusionist, that he forgets what is true, and finds himself unable to remember his divination spells. However, the Illusionist is the greatest and most fun of the social mages, with a nice mix of defensive magic that can save him in times of need. | |||
Description | Illusionists are specialist mages who have mastered the art of deception and illusion. They can make anyone believe anything, and can fool the senses into believing whatever they wish. Illusionists are sly and playful, and so adept at their art that they gain all known illusion spells, even those known only to illusionists. So lost in their dreamworld is the Illusionist, that he forgets what is true, and finds himself unable to remember his divination spells. However, the Illusionist is the greatest and most fun of the social mages, with a nice mix of defensive magic that can save him in times of need. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -25448,6 +29400,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Enchantment/Charm) | (Qualify) | Charm |
|
@@ -27846,6 +32232,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -27960,6 +32351,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -28215,6 +32626,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -28249,6 +32665,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -28269,6 +32690,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -28287,6 +32713,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -28959,6 +33435,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -29184,6 +33665,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -29222,6 +33708,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Mage | ||||
Description | Mages are masters of magic, and wielders of the great elemental powers. While weak in hit points and in fighting skill, their spells are the most widely prized and powerful of all the classes. They may not wear any metal or leather armors, or use most weapons. However, the sting of their magic missiles and the armor of magic they wear makes up for any loss. Mage is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard. How to play: Mages are among the most versatile of classes, being able to make spell choices which carve out the path the Mage would like to take. For the loner Mage, the emphasis on offensive magic will make him a powerful opponent in battle. In groups, the mage may focus on protective magic to make him a more desirable companion. And even the playful mage may focus on the role-playing magic to make his mudding as fun as possible! The mage is almost useless in weapon combat. The mage must be smart and creative to use his spells to give him the edge. But the versatility of the mage gives him the ability to do just that, using magic and guile to trick monsters to their death, granting experience for the mage. | |||
Description | Mages are masters of magic, and wielders of the great elemental powers. While weak in hit points and in fighting skill, their spells are the most widely prized and powerful of all the classes. They may not wear any metal or leather armors, or use most weapons. However, the sting of their magic missiles and the armor of magic they wear makes up for any loss. Mage is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard. How to play: Mages are among the most versatile of classes, being able to make spell choices which carve out the path the Mage would like to take. For the loner Mage, the emphasis on offensive magic will make him a powerful opponent in battle. In groups, the mage may focus on protective magic to make him a more desirable companion. And even the playful mage may focus on the role-playing magic to make his mudding as fun as possible! The mage is almost useless in weapon combat. The mage must be smart and creative to use his spells to give him the edge. But the versatility of the mage gives him the ability to do just that, using magic and guile to trick monsters to their death, granting experience for the mage. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -29856,6 +34455,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Divination) | (Qualify) | Augury |
|
@@ -32282,6 +37315,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -32396,6 +37434,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -32651,6 +37709,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -32685,6 +37748,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -32705,6 +37773,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -32723,6 +37796,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -33395,6 +38518,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -33620,6 +38748,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -33658,6 +38791,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Transmuter | ||||
Description | Transmuters are specialist mages who can transform the likeness and composition of anyone they touch. Transmutation is the most feared of magics, and the Transmuter is so skilled at his art that he gains all known transmutation spells automatically, including the most secret and ugly of spells only the specialist may learn. Transmuters care nothing for conjuration, and so they soon neglect that kind of magic, being more fascinated with the many shapes of things right here at home. Although the Evoker believes himself the king of specialists with his harmful beams, the Transmuter is the most feared and hated of specialists for the terrible and awesome consequences of his spells. | |||
Description | Transmuters are specialist mages who can transform the likeness and composition of anyone they touch. Transmutation is the most feared of magics, and the Transmuter is so skilled at his art that he gains all known transmutation spells automatically, including the most secret and ugly of spells only the specialist may learn. Transmuters care nothing for conjuration, and so they soon neglect that kind of magic, being more fascinated with the many shapes of things right here at home. Although the Evoker believes himself the king of specialists with his harmful beams, the Transmuter is the most feared and hated of specialists for the terrible and awesome consequences of his spells. | |||
Prime Statistic | Intelligence | |||
Qualifications | Intelligence 9+ | |||
Practices | 6 +[(Wisdom/6)+4 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Crafting) | Scroll Scribing | Wizards Chest | +||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -34292,6 +39538,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||
(Spell: Divination) | (Qualify) | Augury |
|
@@ -36666,6 +42346,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Abjuring IV)
@@ -36780,6 +42465,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Transmuting IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Airelist III)
@@ -37035,6 +42740,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -37069,6 +42779,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -37089,6 +42804,11 @@ CoffeeMud 5.9 | (Terranalist IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -37107,6 +42827,11 @@ CoffeeMud 5.9 | (Available) | (Artsy IV) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + |
(Expertise) | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -37779,6 +43549,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -38004,6 +43779,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -38042,6 +43822,16 @@ CoffeeMud 5.9 | (Available) | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
(Expertise) | +(Available) | +(Advanced Crafting I) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Nature Lore I)
@@ -39281,6 +45229,11 @@ CoffeeMud 5.9
CoffeeMud 5.9 (Acrobatic VIII)
| (Expertise) |
+ (Available) |
+ (Armor Optimizing VII)
+ | (Expertise) |
+ (Available) |
+ (Evasively VII)
+ | (Expertise) |
(Available) |
(Fine Calligraphy VIII)
@@ -42451,6 +49176,11 @@ | CoffeeMud 5.9
CoffeeMud 5.9(Available) |
(Vigilantly X)
| (Expertise) |
+ (Available) |
+ (Water Lore VIII)
+ | |
@@ -42519,6 +49254,11 @@ (Arcane Lore X) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VIII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -42550,42 +49290,37 @@ CoffeeMud 5.9 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | -(Edged Focus VIII) + | (Creative Food Prep VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | -(Edged Piercing VIII) - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | -(Available) | -(Edged Slashing VIII) + | (Edged Focus VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | -(Influencing VIII) + | (Edged Piercing VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | -(Unarmed Bashing VIII) + | (Edged Slashing VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | -(Unarmed Focus VIII) + | (Influencing VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | -(Unarmed Piercing VIII) + | (Iron Kicking IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | -(Unarmed Slicing VIII) + | (Vigorous Cooking VIII) |
(Expertise) | +(Available) | +(Dirty Fighting X) + | |
(Expertise) | (Available) | (Edged Striking IX)
@@ -42633,17 +49388,17 @@ CoffeeMud 5.9 | |
(Expertise) | (Available) | -(Power Conjuring X) + | (Martial Lore VIII) |
(Expertise) | (Available) | -(Ranged Conjuring X) + | (Power Conjuring X) |
(Expertise) | (Available) | -(Unarmed Striking IX) + | (Ranged Conjuring X) |
(Expertise) | (Available) | -(Unarmed Focus IX) + | (Acrobatic X) |
(Expertise) | (Available) | -(Unarmed Piercing IX) + | (Armor Optimizing IX) |
(Expertise) | (Available) | -(Unarmed Slicing IX) + | (Evasively IX) |
(Expertise) | (Available) | -(Acrobatic X) + | (Fine Calligraphy X) | ||||||||||||
(Expertise) | (Available) | -(Fine Calligraphy X) + | (Fortified Baking IX) | ||||||||||||
(Expertise) | @@ -42776,6 +49536,11 @@
(Expertise) | +(Available) | +(Creative Food Prep IX) + | |
(Expertise) | (Available) | (Edged Striking X)
@@ -42783,7 +49548,12 @@ CoffeeMud 5.9 | |
(Expertise) | (Available) | -(Unarmed Striking X) + | (Martial Lore IX) + |
(Expertise) | +(Available) | +(Vigorous Cooking IX) |
(Expertise) | (Available) | -(Unarmed Bashing X) - | |
(Expertise) | -(Available) | -(Unarmed Focus X) + | (Armor Optimizing X) |
(Expertise) | (Available) | -(Unarmed Piercing X) + | (Evasively X) |
(Expertise) | (Available) | -(Unarmed Slicing X) + | (Street Lore X) |
(Expertise) | (Available) | -(Street Lore X) + | (Martial Lore X) |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
(Common skill: Crafting) | +||
(Common skill: Epicurean) | (Qualify) | Baking | (Qualify) | Clan Crafting | -
(Common skill: Crafting) | +||
(Common skill: Epicurean) | (Qualify) | Cooking |
(Common skill: Crafting) | +||
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Epicurean) | (Qualify) | Food Prep |
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Skill: Fitness) | Climb | |
(Common skill: Gathering) | (Qualify) | Butchering |
(Common skill: Epicurean) | ++ | Gaol Food |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Legal) | Arresting Sap | |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Skill: Legal) | Collect Bounty | |
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Anatomy) | Behead | Stoning | +||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Nature Lore I)
@@ -43490,11 +50405,20 @@ CoffeeMud 5.9 |
|
@@ -43633,6 +50582,11 @@
(Expertise) | +(Available) | +(Imbued Distilling II) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering I)
@@ -43666,6 +50620,11 @@ CoffeeMud 5.9
CoffeeMud 5.9
CoffeeMud 5.9 (Artsy V)
| (Expertise) |
+ (Available) |
+ (Fortified Baking VI)
+ | (Expertise) |
(Available) |
(Influencing V)
@@ -47209,6 +54632,11 @@ |
@@ -47248,6 +54681,11 @@ CoffeeMud 5.9
CoffeeMud 5.9 (Extended Sailing VII)
| (Expertise) |
+ (Available) |
+ (Imbued Distilling VI)
+ | (Expertise) |
(Available) |
(Power Conjuring VII)
@@ -47291,6 +54729,11 @@ | CoffeeMud 5.9(Available) |
(Vigilantly VIII)
| (Expertise) |
+ (Available) |
+ (Water Lore VI)
+ | |
@@ -47408,6 +54851,11 @@ (Extended Sailing VIII) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Power Conjuring VIII)
@@ -47442,6 +54890,11 @@ CoffeeMud 5.9 | (Animal Affinity VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -47451,6 +54904,16 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Water Lore VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -47606,6 +55084,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly X) |
(Expertise) | +(Available) | +(Water Lore VIII) + |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -47645,6 +55133,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Influencing VIII)
@@ -47674,6 +55167,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | (Available) | (Unarmed Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Sea travel) | Morse Code |
CoffeeMud 5.9 (Fine Calligraphy IX)
| (Expertise) |
+ (Available) |
+ (Imbued Distilling VIII)
+ | (Expertise) |
(Available) |
(Street Lore VIII)
@@ -50483,6 +58643,11 @@ | CoffeeMud 5.9 (Fine Calligraphy X)
| (Expertise) |
+ (Available) |
+ (Fortified Baking IX)
+ | (Expertise) |
(Available) |
(Street Lore IX)
@@ -50496,6 +58661,16 @@ | CoffeeMud 5.9
|
@@ -50515,6 +58690,11 @@
CoffeeMud 5.9(Available) |
(Fitness X)
| (Expertise) |
+ (Available) |
+ (Imbued Distilling IX)
+ | |
@@ -50585,6 +58765,11 @@
|
@@ -50595,10 +58780,20 @@
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | (Available) | (Educating IX) |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
(Skill: Fitness) | +(Qualify) | +AutoClimb | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoCrawl | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoSwim | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Martial lore) | (Qualify) | Disarm |
|
@@ -52698,6 +61406,11 @@ (Anatomy VI) | +|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Criminal Deviousness IV)
@@ -52802,6 +61515,11 @@ CoffeeMud 5.9 | (Available) | (Ranged In/Evoking IV) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -53077,6 +61810,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -53121,6 +61859,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -53131,6 +61874,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -53165,6 +61913,11 @@ CoffeeMud 5.9 | (Edged Slashing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Trap Disabling VII)
@@ -53420,6 +62173,11 @@ CoffeeMud 5.9 | (Edged Slashing V) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Trap Disabling VIII)
@@ -53434,6 +62192,11 @@ CoffeeMud 5.9
|
@@ -53508,6 +62276,11 @@ (Extended In/Evoking VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -53763,6 +62536,11 @@ CoffeeMud 5.9 | (Extended In/Evoking VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -53837,6 +62615,11 @@ CoffeeMud 5.9 | (Animal Affinity VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -53871,6 +62654,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -54121,6 +62924,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -54150,6 +62958,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Edged Focus VIII)
@@ -54164,6 +62977,11 @@ CoffeeMud 5.9 | (Available) | (Edged Slashing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Edged Striking X)
@@ -54417,6 +63250,11 @@ CoffeeMud 5.9 | (Available) | (Martial Lore IX) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
(Common skill: Crafting) | +||||
(Common skill: Epicurean) | (Qualify) | Apothecary | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Animal affinity) | (Qualify) | Shearing | Mark | +|
(Expertise) | +(Available) | +(Quick Cooking I) + | ||
(Expertise) | +(Available) | +(Quick Cooking II) + | ||
(Expertise) | +(Available) | +(Quick Cooking III) + | ||
(Expertise) | +(Available) | +(Quick Cooking IV) + | ||
(Expertise) | +(Available) | +(Quick Cooking V) + | ||
(Expertise) | +(Available) | +(Quick Cooking VI) + | ||
(Expertise) | +(Available) | +(Quick Cooking VII) + | ||
(Expertise) | +(Available) | +(Quick Cooking VIII) + | ||
(Expertise) | +(Available) | +(Quick Cooking IX) + | ||
(Expertise) | +(Available) | +(Quick Cooking X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -54782,6 +63703,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Fitness) | +(Qualify) | +AutoClimb | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoCrawl | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoSwim | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Martial lore) | (Qualify) | Disarm |
|
@@ -56640,6 +66005,11 @@ (Fitness III) | +|||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling IV) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Poisoning VI)
@@ -56674,6 +66044,16 @@ CoffeeMud 5.9
|
@@ -57666,6 +67081,11 @@ (Hammer Striking VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -58021,6 +67441,11 @@ CoffeeMud 5.9 | (Flailed Striking VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Hammer Striking VII)
@@ -58075,6 +67500,11 @@ CoffeeMud 5.9 | (Animal Affinity VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -58104,6 +67534,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -58124,6 +67569,11 @@ CoffeeMud 5.9 | (Combat Lore X) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -58459,6 +67909,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -58518,6 +67973,11 @@ CoffeeMud 5.9 | (Blunt Piercing VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Edged Focus VIII)
@@ -58627,6 +68087,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
(Common skill: Crafting) | +||||
(Common skill: Epicurean) | (Qualify) | Apothecary | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Animal affinity) | (Qualify) | Shearing | Swipe gold | +|
(Expertise) | +(Available) | +(Quick Cooking I) + | ||
(Expertise) | +(Available) | +(Quick Cooking II) + | ||
(Expertise) | +(Available) | +(Quick Cooking III) + | ||
(Expertise) | +(Available) | +(Quick Cooking IV) + | ||
(Expertise) | +(Available) | +(Quick Cooking V) + | ||
(Expertise) | +(Available) | +(Quick Cooking VI) + | ||
(Expertise) | +(Available) | +(Quick Cooking VII) + | ||
(Expertise) | +(Available) | +(Quick Cooking VIII) + | ||
(Expertise) | +(Available) | +(Quick Cooking IX) + | ||
(Expertise) | +(Available) | +(Quick Cooking X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -59510,6 +69078,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Fitness) | +(Qualify) | +AutoClimb | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoCrawl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoSwim | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Martial lore) | (Qualify) | Disarm |
|
@@ -62288,11 +72370,26 @@
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -62528,6 +72625,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -62572,6 +72674,11 @@ CoffeeMud 5.9 | (Blunt Piercing VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Edged Focus VIII)
@@ -62606,6 +72713,11 @@ CoffeeMud 5.9 | (Available) | (Influencing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Pirate | ||
Description | The Pirate is a rogue and scourge of the high seas, a master of ship combat, and ruthless to those who refuse to surrender their booty. The Pirate is most suited for combat from the deck of huge sailing ships, being able to get the most out of their ship, their weapons, and their landlubber contacts. Their brutal lifestyle even gives them combat bonuses with fake limbs. However, Pirates also get harsher treatment from the law, and are so greedy for gold that they can literally be paid to walk away from combat. How to play: The Pirate is a middlin' fair rogue on the land, and can survive well enough among landlubbers, but absolutely excels in command of a ship in pursuit of weak seabound targets. Clans would do well to keep a former-independent Pirate around to captain their ships for when the real ones come calling. | |
Description | The Pirate is a rogue and scourge of the high seas, a master of ship combat, and ruthless to those who refuse to surrender their booty. The Pirate is most suited for combat from the deck of huge sailing ships, being able to get the most out of their ship, their weapons, and their landlubber contacts. Their brutal lifestyle even gives them combat bonuses with fake limbs. However, Pirates also get harsher treatment from the law, and are so greedy for gold that they can literally be paid to walk away from combat. How to play: The Pirate is a middlin' fair rogue on the land, and can survive well enough among landlubbers, but absolutely excels in command of a ship in pursuit of weak seabound targets. Clans would do well to keep a former-independent Pirate around to captain their ships for when the real ones come calling. | |
Prime Statistic | Dexterity | |
Qualifications | Dexterity 5+, Charisma 5+ | |
Practices | 5 +[(Wisdom/6)+1 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Fitness) | +(Qualify) | +AutoClimb | |||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoCrawl | |||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoSwim | |||||||||||||||||||||||||||||||||||||
(Skill: Martial lore) | (Qualify) | Disarm | (Qualify) | Parry | +|||||||||||||||||||||||||||||||||||
(Skill: Water lore) | +(Qualify) | +Ship Lore | |||||||||||||||||||||||||||||||||||||
(Thief skill: Stealing) | Plunder |
|
@@ -64788,6 +75436,11 @@ (Fine Calligraphy II) | +||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling III) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Resounding Singing III)
@@ -64925,6 +75578,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Water Lore II) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -65446,6 +76139,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Shadow VI)
@@ -65465,6 +76163,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly VI) |
(Expertise) | +(Available) | +(Water Lore IV) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -66295,6 +77073,11 @@ CoffeeMud 5.9 | (Combat Lore X) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -66530,6 +77313,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly X) |
(Expertise) | +(Available) | +(Water Lore VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Edged Striking X)
@@ -66916,6 +77739,11 @@ CoffeeMud 5.9 | (Available) | (Sword Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Thief | ||||
Description | Thieves are skillful, sly, and devious. They may only use daggers and swords, and may only wear leather armor at best. However, they come with numerous skills allowing them to survive in the dog-eat-dog world, including swiping and stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others. Thieves also qualify for many devious fighting abilities. Thief is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Assassin, Arcanist (Arcane Rogue), Burglar, and Trapper. How to play: The thieves strength is in his ability to obtain money, and in his ability to navigate tricky situations. By accumulating the wealth of others, the thief can stay comfortably equipped with the latest and best money can buy. When playing alone, the thief thrives as the only class able to get into and out of any secret place without stirring up unnecessary trouble. Although not generally appreciated in groups, a group benefits from these skills, as well as the thiefs unique ability to deliver enormous amounts of backstab damage. The thief is only moderately skilled at combat, but can make up for it by using his wealth to obtain favors, good equipment, and the necessary potions and scrolls necessary to survive the experience gaining battles. | |||
Description | Thieves are skillful, sly, and devious. They may only use daggers and swords, and may only wear leather armor at best. However, they come with numerous skills allowing them to survive in the dog-eat-dog world, including swiping and stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others. Thieves also qualify for many devious fighting abilities. Thief is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Assassin, Arcanist (Arcane Rogue), Burglar, and Trapper. How to play: The thieves strength is in his ability to obtain money, and in his ability to navigate tricky situations. By accumulating the wealth of others, the thief can stay comfortably equipped with the latest and best money can buy. When playing alone, the thief thrives as the only class able to get into and out of any secret place without stirring up unnecessary trouble. Although not generally appreciated in groups, a group benefits from these skills, as well as the thiefs unique ability to deliver enormous amounts of backstab damage. The thief is only moderately skilled at combat, but can make up for it by using his wealth to obtain favors, good equipment, and the necessary potions and scrolls necessary to survive the experience gaining battles. | |||
Prime Statistic | Dexterity | |||
Qualifications | Dexterity 9+ | |||
Practices | 5 +[(Wisdom/6)+1 per lvl] |
|
@@ -67337,7 +78303,7 @@ (Qualify) | Wood Chopping | -
(Common skill: Crafting) | +||||
(Common skill: Epicurean) | (Qualify) | Cooking | (Durable Crafting III) | +|
(Expertise) | +(Available) | +(Durable Sewing I) + | ||
(Expertise) | +(Available) | +(Durable Sewing II) + | ||
(Expertise) | +(Available) | +(Durable Sewing III) + | ||
(Expertise) | +(Available) | +(Durable Shaping I) + | ||
(Expertise) | +(Available) | +(Durable Shaping II) + | ||
(Expertise) | +(Available) | +(Durable Shaping III) + | ||
(Expertise) | (Available) | (Lethal Crafting I)
@@ -67467,6 +78463,51 @@ CoffeeMud 5.9 | (Light Crafting III) | |
(Expertise) | +(Available) | +(Light Metalworking I) + | ||
(Expertise) | +(Available) | +(Light Metalworking II) + | ||
(Expertise) | +(Available) | +(Light Metalworking III) + | ||
(Expertise) | +(Available) | +(Light Sewing I) + | ||
(Expertise) | +(Available) | +(Light Sewing II) + | ||
(Expertise) | +(Available) | +(Light Sewing III) + | ||
(Expertise) | +(Available) | +(Light Shaping I) + | ||
(Expertise) | +(Available) | +(Light Shaping II) + | ||
(Expertise) | +(Available) | +(Light Shaping III) + | ||
(Expertise) | (Available) | (Quality Crafting I)
@@ -67481,6 +78522,101 @@ CoffeeMud 5.9 | (Available) | (Quality Crafting III) |
(Expertise) | +(Available) | +(Quality Metalworking I) + | ||
(Expertise) | +(Available) | +(Quality Metalworking II) + | ||
(Expertise) | +(Available) | +(Quality Metalworking III) + | ||
(Expertise) | +(Available) | +(Quality Sewing I) + | ||
(Expertise) | +(Available) | +(Quality Sewing II) + | ||
(Expertise) | +(Available) | +(Quality Sewing III) + | ||
(Expertise) | +(Available) | +(Quality Shaping I) + | ||
(Expertise) | +(Available) | +(Quality Shaping II) + | ||
(Expertise) | +(Available) | +(Quality Shaping III) + | ||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + |
(Skill: Fitness) | +(Qualify) | +AutoClimb | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoCrawl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoSwim | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Street smarts) | (Qualify) | Decipher Script |
|
@@ -70355,11 +81785,26 @@
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -70620,6 +82065,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -70654,6 +82104,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Edged Focus VIII)
@@ -70703,6 +82158,11 @@ CoffeeMud 5.9 | (Available) | (Sword Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Edged Striking X)
@@ -71001,6 +82476,11 @@ CoffeeMud 5.9 | (Available) | (Sword Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
(Common skill: Crafting) | +||||
(Common skill: Epicurean) | (Qualify) | Apothecary | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Animal affinity) | (Qualify) | Shearing | (Durable Crafting III) | +|
(Expertise) | +(Available) | +(Durable Shaping I) + | ||
(Expertise) | +(Available) | +(Durable Shaping II) + | ||
(Expertise) | +(Available) | +(Durable Shaping III) + | ||
(Expertise) | (Available) | (Lethal Crafting I)
@@ -71429,6 +82957,51 @@ CoffeeMud 5.9 | (Light Crafting III) | |
(Expertise) | +(Available) | +(Light Fabricating I) + | ||
(Expertise) | +(Available) | +(Light Fabricating II) + | ||
(Expertise) | +(Available) | +(Light Fabricating III) + | ||
(Expertise) | +(Available) | +(Light Sewing I) + | ||
(Expertise) | +(Available) | +(Light Sewing II) + | ||
(Expertise) | +(Available) | +(Light Sewing III) + | ||
(Expertise) | +(Available) | +(Light Shaping I) + | ||
(Expertise) | +(Available) | +(Light Shaping II) + | ||
(Expertise) | +(Available) | +(Light Shaping III) + | ||
(Expertise) | (Available) | (Quality Crafting I)
@@ -71444,6 +83017,151 @@ CoffeeMud 5.9 | (Quality Crafting III) | |
(Expertise) | +(Available) | +(Quality Fabricating I) + | ||
(Expertise) | +(Available) | +(Quality Fabricating II) + | ||
(Expertise) | +(Available) | +(Quality Fabricating III) + | ||
(Expertise) | +(Available) | +(Quality Sewing I) + | ||
(Expertise) | +(Available) | +(Quality Sewing II) + | ||
(Expertise) | +(Available) | +(Quality Sewing III) + | ||
(Expertise) | +(Available) | +(Quality Shaping I) + | ||
(Expertise) | +(Available) | +(Quality Shaping II) + | ||
(Expertise) | +(Available) | +(Quality Shaping III) + | ||
(Expertise) | +(Available) | +(Quick Cooking I) + | ||
(Expertise) | +(Available) | +(Quick Cooking II) + | ||
(Expertise) | +(Available) | +(Quick Cooking III) + | ||
(Expertise) | +(Available) | +(Quick Cooking IV) + | ||
(Expertise) | +(Available) | +(Quick Cooking V) + | ||
(Expertise) | +(Available) | +(Quick Cooking VI) + | ||
(Expertise) | +(Available) | +(Quick Cooking VII) + | ||
(Expertise) | +(Available) | +(Quick Cooking VIII) + | ||
(Expertise) | +(Available) | +(Quick Cooking IX) + | ||
(Expertise) | +(Available) | +(Quick Cooking X) + | ||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -71493,6 +83211,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Fitness) | +(Qualify) | +AutoClimb | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoCrawl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Fitness) | +(Qualify) | +AutoSwim | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Thief skill: Find/Remove traps) | (Qualify) | Remove Traps |
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@@ -73129,6 +85136,11 @@ (Fitness III) | +||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling IV) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Mana Sapping III)
@@ -73168,6 +85180,16 @@ CoffeeMud 5.9
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@@ -74188,11 +86265,26 @@
(Expertise) | +(Available) | +(Advanced Cooking III) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting III) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Combat Lore X) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -74423,6 +86515,11 @@ CoffeeMud 5.9
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@@ -74526,6 +86633,11 @@ (Fine Calligraphy IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VIII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Rope Use IX)
@@ -74731,6 +86843,11 @@ CoffeeMud 5.9 | (Fine Calligraphy X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Rope Use X)
@@ -74745,6 +86862,11 @@ CoffeeMud 5.9
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@@ -74789,6 +86916,11 @@ (Fitness X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Mana Sapping X)
@@ -74903,6 +87035,11 @@ CoffeeMud 5.9 |
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@@ -74912,6 +87049,16 @@
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@@ -74921,6 +87068,11 @@
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@@ -75019,7 +87171,7 @@
Barbarian | ||
Description | Barbarians are the wild warriors of the frontier. Their ability to deal large amounts of damage in combat, as well as inspire combative behaviors in others makes them especially ferocious. They are fond of mastering numerous weapons, and building up their bodies, though they distrust metal armors, and may not wear them without difficulties. How to play: Barbarian combat skills make them desirable as group members. While their non-metal armor restriction can sometimes hurt their nomination as tanks, their ability to deal and absorb large amounts of damage can more than make up for anything lacked. Because of this, the Barbarian flourishes as well alone as in groups. The Barbarian is every bit as strong a fighter as a pure Fighter, and has that extra combative edge that many players look for in a Class. Players who dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the Barbarian's simple destructive style. | |
Description | Barbarians are the wild warriors of the frontier. Their ability to deal large amounts of damage in combat, as well as inspire combative behaviors in others makes them especially ferocious. They are fond of mastering numerous weapons, and building up their bodies, though they distrust metal armors, and may not wear them without difficulties. How to play: Barbarian combat skills make them desirable as group members. While their non-metal armor restriction can sometimes hurt their nomination as tanks, their ability to deal and absorb large amounts of damage can more than make up for anything lacked. Because of this, the Barbarian flourishes as well alone as in groups. The Barbarian is every bit as strong a fighter as a pure Fighter, and has that extra combative edge that many players look for in a Class. Players who dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the Barbarian's simple destructive style. | |
Prime Statistic | Strength | |
Qualifications | Strength 9+, Constitution 9+ | |
Practices | 3 +[(Wisdom/6)-1 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +||
(Common skill: Epicurean) | (Qualify) | Apothecary |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | (Combat Fluidity III) | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -75655,6 +88196,14 @@ CoffeeMud 5.9 |
(Skill: Nature lore) | (Qualify) | Swamp Tactics |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Common skill: Nature lore) | (Qualify) | Scrapping | Roll With Blows | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Nature Lore I)
@@ -75967,6 +88554,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -75995,6 +88587,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -76014,6 +88611,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Expertise) | +(Available) | +(Imbued Distilling II) + | |||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering I)
@@ -76094,6 +88701,18 @@ CoffeeMud 5.9 | |||||||||||||||||||||||||||||
29 |
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@@ -76451,6 +89085,11 @@ (Fine Calligraphy II) | |||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling III) + | |||||||||||||||||||||||||||||
(Expertise) | (Available) | (Resounding Singing III)
@@ -76811,6 +89450,11 @@ CoffeeMud 5.9 | (Fine Calligraphy III) | ||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IV) + | |||||||||||||||||||||||||||||
(Expertise) | (Available) | (Resounding Singing IV)
@@ -76850,6 +89494,11 @@ CoffeeMud 5.9 | (Blunt Striking III) | ||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||
(Expertise) | (Available) | (Dirty Fighting IV)
@@ -76919,6 +89568,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Striking III) | |||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering IV)
@@ -77299,6 +89968,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Poisoning VII)
@@ -77323,6 +89997,11 @@ CoffeeMud 5.9
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@@ -77960,6 +90664,11 @@ (Hammer Striking VI) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -78315,6 +91024,11 @@ CoffeeMud 5.9 | (Flailed Striking VII) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Hammer Striking VII)
@@ -78374,6 +91088,11 @@ CoffeeMud 5.9 | (Animal Affinity VII) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -78393,6 +91112,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | |||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting III) + | |||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | |||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -78753,6 +91492,11 @@ CoffeeMud 5.9
|
@@ -78961,6 +91715,11 @@ (Fine Calligraphy IX) | ||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VIII) + | |||||||||||||||||||
(Expertise) | (Available) | (Resounding Singing X)
@@ -79295,6 +92054,11 @@ CoffeeMud 5.9 | (Available) | (Fine Calligraphy X) | |||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Fighter | ||
Description | Fighters are brutish weapon masters, skilled in the art of killing. They may specialize in any weapon type, and learn numerous new fighting techniques as they advance in level. Fighters receive more hit points and attack bonuses per level than any other class, and are invaluable in a close melee. Fighter is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Monk, Ranger, Paladin, and Barbarian. How to play: The fighters strength is in his domination of pure combat. When playing alone, a fighter is fully capable of gaining the necessary experience. However, the fighter may choose to lead a group to gain an even greater advantage. As the tank (primary melee combatant) in a group, the fighter will give the group the benefit of his superior armor and fighting skill, while benefitting from the healing spells of a cleric, or the magical aids of a mage. The fighters greatest weakness is his inability to move secretly, or get into or out of tricky spots. For this reason, the fighter outside of a group should steer towards simple combat areas, and be content only with the treasures obtains from his kills. | |
Description | Fighters are brutish weapon masters, skilled in the art of killing. They may specialize in any weapon type, and learn numerous new fighting techniques as they advance in level. Fighters receive more hit points and attack bonuses per level than any other class, and are invaluable in a close melee. Fighter is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Monk, Ranger, Paladin, and Barbarian. How to play: The fighters strength is in his domination of pure combat. When playing alone, a fighter is fully capable of gaining the necessary experience. However, the fighter may choose to lead a group to gain an even greater advantage. As the tank (primary melee combatant) in a group, the fighter will give the group the benefit of his superior armor and fighting skill, while benefitting from the healing spells of a cleric, or the magical aids of a mage. The fighters greatest weakness is his inability to move secretly, or get into or out of tricky spots. For this reason, the fighter outside of a group should steer towards simple combat areas, and be content only with the treasures obtains from his kills. | |
Prime Statistic | Strength | |
Qualifications | Strength 9+ | |
Practices | 3 +[(Wisdom/6)-1 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | (Combat Fluidity III) | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -80343,6 +93531,14 @@ CoffeeMud 5.9 |
(Skill: Martial lore) | Weapon Break | |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Skill: Shield use) | (Qualify) | AutoBash | Urban Tactics | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -80665,6 +93899,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -80693,6 +93932,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -80707,6 +93951,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -80931,6 +94197,11 @@(Combat Lore IV) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -80995,6 +94266,11 @@ CoffeeMud 5.9 | (Blunt Piercing I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Edged Focus I)
@@ -81104,6 +94380,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -81942,6 +95258,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Shield Striking IV)
@@ -81971,6 +95292,11 @@ CoffeeMud 5.9 | (Combat Lore VII) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -81986,6 +95312,11 @@ CoffeeMud 5.9 | (Shield Using IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -82070,6 +95401,11 @@ CoffeeMud 5.9 | (Hammer Focus IV) | |
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||
(Expertise) | (Available) | (Iron Kicking V)
@@ -82405,6 +95741,11 @@ CoffeeMud 5.9 | (Flailed Slicing V) | |
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||
(Expertise) | (Available) | (Hammer Bashing V)
@@ -82504,6 +95845,11 @@ CoffeeMud 5.9 | (Armor Optimizing V) | |
(Expertise) | +(Available) | +(Creative Food Prep VI) + | ||
(Expertise) | (Available) | (Evasively V)
@@ -82513,6 +95859,11 @@ CoffeeMud 5.9 | (Available) | (Fine Calligraphy VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -83006,6 +96387,11 @@ CoffeeMud 5.9 | (Combat Lore X) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -83341,6 +96727,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -83400,6 +96791,11 @@ CoffeeMud 5.9 | (Blunt Piercing VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Edged Focus VIII)
@@ -83509,6 +96905,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Monk | ||
Description | Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Although Monks may use weapons, most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors. How to play: Either alone or in groups, the Monk is a dizzying class to play. Capable of more pure attacks than any other class, and loaded down with dozens of Monk-specific physical feats makes the Monk almost mage-like in complexity. In fact, the player who loathes worrying about staying up-to-date on equipment, but who enjoys the pure fight may be especially attracted to Monk. Like all fighters, the Monk will gain experience principally through the vanquishing of foes. Although the armor restriction can seem daunting, the Monks extra dexterity bonus to armor, and the wide variety of attacks and defences makes them every bit as powerful (if not much more) than the other fighter classes. | |
Description | Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Although Monks may use weapons, most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors. How to play: Either alone or in groups, the Monk is a dizzying class to play. Capable of more pure attacks than any other class, and loaded down with dozens of Monk-specific physical feats makes the Monk almost mage-like in complexity. In fact, the player who loathes worrying about staying up-to-date on equipment, but who enjoys the pure fight may be especially attracted to Monk. Like all fighters, the Monk will gain experience principally through the vanquishing of foes. Although the armor restriction can seem daunting, the Monks extra dexterity bonus to armor, and the wide variety of attacks and defences makes them every bit as powerful (if not much more) than the other fighter classes. | |
Prime Statistic | Strength | |
Qualifications | Strength 9+, Dexterity 9+ | |
Practices | 3 +[(Wisdom/6)-1 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | (Combat Fluidity III) | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -84905,6 +98740,14 @@ CoffeeMud 5.9 |
(Skill: Kicking) | (Qualify) | Flying Kick |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Skill: Martial lore) | (Qualify) | Half Attack |
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Thief skill: Stealing) | (Qualify) | Weapon Snatch | Gouge | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Nature Lore I)
@@ -85213,6 +99094,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -85241,6 +99127,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -85270,6 +99161,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Expertise) | +(Available) | +(Imbued Distilling II) + | ||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering I)
@@ -85345,6 +99246,18 @@ CoffeeMud 5.9 | ||||||||||||||||||||||||||||||
29 |
|
@@ -85701,6 +99629,11 @@ (Available) | (Fine Calligraphy II) | |||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering IV)
@@ -86535,6 +100498,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Shadow VI)
@@ -86569,6 +100537,11 @@ CoffeeMud 5.9
|
@@ -87181,6 +101179,11 @@ (Hammer Striking VI) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -87531,6 +101534,11 @@ CoffeeMud 5.9 | (Flailed Striking VII) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Hammer Striking VII)
@@ -87595,6 +101603,11 @@ CoffeeMud 5.9 | (Animal Affinity VII) | |||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -87624,6 +101637,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -87974,6 +102007,11 @@ CoffeeMud 5.9
|
@@ -88171,6 +102219,11 @@ (Available) | (Fine Calligraphy IX) | ||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Paladin | ||
Description | Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good alignment. How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter. The only weakness of the Paladin is his reliance on goodness. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance. | |
Description | Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good alignment. How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter. The only weakness of the Paladin is his reliance on goodness. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance. | |
Prime Statistic | Strength | |
Qualifications | Wisdom 9+, Strength 9+ | |
Practices | 3 +[(Wisdom/6) per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | Healing Hands | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | ||
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Heal Mount | -
(Common skill: Crafting) | -(Qualify) | -Ship Building | ||
(Common skill: Crafting) | (Qualify) | Siegecraft | (Combat Fluidity III) | +|
(Expertise) | +(Available) | +(Quick Building I) + | ||
(Expertise) | +(Available) | +(Quick Building II) + | ||
(Expertise) | +(Available) | +(Quick Building III) + | ||
(Expertise) | +(Available) | +(Quick Building IV) + | ||
(Expertise) | +(Available) | +(Quick Building V) + | ||
(Expertise) | +(Available) | +(Quick Building VI) + | ||
(Expertise) | +(Available) | +(Quick Building VII) + | ||
(Expertise) | +(Available) | +(Quick Building VIII) + | ||
(Expertise) | +(Available) | +(Quick Building IX) + | ||
(Expertise) | +(Available) | +(Quick Building X) + | ||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -89556,9 +104038,17 @@ CoffeeMud 5.9 | (Qualify) | Blind Fighting |
(Common skill: Gathering) | +(Qualify) | +Gardening | ||
(Prayer: Restoration) | (Qualify) | Freedom | ||
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Healing) | (Qualify) | Cure Critical Wounds | (Qualify) | Trip | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Neutralization) | (Qualify) | Calm | Resurrect Mount | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -89893,6 +104421,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -89925,6 +104458,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -89939,6 +104477,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -90173,6 +104733,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -90237,6 +104802,11 @@ CoffeeMud 5.9 | (Blunt Piercing I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -90361,6 +104931,11 @@ CoffeeMud 5.9 | (Available) | (Vexing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -91284,6 +105894,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -91313,6 +105928,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -91328,6 +105948,11 @@ CoffeeMud 5.9 | (Shield Using IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -91422,6 +106047,11 @@ CoffeeMud 5.9 | (Healing IV) | |
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||
(Expertise) | (Available) | (Legal Lore V)
@@ -91787,6 +106417,11 @@ CoffeeMud 5.9 | (Flailed Slicing V) | |
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||
(Expertise) | (Available) | (Hammer Bashing V)
@@ -91891,6 +106526,11 @@ CoffeeMud 5.9 | (Armor Optimizing V) | |
(Expertise) | +(Available) | +(Creative Food Prep VI) + | ||
(Expertise) | (Available) | (Evasively V)
@@ -91910,6 +106550,11 @@ CoffeeMud 5.9 | (Available) | (Restoring V) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -92828,6 +107508,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -92887,6 +107572,11 @@ CoffeeMud 5.9 | (Blunt Piercing VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -93011,6 +107701,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Ranger | ||||
Description | Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques. How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the mages versatility. Meanwhile, the druidic chants they learn gives them a unique affinity with animals, allowing them to form their own groups as well. The Ranger, like the Paladin, is not quite as strong a fighter as a pure fighter, but makes up for this using his magical animal affinity. Also, the Ranger will have to be careful to maintain a neutral alignment in order for the druidic chants to become useful. In the meantime, the ranger must use scrolls and other magical items to supplement his natural fighting skill. | |||
Description | Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques. How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the mages versatility. Meanwhile, the druidic chants they learn gives them a unique affinity with animals, allowing them to form their own groups as well. The Ranger, like the Paladin, is not quite as strong a fighter as a pure fighter, but makes up for this using his magical animal affinity. Also, the Ranger will have to be careful to maintain a neutral alignment in order for the druidic chants to become useful. In the meantime, the ranger must use scrolls and other magical items to supplement his natural fighting skill. | |||
Prime Statistic | Strength | |||
Qualifications | Strength 9+, Intelligence 9+ | |||
Practices | 3 +[(Wisdom/6) per lvl] | (Qualify) | Animal Bonding | -|
(Common skill: Crafting) | +||||
(Common skill: Epicurean) | (Qualify) | Apothecary | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Skill: Combat lore) | Track | Sword Specialization | +||
(Expertise) | +(Available) | +(Quick Cooking I) + | ||
(Expertise) | +(Available) | +(Quick Cooking II) + | ||
(Expertise) | +(Available) | +(Quick Cooking III) + | ||
(Expertise) | +(Available) | +(Quick Cooking IV) + | ||
(Expertise) | +(Available) | +(Quick Cooking V) + | ||
(Expertise) | +(Available) | +(Quick Cooking VI) + | ||
(Expertise) | +(Available) | +(Quick Cooking VII) + | ||
(Expertise) | +(Available) | +(Quick Cooking VIII) + | ||
(Expertise) | +(Available) | +(Quick Cooking IX) + | ||
(Expertise) | +(Available) | +(Quick Cooking X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -94036,6 +108834,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | ||
(Chant: Animal affinity) | (Qualify) | Calm Animal | (Qualify) | Woodland Sneak | -
(Common skill: Crafting) | -(Qualify) | -Ship Building | ||
(Common skill: Crafting) | (Qualify) | Siegecraft | (Power Divining III) | +|
(Expertise) | +(Available) | +(Quick Building I) + | ||
(Expertise) | +(Available) | +(Quick Building II) + | ||
(Expertise) | +(Available) | +(Quick Building III) + | ||
(Expertise) | +(Available) | +(Quick Building IV) + | ||
(Expertise) | +(Available) | +(Quick Building V) + | ||
(Expertise) | +(Available) | +(Quick Building VI) + | ||
(Expertise) | +(Available) | +(Quick Building VII) + | ||
(Expertise) | +(Available) | +(Quick Building VIII) + | ||
(Expertise) | +(Available) | +(Quick Building IX) + | ||
(Expertise) | +(Available) | +(Quick Building X) + | ||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -94586,9 +109715,17 @@ CoffeeMud 5.9 | (Qualify) | Point Blank Shot |
(Common skill: Gathering) | +(Qualify) | +Gardening | ||
(Skill: Trapping) | (Qualify) | Set Snare | ||
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Chant: Enduring) | (Qualify) | Water Walking | Camouflage | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -95043,6 +110218,11 @@ CoffeeMud 5.9 | (Extended Divining I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -95084,6 +110264,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -95123,6 +110308,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -95417,6 +110624,11 @@(Combat Lore IV) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ignalist I)
@@ -95511,6 +110723,11 @@ CoffeeMud 5.9 | (Blunt Piercing I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Edged Focus I)
@@ -95620,6 +110837,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -96623,6 +111880,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -96677,6 +111939,11 @@ CoffeeMud 5.9 | (Combat Lore VII) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ignalist IV)
@@ -96712,6 +111979,11 @@ CoffeeMud 5.9 | (Trapping VI) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -96801,6 +112073,11 @@ CoffeeMud 5.9 | (Hammer Focus IV) | |
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||
(Expertise) | (Available) | (Polearm Focus IV)
@@ -97206,6 +112483,11 @@ CoffeeMud 5.9 | (Flailed Slicing V) | |
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||
(Expertise) | (Available) | (Hammer Bashing V)
@@ -97295,6 +112577,11 @@ CoffeeMud 5.9 | (Armor Optimizing V) | |
(Expertise) | +(Available) | +(Creative Food Prep VI) + | ||
(Expertise) | (Available) | (Evasively V)
@@ -97309,6 +112596,11 @@ CoffeeMud 5.9 | (Available) | (Shapeshifting VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -97927,6 +113249,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -98317,6 +113644,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -98396,6 +113728,11 @@ CoffeeMud 5.9 | (Blunt Piercing VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Edged Focus VIII)
@@ -98505,6 +113842,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Bard | ||
Description | Bards are traveling singers, whose "songs" can possess powerful magic. They are highly desired group members for the inspiration they bring to their team members, and the great stings they provide to their enemies. They possess the same weapon and armor restrictions as thieves, but also qualify for many thief skills. Bard is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include the Charlatan, Dancer, Minstrel, and the Jester. How to play: The great strength of the bard is in his wide assortment of skills, and in his powerful songs. The bard may try his hand as the lonesome traveler, but will find his skills still put him behind his peers. It is in the company of other, more powerful classes, that the bard will flourish. And because of the unique nature of his magic, and how his skills will always affect groups, that groups will always want to have a bard along. Bards are as weak as thieves in combat, and lack their general sneakiness, so in the company of others must the bard find his path to greatness, filling any skill gaps in almost any group with the appropriate magic or ability. | |
Description | Bards are traveling singers, whose "songs" can possess powerful magic. They are highly desired group members for the inspiration they bring to their team members, and the great stings they provide to their enemies. They possess the same weapon and armor restrictions as thieves, but also qualify for many thief skills. Bard is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include the Charlatan, Dancer, Minstrel, and the Jester. How to play: The great strength of the bard is in his wide assortment of skills, and in his powerful songs. The bard may try his hand as the lonesome traveler, but will find his skills still put him behind his peers. It is in the company of other, more powerful classes, that the bard will flourish. And because of the unique nature of his magic, and how his skills will always affect groups, that groups will always want to have a bard along. Bards are as weak as thieves in combat, and lack their general sneakiness, so in the company of others must the bard find his path to greatness, filling any skill gaps in almost any group with the appropriate magic or ability. | |
Prime Statistic | Charisma | |
Qualifications | Charisma 9+ | |
Practices | 5 +[(Wisdom/6)+1 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Song: Singing) | Clumsiness |
CoffeeMud 5.9 (Fine Calligraphy IX)
| (Expertise) |
+ (Available) |
+ (Imbued Distilling VIII)
+ | (Expertise) |
(Available) |
(Resounding Singing X)
@@ -103051,6 +119045,11 @@ | CoffeeMud 5.9 (Fine Calligraphy X)
| (Expertise) |
+ (Available) |
+ (Fortified Baking IX)
+ | (Expertise) |
(Available) |
(Rope Use X)
@@ -103070,6 +119069,11 @@ |
@@ -103113,6 +119122,11 @@ CoffeeMud 5.9
CoffeeMud 5.9(Available) |
(Fitness X)
| (Expertise) |
+ (Available) |
+ (Imbued Distilling IX)
+ | |
@@ -103253,6 +119267,11 @@
|
@@ -103262,6 +119281,16 @@
|
@@ -103271,6 +119300,11 @@
|
@@ -103365,7 +119399,7 @@
Charlatan | ||||
Description | The Charlatan is the master of deception and disguise. Often praised because of his natural acting ability, as well as his highly social nature, the Charlatan can be quite antisocial if he chooses, and extremely annoying to other players almost without trying. How to play: The Charlatan is also a natural spy in muds with numerous players, and has an extremely wide assortment of skills. More than any other class, the Charlatan can taste the powers of all other classes, sometimes with real skill, and sometimes only in seeming. For this reason, the Charlatan is ideal for those who want a taste of all classes, or at least to seem like he is. He is a natural group member, being able to fit almost any role by using his varied skills, or by tricking his group members into thinking he belongs in the role they require. | |||
Description | The Charlatan is the master of deception and disguise. Often praised because of his natural acting ability, as well as his highly social nature, the Charlatan can be quite antisocial if he chooses, and extremely annoying to other players almost without trying. How to play: The Charlatan is also a natural spy in muds with numerous players, and has an extremely wide assortment of skills. More than any other class, the Charlatan can taste the powers of all other classes, sometimes with real skill, and sometimes only in seeming. For this reason, the Charlatan is ideal for those who want a taste of all classes, or at least to seem like he is. He is a natural group member, being able to fit almost any role by using his varied skills, or by tricking his group members into thinking he belongs in the role they require. | |||
Prime Statistic | Charisma | |||
Qualifications | Charisma 9+, Wisdom 9+ | |||
Practices | 5 +[(Wisdom/6)+1 per lvl] | (Qualify) | Bandaging | +|
(Common skill: Crafting) | +(Qualify) | +Costuming | ||
(Common skill: Gathering) | (Qualify) | Gem Digging | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Animal affinity) | (Qualify) | Shearing | Sword Specialization | +|
(Expertise) | +(Available) | +(Durable Crafting I) + | ||
(Expertise) | +(Available) | +(Durable Crafting II) + | ||
(Expertise) | +(Available) | +(Durable Crafting III) + | ||
(Expertise) | +(Available) | +(Light Crafting I) + | ||
(Expertise) | +(Available) | +(Light Crafting II) + | ||
(Expertise) | +(Available) | +(Light Crafting III) + | ||
(Expertise) | +(Available) | +(Light Sewing I) + | ||
(Expertise) | +(Available) | +(Light Sewing II) + | ||
(Expertise) | +(Available) | +(Light Sewing III) + | ||
(Expertise) | +(Available) | +(Quality Crafting I) + | ||
(Expertise) | +(Available) | +(Quality Crafting II) + | ||
(Expertise) | +(Available) | +(Quality Crafting III) + | ||
(Expertise) | +(Available) | +(Quality Sewing I) + | ||
(Expertise) | +(Available) | +(Quality Sewing II) + | ||
(Expertise) | +(Available) | +(Quality Sewing III) + | ||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -103518,6 +119689,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | -(Qualify) | -Costuming |
(Common skill: Crafting) | +||
(Common skill: Epicurean) | (Qualify) | Distilling | (Qualify) | Armorsmithing | -
(Common skill: Crafting) | +||
(Common skill: Epicurean) | (Qualify) | Baking | (Qualify) | Fletching | -
(Common skill: Crafting) | +||
(Common skill: Epicurean) | (Qualify) | Food Prep | (Available) | (Combat Fluidity I) | + +
(Expertise) | +(Available) | +(Durable Metalworking I) + |
(Expertise) | +(Available) | +(Durable Metalworking II) + |
(Expertise) | +(Available) | +(Durable Metalworking III) + |
(Expertise) | +(Available) | +(Light Fabricating I) + |
(Expertise) | +(Available) | +(Light Fabricating II) + |
(Expertise) | +(Available) | +(Light Fabricating III) + |
(Expertise) | +(Available) | +(Quality Fabricating I) + |
(Expertise) | +(Available) | +(Quality Fabricating II) + |
(Expertise) | +(Available) | +(Quality Fabricating III) + |
(Skill: Nature lore) | +(Qualify) | +Find Home | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Skill: Arcane lore) | Songcraft |
CoffeeMud 5.9 (Fine Calligraphy IX)
|
+ (Expertise) |
+ (Available) |
+ (Imbued Distilling VIII)
+ | (Expertise) |
(Available) |
(Resounding Singing X)
@@ -107397,6 +124042,11 @@ | CoffeeMud 5.9 (Fine Calligraphy X)
| (Expertise) |
+ (Available) |
+ (Fortified Baking IX)
+ | (Expertise) |
(Available) |
(Street Lore IX)
@@ -107411,6 +124061,11 @@ |
@@ -107455,6 +124115,11 @@ CoffeeMud 5.9
CoffeeMud 5.9 (Fitness X)
| (Expertise) |
+ (Available) |
+ (Imbued Distilling IX)
+ | (Expertise) |
(Available) |
(Neutralizing X)
@@ -107619,6 +124284,11 @@ | CoffeeMud 5.9
|
@@ -107628,6 +124298,16 @@
CoffeeMud 5.9
|
@@ -107637,6 +124317,11 @@
CoffeeMud 5.9
|
@@ -107731,7 +124416,7 @@
CoffeeMud 5.9
CoffeeMud 5.9(Qualify) |
Costuming | (Common skill: Crafting) |
+ (Common skill: Epicurean) |
(Qualify) |
Distilling | CoffeeMud 5.9(Qualify) |
Armorsmithing |
- (Common skill: Crafting) |
+ (Common skill: Epicurean) |
(Qualify) |
Baking | CoffeeMud 5.9(Qualify) |
Fletching |
- (Common skill: Crafting) |
+ (Common skill: Epicurean) |
(Qualify) |
Food Prep | CoffeeMud 5.9(Qualify) |
Weaponsmithing |
+
+ (Expertise) |
+ (Available) |
+ (Durable Metalworking I)
+ | (Expertise) |
+ (Available) |
+ (Durable Metalworking II)
+ | (Expertise) |
+ (Available) |
+ (Durable Metalworking III)
+ | (Expertise) |
+ (Available) |
+ (Light Fabricating I)
+ | (Expertise) |
+ (Available) |
+ (Light Fabricating II)
+ | (Expertise) |
+ (Available) |
+ (Light Fabricating III)
+ | (Expertise) |
+ (Available) |
+ (Quality Fabricating I)
+ | (Expertise) |
+ (Available) |
+ (Quality Fabricating II)
+ | (Expertise) |
+ (Available) |
+ (Quality Fabricating III)
+ | |
@@ -108181,6 +125189,10 @@
|
@@ -110997,11 +128254,26 @@
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -111277,6 +128549,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -111321,6 +128598,11 @@ CoffeeMud 5.9 | (Beat Dancing X) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Edged Focus VIII)
@@ -111375,6 +128657,11 @@ CoffeeMud 5.9 | (Available) | (Sword Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Edged Striking X)
@@ -111663,6 +128965,11 @@ CoffeeMud 5.9 | (Available) | (Sword Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Minstrel | ||||
Description | The Minstrel is the master of instruments and musical tools. So capable is a minstrel in this art that he or she is able to draw forth magical and wonderous powers from the instruments played. The Minstrel is able to craft and draw unique powers from any of dozens of different musical instruments, with the only drawback being how the chosen instrument impacts fighting or speaking ability while it is being played. How to play: The Minstrel is as social of a bard as the others, but due to his many hours of lonely practice, the Minstrel also has an almost arcane like ability to use instrumental magic for more solitary or unique benefits than the simple Bard or Dancer. In the end, the Minstrel may become an orchestra of power unto himself, capable of bringing tremendous benefit and joy to his group, or terrible retribution to his foes. Therefore, if a player is looking for a bard to play when groups are not available, this is the one to pick. | |||
Description | The Minstrel is the master of instruments and musical tools. So capable is a minstrel in this art that he or she is able to draw forth magical and wonderous powers from the instruments played. The Minstrel is able to craft and draw unique powers from any of dozens of different musical instruments, with the only drawback being how the chosen instrument impacts fighting or speaking ability while it is being played. How to play: The Minstrel is as social of a bard as the others, but due to his many hours of lonely practice, the Minstrel also has an almost arcane like ability to use instrumental magic for more solitary or unique benefits than the simple Bard or Dancer. In the end, the Minstrel may become an orchestra of power unto himself, capable of bringing tremendous benefit and joy to his group, or terrible retribution to his foes. Therefore, if a player is looking for a bard to play when groups are not available, this is the one to pick. | |||
Prime Statistic | Charisma | |||
Qualifications | Charisma 9+, Intelligence 9+ | |||
Practices | 5 +[(Wisdom/6)+1 per lvl] | (Qualify) | Fishing | +|
(Common skill: Nature lore) | +(Qualify) | +Floristry | ||
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Wood Clappers | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument | ||
(Common skill: Animal affinity) | (Qualify) | Shearing | Sword Specialization | +|
(Expertise) | +(Available) | +(Light Fabricating I) + | ||
(Expertise) | +(Available) | +(Light Fabricating II) + | ||
(Expertise) | +(Available) | +(Light Fabricating III) + | ||
(Expertise) | +(Available) | +(Quality Fabricating I) + | ||
(Expertise) | +(Available) | +(Quality Fabricating II) + | ||
(Expertise) | +(Available) | +(Quality Fabricating III) + | ||
(Expertise) | +(Available) | +(Quick Crafting I) + | ||
(Expertise) | +(Available) | +(Quick Crafting II) + | ||
(Expertise) | +(Available) | +(Quick Crafting III) + | ||
(Expertise) | +(Available) | +(Quick Crafting IV) + | ||
(Expertise) | +(Available) | +(Quick Crafting V) + | ||
(Expertise) | +(Available) | +(Quick Crafting VI) + | ||
(Expertise) | +(Available) | +(Quick Crafting VII) + | ||
(Expertise) | +(Available) | +(Quick Crafting VIII) + | ||
(Expertise) | +(Available) | +(Quick Crafting IX) + | ||
(Expertise) | +(Available) | +(Quick Crafting X) + | ||
(Expertise) | (Available) | (Quick Worker I)
@@ -112074,6 +129494,56 @@ CoffeeMud 5.9 | (Available) | (Quick Worker X) |
(Expertise) | +(Available) | +(Quick Working I) + | ||
(Expertise) | +(Available) | +(Quick Working II) + | ||
(Expertise) | +(Available) | +(Quick Working III) + | ||
(Expertise) | +(Available) | +(Quick Working IV) + | ||
(Expertise) | +(Available) | +(Quick Working V) + | ||
(Expertise) | +(Available) | +(Quick Working VI) + | ||
(Expertise) | +(Available) | +(Quick Working VII) + | ||
(Expertise) | +(Available) | +(Quick Working VIII) + | ||
(Expertise) | +(Available) | +(Quick Working IX) + | ||
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||||||||||||||||||||||||
(Common skill: Building) | (Qualify) | Construction | Retreat | -||||||||||||||||||||||||||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||||||||||||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | (Combat Fluidity III) | +||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -112566,6 +130287,10 @@ CoffeeMud 5.9 |
|
@@ -112719,6 +130453,10 @@
|
@@ -112755,6 +130503,11 @@ (Combat Fluidity VI) | ||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling I) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring VI)
@@ -112768,6 +130521,10 @@ CoffeeMud 5.9 |
|
@@ -113012,6 +130794,11 @@ (Combat Lore III) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling II) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering I)
@@ -113077,6 +130864,18 @@ CoffeeMud 5.9 | |||||||||||||||||||||||||||||||||||||
29 |
|
@@ -113309,6 +131123,11 @@ (Fine Calligraphy II) | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling III) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Resounding Playing III)
@@ -113549,6 +131368,11 @@ CoffeeMud 5.9 | (Fine Calligraphy III) | ||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Resounding Playing IV)
@@ -113573,6 +131397,11 @@ CoffeeMud 5.9 | (Anatomy VI) | ||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Dirty Fighting IV)
@@ -113622,6 +131451,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Striking III) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -113882,6 +131731,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Sharp Playing VI)
@@ -113921,6 +131775,11 @@ CoffeeMud 5.9 | (Combat Lore VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -113936,6 +131795,11 @@ CoffeeMud 5.9 | (Rejoicing Singing VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -113955,6 +131819,11 @@ CoffeeMud 5.9 | (Artsy IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Influencing IV)
@@ -114195,6 +132064,11 @@ CoffeeMud 5.9 | (Artsy V) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Influencing V)
@@ -114259,6 +132133,11 @@ CoffeeMud 5.9
|
@@ -114308,6 +132192,11 @@ (Extended Conjuring VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -114548,6 +132437,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -114597,6 +132491,11 @@ CoffeeMud 5.9 | (Animal Affinity VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -114616,6 +132515,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -114641,6 +132555,11 @@ CoffeeMud 5.9 | (Combat Lore X) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -114871,6 +132790,11 @@ CoffeeMud 5.9 | (Bold Playing X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -114905,6 +132829,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Influencing VIII)
@@ -114959,6 +132888,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Martial Lore IX)
@@ -115202,6 +133151,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Dancer | ||
Description | The Dancer is the graceful master of dance, who entertains and leads others in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a highly desired group member for his "group affecting" skills, which include the magical dances in which he specializes. How to play: Due to his weak fighting skill, the Dancer will likely look to groups for his primary advancement, much like the other bards. Dancers also gain a select set of powerful fighter skills to prove the worth of their diligence in maintaining his body. This makes them valuable group members, even without their powerfully enhancing dances. | |
Description | The Dancer is the graceful master of dance, who entertains and leads others in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a highly desired group member for his "group affecting" skills, which include the magical dances in which he specializes. How to play: Due to his weak fighting skill, the Dancer will likely look to groups for his primary advancement, much like the other bards. Dancers also gain a select set of powerful fighter skills to prove the worth of their diligence in maintaining his body. This makes them valuable group members, even without their powerfully enhancing dances. | |
Prime Statistic | Charisma | |
Qualifications | Charisma 9+, Strength 9+ | |
Practices | 5 +[(Wisdom/6)+1 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | (Combat Fluidity III) | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -116069,6 +134437,14 @@ CoffeeMud 5.9 |
(Song: Dancing) | Rags Sharqi | |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Song: Dancing) | Flamenco | Roll With Blows | +||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -116385,6 +134799,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -116422,6 +134841,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Fast Dancing II)
@@ -116441,6 +134865,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -116640,6 +135086,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -116684,6 +135135,11 @@ CoffeeMud 5.9 | (Beat Dancing III) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Influencing I)
@@ -116743,6 +135199,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -117361,6 +135857,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Vigilantly VI)
@@ -117380,6 +135881,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -117395,6 +135901,11 @@ CoffeeMud 5.9 | (Slow Dancing VI) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -117419,6 +135930,11 @@ CoffeeMud 5.9 | (Beat Dancing VI) | |
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||
(Expertise) | (Available) | (Influencing IV)
@@ -117664,6 +136180,11 @@ CoffeeMud 5.9 | (Beat Dancing VII) | |
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||
(Expertise) | (Available) | (Influencing V)
@@ -117738,6 +136259,11 @@ CoffeeMud 5.9 | (Acrobatic VI) | |
(Expertise) | +(Available) | +(Creative Food Prep VI) + | ||
(Expertise) | (Available) | (Deceptive VI)
@@ -117762,6 +136288,11 @@ CoffeeMud 5.9 | (Available) | (Street Lore V) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -118355,6 +136921,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -118394,6 +136965,11 @@ CoffeeMud 5.9 | (Beat Dancing X) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Influencing VIII)
@@ -118453,6 +137029,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Martial Lore IX)
@@ -118731,6 +137327,11 @@ CoffeeMud 5.9 | (Available) | (Vice-Gripping X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Beastmaster | ||
Description | Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular jungle, being both the guardian and master steward of the animal kingdom. Unlike the other druids then, the beastmaster takes great pride in his animal changing abilities, and receives many more animal forms as he progresses in level. The beastmaster is also more accutely aware of the dangers of the wild, and is thus a much more physical and able fighter than other druids tend to be. How to play: The Beastmaster is the perfect loner druid class, though he is never truly alone with all the animals he can summon to his side. He also has numerous ways of enhancing his own innate fighting ability through magical chants, making him formidable even when adventuring without animal companions. | |
Description | Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular jungle, being both the guardian and master steward of the animal kingdom. Unlike the other druids then, the beastmaster takes great pride in his animal changing abilities, and receives many more animal forms as he progresses in level. The beastmaster is also more accutely aware of the dangers of the wild, and is thus a much more physical and able fighter than other druids tend to be. How to play: The Beastmaster is the perfect loner druid class, though he is never truly alone with all the animals he can summon to his side. He also has numerous ways of enhancing his own innate fighting ability through magical chants, making him formidable even when adventuring without animal companions. | |
Prime Statistic | Constitution | |
Qualifications | Dexterity 9+, Constitution 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | ||
(Chant: Animal affinity) | Charm Animal | (Qualify) | Masonry | -|
(Common skill: Crafting) | -(Qualify) | -Ship Building | ||
(Common skill: Crafting) | (Qualify) | Siegecraft | (Combat Fluidity III) | +|
(Expertise) | +(Available) | +(Quick Building I) + | ||
(Expertise) | +(Available) | +(Quick Building II) + | ||
(Expertise) | +(Available) | +(Quick Building III) + | ||
(Expertise) | +(Available) | +(Quick Building IV) + | ||
(Expertise) | +(Available) | +(Quick Building V) + | ||
(Expertise) | +(Available) | +(Quick Building VI) + | ||
(Expertise) | +(Available) | +(Quick Building VII) + | ||
(Expertise) | +(Available) | +(Quick Building VIII) + | ||
(Expertise) | +(Available) | +(Quick Building IX) + | ||
(Expertise) | +(Available) | +(Quick Building X) + | ||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -119672,9 +138687,17 @@ CoffeeMud 5.9 | (Qualify) | Pin |
(Common skill: Gathering) | +(Qualify) | +Gardening | ||
(Skill: Martial lore) | (Qualify) | Second Attack | ||
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Chant: Animal affinity) | (Qualify) | Animal Growth | Berzerk | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -120019,6 +139080,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -120055,6 +139121,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -120079,6 +139150,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -120283,6 +139376,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -120317,6 +139415,11 @@ CoffeeMud 5.9 | (Artsy I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Enduring II)
@@ -120351,6 +139454,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Airelist III)
@@ -120889,6 +140032,11 @@ CoffeeMud 5.9 | (Fitness IV) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -120933,6 +140081,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -120943,6 +140096,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -120967,6 +140125,11 @@ CoffeeMud 5.9 | (Enduring V) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Influencing IV)
@@ -121182,6 +140345,11 @@ CoffeeMud 5.9 | (Enduring VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Influencing V)
@@ -121221,6 +140389,11 @@ CoffeeMud 5.9
|
@@ -121265,6 +140443,11 @@ (Extended Conjuring VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -121480,6 +140663,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -121529,6 +140717,11 @@ CoffeeMud 5.9 | (Breeding VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -121554,6 +140747,11 @@ CoffeeMud 5.9 | (Vigilantly IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Weather Mastering VII)
@@ -121568,6 +140766,16 @@ CoffeeMud 5.9
|
@@ -121861,6 +141089,11 @@ (Fine Calligraphy IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VIII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Rope Use IX)
@@ -122046,6 +141279,11 @@ CoffeeMud 5.9 | (Fine Calligraphy X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Rope Use X)
@@ -122065,6 +141303,11 @@ CoffeeMud 5.9
|
@@ -122109,6 +141357,11 @@ (Fitness X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing X)
@@ -122213,6 +141466,11 @@ CoffeeMud 5.9 |
|
@@ -122222,6 +141480,16 @@
|
@@ -122231,6 +141499,11 @@
|
@@ -122325,7 +141598,7 @@
Delver | ||
Description | The Delver is a stolid druid of caves and the underdark, being the guardian of the rocks and stone and the cold caverns of the deep. The Delver is unconcerned with plants or the sky or the doings of the weather, or any of the creatures that live upon it, relying rather on the solid earth to draw his power from. For this reason, the Delver is particularly at home among the rocks, and is able to call upon them to aid him at need. How to play: The Delver requires little in the way of precasting or planning, so long as he stays in cave or rocky environments. He is able to instantly call upon the rocks and stones to help him in combat, and is friend to golems and stone creatures. For this reason, the Delver is better able to fit into groups who wish to adventure in the mountains and the underground, and can be a valuable leader when its time to enter the deep dark. | |
Description | The Delver is a stolid druid of caves and the underdark, being the guardian of the rocks and stone and the cold caverns of the deep. The Delver is unconcerned with plants or the sky or the doings of the weather, or any of the creatures that live upon it, relying rather on the solid earth to draw his power from. For this reason, the Delver is particularly at home among the rocks, and is able to call upon them to aid him at need. How to play: The Delver requires little in the way of precasting or planning, so long as he stays in cave or rocky environments. He is able to instantly call upon the rocks and stones to help him in combat, and is friend to golems and stone creatures. For this reason, the Delver is better able to fit into groups who wish to adventure in the mountains and the underground, and can be a valuable leader when its time to enter the deep dark. | |
Prime Statistic | Constitution | |
Qualifications | Strength 9+, Constitution 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Chant: Rock control) | (Qualify) | Crystal Growth | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -122930,6 +142592,14 @@ CoffeeMud 5.9 |
(Chant: Deep magic) | (Qualify) | Snatch Light |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Chant: Deep magic) | Sense Fluids | Worms | +||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -123225,6 +142937,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -123252,6 +142969,11 @@ CoffeeMud 5.9 | Summon Rock Golem | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -123266,6 +142988,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | |
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | |
(Common skill: Crafting) | +(Qualify) | +Ship Building | |
(Expertise) | @@ -123430,6 +143174,11 @@(Arcane Lore III) | ||
(Expertise) | +(Available) | +(Fortified Baking III) + | |
(Expertise) | (Available) | (Hardy Planting I)
@@ -123484,10 +143233,20 @@ CoffeeMud 5.9 | (Artsy I) |
(Expertise) | +(Available) | +(Creative Food Prep III) + | |
(Expertise) | (Available) | (Enduring II) | |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -123911,6 +143705,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -123945,6 +143744,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||
(Expertise) | (Available) | (Hardy Planting IV)
@@ -123975,6 +143779,11 @@ CoffeeMud 5.9 | (Plant Mastering IV) | |
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -123998,6 +143807,11 @@ CoffeeMud 5.9 | (Available) | (Enduring V) |
(Expertise) | +(Available) | +(Imbued Distilling V) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + | ||
(Expertise) | (Available) | (Fine Calligraphy VI)
@@ -124187,6 +144011,11 @@ CoffeeMud 5.9 | (Available) | (Shapeshifting VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | |
(Expertise) | +(Available) | +(Advanced Crafting III) + | |
(Expertise) | (Available) | (Arcane Lore IX)
@@ -124465,6 +144324,11 @@ CoffeeMud 5.9 | (Ignalist VII) |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | |
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -124620,6 +144484,11 @@ CoffeeMud 5.9 | (Arcane Lore X) |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | |
(Expertise) | (Available) | (Hardy Planting VIII)
@@ -124669,10 +144538,20 @@ CoffeeMud 5.9 | (Artsy VIII) |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | |
(Expertise) | (Available) | (Enduring IX) | |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + |
(Expertise) | (Available) | (Preserving X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Druid | ||
Description | Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical chants more than make up for this. Like the natural world, Druids are restricted to a neutral alignment. Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher. How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat. Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class. | |
Description | Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical chants more than make up for this. Like the natural world, Druids are restricted to a neutral alignment. Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, Mer, and SkyWatcher. How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat. Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class. | |
Prime Statistic | Constitution | |
Qualifications | Constitution 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | |
Movement | 100 +[5X(Str/18) /lvl] | |
Attack Skill | +(Con/18) per level | |
Damage Bonus | +1 damage per 30 level(s) | |
Other Bonuses | When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather. | |
Other Bonuses | Will gain random qualified chants. When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather. | |
Weapons | Must use wooden, plant-based, or leather weapons. | |
Armor | Must wear non-metal armor. | |
Other Limitations | Must remain Neutral to avoid skill and chant failure chances. | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Chant: Animal affinity) | (Qualify) | Animal Friendship | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -125768,6 +146081,14 @@ CoffeeMud 5.9 |
(Chant: Preserving) | (Qualify) | Whisperward |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Chant: Plant control) | (Qualify) | Grapevine | Summon Rain | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -126183,6 +146542,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -126214,6 +146578,11 @@ CoffeeMud 5.9 | Summon Sapling | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -126238,6 +146607,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -126427,6 +146818,11 @@(Arcane Lore III) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Hardy Planting I)
@@ -126486,6 +146882,11 @@ CoffeeMud 5.9 | (Artsy I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Enduring II)
@@ -126510,6 +146911,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Airelist III)
@@ -127032,6 +147473,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -127081,6 +147527,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Hardy Planting IV)
@@ -127116,6 +147567,11 @@ CoffeeMud 5.9 | (Plant Mastering IV) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -127140,6 +147596,11 @@ CoffeeMud 5.9 | (Enduring V) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Unarmed Bashing IV)
@@ -127355,6 +147816,11 @@ CoffeeMud 5.9 | (Enduring VI) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Unarmed Bashing V)
@@ -127384,6 +147850,11 @@ CoffeeMud 5.9
|
@@ -127413,6 +147889,11 @@ (Extended Conjuring VII) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Power Conjuring VII)
@@ -127628,6 +148109,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Power Conjuring VIII)
@@ -127667,6 +148153,11 @@ CoffeeMud 5.9 | (Breeding VII) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Deep Lore VII)
@@ -127702,6 +148193,11 @@ CoffeeMud 5.9 | (Vigilantly IX) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Weather Mastering VII)
@@ -127716,6 +148212,16 @@ CoffeeMud 5.9
|
@@ -128024,6 +148550,11 @@ (Fine Calligraphy IX) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VIII) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Shapeshifting IX)
@@ -128204,6 +148735,11 @@ CoffeeMud 5.9 | (Fine Calligraphy X) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IX) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Shapeshifting X)
@@ -128218,6 +148754,11 @@ CoffeeMud 5.9
|
@@ -128257,6 +148803,11 @@ (Fitness X) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling IX) + | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing X)
@@ -128371,6 +148922,11 @@ CoffeeMud 5.9 |
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@@ -128380,6 +148936,16 @@
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@@ -128389,6 +148955,11 @@
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@@ -128483,7 +149054,7 @@
Gaian | ||
Description | The Gaian is the druid of the green earth, watching over the plants, trees and all growing things. The gaian has a very special relationship with the plants and trees, having special abilities to make almost any location he steps into a sanctuary for his leafed friends. So in tune with green things is the gaian that sunlight can actually give his green tinted skin additional powers, though the darkness will slightly weaken his chanting stamina. The gaian can also call on the plants and trees around him to aid in him combat, to hide him from foes, or even to provide him with the things one would normally have to seek civilization for. How to play: The Gaian, so long as he stays around green plants, is a formidable foe to all enemies of nature. The gaian can call all aspects of the plants to his aid, and can always find sanctuary in the green plants during times of trouble. The gaian is weak in native combat abilities, like the other druids, but can make up for it with creative pre-casting, and good use of the power of nature during combat. | |
Description | The Gaian is the druid of the green earth, watching over the plants, trees and all growing things. The gaian has a very special relationship with the plants and trees, having special abilities to make almost any location he steps into a sanctuary for his leafed friends. So in tune with green things is the gaian that sunlight can actually give his green tinted skin additional powers, though the darkness will slightly weaken his chanting stamina. The gaian can also call on the plants and trees around him to aid in him combat, to hide him from foes, or even to provide him with the things one would normally have to seek civilization for. How to play: The Gaian, so long as he stays around green plants, is a formidable foe to all enemies of nature. The gaian can call all aspects of the plants to his aid, and can always find sanctuary in the green plants during times of trouble. The gaian is weak in native combat abilities, like the other druids, but can make up for it with creative pre-casting, and good use of the power of nature during combat. | |
Prime Statistic | Constitution | |
Qualifications | Wisdom 9+, Constitution 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Chant: Plant growth) | (Qualify) | Summon Tree | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -129112,6 +150076,14 @@ CoffeeMud 5.9 |
(Chant: Plant control) | (Qualify) | Shillelagh |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Chant: Plant control) | Grapevine | Vine Mass | +||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -129437,6 +150447,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -129464,6 +150479,11 @@ CoffeeMud 5.9 | Sweet Scent | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -129483,6 +150503,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||||||||||||
(Expertise) | @@ -129498,6 +150527,11 @@(Arcane Lore II) | |||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling II) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering I)
@@ -129553,6 +150587,14 @@ CoffeeMud 5.9 | ||||||||||||
29 |
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@@ -129652,6 +150699,11 @@ (Arcane Lore III) | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||||||||||||
(Expertise) | (Available) | (Hardy Planting I)
@@ -129716,6 +150768,11 @@ CoffeeMud 5.9 | (Blunt Piercing I) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||||||||||||
(Expertise) | (Available) | (Enduring II)
@@ -129740,6 +150797,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||
(Expertise) | (Available) | (Arcane Lore V)
@@ -130243,6 +151350,11 @@ CoffeeMud 5.9 | (Fitness IV) | |
(Expertise) | +(Available) | +(Fortified Baking V) + | ||
(Expertise) | (Available) | (Neutralizing IV)
@@ -130257,6 +151369,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly VI) |
(Expertise) | +(Available) | +(Weather Mastering IV) + |
(Expertise) | +(Available) | +(Creative Food Prep VI) + | ||
(Expertise) | (Available) | (Fine Calligraphy VI)
@@ -130579,6 +151726,11 @@ CoffeeMud 5.9 | (Available) | (Shapeshifting VI) |
(Expertise) | +(Available) | +(Vigorous Cooking VI) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -130892,6 +152084,11 @@ CoffeeMud 5.9 | (Hardy Planting VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -131067,6 +152264,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly X) |
(Expertise) | +(Available) | +(Weather Mastering VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Mer | ||
Description | The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide. How to play: Like a fish, the Mer Druid is nearly useless out of the water. But when either above or beneath the waves, the Mer is an unstoppable force. Grouping with others on land and taking charge of the situation when the waves roll in is the way for a Mer Druid to flourish. | |
Description | The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide. How to play: Like a fish, the Mer Druid is nearly useless out of the water. But when either above or beneath the waves, the Mer is an unstoppable force. Grouping with others on land and taking charge of the situation when the waves roll in is the way for a Mer Druid to flourish. | |
Prime Statistic | Constitution | |
Qualifications | Intelligence 9+, Dexterity 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Chant: Water control) | +(Qualify) | +Airy Aura |
(Chant: Animal affinity) | (Qualify) | Calm Animal |
(Chant: Plant growth) | Summon Coral | |
(Skill: Nature lore) | +(Qualify) | +Find Home |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting |
(Chant: Water control) | Drown | (Qualify) | Masonry | -
(Common skill: Crafting) | -(Qualify) | -Ship Building |
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +
(Expertise) | +(Available) | +(Quick Building I) + |
(Expertise) | +(Available) | +(Quick Building II) + |
(Expertise) | +(Available) | +(Quick Building III) + |
(Expertise) | +(Available) | +(Quick Building IV) + |
(Expertise) | +(Available) | +(Quick Building V) + |
(Expertise) | +(Available) | +(Quick Building VI) + |
(Expertise) | +(Available) | +(Quick Building VII) + |
(Expertise) | +(Available) | +(Quick Building VIII) + |
(Expertise) | +(Available) | +(Quick Building IX) + |
(Expertise) | +(Available) | +(Quick Building X) + |
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -132312,6 +153977,14 @@ CoffeeMud 5.9 |
(Chant: Preserving) | (Qualify) | Whisperward |
(Common skill: Gathering) | +(Qualify) | +Gardening |
(Skill: Nature lore) | +(Qualify) | +Find Ship |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Chant: Weather mastery) | Favorable Winds | Tide Moon | +||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -132658,6 +154369,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -132690,6 +154406,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -132714,6 +154435,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -132928,6 +154671,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Hardy Planting I)
@@ -132977,6 +154725,11 @@ CoffeeMud 5.9 | (Artsy I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Enduring II)
@@ -133016,6 +154769,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Airelist III)
@@ -133594,6 +155387,11 @@ CoffeeMud 5.9 | (Fitness IV) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -133653,6 +155451,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Hardy Planting IV)
@@ -133678,6 +155481,11 @@ CoffeeMud 5.9 | (Plant Growing IV) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -133702,6 +155510,11 @@ CoffeeMud 5.9 | (Enduring V) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Polearm Focus IV)
@@ -133942,6 +155755,11 @@ CoffeeMud 5.9 | (Enduring VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Polearm Focus V)
@@ -133986,6 +155804,11 @@ CoffeeMud 5.9
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@@ -134015,6 +155843,11 @@ (Extended Conjuring VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -134255,6 +156088,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -134304,6 +156142,11 @@ CoffeeMud 5.9 | (Breeding VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Deep Lore VII)
@@ -134339,6 +156182,11 @@ CoffeeMud 5.9 | (Vigilantly IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Water Controlling VII)
@@ -134363,6 +156211,16 @@ CoffeeMud 5.9
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@@ -134701,6 +156579,11 @@ (Fine Calligraphy IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VIII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Shapeshifting IX)
@@ -134906,6 +156789,11 @@ CoffeeMud 5.9 | (Fine Calligraphy X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Shapeshifting X)
@@ -134920,6 +156808,11 @@ CoffeeMud 5.9
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@@ -134969,6 +156867,11 @@ (Fitness X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing X)
@@ -135103,6 +157006,11 @@ CoffeeMud 5.9 |
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@@ -135112,6 +157020,16 @@
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@@ -135121,6 +157039,11 @@
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@@ -135215,7 +157138,7 @@
SkyWatcher | ||
Description | The SkyWatcher is the master druid of the stars and heavens, being the very powerful steward of the great wheel in the sky. The SkyWatcher maintains a special connection with the moon, and gains numerous special abilities to summon great powers from luna. So connected is he to the moon that his strength and powers will fluxuate during the month, following the phase of the moon. A master of wind and weather, the SkyWatcher is also very capable of bringing the heavens down upon his enemies at need. How to play: More even than the other druids, the SkyWatcher must concern himself with pre-casting. That is to say, the SkyWatcher must be aware of his environment at all times in terms of weather, time, temperature, and locale, and must be fully prepared to alter these conditions to make them favorable to the chants he means to use against his enemies in combat. All SkyWatchers must also realize that their effectiveness when not outdoors will be almost nil, as practically every chant requires the use of outside conditions and resources. | |
Description | The SkyWatcher is the master druid of the stars and heavens, being the very powerful steward of the great wheel in the sky. The SkyWatcher maintains a special connection with the moon, and gains numerous special abilities to summon great powers from luna. So connected is he to the moon that his strength and powers will fluxuate during the month, following the phase of the moon. A master of wind and weather, the SkyWatcher is also very capable of bringing the heavens down upon his enemies at need. How to play: More even than the other druids, the SkyWatcher must concern himself with pre-casting. That is to say, the SkyWatcher must be aware of his environment at all times in terms of weather, time, temperature, and locale, and must be fully prepared to alter these conditions to make them favorable to the chants he means to use against his enemies in combat. All SkyWatchers must also realize that their effectiveness when not outdoors will be almost nil, as practically every chant requires the use of outside conditions and resources. | |
Prime Statistic | Constitution | |
Qualifications | Intelligence 9+, Constitution 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Common skill: Animal affinity) | (Qualify) | Shearing | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | ||
(Chant: Preserving) | Whisperward | (Qualify) | Woodland Sneak | -|
(Common skill: Crafting) | -(Qualify) | -Ship Building | ||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +|
(Expertise) | +(Available) | +(Quick Building I) + | ||
(Expertise) | +(Available) | +(Quick Building II) + | ||
(Expertise) | +(Available) | +(Quick Building III) + | ||
(Expertise) | +(Available) | +(Quick Building IV) + | ||
(Expertise) | +(Available) | +(Quick Building V) + | ||
(Expertise) | +(Available) | +(Quick Building VI) + | ||
(Expertise) | +(Available) | +(Quick Building VII) + | ||
(Expertise) | +(Available) | +(Quick Building VIII) + | ||
(Expertise) | +(Available) | +(Quick Building IX) + | ||
(Expertise) | +(Available) | +(Quick Building X) + | ||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -135849,9 +158161,17 @@ CoffeeMud 5.9 | Wind Shape | |
(Common skill: Gathering) | +(Qualify) | +Gardening | ||
(Skill: Dirty fighting) | (Qualify) | Dirt | ||
(Skill: Nature lore) | +(Qualify) | +Find Ship | ||
(Expertise) | @@ -136020,6 +158340,11 @@Summon Cold | |||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Chant: Enduring) | (Qualify) | Charge Metal | Spell Ward | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -136235,6 +158593,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -136267,6 +158630,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -136291,6 +158659,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -136490,6 +158880,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ignalist I)
@@ -136539,6 +158934,11 @@ CoffeeMud 5.9 | (Artsy I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Enduring II)
@@ -136563,6 +158963,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Slicing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Airelist III)
@@ -137061,6 +159501,11 @@ CoffeeMud 5.9 | (Fitness IV) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -137110,6 +159555,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ignalist IV)
@@ -137135,6 +159585,11 @@ CoffeeMud 5.9 | (Terranalist IV) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -137159,6 +159614,11 @@ CoffeeMud 5.9 | (Enduring V) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Unarmed Bashing IV)
@@ -137364,6 +159824,11 @@ CoffeeMud 5.9 | (Enduring VI) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Unarmed Bashing V)
@@ -137393,6 +159858,11 @@ CoffeeMud 5.9
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@@ -137427,6 +159902,11 @@ (Extended Conjuring VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Power Conjuring VII)
@@ -137632,6 +160112,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Power Conjuring VIII)
@@ -137666,6 +160151,11 @@ CoffeeMud 5.9 | (Animal Affinity VII) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Deep Lore VII)
@@ -137701,6 +160191,11 @@ CoffeeMud 5.9 | (Vigilantly IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Weather Mastering VII)
@@ -137715,6 +160210,16 @@ CoffeeMud 5.9
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@@ -138003,6 +160528,11 @@ (Fine Calligraphy IX) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VIII) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Shapeshifting IX)
@@ -138173,6 +160703,11 @@ CoffeeMud 5.9 | (Fine Calligraphy X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Shapeshifting X)
@@ -138187,6 +160722,11 @@ CoffeeMud 5.9
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@@ -138221,6 +160766,11 @@ (Fitness X) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling IX) + | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Neutralizing X)
@@ -138325,6 +160875,11 @@ CoffeeMud 5.9 |
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@@ -138334,6 +160889,16 @@
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@@ -138343,6 +160908,11 @@
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@@ -138441,7 +161011,7 @@
Cleric | ||
Description | Clerics are the great vassals of the Gods. Through them the wonders of both good and evil are possible. Clerics possess great magical abilities in their numerous "prayers". While their weapon choices are limited to their alignment, they may wear any type of armor. The Cleric is the general of priests, appeasing all the gods equally, or choosing to focus on one at his whim. However, should the cleric wish to show true devotion, he can gain levels in specialist classes which may or may not be available to him, depending on his disposition. These classes include: Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle. How to play: The first, last, and greatest strength of the good Cleric is in his ability to heal, just as the ability to harm aids the evil Cleric. A Cleric is unique in his ability to flourish either alone or in groups, being moderately skilled in combat, and having the healing ability to last a long time in a tough fight. Clerics are highly desired for groups, however, as the lead fighter in the group will want the Cleric's healing touch in battle. The only weakness of the Cleric is offensively, which the evil Cleric will make up for with harmful magic, and the good Cleric will compensate for with healing spells to last out the battle. With a balanced approach, the Cleric can gain experience with the efficiency of a fighter. | |
Description | Clerics are the great vassals of the Gods. Through them the wonders of both good and evil are possible. Clerics possess great magical abilities in their numerous "prayers". While their weapon choices are limited to their alignment, they may wear any type of armor. The Cleric is the general of priests, appeasing all the gods equally, or choosing to focus on one at his whim. However, should the cleric wish to show true devotion, he can gain levels in specialist classes which may or may not be available to him, depending on his disposition. These classes include: Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle. How to play: The first, last, and greatest strength of the good Cleric is in his ability to heal, just as the ability to harm aids the evil Cleric. A Cleric is unique in his ability to flourish either alone or in groups, being moderately skilled in combat, and having the healing ability to last a long time in a tough fight. Clerics are highly desired for groups, however, as the lead fighter in the group will want the Cleric's healing touch in battle. The only weakness of the Cleric is offensively, which the evil Cleric will make up for with harmful magic, and the good Cleric will compensate for with healing spells to last out the battle. With a balanced approach, the Cleric can gain experience with the efficiency of a fighter. | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Neutralization) | (Qualify) | Annul | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Silent | -|||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -139119,6 +162078,10 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Available) | (Combat Fluidity V) | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Creation) | (Qualify) | Blade Barrier | (Qualify) | Protection Elements | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Cursing) | (Qualify) | Devourer Curse | Stasis | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -139570,6 +162575,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -139625,6 +162635,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -139639,6 +162654,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -139816,6 +162853,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -139855,6 +162897,11 @@ CoffeeMud 5.9 | (Corrupting I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -139879,6 +162926,11 @@ CoffeeMud 5.9 | (Available) | (Vexing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -140351,6 +163438,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -140375,6 +163467,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -140385,6 +163482,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -140424,6 +163526,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Protecting IV)
@@ -140604,6 +163711,11 @@ CoffeeMud 5.9 | (Evangelising VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Healing V)
@@ -140628,6 +163740,11 @@ CoffeeMud 5.9
|
@@ -140662,6 +163784,11 @@ (Extended Conjuring VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -140847,6 +163974,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -140891,6 +164023,11 @@ CoffeeMud 5.9 | (Creating VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Cursing VII)
@@ -140910,6 +164047,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -141105,6 +164262,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -141139,6 +164301,11 @@ CoffeeMud 5.9 | (Corrupting VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -141163,6 +164330,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Divine Warding IX)
@@ -141356,6 +164543,11 @@ CoffeeMud 5.9 | (Available) | (Martial Lore IX) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Doomsayer | ||
Description | Doomsayers are very special servants of the gods, whose proclaimations of fire and brimstone give them resistance to fire attacks, as well as special powers controlling it. The Doomsayer is an evil aligned class, meaning that he will always fumble on good prayers, and does not qualify for good prayers. However, the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers that only the doomsayer can claim. How to play: The Doomsayer is easily the most wicked, cruel, and hated of all the Clerics. He is also the most social of the evil clerics, being a clear rival to the Healer. He is best played as a loner in cities, bringing the wrath of his God wherever he goes. | |
Description | Doomsayers are very special servants of the gods, whose proclaimations of fire and brimstone give them resistance to fire attacks, as well as special powers controlling it. The Doomsayer is an evil aligned class, meaning that he will always fumble on good prayers, and does not qualify for good prayers. However, the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers that only the doomsayer can claim. How to play: The Doomsayer is easily the most wicked, cruel, and hated of all the Clerics. He is also the most social of the evil clerics, being a clear rival to the Healer. He is best played as a loner in cities, bringing the wrath of his God wherever he goes. | |
Prime Statistic | Wisdom | |
Qualifications | Strength 9+, Wisdom 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Neutralization) | (Qualify) | Annul | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||
(Common skill: Building) | (Qualify) | Construction | Sense Magic | -||||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -142201,6 +165807,10 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Available) | (Combat Fluidity V) | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Corruption) | (Qualify) | Doom Aura | (Qualify) | Protection Elements | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Corruption) | (Qualify) | Mass Blindness | Demonic Consumption | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -142544,6 +166196,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -142576,6 +166233,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -142590,6 +166252,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -142759,6 +166443,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ignalist I)
@@ -142803,6 +166492,11 @@ CoffeeMud 5.9 | (Corrupting I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -142847,6 +166541,11 @@ CoffeeMud 5.9 | (Available) | (Vexing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -143340,6 +167074,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -143364,6 +167103,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ignalist IV)
@@ -143379,6 +167123,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -143418,6 +167167,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Influencing IV)
@@ -143613,6 +167367,11 @@ CoffeeMud 5.9 | (Evangelising VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Healing V)
@@ -143657,6 +167416,11 @@ CoffeeMud 5.9
|
@@ -143686,6 +167455,11 @@ (Extended Conjuring VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -143886,6 +167660,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -143930,6 +167709,11 @@ CoffeeMud 5.9 | (Creating VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Cursing VII)
@@ -143949,6 +167733,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX)
@@ -143969,6 +167768,11 @@ CoffeeMud 5.9 | (Ignalist VII) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -144159,6 +167963,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ignalist VIII)
@@ -144198,6 +168007,11 @@ CoffeeMud 5.9 | (Corrupting VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -144242,6 +168056,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Martial Lore IX)
@@ -144450,6 +168284,11 @@ CoffeeMud 5.9 | (Available) | (Polearm Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Healer | ||
Description | Healers project the most benevolent aspects of their gods by bringing life and good health to those around them. The Healer is so adept at these arts that his or her healing prayers are more powerful than those cast by any other cleric. The Healer is a good aligned class, meaning that he will always fumble on evil prayers, and does not qualify for evil prayers. The Healer also gets a few special prayers known only to the Healer, including the great Aura of Healing at 30th level. How to play: More than any other cleric, the Healer is a most desirable group member. There is no ailment, no weakness, no problem almost that the Healer can not cure through the power of his god. In the heat of battle, or in the periods in between, the Healer is a valued friend to those who take the brunt of battle. The Healer can also try it alone if he likes, if he is willing to use patience and plenty of cure spells to outlast his opponents. | |
Description | Healers project the most benevolent aspects of their gods by bringing life and good health to those around them. The Healer is so adept at these arts that his or her healing prayers are more powerful than those cast by any other cleric. The Healer is a good aligned class, meaning that he will always fumble on evil prayers, and does not qualify for evil prayers. The Healer also gets a few special prayers known only to the Healer, including the great Aura of Healing at 30th level. How to play: More than any other cleric, the Healer is a most desirable group member. There is no ailment, no weakness, no problem almost that the Healer can not cure through the power of his god. In the heat of battle, or in the periods in between, the Healer is a valued friend to those who take the brunt of battle. The Healer can also try it alone if he likes, if he is willing to use patience and plenty of cure spells to outlast his opponents. | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+, Charisma 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Neutralization) | (Qualify) | Annul | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||
(Common skill: Building) | (Qualify) | Construction | Restore Voice | -||||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -145317,6 +169570,10 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Qualify) | Invigorate | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Warding) | (Qualify) | Blessed Hearth | (Qualify) | Dispel Undead | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Neutralization) | (Qualify) | Peace Ritual | Heal | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -145656,6 +169955,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -145684,6 +169988,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -145698,6 +170007,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | |||||||||||||||||||||||||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | |||||||||||||||||||||||||
(Common skill: Crafting) | +(Qualify) | +Ship Building | |||||||||||||||||||||||||
(Expertise) | @@ -145808,6 +170139,10 @@
|
@@ -145960,6 +170310,11 @@ (Fine Calligraphy II) | |||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling III) + | |||||||||||||||||||||||||
(Expertise) | (Available) | (Restoring I)
@@ -146155,6 +170510,11 @@ CoffeeMud 5.9 | (Fine Calligraphy III) | ||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IV) + | |||||||||||||||||||||||||
(Expertise) | (Available) | (Restoring II)
@@ -146174,6 +170534,11 @@ CoffeeMud 5.9 | (Anatomy VI) | ||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||
(Expertise) | (Available) | (Divine Warding II)
@@ -146203,6 +170568,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Striking III) | |||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -146433,6 +170818,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -146457,6 +170847,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -146467,6 +170862,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -146501,6 +170901,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Protecting IV)
@@ -146691,6 +171096,11 @@ CoffeeMud 5.9 | (Evangelising VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Healing V)
@@ -146735,6 +171145,11 @@ CoffeeMud 5.9
|
@@ -146769,6 +171189,11 @@ (Extended Conjuring VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -146964,6 +171389,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -147013,6 +171443,11 @@ CoffeeMud 5.9 | (Creating VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -147027,6 +171462,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -147232,6 +171687,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -147261,6 +171721,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -147305,6 +171770,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Divine Warding IX)
@@ -147513,6 +171998,11 @@ CoffeeMud 5.9 | (Available) | (Unarmed Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Missionary | ||
Description | Missionaries are the crusading adventurers for the gods, exploring and spreading the good word of their deity far and wide. So energetic and mobile are the Missionaries that they seem like the wind, and in fact gain many powers of wind and electricity. The Missionary is a neutral aligned class. How to play: Although Missionaries can flourish with other missionaries, they do their best work alone, bringing the word of their god, as well as his wrath when necessary, to the unwashed masses. Missionaries will sometimes be asked to join groups so as to deliver some of that "olde-tyme neutral punch", and can even be useful to them if he strikes a careful balance with the good and evil prayers he qualifies for. | |
Description | Missionaries are the crusading adventurers for the gods, exploring and spreading the good word of their deity far and wide. So energetic and mobile are the Missionaries that they seem like the wind, and in fact gain many powers of wind and electricity. The Missionary is a neutral aligned class. How to play: Although Missionaries can flourish with other missionaries, they do their best work alone, bringing the word of their god, as well as his wrath when necessary, to the unwashed masses. Missionaries will sometimes be asked to join groups so as to deliver some of that "olde-tyme neutral punch", and can even be useful to them if he strikes a careful balance with the good and evil prayers he qualifies for. | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+, Dexterity 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Neutralization) | (Qualify) | Annul | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | ||||||||||||
(Common skill: Building) | (Qualify) | Construction | Sense Magic | -|||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | ||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +|||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | ||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | ||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -148367,9 +173271,17 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Available) | (Combat Fluidity V) | |||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Holy protection) | (Qualify) | Protection Elements | Retribution | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Restoration) | Mass Mobility | Moral Balance | +||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -148690,6 +173640,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -148722,6 +173677,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -148736,6 +173696,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -148915,6 +173897,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -148949,6 +173936,11 @@ CoffeeMud 5.9 | (Artsy I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -148983,6 +173975,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Piercing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Airelist III)
@@ -149461,6 +174493,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -149490,6 +174527,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -149500,6 +174542,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -149534,6 +174581,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Protecting IV)
@@ -149719,6 +174771,11 @@ CoffeeMud 5.9 | (Evangelising VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Healing V)
@@ -149753,6 +174810,11 @@ CoffeeMud 5.9
|
@@ -149782,6 +174849,11 @@ (Extended Conjuring VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -149972,6 +175044,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -150021,6 +175098,11 @@ CoffeeMud 5.9 | (Creating VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Cursing VII)
@@ -150040,6 +175122,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Airelist VII)
@@ -150060,6 +175157,11 @@ CoffeeMud 5.9 | (Arcane Lore IX) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -150245,6 +175347,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -150274,6 +175381,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -150308,6 +175420,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Piercing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Martial Lore IX)
@@ -150506,6 +175638,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Striking X) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Necromancer | ||
Description | Necromancers are the dark lovers of death and the dead, serving the gods in this special and little appreciated realm. The Necromancer is an evil aligned class, meaning that he will always fumble on good prayers, and does not qualify for good prayers. However, the Necromancer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers known only to the Necromancer, such as the ability to animate all kinds of wicked undead, even at low levels. Eventually, the Necromancer may even become a Lich himself! How to play: Unlike most clerics, the Necromancer is not a good group player. He does best alone with the friends he "makes" out of the dearly departed, so long as he is careful to keep them magically Fed and Healed long enough to gain useful levels. The necromancer is hated in towns, and may even be arrested if he brings his undead "friends" to town for a visit. If the Necromancer keeps his charisma high, he can lead a truly formidable army before which all others will surely tremble. | |
Description | Necromancers are the dark lovers of death and the dead, serving the gods in this special and little appreciated realm. The Necromancer is an evil aligned class, meaning that he will always fumble on good prayers, and does not qualify for good prayers. However, the Necromancer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers known only to the Necromancer, such as the ability to animate all kinds of wicked undead, even at low levels. Eventually, the Necromancer may even become a Lich himself! How to play: Unlike most clerics, the Necromancer is not a good group player. He does best alone with the friends he "makes" out of the dearly departed, so long as he is careful to keep them magically Fed and Healed long enough to gain useful levels. The necromancer is hated in towns, and may even be arrested if he brings his undead "friends" to town for a visit. If the Necromancer keeps his charisma high, he can lead a truly formidable army before which all others will surely tremble. | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+, Constitution 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Death lore) | Animate Skeleton | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Silent | -|||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -151360,6 +176911,10 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Available) | (Combat Fluidity V) | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Death lore) | (Qualify) | Animate Ghost | (Qualify) | Infuse Unholiness | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Corruption) | Mass Paralyze | Inflict Vampirism | +||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -151714,6 +177311,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -151751,6 +177353,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -151765,6 +177372,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -151934,6 +177563,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -151978,6 +177612,11 @@ CoffeeMud 5.9 | (Corrupting I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -152017,6 +177656,11 @@ CoffeeMud 5.9 | (Available) | (Vexing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -152515,6 +178194,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -152544,6 +178228,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -152554,6 +178243,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -152608,6 +178302,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Protecting IV)
@@ -152808,6 +178507,11 @@ CoffeeMud 5.9 | (Evangelising VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Healing V)
@@ -152832,6 +178536,11 @@ CoffeeMud 5.9
|
@@ -152866,6 +178580,11 @@ (Extended Conjuring VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -153071,6 +178790,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -153105,6 +178829,11 @@ CoffeeMud 5.9 | (Communing VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Cursing VII)
@@ -153124,6 +178853,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -153339,6 +179088,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -153373,6 +179127,11 @@ CoffeeMud 5.9 | (Corrupting VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -153417,6 +179176,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Edged Striking X)
@@ -153630,6 +179409,11 @@ CoffeeMud 5.9 | (Available) | (Martial Lore IX) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Oracle | ||
Description | Oracles are those who seek the infinite wisdom of their god, forever probing the vastness of divine knowledge. So knowledgable are the Oracles that they actually begin to gain arcane divination spells in addition to their assortment of prayers. The Oracle, being a seeker of truth and knowledge, is a good aligned class, meaning that they will always fumble evil prayers, and do not qualify for them. Beyond 30th level, the Oracle begins to gain skills from other classes previously unknown to him, as the mysteries of the universe begin to be revealed. How to play: The Oracle is an often consulted player, much like the Arcane diviner, for his ability to see beyond the obvious to the important truths around him. For this reason, the Oracle may be often picked for grouping. The Oracle himself, however, will need to determine if such a course is divinely inspired. | |
Description | Oracles are those who seek the infinite wisdom of their god, forever probing the vastness of divine knowledge. So knowledgable are the Oracles that they actually begin to gain arcane divination spells in addition to their assortment of prayers. The Oracle, being a seeker of truth and knowledge, is a good aligned class, meaning that they will always fumble evil prayers, and do not qualify for them. Beyond 30th level, the Oracle begins to gain skills from other classes previously unknown to him, as the mysteries of the universe begin to be revealed. How to play: The Oracle is an often consulted player, much like the Arcane diviner, for his ability to see beyond the obvious to the important truths around him. For this reason, the Oracle may be often picked for grouping. The Oracle himself, however, will need to determine if such a course is divinely inspired. | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+, Intelligence 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Healing) | (Qualify) | Cure Light Wounds | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||||||||||||||||||||||||
(Common skill: Building) | (Qualify) | Construction | Sense Magic | -||||||||||||||||||||||||||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||||||||||||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -154521,6 +180719,10 @@ CoffeeMud 5.9 |
|
@@ -154704,6 +180915,10 @@
|
@@ -154740,6 +180965,11 @@ (Combat Fluidity VI) | ||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling I) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring VI)
@@ -154753,6 +180983,10 @@ CoffeeMud 5.9 |
|
@@ -154946,6 +181205,11 @@ (Arcane Lore II) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling II) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Ingenious Engineering I)
@@ -155006,6 +181270,18 @@ CoffeeMud 5.9 | |||||||||||||||||||||||||||||||||||||
29 |
|
@@ -155184,6 +181475,11 @@ (Fine Calligraphy II) | |||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Imbued Distilling III) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Restoring I)
@@ -155374,6 +181670,11 @@ CoffeeMud 5.9 | (Fine Calligraphy III) | ||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Fortified Baking IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Restoring II)
@@ -155398,6 +181699,11 @@ CoffeeMud 5.9 | (Anatomy VI) | ||||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Creative Food Prep IV) + | |||||||||||||||||||||||||||||||||||||
(Expertise) | (Available) | (Extended Conjuring IV)
@@ -155422,6 +181728,11 @@ CoffeeMud 5.9 | (Available) | (Ranged Conjuring IV) | |||||||||||||||||||||||||||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking IV) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -155642,6 +181968,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -155666,6 +181997,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -155676,6 +182012,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -155725,6 +182066,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Legal Lore V)
@@ -155910,6 +182256,11 @@ CoffeeMud 5.9 | (Flailed Slicing V) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Healing V)
@@ -155934,6 +182285,11 @@ CoffeeMud 5.9
|
@@ -155978,6 +182339,11 @@ (Flailed Striking VI) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -156163,6 +182529,11 @@ CoffeeMud 5.9 | (Flailed Striking VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Legal Lore VII)
@@ -156207,6 +182578,11 @@ CoffeeMud 5.9 | (Communing VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Fitness VII)
@@ -156221,6 +182597,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -156421,6 +182817,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -156450,6 +182851,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -156489,6 +182895,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Flailed Striking X)
@@ -156692,6 +183118,11 @@ CoffeeMud 5.9 | (Available) | (Martial Lore IX) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Purist | ||
Description | Purists are the idyllic representatives of the goodness of divinity. They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains many cold and cold-based attacks and defensive prayers. This includes special powers over water and purity. The Purist is a good aligned class, meaning that he always fumble evil prayers. How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people. His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right. Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as he keeps his mouth shut). | |
Description | Purists are the idyllic representatives of the goodness of divinity. They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains many cold and cold-based attacks and defensive prayers. This includes special powers over water and purity. The Purist is a good aligned class, meaning that he always fumble evil prayers. How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people. His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right. Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as he keeps his mouth shut). | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+, Charisma 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Healing) | (Qualify) | Cure Light Wounds | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Sense Magic | -|||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -157549,6 +184394,10 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Available) | (Combat Fluidity V) | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Holy protection) | (Qualify) | Protection Elements | (Qualify) | Wave | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Restoration) | (Qualify) | Mass Freedom | Heal | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -157900,6 +184791,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -157932,6 +184828,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -157946,6 +184847,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -158125,6 +185048,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -158159,6 +185087,11 @@ CoffeeMud 5.9 | (Artsy I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -158193,6 +185126,11 @@ CoffeeMud 5.9 | (Available) | (Vexing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Aqualist III)
@@ -158686,6 +185659,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -158715,6 +185693,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -158725,6 +185708,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -158769,6 +185757,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Protecting IV)
@@ -158949,6 +185942,11 @@ CoffeeMud 5.9 | (Evangelising VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Hammer Bashing V)
@@ -158983,6 +185981,11 @@ CoffeeMud 5.9
|
@@ -159022,6 +186030,11 @@ (Hammer Striking VI) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -159212,6 +186225,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Hammer Striking VII)
@@ -159261,6 +186279,11 @@ CoffeeMud 5.9 | (Creating VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Cursing VII)
@@ -159280,6 +186303,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Aqualist VII)
@@ -159300,6 +186338,11 @@ CoffeeMud 5.9 | (Arcane Lore IX) | |
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -159490,6 +186533,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -159519,6 +186567,11 @@ CoffeeMud 5.9 | (Artsy VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -159553,6 +186606,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Creative Food Prep IX) + | ||
(Expertise) | (Available) | (Divine Warding IX)
@@ -159761,6 +186834,11 @@ CoffeeMud 5.9 | (Available) | (Martial Lore IX) |
(Expertise) | +(Available) | +(Vigorous Cooking IX) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Shaman | ||
Description | Shaman are those who worship the gods in the most primitive and basic ways of the earth. The Shaman is thus granted special powers over the earth by the gods, including resistances to acid attacks, at the expense of vulnerability to electricity. The Shaman is a neutral aligned class, meaning that he will never fumble on neutral prayers, and has a much smaller fumble chance on good and evil prayers. The Shaman is restricted to neutral weapons, any kind of armor, and gets numerous special prayers known only to Shaman. How to play: The Shaman is a typical village priest, having powers from his deity well suited to almost any daily concern. His neutrality shows his wisdom, and his power earns him respect. The Shaman can fill almost any role in the game, whether it be as a group member, or a lone adventurer seeking an inner peace far from home. | |
Description | Shaman are those who worship the gods in the most primitive and basic ways of the earth. The Shaman is thus granted special powers over the earth by the gods, including resistances to acid attacks, at the expense of vulnerability to electricity. The Shaman is a neutral aligned class, meaning that he will never fumble on neutral prayers, and has a much smaller fumble chance on good and evil prayers. The Shaman is restricted to neutral weapons, any kind of armor, and gets numerous special prayers known only to Shaman. How to play: The Shaman is a typical village priest, having powers from his deity well suited to almost any daily concern. His neutrality shows his wisdom, and his power earns him respect. The Shaman can fill almost any role in the game, whether it be as a group member, or a lone adventurer seeking an inner peace far from home. | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+, Constitution 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Neutralization) | (Qualify) | Annul | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Sense Invisible | -|||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -160643,6 +188135,10 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Available) | (Combat Fluidity V) | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Holy protection) | Protection Elements | (Qualify) | Retribution | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Restoration) | Mass Mobility | Stasis | +||
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -160998,6 +188536,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -161030,6 +188573,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -161044,6 +188592,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -161218,6 +188788,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -161272,6 +188847,11 @@ CoffeeMud 5.9 | (Corrupting I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -161296,6 +188876,11 @@ CoffeeMud 5.9 | (Available) | (Vexing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -161799,6 +189419,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -161823,6 +189448,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -161833,6 +189463,11 @@ CoffeeMud 5.9 | (Nature Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -161887,6 +189522,11 @@ CoffeeMud 5.9 | (Healing IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Protecting IV)
@@ -162082,6 +189722,11 @@ CoffeeMud 5.9 | (Evangelising VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Healing V)
@@ -162106,6 +189751,11 @@ CoffeeMud 5.9
|
@@ -162145,6 +189800,11 @@ (Extended Conjuring VII) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -162345,6 +190005,11 @@ CoffeeMud 5.9 | (Extended Conjuring VIII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore VI)
@@ -162389,6 +190054,11 @@ CoffeeMud 5.9 | (Creating VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Cursing VII)
@@ -162408,6 +190078,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -162618,6 +190308,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -162667,6 +190362,11 @@ CoffeeMud 5.9 | (Corrupting VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -162691,6 +190391,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
Templar | ||
Description | Templar are those who pursue power and glory in the name of their god. They are the great weaponmasters, wielding their arms to conquer the world in their gods name. The Templar can use any weapons and armor, and can specialize in many weapons as they increase in levels. The Templar is an evil aligned class, meaning that they always fumble on good prayers, and do not gain any good prayers. However, their Aura of Strife, and their increased number of attacks makes them a formidable foe of all who oppose the will of their god. How to play: The Templar is a brutal and formidable warrior, who wields death and power in the name of his god. His devastating power makes him a great ally for groups, but also a successful glory seeker when alone. | |
Description | Templar are those who pursue power and glory in the name of their god. They are the great weaponmasters, wielding their arms to conquer the world in their gods name. The Templar can use any weapons and armor, and can specialize in many weapons as they increase in levels. The Templar is an evil aligned class, meaning that they always fumble on good prayers, and do not gain any good prayers. However, their Aura of Strife, and their increased number of attacks makes them a formidable foe of all who oppose the will of their god. How to play: The Templar is a brutal and formidable warrior, who wields death and power in the name of his god. His devastating power makes him a great ally for groups, but also a successful glory seeker when alone. | |
Prime Statistic | Wisdom | |
Qualifications | Wisdom 9+, Strength 9+ | |
Practices | 5 +[(Wisdom/6)+2 per lvl] | (Qualify) | Fishing | +
(Common skill: Nature lore) | +(Qualify) | +Floristry |
(Common skill: Gathering) | (Qualify) | Foraging | (Qualify) | Hunting | +
(Common skill: Artistic) | +(Qualify) | +Play Instrument |
(Prayer: Neutralization) | (Qualify) | Annul | (Available) | (Quick Worker X) | + +
(Expertise) | +(Available) | +(Quick Working I) + |
(Expertise) | +(Available) | +(Quick Working II) + |
(Expertise) | +(Available) | +(Quick Working III) + |
(Expertise) | +(Available) | +(Quick Working IV) + |
(Expertise) | +(Available) | +(Quick Working V) + |
(Expertise) | +(Available) | +(Quick Working VI) + |
(Expertise) | +(Available) | +(Quick Working VII) + |
(Expertise) | +(Available) | +(Quick Working VIII) + |
(Expertise) | +(Available) | +(Quick Working IX) + |
(Expertise) | +(Available) | +(Quick Working X) + |
(Common skill: Crafting) | +(Qualify) | +Boatwrighting | |||||||||||||||
(Common skill: Building) | (Qualify) | Construction | (Qualify) | Dispel Good | -|||||||||||||
(Common skill: Crafting) | -(Qualify) | -Ship Building | |||||||||||||||
(Common skill: Crafting) | (Qualify) | Siegecraft | Wainwrighting | +||||||||||||||
(Expertise) | +(Available) | +(Quick Building I) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building II) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building III) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IV) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building V) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VI) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building VIII) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building IX) + | |||||||||||||||
(Expertise) | +(Available) | +(Quick Building X) + | |||||||||||||||
(Expertise) | (Available) | (Reduced Conjuring III)
@@ -163798,6 +191937,10 @@ CoffeeMud 5.9 |
CoffeeMud 5.9 | (Qualify) | Bone Moon | ||||||||||||
(Expertise) | +(Available) | +(Fortified Baking I) + |
(Common skill: Epicurean) | +(Qualify) | +Food Preserving |
(Prayer: Vexing) | (Qualify) | Drain | Tithe | + +
(Expertise) | +(Available) | +(Creative Food Prep I) + |
(Expertise) | +(Available) | +(Vigorous Cooking I) + |
(Common skill: Animal affinity) | +(Qualify) | +Branding | ||
(Prayer: Vexing) | (Qualify) | Absorption | Second Attack | +|
(Expertise) | +(Available) | +(Advanced Cooking I) + | ||
(Expertise) | +(Available) | +(Advanced Crafting I) + | ||
(Expertise) | (Available) | (Arcane Lore I)
@@ -164135,6 +192320,11 @@ CoffeeMud 5.9 | (Extended Conjuring I) | |
(Expertise) | +(Available) | +(Fortified Baking II) + | ||
(Expertise) | (Available) | (Power Conjuring I)
@@ -164163,6 +192353,11 @@ CoffeeMud 5.9 | (Combat Fluidity VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep II) + | ||
(Expertise) | (Available) | (Home Cooking III)
@@ -164177,6 +192372,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly II) |
(Expertise) | +(Available) | +(Vigorous Cooking II) + |
(Common skill: Nature lore) | +(Qualify) | +Master Floristry | ||
(Common skill: Nature lore) | +(Qualify) | +Master Herbology | ||
(Common skill: Crafting) | +(Qualify) | +Ship Building | ||
(Expertise) | @@ -164391,6 +192608,11 @@(Combat Fluidity X) | |||
(Expertise) | +(Available) | +(Fortified Baking III) + | ||
(Expertise) | (Available) | (Ingenious Engineering II)
@@ -164465,6 +192687,11 @@ CoffeeMud 5.9 | (Corrupting I) | |
(Expertise) | +(Available) | +(Creative Food Prep III) + | ||
(Expertise) | (Available) | (Death Lore III)
@@ -164589,6 +192816,11 @@ CoffeeMud 5.9 | (Available) | (Vexing I) |
(Expertise) | +(Available) | +(Vigorous Cooking III) + |
(Expertise) | +(Available) | +(Advanced Cooking II) + | ||||||||||||
(Expertise) | +(Available) | +(Advanced Crafting II) + | ||||||||||||
(Expertise) | (Available) | (Arcane Lore V)
@@ -165452,6 +193719,11 @@ CoffeeMud 5.9 | (Fitness IV) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking V) + | ||||||||||||
(Expertise) | (Available) | (Neutralizing IV)
@@ -165476,6 +193748,11 @@ CoffeeMud 5.9 | (Arcane Lore VI) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep V) + | ||||||||||||
(Expertise) | (Available) | (Ingenious Engineering V)
@@ -165496,6 +193773,11 @@ CoffeeMud 5.9 | (Shield Using IV) | |||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking V) + | ||||||||||||
(Expertise) | (Available) | (Wise Crafting IV)
@@ -165595,6 +193877,11 @@ CoffeeMud 5.9 | (Hammer Focus IV) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling V) + | ||||||||||||
(Expertise) | (Available) | (Polearm Focus IV)
@@ -165945,6 +194232,11 @@ CoffeeMud 5.9 | (Flailed Slicing V) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VI) + | ||||||||||||
(Expertise) | (Available) | (Hammer Bashing V)
@@ -166039,6 +194331,11 @@ CoffeeMud 5.9
|
@@ -166108,6 +194410,11 @@ (Hammer Striking VI) | |||||||||||
(Expertise) | +(Available) | +(Imbued Distilling VI) + | ||||||||||||
(Expertise) | (Available) | (Martial Lore V)
@@ -166463,6 +194770,11 @@ CoffeeMud 5.9 | (Flailed Striking VII) | |||||||||||
(Expertise) | +(Available) | +(Fortified Baking VII) + | ||||||||||||
(Expertise) | (Available) | (Hammer Striking VII)
@@ -166522,6 +194834,11 @@ CoffeeMud 5.9 | (Communing VII) | |||||||||||
(Expertise) | +(Available) | +(Creative Food Prep VII) + | ||||||||||||
(Expertise) | (Available) | (Cursing VII)
@@ -166541,6 +194858,11 @@ CoffeeMud 5.9 | (Available) | (Vigilantly IX) | ||||||||||
(Expertise) | +(Available) | +(Vigorous Cooking VII) + |
(Expertise) | +(Available) | +(Advanced Cooking III) + | ||
(Expertise) | +(Available) | +(Advanced Crafting III) + | ||
(Expertise) | (Available) | (Arcane Lore IX) | ||
(Expertise) | +(Available) | +(Imbued Distilling VII) + | ||
(Expertise) | (Available) | (Ingenious Engineering VIII)
@@ -166911,6 +195248,11 @@ CoffeeMud 5.9 | (Arcane Lore X) | |
(Expertise) | +(Available) | +(Fortified Baking VIII) + | ||
(Expertise) | (Available) | (Ingenious Engineering IX)
@@ -166980,6 +195322,11 @@ CoffeeMud 5.9 | (Corrupting VIII) | |
(Expertise) | +(Available) | +(Creative Food Prep VIII) + | ||
(Expertise) | (Available) | (Death Lore X)
@@ -167104,6 +195451,11 @@ CoffeeMud 5.9 | (Available) | (Vexing VIII) |
(Expertise) | +(Available) | +(Vigorous Cooking VIII) + |
(Expertise) | +(Available) | +(Fortified Baking X) + |
(Expertise) | +(Available) | +(Creative Food Prep X) + |
(Expertise) | +(Available) | +(Vigorous Cooking X) + |
(Expertise) | +(Available) | +(Imbued Distilling X) + |
+
Abandon Ship (Skill_AbandonShip)
+
Skill : Abandon Ship
Domain : Sea travel
Available: Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Movement (100)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : ABANDONSHIP
Usage : ABANDONSHIP
Example : abandonship
During ship combat, the sailor can summon all his or her skill and training
into a panicked rush of life-and-property-saving action. The sailor will
gather up any life boats on the ship, load them with as much cargo as they will
hold, load them up with enough crew as skill allows, jump into a boat, launch
the boats, and order the floatilla on a break-neck paced retreat. If the ship
has no life boats, then the sailor will simply throw some number of crew
overboard and then jump themselves. The sailor will have no movement remaining
afterwards.
Abiding Aura (Paladin_AbidingAura)
-
Skill : Abiding Aura
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
This powerful paladin aura holds back the death of the paladin's nearby allies
for a few seconds. From the moment the aura prevents a death, that person has
10 seconds to get above 10 percent of their health before the delayed death
finally occurs. In the meantime, so long as he or she remains in the paladin's
presence, death will not occur.
+
Skill : Abiding Aura
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
This powerful paladin aura holds back the death of the paladin's nearby allies
for a few seconds. From the moment the aura prevents a death, that person has
10 seconds to get above 10 percent of their health before the delayed death
finally occurs. In the meantime, so long as he or she remains in the paladin's
presence, death will not occur.
Above The Law (Skill_AboveTheLaw)
-
Skill : Above The Law
Domain : Legal
Available: Oracle
Allows : Legal Lore I
Invoked : Automatic
Example :
Some people, Oracles for instance, are so beloved and respected in their home
cities that they are instantly forgiven any crimes they might commit.
+
Skill : Above The Law
Domain : Legal
Available: Oracle
Allows : Legal Lore I
Invoked : Automatic
Example :
Some people, Oracles for instance, are so beloved and respected in their home
cities that they are instantly forgiven any crimes they might commit.
Skill : Accuse
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : ACCUSE
Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
Example : accuse gunther making me mad
Example : accuse joe of being joe 7 !
From anywhere on the map, the player with this skill can cause the target
player to be accused of a crime in either the area they are currently in, their
starting area, or the area the accuser is in, depending on what's available
when the skill is used. This will cause the law in that area to go after the
target player. The default sentence is prison time, but this can be lowered or
raised by specifying a number from 0 (warning) to 10 (death) at the end. An
exclamation mark may be optionally also added to do a worldwide announcement.
+
Skill : Accuse
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : ACCUSE
Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
Example : accuse gunther making me mad
Example : accuse joe of being joe 7 !
From anywhere on the map, the player with this skill can cause the target
player to be accused of a crime in either the area they are currently in, their
starting area, or the area the accuser is in, depending on what's available
when the skill is used. This will cause the law in that area to go after the
target player. The default sentence is prison time, but this can be lowered or
raised by specifying a number from 0 (warning) to 10 (death) at the end. An
exclamation mark may be optionally also added to do a worldwide announcement.
Skill : Ad Lib
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (36) Movement (36)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ADLIB
Usage : ADLIB [TARGET]
Example : adlib bob
The bard begins watching the target carefully. If the target uses a skill that
is unknown to the bard within the short time of this effect, even if it is not
one the bard is capable of learning, the bard will immediately attempt to
ad-lib the skill towards the exact same target, and at the same proficiency.
If either leaves the room, or the short time limit runs out, the effect just
quietly ends.
+
Skill : Ad Lib
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (36) Movement (36)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ADLIB
Usage : ADLIB [TARGET]
Example : adlib bob
The bard begins watching the target carefully. If the target uses a skill that
is unknown to the bard within the short time of this effect, even if it is not
one the bard is capable of learning, the bard will immediately attempt to
ad-lib the skill towards the exact same target, and at the same proficiency.
If either leaves the room, or the short time limit runs out, the effect just
quietly ends.
Skill : Alchemy
Domain : Crafting
Available: Arcanist Shaman Numerous Classes
Requires : A base intelligence of at least 12. A base wisdom of at least 12.
Allows : Quick Worker I, Home Cooking I, Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BREW, ALCHEMY
Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]
Example : brew heal flask
: : brew list
: : brew list cure
: : brew list all
This skill allows the player to brew a potion from one of the spells or prayers
the player knows. To do this, the player must have a glass drinking container
to make the potion out of. Many potions require ingredients, and all require
water or some other liquid base to start from. Also, the player must have
mastered the spell or prayer before attempting to brew a potion from it.
Lastly, the player will lose some experience for brewing the potion.
+
Skill : Alchemy
Domain : Crafting
Available: Arcanist Shaman Numerous Classes
Requires : A base intelligence of at least 12. A base wisdom of at least 12.
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Allows : Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BREW, ALCHEMY
Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]
Example : brew heal flask
: : brew list
: : brew list cure
: : brew list all
This skill allows the player to brew a potion from one of the spells or prayers
the player knows. To do this, the player must have a glass drinking container
to make the potion out of. Many potions require ingredients, and all require
water or some other liquid base to start from. Also, the player must have
mastered the spell or prayer before attempting to brew a potion from it.
Lastly, the player will lose some experience for brewing the potion.
Skill : Alertness
Domain : Alert
Available: Pirate Thief
Allows : Vigilantly I
Use Cost : Mana (70)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ALERTNESS
Usage : ALERTNESS
Example : alertness
The thief uses his or her acute vision to notice details about rooms he might
otherwise miss. The higher his alertness expertise, the more he will catch.
+
Skill : Alertness
Domain : Alert
Available: Pirate Thief
Allows : Vigilantly I
Use Cost : Mana (70)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ALERTNESS
Usage : ALERTNESS
Example : alertness
The thief uses his or her acute vision to notice details about rooms he might
otherwise miss. The higher his alertness expertise, the more he will catch.
All Defence (Paladin_Defend)
-
Skill : All Defence
Domain : Evasive
Available: Minstrel Paladin
Allows : Evasively I
Use Cost : Movement (61)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : DEFENCE
Usage : DEFENCE
Example : defence
During combat, the Paladin can use this skill to stop attacking in favor of an
all-out defensive posture. Should the Paladin go two full rounds without being
hit, the battle will end peacefully.
+
Skill : All Defence
Domain : Evasive
Available: Minstrel Paladin
Allows : Evasively I
Use Cost : Movement (61)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : DEFENCE
Usage : DEFENCE
Example : defence
During combat, the Paladin can use this skill to stop attacking in favor of an
all-out defensive posture. Should the Paladin go two full rounds without being
hit, the battle will end peacefully.
Skill : Ambush
Domain : Stealthy
Available: Assassin Beastmaster Thief
Allows : Stealthy I
Use Cost : Mana (36) Movement (36)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : AMBUSH
Usage : AMBUSH
Example : ambush
The thief directs the movements of his or her group members, positioning them
so that they are in a hidden state, ready for an ambush.
+
Skill : Ambush
Domain : Stealthy
Available: Assassin Beastmaster Thief
Allows : Stealthy I
Use Cost : Mana (36) Movement (36)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : AMBUSH
Usage : AMBUSH
Example : ambush
The thief directs the movements of his or her group members, positioning them
so that they are in a hidden state, ready for an ambush.
Skill : Amputation
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (25) Movement (25)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : AMPUTATE
Usage : AMPUTATE [TARGET NAME] [PART]
Example : amputate orc arm
This ability governs the careful removal of body parts as a punishment for
crimes. The target is, amazingly, not harmed during the procedure, but merely
loses the specified limb. The target must be lying on an operating table or
bed, bound.
+
Skill : Amputation
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (40) Movement (40)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : AMPUTATE
Usage : AMPUTATE [TARGET NAME] [PART]
Example : amputate orc arm
This ability governs the careful removal of body parts as a punishment for
crimes. The target is, amazingly, not harmed during the procedure, but merely
loses the specified limb. The target must be lying on an operating table or
bed, bound.
Analyze Mark (Thief_AnalyzeMark)
-
Skill : Analyze Mark
Domain : Combat lore
Available: Assassin Charlatan Scholar
Allows : Combat Lore I
Invoked : Automatic
Example :
The thief, after marking a target for death (see the MARK skill), and
"observing" the mark for awhile (15 ticks), gains great insight into the
target. The thief will be able to see all vital information about the mark
every time they examine the mark directly (LOOK).
+
Skill : Analyze Mark
Domain : Combat lore
Available: Assassin Charlatan Scholar
Allows : Combat Lore I
Invoked : Automatic
Example :
The thief, after marking a target for death (see the MARK skill), and
"observing" the mark for awhile (15 ticks), gains great insight into the
target. The thief will be able to see all vital information about the mark
every time they examine the mark directly (LOOK).
Animal Bonding (AnimalBonding)
-
Skill : Animal Bonding
Domain : Animal affinity
Available: Beastmaster Mer Ranger
Allows : Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ANIMALBOND, ANIMALBONDING
Usage : ANIMALBOND [MOB NAME]
Example : animalbond bear
This skill allows the player to form a bond with the given animal follower,
allowing the animal to understand ORDERs given to them. It does not cause the
animal to follow the player, but only improves communication between them.
+
Skill : Animal Bonding
Domain : Animal affinity
Available: Beastmaster Mer Ranger
Allows : Animal Affinity I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ANIMALBOND, ANIMALBONDING
Usage : ANIMALBOND [MOB NAME]
Example : animalbond bear
This skill allows the player to form a bond with the given animal follower,
allowing the animal to understand ORDERs given to them. It does not cause the
animal to follow the player, but only improves communication between them.
Animal Frenzy (Ranger_AnimalFrenzy)
-
Skill : Animal Frenzy
Domain : Animal affinity
Available: Ranger
Allows : Animal Affinity I
Invoked : Automatic
Example :
All animal followers of the ranger gain amazing attack feats, and up to
quadruple damage bonuses.
+
Skill : Animal Frenzy
Domain : Animal affinity
Available: Ranger
Allows : Animal Affinity I
Invoked : Automatic
Example :
All animal followers of the ranger gain amazing attack feats, and up to
quadruple damage bonuses.
Animal Husbandry (AnimalHusbandry)
-
Skill : Animal Husbandry
Domain : Animal affinity
Available: Artisan
Allows : Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HUSBAND, ANIMALHUSBANDRY
Usage : HUSBAND [MOB NAME] [MOB NAME]
Example : husband bull cow
This skill allows the player to coax two animals on his or her own property to
reproduce. If successful, the female animal will be pregnant, and some time
later, will give birth to a baby. This skill can also be used to tell if an
animal is pregnant -- just select the female mob twice; if the female is
pregnant, then you will see an already pregnant error, and if not, an error for
selecting the female twice.
+
Skill : Animal Husbandry
Domain : Animal affinity
Available: Artisan
Requires : 'Shearing' at 75%, 'Bandaging' at 75%, and 'Cage Building' at 75%
Allows : Animal Affinity I, Natural Weapon Proficiency, Quick Working I
Allows : Mounted Combat, Quick Worker I, Cage, Master Shearing
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HUSBAND, ANIMALHUSBANDRY
Usage : HUSBAND [MOB NAME] [MOB NAME]
Example : husband bull cow
This skill allows the player to coax two animals on his or her own property to
reproduce. If successful, the female animal will be pregnant, and some time
later, will give birth to a baby. This skill can also be used to tell if an
animal is pregnant -- just select the female mob twice; if the female is
pregnant, then you will see an already pregnant error, and if not, an error for
selecting the female twice.
Animal Taming (AnimalTaming)
-
Skill : Animal Taming
Domain : Animal affinity
Available: Trapper
Allows : Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TAME, TAMING, ANIMALTAMING
Usage : TAME [MOB NAME] ([CAGE NAME])
Example : tame bear cage
This skill allows the player to remove any behaviors, such as aggressiveness or
the tendency to roam around, or other behaviors from the target caged or bound
mob.
+
Skill : Animal Taming
Domain : Animal affinity
Available: Trapper
Allows : Animal Affinity I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TAME, TAMING, ANIMALTAMING
Usage : TAME [MOB NAME] ([CAGE NAME])
Example : tame bear cage
This skill allows the player to remove any behaviors, such as aggressiveness or
the tendency to roam around, or other behaviors from the target caged or bound
mob.
Animal Trading (AnimalTrading)
-
Skill : Animal Trading
Domain : Animal affinity
Available: Trapper
Allows : Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL
Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])
Example : asell bear cage shopkeeper
Example : asell bear
Example : asell bear shopkeeper
This skill allows the player to sell bound or caged animals to shopkeepers who
deal in them. As can be seen from the parameters, the player may also sell
mobs right out of cages, or animals in their group who are bound.
+
Skill : Animal Trading
Domain : Animal affinity
Available: Trapper
Allows : Animal Affinity I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL
Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])
Example : asell bear cage shopkeeper
Example : asell bear
Example : asell bear shopkeeper
This skill allows the player to sell bound or caged animals to shopkeepers who
deal in them. As can be seen from the parameters, the player may also sell
mobs right out of cages, or animals in their group who are bound.
Animal Training (AnimalTraining)
-
Skill : Animal Training
Domain : Animal affinity
Available: Beastmaster Trapper
Allows : Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ANIMALTRAINING
Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]
Example : animaltrain bear cage kill
Example : animaltrain bear wander
This skill allows the player to add behaviors, such as aggressiveness or the
tendency to roam around, or other behaviors and skills to the bound or caged
animal.
+
Skill : Animal Training
Domain : Animal affinity
Available: Beastmaster Trapper
Allows : Animal Affinity I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ANIMALTRAINING
Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]
Example : animaltrain bear cage kill
Example : animaltrain bear wander
This skill allows the player to add behaviors, such as aggressiveness or the
tendency to roam around, or other behaviors and skills to the bound or caged
animal.
Skill : Apothecary
Domain : Crafting
Available: Barbarian Numerous Classes
Requires : A base wisdom of at least 12.
Allows : Quick Worker I, Identify Poison, Poisoning I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : APOTHECARY, MIX
Skill : APOTHECARY
Usage : MIX LIST/[BREWING CONTAINER]
Example : mix pot
: : mix list
: : mix list slumber
: : mix list all
This skill allows the player to create a deadly poison from basic ingredients.
The player must be near a fire over which the poison can be brewed. The
ingredients must be placed in a fire-safe container, like a pot or pan. A pot
may be filled with water or other liquids, if water or the liquid is required
for the recipe.
+
Skill : Apothecary
Domain : Epicurean
Available: Barbarian Numerous Classes
Requires : A base wisdom of at least 12.
Allows : Quick Cooking I, Identify Poison, Quick Worker I
Allows : Advanced Cooking I, Poisoning I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : APOTHECARY, MIX
Skill : APOTHECARY
Usage : MIX LIST/[BREWING CONTAINER]
Example : mix pot
: : mix list
: : mix list slumber
: : mix list all
This skill allows the player to create a deadly poison from basic ingredients.
The player must be near a fire over which the poison can be brewed. The
ingredients must be placed in a fire-safe container, like a pot or pan. A pot
may be filled with water or other liquids, if water or the liquid is required
for the recipe.
Skill : Appraise
Domain : Street smarts
Available: Artisan Bard Burglar Dancer
Available: Scholar
Allows : Street Lore I
Use Cost : Mana (53)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : APPRAISE
Usage : APPRAISE [ITEM NAME]
Example : appraise sword
The thief carefully examines the item, determining (perhaps even successfully),
the items material, weight, size (for armor), and base gold value.
+
Skill : Appraise
Domain : Street smarts
Available: Artisan Bard Burglar Dancer
Available: Scholar
Requires : 'Jewel Making' at 75%
Allows : Haggle, Street Lore I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : APPRAISE
Usage : APPRAISE [ITEM NAME]
Example : appraise sword
The thief carefully examines the item, determining (perhaps even successfully),
the items material, weight, size (for armor), and base gold value.
Aquatic Pass (Druid_AquaticPass)
-
Skill : Aquatic Pass
Domain : Stealthy
Available: Mer
Allows : Stealthy I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AQUAPASS, APASS
Usage : AQUAPASS [DIRECTION]
Example : aquapass east
This skill allows the druid to move silently and almost invisibly from place to
place while traveling in aquatic areas. Moreover, this skill allows the Druid
to pass into locked dwellings, if those dwellings are located in the watery
domain.
+
Skill : Aquatic Pass
Domain : Stealthy
Available: Mer
Allows : Stealthy I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AQUAPASS, APASS
Usage : AQUAPASS [DIRECTION]
Example : aquapass east
This skill allows the druid to move silently and almost invisibly from place to
place while traveling in aquatic areas. Moreover, this skill allows the Druid
to pass into locked dwellings, if those dwellings are located in the watery
domain.
Armor Specialization (Specialization_Armor)
-
Skill : Armor Specialization
Domain : Armor use
Available: Several Classes
Allows : Armor Focus I, Weaponsmithing, Armor Optimizing I
Allows : Master Weaponsmithing
Invoked : Automatic
The player is an expert at getting the most from armor. This allows a small
bonus per piece of armor worn, and with the use of focus expertise, can permit
higher level armor to be worn.
+
Skill : Armor Specialization
Domain : Armor use
Available: Several Classes
Allows : Weaponsmithing, Armor Optimizing I, Armor Focus I
Invoked : Automatic
The player is an expert at getting the most from armor. This allows a small
bonus per piece of armor worn, and with the use of focus expertise, can permit
higher level armor to be worn.
Armor Tweaking (Fighter_ArmorTweaking)
-
Skill : Armor Tweaking
Domain : Armor use
Available: Barbarian Fighter Monk Paladin
Available: Ranger
Allows : Armor Optimizing I
Use Cost : Mana (52)
Quality : Always Beneficial
Targets : Items
Range : Touch, or not applicable
Commands : ARMORTWEAK, TWEAK
Usage : TWEAK [ARMOR PIECE]
Example : tweak leggings
The fighter becomes familiar enough with his or her armor that he is able to
properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece
to get maximum benefit from it. The result is a 10% benefit bonus from the
armor. The benefits of the tweaking last as long as the armor is worn by the
same wearer.
+
Skill : Armor Tweaking
Domain : Armor use
Available: Barbarian Fighter Monk Paladin
Available: Ranger
Allows : Armor Optimizing I
Use Cost : Mana (52)
Quality : Always Beneficial
Targets : Items
Range : Touch, or not applicable
Commands : ARMORTWEAK, TWEAK
Usage : TWEAK [ARMOR PIECE]
Example : tweak leggings
The fighter becomes familiar enough with his or her armor that he is able to
properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece
to get maximum benefit from it. The result is a 10% benefit bonus from the
armor. The benefits of the tweaking last as long as the armor is worn by the
same wearer.
Armorsmithing (Armorsmithing)
-
Skill : Armorsmithing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing' at 75%
Requires : A base strength of at least 12.
Allows : Master Armorsmithing, Quick Worker I, Durable Crafting I
Allows : Quality Crafting I, Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ARMORSMITH, ARMORSMITHING
Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]
Example : armorsmith platemail shirt
: : armorsmith list
: : armorsmith list vest
: : armorsmith list all
: : armorsmith info vest
: : armorsmith mend vest
: : armorsmith refit sleeves
: : armorsmith scan
: : armorsmith scan bob
: : armorsmith learn vest
This skill allows a player to craft armor pieces from metal. This skill
requires Blacksmithing in order to learn it. The extent of the items which can
be crafted expands as the player goes up in level. To begin smithing, the
player must be in a room with an open fire burning, and must have placed the
metal he or she wishes to make the item from on the ground. This command may
also be used to mend damaged metal armors, get info on a list item, refit metal
armors which are the wrong size, or learn to how to smith a found item,
provided a blank recipe page, or recipe book with blank pages is in his or her
inventory. The player may also scan the room or other players for equipment
that may be mended by this skill, using the scan parameter. The raw metal for
armorsmithing can be obtained using the Mining skill, and better metals through
the Smelting skill. Using better metals will increase both the strength and the
required level of the crafted item.
This skill also allows the player to learn how to smith an item he or she has
found. To do this, the player needs to have a blank Recipe page, or a Recipe
book with blank pages in his or her inventory.
+
Skill : Armorsmithing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing' at 75%
Requires : A base strength of at least 12.
Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I
Allows : Quick Worker I, Durable Crafting I, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Scrapping
Allows : Quality Metalworking I, Master Armorsmithing
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ARMORSMITH, ARMORSMITHING
Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]
Example : armorsmith platemail shirt
: : armorsmith list
: : armorsmith list vest
: : armorsmith list left wrist
: : armorsmith list all
: : armorsmith info vest
: : armorsmith mend vest
: : armorsmith refit sleeves
: : armorsmith scan
: : armorsmith scan bob
: : armorsmith learn vest
This skill allows a player to craft armor pieces from metal. This skill
requires Blacksmithing in order to learn it. The extent of the items which can
be crafted expands as the player goes up in level. To begin smithing, the
player must be in a room with an open fire burning, and must have placed the
metal he or she wishes to make the item from on the ground. This command may
also be used to mend damaged metal armors, get info on a list item, refit metal
armors which are the wrong size, or learn to how to smith a found item,
provided a blank recipe page, or recipe book with blank pages is in his or her
inventory. The player may also scan the room or other players for equipment
that may be mended by this skill, using the scan parameter. The raw metal for
armorsmithing can be obtained using the Mining skill, and better metals through
the Smelting skill. Using better metals will increase both the strength and the
required level of the crafted item.
This skill also allows the player to learn how to smith an item he or she has
found. To do this, the player needs to have a blank Recipe page, or a Recipe
book with blank pages in his or her inventory.
Skill : Arrest
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (69)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ARREST
Usage : ARREST [TARGET NAME]
Example : arrest orc
This powerful skill allows the player to automagically knock out the target,
and instantly handcuff them for travel to the local judge for trial. The
Collect Bounty skill is required to turn the prisoner over to the judge.
Otherwise, your other recourse is to turn the prisoner over to a cityguard.
+
Skill : Arrest
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (69)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ARREST
Usage : ARREST [TARGET NAME]
Example : arrest orc
This powerful skill allows the player to automagically knock out the target,
and instantly handcuff them for travel to the local judge for trial. The
Collect Bounty skill is required to turn the prisoner over to the judge.
Otherwise, your other recourse is to turn the prisoner over to a cityguard.
Arresting Sap (Skill_ArrestingSap)
-
Skill : Arresting Sap
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ASAP
Usage : ASAP [TARGET NAME]
Example : asap orc
If the target has warrants out in the area, this skill will knock them out so
that they can be cuffed for transport to the judge for trial. The Handcuff
skill is required to cuff them, and the Collect Bounty skill is required to
turn the prisoner over to the judge. Otherwise, your other recourse is to turn
the prisoner over to a cityguard.
+
Skill : Arresting Sap
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ASAP
Usage : ASAP [TARGET NAME]
Example : asap orc
If the target has warrants out in the area, this skill will knock them out so
that they can be cuffed for transport to the judge for trial. The Handcuff
skill is required to cuff them, and the Collect Bounty skill is required to
turn the prisoner over to the judge. Otherwise, your other recourse is to turn
the prisoner over to a cityguard.
Skill : Arsonry
Domain : Criminal
Available: Thief
Allows : Criminal Deviousness I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : ARSON, ARSONRY
Usage : ARSONRY [TARGET ITEM]/[DIRECTION]
Example : arsonry pile of wood
Example : arsonry east
If the thief is holding a torch or something else usable to spread fire, he may
quickly light an available item, or a random item in an adjacent room using
this skill.
+
Skill : Arsonry
Domain : Criminal
Available: Thief
Allows : Criminal Deviousness I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : ARSON, ARSONRY
Usage : ARSONRY [TARGET ITEM]/[DIRECTION]
Example : arsonry pile of wood
Example : arsonry east
If the thief is holding a torch or something else usable to spread fire, he may
quickly light an available item, or a random item in an adjacent room using
this skill.
Skill : Articles
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (71)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ARTICLES
Usage : ARTICLES [TARGET NAME]
Example : articles bob
This skill allows the player on their ship to offer the articles of piracy to
the target bound or grouped npc. If they are accepted, the target will be tied
to the ship for the rest of their life, and will perform one of three jobs for
the ship:
Siege Weapon Operator: This type of crew will remain passive until the ship
enters combat. At that point they will seek out the nearest siege weapon and
attempt to load and aim it. They pick up and use any suitable ammunition
sitting around.
Defender: This type of crew will remain passive until the ship enters combat.
At that point, they will begin wandering the ship looking for fights to get
into against anyone who boards.
Boarder: This type of crew will remain passive until the ship enters combat.
At that point, they will begin wandering the ship looking for a way to get to
the enemy ship. If any grapples are sitting around, they will grab them and
use them.
The total amount of crew that can sign the articles of piracy is limited by the
size of the ship deck, the number of rooms in the ship total, and the expertise
of the pirate.
+
Skill : Articles
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (71)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ARTICLES
Usage : ARTICLES [TARGET NAME]
Example : articles bob
This skill allows the player on their ship to offer the articles of piracy to
the target bound or grouped npc. If they are accepted, the target will be tied
to the ship for the rest of their life, and will perform one of three jobs for
the ship:
Siege Weapon Operator: This type of crew will remain passive until the ship
enters combat. At that point they will seek out the nearest siege weapon and
attempt to load and aim it. They pick up and use any suitable ammunition
sitting around.
Defender: This type of crew will remain passive until the ship enters combat.
At that point, they will begin wandering the ship looking for fights to get
into against anyone who boards.
Boarder: This type of crew will remain passive until the ship enters combat.
At that point, they will begin wandering the ship looking for a way to get to
the enemy ship. If any grapples are sitting around, they will grab them and
use them.
The total amount of crew that can sign the articles of piracy is limited by the
size of the ship deck, the number of rooms in the ship total, and the expertise
of the pirate.
Assassinate (Thief_Assassinate)
-
Skill : Assassinate
Domain : Dirty fighting
Available: Assassin
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (32) Movement (32)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ASSASSINATE
Usage : ASSASSINATE ([TARGET NAME])
Example :
The thief begins to track their mark for assassination. When the track is
complete, the thief will automatically attack. If the thief is hidden, then
the attack will be as a backstab. Non-players with this skill will accept a
parameter of a name, and will sneak into the room with the target. Players
with the Mark skill, however, must Mark the target first.
+
Skill : Assassinate
Domain : Dirty fighting
Available: Assassin
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Mana (32) Movement (32)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ASSASSINATE
Usage : ASSASSINATE ([TARGET NAME])
Example :
The thief begins to track their mark for assassination. When the track is
complete, the thief will automatically attack. If the thief is hidden, then
the attack will be as a backstab. Non-players with this skill will accept a
parameter of a name, and will sneak into the room with the target. Players
with the Mark skill, however, must Mark the target first.
Atemi Strike (Fighter_AtemiStrike)
-
Skill : Atemi Strike
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ATEMI
Usage : ATEMI [TARGET NAME]
Example : atemi orc
The Monk delivers a lethal, deadly, and powerful strike to the target. Some
time later, the target WILL die.
+
Skill : Atemi Strike
Domain : Punching
Available: Monk
Allows : Iron Punching I, Combat Fluidity I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ATEMI
Usage : ATEMI [TARGET NAME]
Example : atemi orc
The Monk delivers a lethal, deadly, and powerful strike to the target. Some
time later, the target WILL die.
Attribute Training (AttributeTraining)
-
Skill : Attribute Training
Domain : Education lore
Available: Scholar
Allows : Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN
Usage : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]
Example : attribtrain bob strength
Example : attribtrain bob dexterity
This skill allows the player to train a particular attribute with a follower.
The attribute requires the trainee to have the a sufficient number of Training
Points, which, for NPCs, can be more than required by players.
+
Skill : Attribute Training
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN
Usage : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]
Example : attribtrain bob strength
Example : attribtrain bob dexterity
This skill allows the player to train a particular attribute with a follower.
The attribute requires the trainee to have the a sufficient number of Training
Points, which, for NPCs, can be more than required by players.
Skill : AutoBash
Domain : Shield use
Available: Fighter
Requires : 'Shield Bash'
Allows : Shield Using I
Use Cost : Movement (70)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOBASH
Usage : AUTOBASH
Example : autobash
Using this command will toggle Auto Shield Bashing on and off. If the Fighter
turns this feature on, and knows Shield Bashing, he will attempt a free shield
bash attempt every combat round in which his autobash proficiency check is
made.
+
Skill : AutoBash
Domain : Shield use
Available: Fighter
Requires : 'Shield Bash'
Allows : Shield Using I
Use Cost : Movement (70)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOBASH
Usage : AUTOBASH
Example : autobash
Using this command will toggle Auto Shield Bashing on and off. If the Fighter
turns this feature on, and knows Shield Bashing, he will attempt a free shield
bash attempt every combat round in which his autobash proficiency check is
made.
AutoCaltrops (Thief_Autocaltrops)
-
Skill : AutoCaltrops
Domain : Trapping
Available: Trapper
Requires : 'Caltrops'
Allows : Trapping I
Component: 10 pounds of metal, or 10 pounds of mithril
Use Cost : Mana (62)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOCALTROPS
Usage : AUTOCALTROPS
Example :
The thief quickly prepares a handful of caltrops and drops them into every room
he or she enters automatically.
+
Skill : AutoCaltrops
Domain : Trapping
Available: Trapper
Requires : 'Caltrops'
Allows : Trapping I
Component: 10 pounds of metal, or 10 pounds of mithril
Use Cost : Mana (62)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOCALTROPS
Usage : AUTOCALTROPS
Example :
The thief quickly prepares a handful of caltrops and drops them into every room
he or she enters automatically.
+
AutoClimb (Skill_Autoclimb)
+
Skill : AutoClimb
Domain : Fitness
Available: Artisan Numerous Classes
Requires : 'Climb'
Requires : A base strength of at least 12.
Allows : Strategic Retreat, Fitness I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOCLIMB
Usage : AUTOCLIMB
Example :
The player begins climbing around whenever they move. By turning this on, the
player uses half their normal movement cost for climbing. Enter AUTOCLIMB
again to turn it off.
+
AutoCrawl (Skill_Autocrawl)
+
Skill : AutoCrawl
Domain : Fitness
Available: Artisan Numerous Classes
Allows : Strategic Retreat, Fitness I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOCRAWL
Usage : AUTOCRAWL
Example :
The player begins crawling around whenever they move. By turning this on, the
player uses half their normal movement cost for crawling. Enter AUTOCRAWL
again to turn it off.
AutoDetect Traps (Thief_AutoDetectTraps)
-
Skill : AutoDetect Traps
Domain : Alert
Available: Trapper
Requires : 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTODETECTTRAPS
Usage : AUTODETECTTRAPS
Example : autodetecttraps
The thief concentrates on scanning all exits and obvious items in a room for
signs of traps whenever entering a room.
+
Skill : AutoDetect Traps
Domain : Alert
Available: Trapper
Requires : 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTODETECTTRAPS
Usage : AUTODETECTTRAPS
Example : autodetecttraps
The thief concentrates on scanning all exits and obvious items in a room for
signs of traps whenever entering a room.
AutoMark Traps (Thief_AutoMarkTraps)
-
Skill : AutoMark Traps
Domain : Alert
Available: Trapper
Requires : 'Mark Trapped', and 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOMARKTRAPS
Usage : AUTOMARKTRAPS
Example : automarktraps
The thief concentrates on scanning all exits and obvious items in a room for
signs of traps whenever entering a room. When one is spotted, the thief places
the mark upon it so others will know their peril.
+
Skill : AutoMark Traps
Domain : Alert
Available: Trapper
Requires : 'Mark Trapped', and 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOMARKTRAPS
Usage : AUTOMARKTRAPS
Example : automarktraps
The thief concentrates on scanning all exits and obvious items in a room for
signs of traps whenever entering a room. When one is spotted, the thief places
the mark upon it so others will know their peril.
Skill : AutoSneak
Domain : Stealthy
Available: Thief
Requires : (One of: 'Woodland Sneak', or 'Sneak')
Allows : Stealthy I
Use Cost : Mana (54)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOSNEAK
Usage : AUTOSNEAK
Example :
The thief begins using his or her sneaking skill every time they move. By
turning this on, the thief uses half their normal movement cost for sneaking.
Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can
depend on the level of the mobs in the room the thief is trying to sneak into,
and on the thiefs stealth expertise.
+
Skill : AutoSneak
Domain : Stealthy
Available: Thief
Requires : (One of: 'Woodland Sneak', or 'Sneak')
Allows : Stealthy I
Use Cost : Mana (54)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOSNEAK
Usage : AUTOSNEAK
Example :
The thief begins using his or her sneaking skill every time they move. By
turning this on, the thief uses half their normal movement cost for sneaking.
Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can
depend on the level of the mobs in the room the thief is trying to sneak into,
and on the thiefs stealth expertise.
Skill : AutoSwim
Domain : Fitness
Available: Artisan Numerous Classes
Requires : 'Swim'
Requires : A base constitution of at least 8.
Allows : Strategic Retreat, Fitness I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : AUTOSWIM
Usage : AUTOSWIM
Example :
The player begins instinctively using their swimming skill whenever they move.
By turning this on, the player uses half their normal movement cost for
swimming. Enter AUTOSWIM again to turn it off.
Avoid Currents (Skill_AvoidCurrents)
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Skill : Avoid Currents
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
This skill allows the sailor to guide their sailing ship around the tug of
currents, putting the captain back in charge of the course.
+
Skill : Avoid Currents
Domain : Sea travel
Available: Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
This skill allows the sailor to guide their sailing ship around the tug of
currents, putting the captain back in charge of the course.
Avoid Traps (Thief_AvoidTraps)
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Skill : Avoid Traps
Domain : Find/remove traps
Available: Jester Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
The player gains the ability to skirt, dodge, withstand, avoid, and otherwise
survive traps which he may trigger or be fixing to trigger.
+
Skill : Avoid Traps
Domain : Find/remove traps
Available: Jester Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
The player gains the ability to skirt, dodge, withstand, avoid, and otherwise
survive traps which he may trigger or be fixing to trigger.
Await Ship (Skill_AwaitShip)
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Skill : Await Ship
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (75)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : AWAITSHIP
Usage : AWAITSHIP
Example : awaitship
While standing on a shore, this skill will cause the sailors nearest big
sailing ship to be sailed to where the sailor is.
+
Skill : Await Ship
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (75)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : AWAITSHIP
Usage : AWAITSHIP
Example : awaitship
While standing on a shore, this skill will cause the sailors nearest big
sailing ship to be sailed to where the sailor is.
Skill : Ax Kick
Domain : Kicking
Available: Monk
Requires : 'Kick'
Allows : Combat Fluidity I, Flying Kick, Iron Kicking I
Use Cost : Movement (58)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : AXKICK
Usage : AXKICK [TARGET NAME]
Example : axkick orc
The Monk delivers swift and powerful kick to the target.
+
Skill : Ax Kick
Domain : Kicking
Available: Monk
Requires : 'Kick'
Allows : Flying Kick, Iron Kicking I, Combat Fluidity I
Use Cost : Movement (58)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : AXKICK
Usage : AXKICK [TARGET NAME]
Example : axkick orc
The Monk delivers swift and powerful kick to the target.
+
Axe Proficiency (Proficiency_Axe)
+
Skill : Axe Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Axe Familiarity' at 75%
Invoked : Automatic
The player is proficient with an axe, gaining the ability to use them even if
their current class training would not make it feasible normally.
Axe Specialization (Specialization_Axe)
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Skill : Axe Specialization
Domain : Weapon use
Available: Assassin Templar Several Classes
Allows : Axe Striking I, Weaponsmithing, Axe Focus I, Axe Slicing I
Allows : Axe Piercing I, Master Weaponsmithing
Invoked : Automatic
The player is an axe master, gaining bonuses to attack when using an axe in
combat. Can also allow the use of higher level axes if the focus expertise is
taken.
+
Skill : Axe Specialization
Domain : Weapon use
Available: Assassin Templar Several Classes
Allows : Axe Slicing I, Axe Focus I, Weaponsmithing, Axe Piercing I
Allows : Axe Striking I
Invoked : Automatic
The player is an axe master, gaining bonuses to attack when using an axe in
combat. Can also allow the use of higher level axes if the focus expertise is
taken.
Back Hand (Fighter_BackHand)
-
Skill : Back Hand
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift, closed fist. This attack is only delivered to a
combatant which the monk is not currently targeting, but with whom the monk is
in melee combat all the same.
+
Skill : Back Hand
Domain : Punching
Available: Monk
Allows : Iron Punching I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift, closed fist. This attack is only delivered to a
combatant which the monk is not currently targeting, but with whom the monk is
in melee combat all the same.
Skill : Back Stab
Domain : Dirty fighting
Available: Trapper Several Classes
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BACKSTAB, BS
Usage : BACKSTAB [TARGET NAME]
Example : backstab orc
Shorts : BS
If the thief is hidden, or otherwise invisible to the target, this ability will
allow him or her to deal a massive one-time attack to them.
+
Skill : Back Stab
Domain : Dirty fighting
Available: Trapper Several Classes
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BACKSTAB, BS
Usage : BACKSTAB [TARGET NAME]
Example : backstab orc
Shorts : BS
If the thief is hidden, or otherwise invisible to the target, this ability will
allow him or her to deal a massive one-time attack to them.
Skill : Baiting
Domain : Gathering
Available: Sailor
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BAIT, BAITING
Usage : BAIT LIST/[FISH TYPE]
Example : bait salmon
Example : bait list
This skill allows the player to use a bit of raw meat to bait the water in
hopes of attracting fish of a particular kind. Bits of meat are best obtained
through the Butchering, Fishing, or Trawling skills. Bait list can be used to
list the types of fish that can be baited for.
+
Skill : Baiting
Domain : Gathering
Available: Artisan Sailor
Requires : 'Fish Lore' at 75%
Allows : Master Fishing, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BAIT, BAITING
Usage : BAIT LIST/[FISH TYPE]
Example : bait salmon
Example : bait list
This skill allows the player to use a bit of raw meat to bait the water in
hopes of attracting fish of a particular kind. Bits of meat are best obtained
through the Butchering, Fishing, or Trawling skills. Bait list can be used to
list the types of fish that can be baited for.
Skill : Baking
Domain : Crafting
Available: Gaoler Numerous Classes
Requires : 'Cooking'
Allows : Master Baking, Quick Worker I, Home Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BAKING, BAKE
Usage : BAKE LIST/[BAKING CONTAINER]
Example : bake list
Example : bake list oven
Example : bake list all
Example : bake oven
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, that is closeable,
and is closed. The container may be filled with water, if water is required
for the recipe. The ingredients for cooking are best obtained through the
Butchering skill and the Foraging skill.
+
Skill : Baking
Domain : Epicurean
Available: Artisan Gaoler Numerous Classes
Requires : 'Cooking'
Allows : Quick Cooking I, Master Baking, Fortified Baking I
Allows : Quick Worker I, Home Cooking I, Advanced Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BAKING, BAKE
Usage : BAKE LIST/[BAKING CONTAINER]
Example : bake list
Example : bake list oven
Example : bake list all
Example : bake oven
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, that is closeable,
and is closed. The container may be filled with water, if water is required
for the recipe. The ingredients for cooking are best obtained through the
Butchering skill and the Foraging skill.
Skill : Bandaging
Domain : Anatomy
Available: Numerous Classes
Allows : Anatomy I
Component: 1 pound of cloth, or 5 pounds of dust held
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BANDAGE, BANDAGING
Usage : BANDAGE [MOB NAME]
Example : bandage bob
This skill allows the player to use a small bit of raw cloth to bandage up any
serious wounds. This skill will stop bleeding, and protect extreme injuries,
allowing the body to heal normally. This skill also allows broken bones to be
properly set, so that they will begin healing on their own. The skill allows a
small amount of hit points to be restored during the process.
+
Skill : Bandaging
Domain : Anatomy
Available: Numerous Classes
Allows : Anatomy I, Animal Husbandry, Branding
Component: 1 pound of cloth, or 5 pounds of dust held
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BANDAGE, BANDAGING
Usage : BANDAGE [MOB NAME]
Example : bandage bob
This skill allows the player to use a small bit of raw cloth to bandage up any
serious wounds. This skill will stop bleeding, and protect extreme injuries,
allowing the body to heal normally. This skill also allows broken bones to be
properly set, so that they will begin healing on their own. The skill allows a
small amount of hit points to be restored during the process.
Skill : Banish
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BANISH
Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
Example : banish gunther
Example : banish gunther Midgaard#3001
Example : banish gunther 3 hours
Example : banish gunther 14 years
From anywhere on the map, the player with this skill can send the target
mob/player to a prison from which they can not escape magically. Use this
skill again on the same player to release them. The Archon can optionally
specify a room on the map which this skill will copy and use as the jail. The
Archon can also optionally end the command with the number of seconds, ticks,
minutes, hours, days, weeks, or years in which to keep the player imprisoned.
It is up to the Archon to make sure there are no mundane ways out of the
prison; Banish will take care of the magical ways of escape.
+
Skill : Banish
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BANISH
Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
Example : banish gunther
Example : banish gunther Midgaard#3001
Example : banish gunther 3 hours
Example : banish gunther 14 years
From anywhere on the map, the player with this skill can send the target
mob/player to a prison from which they can not escape magically. Use this
skill again on the same player to release them. The Archon can optionally
specify a room on the map which this skill will copy and use as the jail. The
Archon can also optionally end the command with the number of seconds, ticks,
minutes, hours, days, weeks, or years in which to keep the player imprisoned.
It is up to the Archon to make sure there are no mundane ways out of the
prison; Banish will take care of the magical ways of escape.
Bard Honorary Degree (Skill_HonoraryDegreeBard)
-
Skill : Bard Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When
the scholar has Studied at least 4 skills qualified for by at least one of the
qualifying classes, including those skills specified by the class, then the
scholar will receive access to an honorary degree Title. The scholar can then
use the TITLE command to select and use the honorary degree title. When one of
these titles is in use, the scholar is permitted to enter areas normally only
allowed to those of the qualifying class, and also gains the ability to pick up
and equip items which would normally fly away from the scholars hands if
normally attempted.
+
Skill : Bard Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When
the scholar has Studied at least 4 skills qualified for by at least one of the
qualifying classes, including those skills specified by the class, then the
scholar will receive access to an honorary degree Title. The scholar can then
use the TITLE command to select and use the honorary degree title. When one of
these titles is in use, the scholar is permitted to enter areas normally only
allowed to those of the qualifying class, and also gains the ability to pick up
and equip items which would normally fly away from the scholars hands if
normally attempted.
Battle Cry (Fighter_Battlecry)
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Skill : Battle Cry
Domain : Singing
Available: Barbarian
Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
Use Cost : Movement (56)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BATTLECRY
Usage : BATTLECRY
Example : battlecry
The Barbarian lets out a primal scream of battle, inspiring all group members
to his or her banner. Those under the affect of the cry will hit more
frequently. The affect wears off when battle is concluded, or if battle is not
joined swiftly enough after the cry is made.
+
Skill : Battle Cry
Domain : Singing
Available: Barbarian
Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Movement (56)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BATTLECRY
Usage : BATTLECRY
Example : battlecry
The Barbarian lets out a primal scream of battle, inspiring all group members
to his or her banner. Those under the affect of the cry will hit more
frequently. The affect wears off when battle is concluded, or if battle is not
joined swiftly enough after the cry is made.
Skill : Befriend
Domain : Influential
Available: Several Classes
Allows : Influencing I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BEFRIEND
Usage : BEFRIEND [TARGET NAME]
Example : befriend vagabond
This ability allows the bard to pick up new followers to join his or her
adventures. The target must be a mobile npc mob, and must be the same racial
category, and of a similar alignment. The bard suffers penalties for trying to
befriend mobs of higher or lower levels, though only 10% higher levels are
forbidden entirely.
+
Skill : Befriend
Domain : Influential
Available: Several Classes
Allows : Influencing I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BEFRIEND
Usage : BEFRIEND [TARGET NAME]
Example : befriend vagabond
This ability allows the bard to pick up new followers to join his or her
adventures. The target must be a mobile npc mob, and must be the same racial
category, and of a similar alignment. The bard suffers penalties for trying to
befriend mobs of higher or lower levels, though only 10% higher levels are
forbidden entirely.
Skill : Behead
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Movement (70)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BEHEAD
Usage : BEHEAD [TARGET NAME]
Example : behead orc
This skill is an execution skill whereby the fighter rears back and beheads a
target which has been bound and is lying prone. The target must be wanted for
a crime in the area for this skill to work.
+
Skill : Behead
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Movement (70)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BEHEAD
Usage : BEHEAD [TARGET NAME]
Example : behead orc
This skill is an execution skill whereby the fighter rears back and beheads a
target which has been bound and is lying prone. The target must be wanted for
a crime in the area for this skill to work.
Skill : Belay
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (26) Movement (26)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : BELAY
Usage : BELAY [ITEM]
Example : belay box
This ability secures an item to the deck of a sailing ship, so that it cannot
be washed overboard.
+
Skill : Belay
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (26) Movement (26)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : BELAY
Usage : BELAY [ITEM]
Example : belay box
This ability secures an item to the deck of a sailing ship, so that it cannot
be washed overboard.
Belly Rolling (Skill_BellyRolling)
-
Skill : Belly Rolling
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Invoked : Automatic
During combat, the fighter gains the ability to dodge attacks while sitting or
on the floor.
+
Skill : Belly Rolling
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Invoked : Automatic
During combat, the fighter gains the ability to dodge attacks while sitting or
on the floor.
Skill : Berzerk
Domain : Martial lore
Available: Barbarian Beastmaster Fighter
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (58)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : BERZERK
Usage : BERZERK
Example : berzerk
Allows the fighter to gain some temporary bonus hit points, bonus attack
points, and bonus damage, at the expense of a slightly lower armor score.
+
Skill : Berzerk
Domain : Martial lore
Available: Barbarian Beastmaster Fighter
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (58)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : BERZERK
Usage : BERZERK
Example : berzerk
Allows the fighter to gain some temporary bonus hit points, bonus attack
points, and bonus damage, at the expense of a slightly lower armor score.
Skill : Bind
Domain : Binding
Available: Jester Trapper Several Classes
Allows : Rope Use I
Use Cost : Movement (61)
Quality : Malicious
Targets : Creatures Rooms
Range : Touch, or not applicable
Commands : BIND
Usage : BIND [TARGET NAME]
Example : bind orc
The thief uses ropes to bind the target, making them unable to move. The
target must be completely incapacitated (asleep) for the binding to work. The
bound creature can break free eventually, but the skill of the binding improves
with the level of the thief.
+
Skill : Bind
Domain : Binding
Available: Jester Trapper Several Classes
Allows : Rope Use I
Use Cost : Movement (61)
Quality : Malicious
Targets : Creatures Rooms
Range : Touch, or not applicable
Commands : BIND
Usage : BIND [TARGET NAME]
Example : bind orc
The thief uses ropes to bind the target, making them unable to move. The
target must be completely incapacitated (asleep) for the binding to work. The
bound creature can break free eventually, but the skill of the binding improves
with the level of the thief.
Skill : Bite
Domain : Weapon use
Available: Beastmaster
Allows : Unarmed Striking I, Unarmed Piercing I
Use Cost : Movement (57)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BITE
Usage : BITE [TARGET NAME]
Example : bite orc
While in his or her animal form (see ShapeShift), the Druid gains the ability
to deliver an especially powerful and piercing bite of damage.
+
Skill : Bite
Domain : Weapon use
Available: Beastmaster
Allows : Unarmed Striking I, Unarmed Piercing I
Use Cost : Movement (57)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BITE
Usage : BITE [TARGET NAME]
Example : bite orc
While in his or her animal form (see ShapeShift), the Druid gains the ability
to deliver an especially powerful and piercing bite of damage.
Blacksmithing (Blacksmithing)
-
Skill : Blacksmithing
Domain : Crafting
Available: Artisan Gaoler Numerous Classes
Requires : A base strength of at least 10.
Allows : Torturesmithing, Weaponsmithing, Smelting, Locksmithing
Allows : Quick Worker I, Armorsmithing, Quality Crafting I
Allows : Light Crafting I, Jewel Making
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BLACKSMITH, BLACKSMITHING
Usage : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE]
Example : blacksmith pot
: : blacksmith bundle 100 iron
: : blacksmith list
: : blacksmith list pot
: : blacksmith list all
: : blacksmith learn pot
This skill allows a player to craft metal items, such as pots and pans. The
extent of the items which can be crafted expands as the player goes up in
level. To begin smithing, the player must be in a room with an open fire
burning, and must have placed the metal he or she wishes to make the item from
on the ground. The player may also learn how to smith an item he or she has
found, so long as he or she has a blank recipe page or a recipe book with blank
pages in his or her inventory. The raw metal for blacksmithing can be obtained
using the Mining skill, and better metals through the Smelting skill.
+
Skill : Blacksmithing
Domain : Crafting
Available: Artisan Gaoler Numerous Classes
Requires : A base strength of at least 10.
Allows : Construction, Shield Familiarity, Light Metalworking I
Allows : Torturesmithing, Jewel Making, Smelting, Quick Worker I
Allows : Weaponsmithing, Light Crafting I, Quality Metalworking I
Allows : Locksmithing, Engraving, Quality Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Armorsmithing
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BLACKSMITH, BLACKSMITHING
Usage : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE]
Example : blacksmith pot
: : blacksmith bundle 100 iron
: : blacksmith list
: : blacksmith list pot
: : blacksmith list all
: : blacksmith learn pot
This skill allows a player to craft metal items, such as pots and pans. The
extent of the items which can be crafted expands as the player goes up in
level. To begin smithing, the player must be in a room with an open fire
burning, and must have placed the metal he or she wishes to make the item from
on the ground. The player may also learn how to smith an item he or she has
found, so long as he or she has a blank recipe page or a recipe book with blank
pages in his or her inventory. The raw metal for blacksmithing can be obtained
using the Mining skill, and better metals through the Smelting skill.
Blind Fighting (Fighter_BlindFighting)
-
Skill : Blind Fighting
Domain : Martial lore
Available: Beastmaster Burglar Fighter Jester
Available: Monk Paladin Dancer
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Negates the affects of not being able to see your opponent during combat.
+
Skill : Blind Fighting
Domain : Martial lore
Available: Beastmaster Burglar Fighter Jester
Available: Monk Paladin Dancer
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
Negates the affects of not being able to see your opponent during combat.
Blood Brother (Fighter_BloodBrother)
-
Skill : Blood Brother
Domain : Influential
Available: Barbarian
Allows : Influencing I
Use Cost : Movement (58)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BLOODBROTHER, BROTHER
Usage : BLOODBROTHER [TARGET NAME]
Example : bloodbrother bob
The fighter becomes blood brother to the target, sealing a bond of lifetime
friendship. Other than making the two family for the purposes of clan
requirements, this skill has no other effect.
+
Skill : Blood Brother
Domain : Influential
Available: Barbarian
Allows : Influencing I
Use Cost : Movement (58)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : BLOODBROTHER, BROTHER
Usage : BLOODBROTHER [TARGET NAME]
Example : bloodbrother bob
The fighter becomes blood brother to the target, sealing a bond of lifetime
friendship. Other than making the two family for the purposes of clan
requirements, this skill has no other effect.
+
Blunt Weapon Familiarity (Familiarity_BluntWeapon)
+
Skill : Blunt Weapon Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Blunt Weapon Proficiency' at 75%
Invoked : Automatic
The player is familiar with blunt weapons they have crafted themselves, gaining
an attack bonus from wielding the product of their own hands.
+
Blunt Weapon Proficiency (Proficiency_BluntWeapon)
+
Skill : Blunt Weapon Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Sculpting' at 75%
Allows : Blunt Weapon Familiarity
Invoked : Automatic
The player is proficient with blunt weapons, gaining the ability to use them
even if their current class training would not make it feasible normally.
Blunt Weapon Specialization (Specialization_BluntWeapon)
-
Skill : Blunt Weapon Specialization
Domain : Weapon use
Available: Assassin Gaian Numerous Classes
Allows : Weaponsmithing, Blunt Focus I, Blunt Piercing I, Blunt Striking I
Allows : Master Weaponsmithing, Blunt Bashing I
Invoked : Automatic
The player is a master of blunt weapons, gaining bonuses to attack when using a
blunt weapon in combat. Can also allow the use of higher level weapons if the
focus expertise is taken.
+
Skill : Blunt Weapon Specialization
Domain : Weapon use
Available: Assassin Gaian Numerous Classes
Allows : Blunt Focus I, Weaponsmithing, Blunt Striking I, Blunt Bashing I
Allows : Blunt Piercing I
Invoked : Automatic
The player is a master of blunt weapons, gaining bonuses to attack when using a
blunt weapon in combat. Can also allow the use of higher level weapons if the
focus expertise is taken.
+
Boatwrighting (Boatwright)
+
Skill : Boatwrighting
Domain : Crafting
Available: Artisan Sailor Numerous Classes
Requires : 'Carpentry'
Requires : A base wisdom of at least 12.
Allows : Master Wood Chopping, Quick Worker I, Ingenious Engineering I
Allows : Advanced Crafting I, Quick Crafting I, Ship Building
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOATWRIGHTING
Usage : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
Example : boatwright canoe
: : boatwright list
: : boatwright list canoe
: : boatwright list all
: : boatwright mend canoe
: : boatwright scan
: : boatwright scan bob
: : boatwright learn boat
This skill allows a player to craft wooden boats. The extent of the items
which can be crafted expands as the player goes up in level. This command also
allows the player to repair any damaged small wooden boats. To begin carving a
new item, the player must have placed the wood he or she wishes to make the
item from on the ground. Items crafted with balsa can be done with half the
required wood listed, while items crafted with ironwood will require twice the
required wood listed. The raw wood for building is found using the Chopping
skill.
Body Flip (Fighter_BodyFlip)
-
Skill : Body Flip
Domain : Grappling
Available: Monk Dancer
Allows : Combat Fluidity I, Vice-Gripping I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BODYFLIP
Usage : BODYFLIP [TARGET NAME]
Example : bodyflip orc
The Monk slips in and turns the target head over heels, dropping them to the
ground stunned for a few moments.
+
Skill : Body Flip
Domain : Grappling
Available: Monk Dancer
Allows : Vice-Gripping I, Combat Fluidity I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BODYFLIP
Usage : BODYFLIP [TARGET NAME]
Example : bodyflip orc
The Monk slips in and turns the target head over heels, dropping them to the
ground stunned for a few moments.
Body Piercing (BodyPiercing)
-
Skill : Body Piercing
Domain : Artistic
Available: Gaoler
Allows : Artsy I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BODYPIERCE, BODYPIERCING
Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]
Example : bodypiercing bob ears
Example : bodypiercing remove bob ears
This skill allows a player to pierce (and heal the piercings) of the body parts
of a target. The target must hold still for it, of course. What results can
only be seen when the proper wear location is not covered by clothing. Parts
available for piercing include the lip, nose, ears, eyebrows, nipples, and
belly button.
+
Skill : Body Piercing
Domain : Artistic
Available: Gaoler
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BODYPIERCE, BODYPIERCING
Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]
Example : bodypiercing bob ears
Example : bodypiercing remove bob ears
This skill allows a player to pierce (and heal the piercings) of the body parts
of a target. The target must hold still for it, of course. What results can
only be seen when the proper wear location is not covered by clothing. Parts
available for piercing include the lip, nose, ears, eyebrows, nipples, and
belly button.
Body Shield (Fighter_BodyShield)
-
Skill : Body Shield
Domain : Grappling
Available: Monk
Allows : Combat Fluidity I, Vice-Gripping I
Invoked : Automatic
Example :
This skill allows a fighter to use an opponent pinned using the PIN skill as a
shield against weapon attacks.
+
Skill : Body Shield
Domain : Grappling
Available: Monk
Allows : Vice-Gripping I, Combat Fluidity I
Invoked : Automatic
Example :
This skill allows a fighter to use an opponent pinned using the PIN skill as a
shield against weapon attacks.
Body Toss (Fighter_BodyToss)
-
Skill : Body Toss
Domain : Grappling
Available: Monk
Allows : Combat Fluidity I, Vice-Gripping I
Use Cost : Movement (59)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BODYTOSS
Usage : BODYTOSS [TARGET NAME]
Example : bodytoss orc
The fighter picks up the target and tosses them away from himself, doing a bit
of damage and putting them out of range.
+
Skill : Body Toss
Domain : Grappling
Available: Monk
Allows : Vice-Gripping I, Combat Fluidity I
Use Cost : Movement (59)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BODYTOSS
Usage : BODYTOSS [TARGET NAME]
Example : bodytoss orc
The fighter picks up the target and tosses them away from himself, doing a bit
of damage and putting them out of range.
Skill : Book Editing
Domain : Calligraphy
Available: Scholar
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOOKEDITING, BOOKEDIT, BEDIT
Usage : BOOKEDIT [BOOK NAME] ([PAGE NUM])
Example : bookedit "a book" 2
: bookedit "a book"
The writer uses this skill to edit an existing paper, or an existing chapter in
a book. Once published, however, a book can not longer be edited.
+
Skill : Book Editing
Domain : Calligraphy
Available: Scholar
Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOOKEDITING, BOOKEDIT, BEDIT
Usage : BOOKEDIT [BOOK NAME] ([PAGE NUM])
Example : bookedit "a book" 2
: bookedit "a book"
The writer uses this skill to edit an existing paper, or an existing chapter in
a book. Once published, however, a book can not longer be edited.
Skill : Book Naming
Domain : Calligraphy
Available: Scholar
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOOKNAMING, BOOKNAME, BNAME
Usage : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]
Example : bookname "a book" 2 "Magic Bob"
: bookname list
The writer uses this skill to put the finishing touches on a crafted written
and readable work, given it a full name. The name is built according to one of
the Name Formats, which you can list with BOOKNAME LIST. The give name words,
and possibly the author name, are then inserted into the chosen format for make
the new item name.
+
Skill : Book Naming
Domain : Calligraphy
Available: Scholar
Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BOOKNAMING, BOOKNAME, BNAME
Usage : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]
Example : bookname "a book" 2 "Magic Bob"
: bookname list
The writer uses this skill to put the finishing touches on a crafted written
and readable work, given it a full name. The name is built according to one of
the Name Formats, which you can list with BOOKNAME LIST. The give name words,
and possibly the author name, are then inserted into the chosen format for make
the new item name.
Bow Specialization (Specialization_Bow)
-
Skill : Bow Specialization
Domain : Weapon use
Available: Ranger
Allows : Weaponsmithing, Master Weaponsmithing
Invoked : Automatic
The player is a master with bows, gaining bonuses to attack when using a bow in
combat. Can also allow the use of higher level bows if the focus expertise is
taken. This specialization stacks its bonuses on top of the more general ranged
weapon specialization.
+
Skill : Bow Specialization
Domain : Weapon use
Available: Ranger
Allows : Weaponsmithing
Invoked : Automatic
The player is a master with bows, gaining bonuses to attack when using a bow in
combat. Can also allow the use of higher level bows if the focus expertise is
taken. This specialization stacks its bonuses on top of the more general ranged
weapon specialization.
Skill : Branding
Domain : Animal affinity
Available: Artisan Numerous Classes
Allows : Animal Affinity I, Quick Working I, Quick Worker I
Use Cost : Movement (20)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BRANDING, BRAND
Usage : BRAND [MOB NAME]
Example : brand cow
This skill allows the player to put their mark upon an animal that is on their
own property, or property they control. This will make that room the animals
starting room for as long as the animal lasts. The animal will lose the brand
when sold to a shopkeeper. A branded animal will also automatically follow a
property owner to a new home room whenever the owner attempts to push or pull
the animal.
Break A Leg (Skill_BreakALeg)
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Skill : Break A Leg
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (29) Movement (29)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKALEG
Usage : BREAKALEG
Example : breakaleg
The bard begins wishing everyone good luck (but especially his or her enemies),
saying 'Break A Leg!'. This will create a 5% chance per tick that everyone who
heard him or her will actually break their leg.
+
Skill : Break A Leg
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (29) Movement (29)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKALEG
Usage : BREAKALEG
Example : breakaleg
The bard begins wishing everyone good luck (but especially his or her enemies),
saying 'Break A Leg!'. This will create a 5% chance per tick that everyone who
heard him or her will actually break their leg.
Breakup Fight (Paladin_Breakup)
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Skill : Breakup Fight
Domain : Legal
Available: Paladin
Allows : Legal Lore I
Use Cost : Movement (65)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKUP
Usage : BREAKUP [TARGET NAME]
Example : breakup bob
If the Paladin is not fighting, he or she may use this skill to break up a
fight between any two other creatures or players.
+
Skill : Breakup Fight
Domain : Legal
Available: Paladin
Allows : Legal Lore I
Use Cost : Movement (65)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BREAKUP
Usage : BREAKUP [TARGET NAME]
Example : breakup bob
If the Paladin is not fighting, he or she may use this skill to break up a
fight between any two other creatures or players.
Skill : Bribe
Domain : Influential
Available: Burglar Thief
Allows : Influencing I
Use Cost : Mana (64)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BRIBE
Usage : BRIBE [TARGET NAME] [COMMAND]
Example : bribe orc sleep
The thief will attempt to use money to get a target to do something for him or
her.
+
Skill : Bribe
Domain : Influential
Available: Burglar Thief
Allows : Influencing I
Use Cost : Mana (64)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : BRIBE
Usage : BRIBE [TARGET NAME] [COMMAND]
Example : bribe orc sleep
The thief will attempt to use money to get a target to do something for him or
her.
Buffoonery (Skill_Buffoonery)
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Skill : Buffoonery
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (80)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BUFFOONERY
Usage : BUFFOONERY [TARGET NAME] [ITEM NAME]
Example : buffoonery orc banana
This strange skill allows the player to swap out an existing worn or wielded
item on the target with one of his or her own. The item must not be an
effective weapon or piece of armor for the skill to work effectively. This
powerful skill overcomes curses and other inhibitions by the amazing power of
silliness.
+
Skill : Buffoonery
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (80)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BUFFOONERY
Usage : BUFFOONERY [TARGET NAME] [ITEM NAME]
Example : buffoonery orc banana
This strange skill allows the player to swap out an existing worn or wielded
item on the target with one of his or her own. The item must not be an
effective weapon or piece of armor for the skill to work effectively. This
powerful skill overcomes curses and other inhibitions by the amazing power of
silliness.
Skill : Bullrush
Domain : Acrobatic
Available: Barbarian
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (73)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 1
Commands : BULLRUSH
Usage : BULLRUSH [TARGET NAME] [DIRECTION]
Example : bullrush orc east
The fighter takes a strong charge at the target, and runs them into the next
room or area in one mighty heroic move.
+
Skill : Bullrush
Domain : Acrobatic
Available: Barbarian
Allows : Acrobatic I, Combat Fluidity I
Use Cost : Movement (73)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 1
Commands : BULLRUSH
Usage : BULLRUSH [TARGET NAME] [DIRECTION]
Example : bullrush orc east
The fighter takes a strong charge at the target, and runs them into the next
room or area in one mighty heroic move.
Buried Treasure (Thief_BuriedTreasure)
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Skill : Buried Treasure
Domain : Deceptive
Available: Pirate
Allows : Deceptive I, Pieces of Eight
Invoked : Automatic
Whenever items are placed in a hole dug using the DIG command, those proficient
with this skill will see that they have buried treasure. Treasure so buried
will be more difficult to dig up by anyone other than the original bury-er.
The difficulty approaches impossible with higher skill level and expertise.
+
Skill : Buried Treasure
Domain : Deceptive
Available: Pirate
Allows : Deceptive I, Pieces of Eight
Invoked : Automatic
Whenever items are placed in a hole dug using the DIG command, those proficient
with this skill will see that they have buried treasure. Treasure so buried
will be more difficult to dig up by anyone other than the original bury-er.
The difficulty approaches impossible with higher skill level and expertise.
Skill : Butchering
Domain : Gathering
Available: Numerous Classes
Allows : Master Butchering, Chirurgy, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BUTCHER, BUTCHERING, SKIN
Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]
Example : butcher body
Example : butcher bundle 10 bones
With this common skill, a dead body can be cut up and its useful parts
separated. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.
+
Skill : Butchering
Domain : Gathering
Available: Artisan Numerous Classes
Requires : A base intelligence of at least 9.
Allows : Master Butchering, Quick Working I, Quick Worker I
Allows : Tanning, MeatCuring, Chirurgy, Scrimshawing
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BUTCHER, BUTCHERING, SKIN
Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]
Example : butcher body
Example : butcher bundle 10 bones
With this common skill, a dead body can be cut up and its useful parts
separated. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.
Skill : Cage
Domain : Animal affinity
Available: Artisan Trapper
Allows : Animal Affinity I
Use Cost : Mana (32) Movement (32)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAGE
Usage : CAGE [TARGET NAME] [CAGE ITEM]
Example : cage rabbit wagon
The thief will attempt to get a sleeping or otherwise bound or subdued animal
into a cage for safe keeping. The cage door must be closed afterwards. If the
door to a cage is left open, the creatures inside may escape within a few
minutes!
+
Skill : Cage
Domain : Animal affinity
Available: Artisan Trapper
Requires : 'Animal Husbandry' at 75%
Allows : Animal Affinity I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAGE
Usage : CAGE [TARGET NAME] [CAGE ITEM]
Example : cage rabbit wagon
The thief will attempt to get a sleeping or otherwise bound or subdued animal
into a cage for safe keeping. The cage door must be closed afterwards. If the
door to a cage is left open, the creatures inside may escape within a few
minutes!
Cage Building (CageBuilding)
-
Skill : Cage Building
Domain : Crafting
Available: Artisan Trapper
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BUILDCAGE, CAGEBUILDING
Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE]
Example : cagebuild cage
: : cagebuild list
: : cagebuild list cage
: : cagebuild list all
: : cagebuild learn cage
This skill allows a player to craft cages and wagon cages. The extent of the
items which can be crafted expands as the player goes up in level. The player
may also learn how to craft cages he or she finds, provided a blank recipe
page, or a recipe book with blank pages is in his or her inventory. To begin
carving a new item, the player must have placed the wood he or she wishes to
make the item from on the ground.
+
Skill : Cage Building
Domain : Crafting
Available: Artisan Trapper
Requires : 'Carpentry' at 75%, and 'Hunting' at 75%
Allows : Quality Fabricating I, Quick Worker I, Animal Husbandry
Allows : Advanced Crafting I, Quick Crafting I, Light Fabricating I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : BUILDCAGE, CAGEBUILDING
Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE]
Example : cagebuild cage
: : cagebuild list
: : cagebuild list cage
: : cagebuild list all
: : cagebuild learn cage
This skill allows a player to craft cages and wagon cages. The extent of the
items which can be crafted expands as the player goes up in level. The player
may also learn how to craft cages he or she finds, provided a blank recipe
page, or a recipe book with blank pages is in his or her inventory. To begin
carving a new item, the player must have placed the wood he or she wishes to
make the item from on the ground.
Call Mount (Paladin_SummonMount)
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Skill : Call Mount
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Mana (55)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CALLMOUNT
Usage : CALLMOUNT
Example : callmount
Allows the Paladin to call upon a white steed which can bear him from place to
place.
+
Skill : Call Mount
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Mana (55)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CALLMOUNT
Usage : CALLMOUNT
Example : callmount
Allows the Paladin to call upon a white steed which can bear him from place to
place.
Call Pirate Familiar (Thief_PirateFamiliar)
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Skill : Call Pirate Familiar
Domain : Animal affinity
Available: Pirate
Allows : Pet Steal, Animal Affinity I, Pet Spy
Use Cost : Mana (all)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR
Usage : CALLFAMILIAR
Example : callfamiliar
This skill will call forth a "pet" for the rogue with specific powers. The
skill requires all mana to use. The pet which results from the call exists
only as long as the pet is able to follow the pirate. The pet will, in addition
to typical follower duties, grant stat and other bonuses specific to the race
of the pet. The type of pet, which is random, may be: a parrot, a rat, a
spidermonkey, a boa constrictor, a iguana, or a, sea turtle. The pet may also
be trained in other skills, and will know how to sneak.
+
Skill : Call Pirate Familiar
Domain : Animal affinity
Available: Pirate
Allows : Animal Affinity I, Pet Spy, Pet Steal
Use Cost : Mana (all)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR
Usage : CALLFAMILIAR
Example : callfamiliar
This skill will call forth a "pet" for the rogue with specific powers. The
skill requires all mana to use. The pet which results from the call exists
only as long as the pet is able to follow the pirate. The pet will, in addition
to typical follower duties, grant stat and other bonuses specific to the race
of the pet. The type of pet, which is random, may be: a parrot, a rat, a
spidermonkey, a boa constrictor, a iguana, or a, sea turtle. The pet may also
be trained in other skills, and will know how to sneak.
Called Shot (Fighter_CalledShot)
-
Skill : Called Shot
Domain : Martial lore
Available: Ranger
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CALLEDSHOT
Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART]
Example : calledshot left arm
Example : calledshot orc left arm
The player calls out a body part on the target to destroy. If the player
manages to take more than 10% of the target`s hit points on the next hit, the
body part will be removed. Requires the use of a ranged or thrown weapon.
+
Skill : Called Shot
Domain : Martial lore
Available: Ranger
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CALLEDSHOT
Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART]
Example : calledshot left arm
Example : calledshot orc left arm
The player calls out a body part on the target to destroy. If the player
manages to take more than 10% of the target`s hit points on the next hit, the
body part will be removed. Requires the use of a ranged or thrown weapon.
Called Strike (Fighter_CalledStrike)
-
Skill : Called Strike
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (74)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CALLEDSTRIKE
Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]
Example : calledstrike left arm
Example : calledstrike orc left arm
The player calls out a body part on the target to destroy. If the player
manages to take more than 10% of the target`s hit points on the next hit, the
body part will be removed. Requires the use of a slashing melee weapon.
+
Skill : Called Strike
Domain : Martial lore
Available: Fighter
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (74)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CALLEDSTRIKE
Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]
Example : calledstrike left arm
Example : calledstrike orc left arm
The player calls out a body part on the target to destroy. If the player
manages to take more than 10% of the target`s hit points on the next hit, the
body part will be removed. Requires the use of a slashing melee weapon.
Skill : Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, AutoCaltrops
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : CALTROPS
Usage : CALTROPS
Example : caltrops
The thief drops numerous small metal spikes on the ground around him or her.
While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be damaged by them.
+
Skill : Caltrops
Domain : Trapping
Available: Trapper
Allows : AutoCaltrops, Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : CALTROPS
Usage : CALTROPS
Example : caltrops
The thief drops numerous small metal spikes on the ground around him or her.
While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be damaged by them.
Camouflage (Ranger_Camouflage)
-
Skill : Camouflage
Domain : Nature lore
Available: Ranger
Requires : 'Woodland Hide'
Allows : Nature Lore I
Use Cost : Mana (35) Movement (35)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAMOUFLAGE
Usage : CAMOUFLAGE [TARGET]
Example : camouflage bob
Example : camouflage table
The ranger covers the target so that they resemble the surrounding country,
making them more difficult to see.
+
Skill : Camouflage
Domain : Nature lore
Available: Ranger
Requires : 'Woodland Hide'
Allows : Nature Lore I
Use Cost : Mana (35) Movement (35)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAMOUFLAGE
Usage : CAMOUFLAGE [TARGET]
Example : camouflage bob
Example : camouflage table
The ranger covers the target so that they resemble the surrounding country,
making them more difficult to see.
Careful Step (Thief_CarefulStep)
-
Skill : Careful Step
Domain : Acrobatic
Available: Thief
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (67)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CARESTEP, CAREFULSTEP
Usage : CARESTEP [DIRECTION]
Example : carestep east
The thief moves slowly, watching every single footfall with utter care. This
has the effect of helping to prevent certain traps from springing, as well as
preventing one from falling off a tightrope or narrow bridge.
+
Skill : Careful Step
Domain : Acrobatic
Available: Thief
Allows : Acrobatic I, Combat Fluidity I
Use Cost : Movement (67)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : CARESTEP, CAREFULSTEP
Usage : CARESTEP [DIRECTION]
Example : carestep east
The thief moves slowly, watching every single footfall with utter care. This
has the effect of helping to prevent certain traps from springing, as well as
preventing one from falling off a tightrope or narrow bridge.
+
Cargo Loading (CargoLoading)
+
Skill : Cargo Loading
Domain : Binding
Available: Sailor
Allows : Quick Working I, Quick Worker I, Rope Use I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CARGO
Usage : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME]
Example : cargo load bundle ss minnow
: : cargo unload bundle ss minnow
This skill allows the player to load or unload large heavy cargo to or from a
ship from the shore using a series of ropes and pullies. The maximum weight of
the cargo loaded per skill use goes up with expertise in rope use. The cargo
loader must be allowed to load or unload cargo from the ship, and there must be
a clear path of unlocked exits from the cargo room to the loader. Cargo will
always be loaded below decks.
Skill : Carpentry
Domain : Crafting
Available: Artisan Gaoler Sailor Trapper
Available: Numerous Classes
Requires : A base constitution of at least 10.
Allows : Fletching, Torturesmithing, Construction, Wainwrighting
Allows : Lethal Crafting I, Quick Worker I, Durable Crafting I
Allows : Ship Building, Quality Crafting I, Light Crafting I
Allows : Siegecraft, Counterbalance Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CARVE, CARPENTRY
Usage : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : carve small table
: : carve bundle 100 maple
: : carve list
: : carve list table
: : carve list all
: : carve mend club
: : carve refit club
: : carve scan
: : carve scan bob
: : carve learn club
This skill allows a player to craft wooden items, such as chairs and wooden
shields. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to repair any damaged
wooden weapons or armor, get info on a list item, refit any armor which may be
the wrong size, or learn to how to carve a found item, provided a blank recipe
page, or recipe book with blank pages is in his or her inventory. To begin
carving a new item, the player must have placed the wood he or she wishes to
make the item from on the ground. The player may also scan the room or other
players for equipment that may be mended by this skill, using the scan
parameter. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for carpentry can be obtained using the Chopping skill.
Using better materials may increase both the strength and the required level of
the crafted item.
+
Skill : Carpentry
Domain : Crafting
Available: Artisan Gaoler Sailor Trapper
Available: Numerous Classes
Requires : A base constitution of at least 10.
Allows : Construction, Shield Familiarity, Torturesmithing
Allows : Quick Worker I, Wainwrighting, Light Crafting I, Light Shaping I
Allows : Fletching, Siegecraft, Quality Shaping I, Boatwrighting
Allows : Paper Making, Counterbalance Crafting I, Quality Crafting I
Allows : Cage Building, Durable Crafting I, Durable Shaping I
Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
Allows : Instrument Making, Ship Building
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CARVE, CARPENTRY
Usage : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : carve small table
: : carve bundle 100 maple
: : carve list
: : carve list table
: : carve list all
: : carve mend club
: : carve refit club
: : carve scan
: : carve scan bob
: : carve learn club
This skill allows a player to craft wooden items, such as chairs and wooden
shields. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to repair any damaged
wooden weapons or armor, get info on a list item, refit any armor which may be
the wrong size, or learn to how to carve a found item, provided a blank recipe
page, or recipe book with blank pages is in his or her inventory. To begin
carving a new item, the player must have placed the wood he or she wishes to
make the item from on the ground. The player may also scan the room or other
players for equipment that may be mended by this skill, using the scan
parameter. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for carpentry can be obtained using the Chopping skill.
Using better materials may increase both the strength and the required level of
the crafted item.
Cartwheel (Fighter_Cartwheel)
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Skill : Cartwheel
Domain : Acrobatic
Available: Jester Monk Dancer
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (65)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CARTWHEEL
Usage : CARTWHEEL
Example : cartwheel
The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.
This can put the Monk as far as range 2 from enemies.
+
Skill : Cartwheel
Domain : Acrobatic
Available: Jester Monk Dancer
Allows : Acrobatic I, Combat Fluidity I
Use Cost : Movement (65)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CARTWHEEL
Usage : CARTWHEEL
Example : cartwheel
The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.
This can put the Monk as far as range 2 from enemies.
Cast Blocking (Skill_CastBlocking)
-
Skill : Cast Blocking
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CASTBLOCKING
Usage : CASTBLOCKING
Example : castblocking
The bard carefully re-arranges all the people in the room who are in combat,
possibly changing who they are fighting, and at what range.
+
Skill : Cast Blocking
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CASTBLOCKING
Usage : CASTBLOCKING
Example : castblocking
The bard carefully re-arranges all the people in the room who are in combat,
possibly changing who they are fighting, and at what range.
Skill : Cataloging
Domain : Calligraphy
Available: Scholar
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CATAWRITE, CWRITE
Usage : CWRITE [ITEM] ([CATALOG ITEM])
Example : cwrite flag
: : cwrite "that sword" "my catalog book"
This skill allows a player carefully study an item and write down useful
information about it onto a piece of paper or into a book. If the player has
sufficient skill in Lore, then that information will also be added. If the
player is a skilled at Appraisal, then an estimation of value is also added. If
the player has used Tagging to tag an item, then the tag number will also be
included.
Specifying the catalog book name is not necessary if the Titling skill was used
to designate one of your books as a catalog of the proper type as the item
being cataloged.
+
Skill : Cataloging
Domain : Calligraphy
Available: Scholar
Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CATAWRITE, CWRITE
Usage : CWRITE [ITEM] ([CATALOG ITEM])
Example : cwrite flag
: : cwrite "that sword" "my catalog book"
This skill allows a player carefully study an item and write down useful
information about it onto a piece of paper or into a book. If the player has
sufficient skill in Lore, then that information will also be added. If the
player is a skilled at Appraisal, then an estimation of value is also added. If
the player has used Tagging to tag an item, then the tag number will also be
included.
Specifying the catalog book name is not necessary if the Titling skill was used
to designate one of your books as a catalog of the proper type as the item
being cataloged.
Catch Projectile (Fighter_CatchProjectile)
-
Skill : Catch Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the uncanny ability to catch arrows, spears, and other
projectiles in mid flight. The Monk requires a free hand to perform this
skill.
+
Skill : Catch Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the uncanny ability to catch arrows, spears, and other
projectiles in mid flight. The Monk requires a free hand to perform this
skill.
Center of Attention (Skill_CenterOfAttention)
-
Usage : CENTEROFATTENTION
Example : centerofattention
The bard begins performing loudly, flailing about dramatically. The
performance then causes all enemies in the room to stop fighting and freeze in
place, watching the bard attentively. This skill can only be used
approximately twice every mud hour.
+
Usage : CENTEROFATTENTION
Example : centerofattention
The bard begins performing loudly, flailing about dramatically. The
performance then causes all enemies in the room to stop fighting and freeze in
place, watching the bard attentively. This skill can only be used
approximately twice every mud hour.
Chantcraft (Skill_Chantcraft)
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Skill : Chantcraft
Domain : Arcane lore
Available: Charlatan Scholar
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about druidic magic that he or she can identify
chants cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.
+
Skill : Chantcraft
Domain : Arcane lore
Available: Charlatan Scholar
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about druidic magic that he or she can identify
chants cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.
Skill : Charge
Domain : Acrobatic
Available: Barbarian
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 2
Commands : CHARGE
Usage : CHARGE [TARGET NAME]
Example : charge orc
The Barbarian runs at top speed at an target, delivering a deadly attack, but
sacrificing armor.
+
Skill : Charge
Domain : Acrobatic
Available: Barbarian
Allows : Acrobatic I, Combat Fluidity I
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 2
Commands : CHARGE
Usage : CHARGE [TARGET NAME]
Example : charge orc
The Barbarian runs at top speed at an target, delivering a deadly attack, but
sacrificing armor.
Skill : Chirurgy
Domain : Anatomy
Available: Gaoler
Requires : 'Butchering'
Allows : Anatomy I
Use Cost : Mana (75)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CHIRURGY
Usage : CHIRURGY [BODY PART] [TARGET NAME]
Example : chururgy heart corpse
The player is able to remove body parts from the dead, blood from the living or
the dead, or an unborn fetus from the living.
+
Skill : Chirurgy
Domain : Anatomy
Available: Gaoler
Requires : 'Butchering'
Allows : Anatomy I
Use Cost : Mana (75)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CHIRURGY
Usage : CHIRURGY [BODY PART] [TARGET NAME]
Example : chururgy heart corpse
The player is able to remove body parts from the dead, blood from the living or
the dead, or an unborn fetus from the living.
Circle Parry (Fighter_CircleParry)
-
Skill : Circle Parry
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the skill to block and parry melee attacks while unarmed.
+
Skill : Circle Parry
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the skill to block and parry melee attacks while unarmed.
Circle Trip (Fighter_CircleTrip)
-
Skill : Circle Trip
Domain : Dirty fighting
Available: Monk Dancer
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (72)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CIRCLETRIP, CTRIP
Usage : CIRCLETRIP
Example : circletrip
Short(s) : ctrip
The Monk becomes capable of swinging his foot along the floor, tripping all
opponents in range.
+
Skill : Circle Trip
Domain : Dirty fighting
Available: Monk Dancer
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (72)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CIRCLETRIP, CTRIP
Usage : CIRCLETRIP
Example : circletrip
Short(s) : ctrip
The Monk becomes capable of swinging his foot along the floor, tripping all
opponents in range.
Clan Crafting (ClanCrafting)
-
Skill : Clan Crafting
Domain : Crafting
Available: Numerous Classes Several Classes
Allows : Quick Worker I, Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CLANCRAFT
Usage : CLANCRAFT (LIST) [ITEM TYPE]
Available: Enchanter Clan Members
Example : clancraft flag
: : clancraft list
: : clancraft list flag
: : clancraft list all
This skill allows a player to craft clan items. The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item. For this reason, only clan members who have the rank of Enchanter (or
the equivalent privileges), may use this skill even if they have the skill.
The majority of items crafted using this skill serve the CONQUEST system. See
the help on CONQUEST for more information on how to use the items. The extent
of the items which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the materials he or she wishes to
make the item from on the ground. Using better materials will increase both
the strength and the required level of the crafted item.
+
Skill : Clan Crafting
Domain : Crafting
Available: Numerous Classes Several Classes
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Allows : Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CLANCRAFT
Usage : CLANCRAFT (LIST) [ITEM TYPE]
Available: Enchanter Clan Members
Example : clancraft flag
: : clancraft list
: : clancraft list flag
: : clancraft list all
This skill allows a player to craft clan items. The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item. For this reason, only clan members who have the rank of Enchanter (or
the equivalent privileges), may use this skill even if they have the skill.
The majority of items crafted using this skill serve the CONQUEST system. See
the help on CONQUEST for more information on how to use the items. The extent
of the items which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the materials he or she wishes to
make the item from on the ground. Using better materials will increase both
the strength and the required level of the crafted item.
Skill : Cleave
Domain : Martial lore
Available: Assassin Barbarian Beastmaster Fighter
Available: Paladin Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
This skill allows a fighter who is in combat against more than one opponent to
take an extra attack against the next opponent on the same round in which the
first opponent is killed.
+
Skill : Cleave
Domain : Martial lore
Available: Assassin Barbarian Beastmaster Fighter
Available: Paladin Ranger
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
This skill allows a fighter who is in combat against more than one opponent to
take an extra attack against the next opponent on the same round in which the
first opponent is killed.
Cleric Honorary Degree (Skill_HonoraryDegreeCleric)
-
Skill : Cleric Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer,
Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4
skills qualified for by at least one of the qualifying classes, including those
prayers specified by the class, then the scholar will receive access to an
honorary degree Title. The scholar can then use the TITLE command to select
and use the honorary degree title. When one of these titles is in use, the
scholar is permitted to enter areas normally only allowed to those of the
qualifying class, and also gains the ability to pick up and equip items which
would normally fly away from the scholars hands if normally attempted.
+
Skill : Cleric Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer,
Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4
skills qualified for by at least one of the qualifying classes, including those
prayers specified by the class, then the scholar will receive access to an
honorary degree Title. The scholar can then use the TITLE command to select
and use the honorary degree title. When one of these titles is in use, the
scholar is permitted to enter areas normally only allowed to those of the
qualifying class, and also gains the ability to pick up and equip items which
would normally fly away from the scholars hands if normally attempted.
Skill : Climb
Domain : Fitness
Available: Monk Numerous Classes Several Classes Numerous Classes
Allows : Crow`s Nest, Fitness I
Use Cost : Movement (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CLIMB
Usage : CLIMB [DIRECTION]
Example : climb up
In some places, one may be able (or required) to climb up or down a surface in
order to get there safely. Without using this skill, someone attempting the
climb such a surface is certain to fall.
+
Skill : Climb
Domain : Fitness
Available: Monk Numerous Classes Several Classes Numerous Classes
Requires : 'Wood Chopping' at 75%
Allows : Improved Boarding, Fitness I, AutoClimb, Crow`s Nest
Use Cost : Movement (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CLIMB
Usage : CLIMB [DIRECTION]
Example : climb up
In some places, one may be able (or required) to climb up or down a surface in
order to get there safely. Without using this skill, someone attempting the
climb such a surface is certain to fall.
Skill : Cobbling
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Leather Working'
Requires : A base constitution of at least 12.
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COBBLE, COBBLING
Usage : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : cobble shoes
: : cobble bundle 100 oak
: : cobble list
: : cobble list shoe
: : cobble list all
: : cobble mend shoe
: : cobble refit boots
: : cobble scan
: : cobble scan bob
: : cobble learn boots
This skill allows a player to craft shoes and footware. The extent of the
items which can be crafted expands as the player goes up in level. This
command also allows the player to mend any damaged footware, get info on a
recipe, refit any footware which may be the wrong size, or learn to how to
cobble a found item, provided a blank recipe page, or recipe book with blank
pages is in his or her inventory. To begin crafting a new item, the player must
have placed the material he or she wishes to make the item from on the ground.
Using better materials will increase both the strength and the required level
of the crafted item. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter. or a
recipe book with blank pages in his or her inventory.
+
Skill : Cobbling
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Leather Working'
Requires : A base constitution of at least 12.
Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
Allows : Quick Worker I, Durable Crafting I, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COBBLE, COBBLING
Usage : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : cobble shoes
: : cobble bundle 100 oak
: : cobble list
: : cobble list shoe
: : cobble list all
: : cobble mend shoe
: : cobble refit boots
: : cobble scan
: : cobble scan bob
: : cobble learn boots
This skill allows a player to craft shoes and footware. The extent of the
items which can be crafted expands as the player goes up in level. This
command also allows the player to mend any damaged footware, get info on a
recipe, refit any footware which may be the wrong size, or learn to how to
cobble a found item, provided a blank recipe page, or recipe book with blank
pages is in his or her inventory. To begin crafting a new item, the player must
have placed the material he or she wishes to make the item from on the ground.
Using better materials will increase both the strength and the required level
of the crafted item. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter. or a
recipe book with blank pages in his or her inventory.
Collect Bounty (Skill_CollectBounty)
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Skill : Collect Bounty
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (68)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : COLLECTBOUNTY, BOUNTY
Usage : COLLECTBOUNTY [TARGET NAME]
Example : collectbounty orc
If the player is able to bring a legitimately wanted criminal up before a judge
in the same area, the judge will pay the player a bounty on the criminal and
bring in an authorized cityguard to complete the trial.
+
Skill : Collect Bounty
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (68)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : COLLECTBOUNTY, BOUNTY
Usage : COLLECTBOUNTY [TARGET NAME]
Example : collectbounty orc
If the player is able to bring a legitimately wanted criminal up before a judge
in the same area, the judge will pay the player a bounty on the criminal and
bring in an authorized cityguard to complete the trial.
Combat Log (Skill_CombatLog)
-
Skill : Combat Log
Domain : Combat lore
Available: Scholar
Allows : Combat Lore I
Use Cost : Mana (53)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 20
Commands : COMBATLOG
Usage : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT]))
Usage : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER])
Example : combatlog rabbit
Example : combatlog stop
Example : combatlog report
Example : combatlog write paper
This ability allows the player to assess key statistics about another character
or creatures performance in a fight. The player studiously notes all combat
details and can report out the details at any time, so long as they are still
observing. The player is able to observe things like the resources they
consume, and the challenges they overcome. The more lore Expertise the player
has, the greater the number of insights and details they will be able to note
using this skill. The player can then report on these details or even write
them onto paper or into a book. Stopping will clear the statistics, allowing
the player to study a new target.
+
Skill : Combat Log
Domain : Combat lore
Available: Scholar
Allows : Combat Lore I
Use Cost : Mana (53)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 20
Commands : COMBATLOG
Usage : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT]))
Usage : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER])
Example : combatlog rabbit
Example : combatlog stop
Example : combatlog report
Example : combatlog write paper
This ability allows the player to assess key statistics about another character
or creatures performance in a fight. The player studiously notes all combat
details and can report out the details at any time, so long as they are still
observing. The player is able to observe things like the resources they
consume, and the challenges they overcome. The more lore Expertise the player
has, the greater the number of insights and details they will be able to note
using this skill. The player can then report on these details or even write
them onto paper or into a book. Stopping will clear the statistics, allowing
the player to study a new target.
Combat Repairs (Skill_CombatRepairs)
-
Skill : Combat Repairs
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : COMBATREPAIR, COMBATREPAIRS
Usage : COMBATREPAIR
Example : combatrepair
The sailor quickly runs around patching up holes and other ship damage with any
materials on hand. This may only be done while the ship is in combat and
provides an amount of repair which depends on the sailors dexterity and
expertise. The repairs wear off once the ship leaves combat, but never falls
below the damage level when repairs were made.
+
Skill : Combat Repairs
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : COMBATREPAIR, COMBATREPAIRS
Usage : COMBATREPAIR
Example : combatrepair
The sailor quickly runs around patching up holes and other ship damage with any
materials on hand. This may only be done while the ship is in combat and
provides an amount of repair which depends on the sailors dexterity and
expertise. The repairs wear off once the ship leaves combat, but never falls
below the damage level when repairs were made.
Command Horse (Paladin_CommandHorse)
-
Skill : Command Horse
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Mana (72)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : COMMANDHORSE
Usage : COMMANDHORSE [TARGET] [COMMAND]
Example : commandhorse horse smile
The Paladin`s affinity with horses has grown such that they have the natural
ability to command equines of all sorts to do just about anything he wants.
+
Skill : Command Horse
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Mana (72)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : COMMANDHORSE
Usage : COMMANDHORSE [TARGET] [COMMAND]
Example : commandhorse horse smile
The Paladin`s affinity with horses has grown such that they have the natural
ability to command equines of all sorts to do just about anything he wants.
Commoner Honorary Degree (Skill_HonoraryDegreeCommoner)
-
Skill : Commoner Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar.
When the scholar has Studied at least 4 skills qualified for by at least one of
the qualifying classes, including those common skills specified by the class,
then the scholar will receive access to an honorary degree Title. The scholar
can then use the TITLE command to select and use the honorary degree title.
When one of these titles is in use, the scholar is permitted to enter areas
normally only allowed to those of the qualifying class, and also gains the
ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.
+
Skill : Commoner Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar.
When the scholar has Studied at least 4 skills qualified for by at least one of
the qualifying classes, including those common skills specified by the class,
then the scholar will receive access to an honorary degree Title. The scholar
can then use the TITLE command to select and use the honorary degree title.
When one of these titles is in use, the scholar is permitted to enter areas
normally only allowed to those of the qualifying class, and also gains the
ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.
Skill : Composting
Domain : Gathering
Available: Artisan Numerous Classes
Requires : 'Farming'
Requires : A base wisdom of at least 12.
Allows : Quick Worker I
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COMPOST, COMPOSTING
Usage : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE]
Example : compost carrots
: : compost 20 carrots
: : compost bundle 100 compost
This skills allows the player to quickly convert any vegetation resources, such
as those from the forage or butcher skills, into compost items. These compost
items can then be used to greatly increase the yield of the Farming skill.
+
Skill : Composting
Domain : Gathering
Available: Artisan Numerous Classes
Requires : 'Farming'
Requires : A base wisdom of at least 12.
Allows : Irrigation, Quick Working I, Landscaping, Quick Worker I
Allows : Gardening
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COMPOST, COMPOSTING
Usage : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE]
Example : compost carrots
: : compost 20 carrots
: : compost bundle 100 compost
This skills allows the player to quickly convert any vegetation resources, such
as those from the forage or butcher skills, into compost items. These compost
items can then be used to greatly increase the yield of the Farming skill.
Skill : Con
Domain : Deceptive
Available: Burglar Charlatan
Allows : Deceptive I
Use Cost : Mana (73)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CON
Usage : CON [TARGET NAME] [COMMAND]
Example : con orc sleep
The thief will attempt to use trickery, and flattery to get a character to do
something for him or her. The conned character will do almost anything, but
some things even the gullible won't do, such as follow or sleep (among others).
+
Skill : Con
Domain : Deceptive
Available: Burglar Charlatan
Allows : Deceptive I
Use Cost : Mana (73)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CON
Usage : CON [TARGET NAME] [COMMAND]
Example : con orc sleep
The thief will attempt to use trickery, and flattery to get a character to do
something for him or her. The conned character will do almost anything, but
some things even the gullible won't do, such as follow or sleep (among others).
Conceal Door (Thief_ConcealDoor)
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Skill : Conceal Door
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR
Usage : DOORCONCEAL [EXIT NAME]
Example : doorconceal east
The thief is able to hide a door or gate. The level of the door he is able to
hide is affected by level and stealth expertise. The door remains hidden from
non-players for a long time, or permanently if owned.
+
Skill : Conceal Door
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DOORCONCEAL, DCONCEAL, CONCEALDOOR
Usage : DOORCONCEAL [EXIT NAME]
Example : doorconceal east
The thief is able to hide a door or gate. The level of the door he is able to
hide is affected by level and stealth expertise. The door remains hidden from
non-players for a long time, or permanently if owned.
Conceal Item (Thief_ConcealItem)
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Skill : Conceal Item
Domain : Stealthy
Available: Pirate Thief
Allows : Stealthy I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM
Usage : ITEMCONCEAL [TARGET NAME]
Example : itemconceal chest
The thief is able to hide an item of moderate size. The size of the item he is
able to hide is affected by level and stealth expertise. The item remains
hidden for a long time, or permanently if owned.
+
Skill : Conceal Item
Domain : Stealthy
Available: Pirate Thief
Allows : Stealthy I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : ITEMCONCEAL, ICONCEAL, CONCEALITEM
Usage : ITEMCONCEAL [TARGET NAME]
Example : itemconceal chest
The thief is able to hide an item of moderate size. The size of the item he is
able to hide is affected by level and stealth expertise. The item remains
hidden for a long time, or permanently if owned.
Conceal Walkway (Thief_ConcealWalkway)
-
Skill : Conceal Walkway
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY
Usage : WALKWAYCONCEAL [EXIT NAME]
Example : walkway east
The thief is able to hide a walkway to or within a building. The level of the
walkway he is able to hide is affected by level and stealth expertise. The
walkway remains hidden from non-players for a long time, or permanently if
owned.
+
Skill : Conceal Walkway
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY
Usage : WALKWAYCONCEAL [EXIT NAME]
Example : walkway east
The thief is able to hide a walkway to or within a building. The level of the
walkway he is able to hide is affected by level and stealth expertise. The
walkway remains hidden from non-players for a long time, or permanently if
owned.
Conduct Symphony (Skill_Conduct)
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Skill : Conduct Symphony
Domain : Playing
Available: Minstrel
Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
Use Cost : Mana (80)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 2
Commands : CONDUCT
Usage : CONDUCT
Example : conduct
This powerful bard skill allows the bard to conduct their group as if it were a
symphony. If the bard`s group all have instruments, and all are prepared to
play them, then using this skill will grant them all the ability to play the
magical "symphony" as per the bard song.
+
Skill : Conduct Symphony
Domain : Playing
Available: Minstrel
Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
Use Cost : Mana (80)
Quality : Circumstantial
Targets : Creatures
Range : Touch - Range 2
Commands : CONDUCT
Usage : CONDUCT
Example : conduct
This powerful bard skill allows the bard to conduct their group as if it were a
symphony. If the bard`s group all have instruments, and all are prepared to
play them, then using this skill will grant them all the ability to play the
magical "symphony" as per the bard song.
Skill : Construction
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Carpentry'
Requires : A base constitution of at least 12.
Allows : Quick Worker I, Ingenious Engineering I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CONSTRUCT
Usage : CONSTRUCT [LIST/[PROJECT NAME]] [DIRECTION]
Example : construct wall north
: : construct list
: : construct roof
: : construct door east
: : construct title A messy room.
: : construct desc east This is my favorite Door.
: : construct desc room This is a messy room.
: : construct stairs
: : construct help Bob
: : construct demolish west
: : construct demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls, stairs, and doors may be built following the
construction of roof and framework. Fences and gates may be built outdoors.
This skill also allows the demolition of unwanted walls and structures,
upstairs rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a construction project.
All of the structures made with this skill are made of wood. Items crafted
with balsa can be done with half the required wood listed, while items crafted
with ironwood will require twice the required wood listed. The raw wood for
construction can be obtained using the Chopping skill.
+
Skill : Construction
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Carpentry'
Requires : A base constitution of at least 12.
Allows : Quick Building I, Decorating, Quick Worker I, Ingenious Engineering
I
Allows : Find Home
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CONSTRUCT
Usage : CONSTRUCT [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : construct wall north
: : construct list
: : construct info wall
: : construct roof
: : construct door east
: : construct title A messy room.
: : construct desc east This is my favorite Door.
: : construct desc room This is a messy room.
: : construct stairs
: : construct help Bob
: : construct demolish west
: : construct demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls, stairs, and doors may be built following the
construction of roof and framework. Fences and gates may be built outdoors.
This skill also allows the demolition of unwanted walls and structures,
upstairs rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a construction project.
All of the structures made with this skill are made of wood. Items crafted
with balsa can be done with half the required wood listed, while items crafted
with ironwood will require twice the required wood listed. The raw wood for
construction can be obtained using the Chopping skill.
Contract Hit (Thief_ContractHit)
-
Skill : Contract Hit
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (80)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CONTRACTHIT
Usage : CONTRACTHIT [TARGET NAME]
Example : contracthit orc
By spending an appropriate amount of money, the player can put a 'hit' out on
the target. The target will, after some time, be assaulted by 3-6 assassins of
appropriate level. The assassins will persist until their job is done, or are
all killed. They will track the target if necessary.
+
Skill : Contract Hit
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (80)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CONTRACTHIT
Usage : CONTRACTHIT [TARGET NAME]
Example : contracthit orc
By spending an appropriate amount of money, the player can put a 'hit' out on
the target. The target will, after some time, be assaulted by 3-6 assassins of
appropriate level. The assassins will persist until their job is done, or are
all killed. They will track the target if necessary.
Control Undead (Skill_ControlUndead)
-
Skill : Control Undead
Domain : Death lore
Available: Cleric Necromancer
Allows : Death Lore I
Use Cost : Mana (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CONTROL
Usage : CONTROL [TARGET NAME]
Example : control skeleton
The evil or neutral priest attempts to frighten the heck out of an undead
creature. Depending upon the level of the priest versus the level of the
creature, the effect of the skill may be to either cause it to become
submissive for a time, or come completely under the clerics control.
+
Skill : Control Undead
Domain : Death lore
Available: Cleric Necromancer
Allows : Death Lore I
Use Cost : Mana (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CONTROL
Usage : CONTROL [TARGET NAME]
Example : control skeleton
The evil or neutral priest attempts to frighten the heck out of an undead
creature. Depending upon the level of the priest versus the level of the
creature, the effect of the skill may be to either cause it to become
submissive for a time, or come completely under the clerics control.
Skill : Convert
Domain : Evangelism
Available: Numerous Classes
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CONVERT
Usage : CONVERT [PLAYER NAME/DEITY NAME]
Example : convert bob
Example : convert odin
This skill allows Clerics to convert themselves or others to the worship of
specific deities. If a player is specified, the target player must not be
worshiping another deity at the time, which means that to change deities, the
player must first REBUKE their current deity. If an npc mob is specified, then
a failed conversion will be followed by a 30 minute period of doubt where the
npc may not be converted by anyone. That is then followed by another 30 minute
period where the mob will be susceptable to conversion. A converted npc mob
will remain so for a period of time, but any religious services in the area
attended by the mob will extend the period.
A deity may be also be specified as a parameter, allowing the cleric to convert
themselves to the worship of a deity. Use the DEITIES command to list
available deities. See also the help entries for RELIGION, BLESSINGS,
SERVICES, and RITUALS for more information.
+
Skill : Convert
Domain : Evangelism
Available: Numerous Classes
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : CONVERT
Usage : CONVERT [PLAYER NAME/DEITY NAME]
Example : convert bob
Example : convert odin
This skill allows Clerics to convert themselves or others to the worship of
specific deities. If a player is specified, the target player must not be
worshiping another deity at the time, which means that to change deities, the
player must first REBUKE their current deity. If an npc mob is specified, then
a failed conversion will be followed by a 30 minute period of doubt where the
npc may not be converted by anyone. That is then followed by another 30 minute
period where the mob will be susceptable to conversion. A converted npc mob
will remain so for a period of time, but any religious services in the area
attended by the mob will extend the period.
A deity may be also be specified as a parameter, allowing the cleric to convert
themselves to the worship of a deity. Use the DEITIES command to list
available deities. See also the help entries for RELIGION, BLESSINGS,
SERVICES, and RITUALS for more information.
Skill : Cooking
Domain : Crafting
Available: Artisan Gaoler Numerous Classes
Allows : Baking, Master Cooking, Quick Worker I, Distilling
Allows : Food Prep, Home Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COOK, COOKING
Usage : COOK LIST/[COOKING CONTAINER]
Example : cook list
Example : cook list stew
Example : cook list all
Example : cook pot
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, like a pot or pan. A
pot may be filled with water, if water is required for the recipe. The
ingredients for cooking are best obtained through the Butchering skill and the
Foraging skill, and some Food Prep may be necessary for some dishes.
+
Skill : Cooking
Domain : Epicurean
Available: Artisan Gaoler Numerous Classes
Allows : Distilling, Quick Cooking I, Master Cooking, Quick Worker I
Allows : Home Cooking I, Advanced Cooking I, Food Prep, Baking
Allows : Vigorous Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COOK, COOKING
Usage : COOK LIST/[COOKING CONTAINER]
Example : cook list
Example : cook list stew
Example : cook list all
Example : cook pot
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, like a pot or pan. A
pot may be filled with water, if water is required for the recipe. The
ingredients for cooking are best obtained through the Butchering skill and the
Foraging skill, and some Food Prep may be necessary for some dishes.
Skill : Costuming
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Tailoring'
Requires : A base intelligence of at least 12.
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Master Costuming, Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COSTUME, COSTUMING
Usage : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
Example : costume habit
: : costume list
: : costume list habit
: : costume list all
: : costume mend habit
: : costume refit habit
: : costume scan
: : costume scan bob
: : costume learn shirt
This skill allows a player to knit specialized clothing, such as children's
clothing and culture-based clothing. The extent of the items which can be
costumed expands as the player goes up in level. This command also allows the
player to mend any damaged clothing, get info on a list item, refit any clothes
which are the wrong size, or learn to how to knit a found item, provided a
blank recipe page, or recipe book with blank pages is in his or her inventory.
To begin costuming a new item, the player must have placed the cloth he or she
wishes to make the clothing from on the ground. The player may also scan the
room or other players for equipment that may be mended by this skill, using the
scan parameter. The raw cloth for costuming is found using the Butchering,
Shearing, or Foraging skills.
+
Skill : Costuming
Domain : Crafting
Available: Artisan Charlatan Numerous Classes
Requires : 'Tailoring'
Requires : A base intelligence of at least 12.
Allows : Light Sewing I, Quality Crafting I, Quick Worker I
Allows : Durable Crafting I, Light Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Quality Sewing I, Master Costuming
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : COSTUME, COSTUMING
Usage : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
Example : costume habit
: : costume list
: : costume list habit
: : costume list all
: : costume mend habit
: : costume refit habit
: : costume scan
: : costume scan bob
: : costume learn shirt
This skill allows a player to fabricate paper clothing that can be worn over
most other clothing so as to produce a different display, but not interfere
with the function of the underlying clothing and armor. In order to use this
skill, the costumer must first acquire the desired item they wish to base the
pattern off of, and then deconstruct that item into a costuming recipe with the
COSTUME LEARN command provided a blank recipe page, or recipe book with blank
pages is in his or her inventory. This command also allows the player to mend
any damaged paper clothing, get info on a list item, or refit any paper clothes
which are the wrong size. To begin costuming a new item, the player must have
placed the bolt of paper he or she wishes to make the clothing from on the
ground. The player may also scan the room or other players for equipment that
may be mended by this skill, using the scan parameter. The raw materials for
costuming are created using the Papermake skill.
Counter-Attack (Fighter_CounterAttack)
-
Skill : Counter-Attack
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
This skill allows a fighter to position themselves for an extra attack
following a successful Parry.
+
Skill : Counter-Attack
Domain : Martial lore
Available: Fighter
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
This skill allows a fighter to position themselves for an extra attack
following a successful Parry.
Counter-Tracking (Thief_Countertracking)
-
Skill : Counter-Tracking
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Invoked : Automatic
Example :
proficiency in this skills negates mundane tracking skill use against the
target, such as the tracking done by rangers and assassins.
+
Skill : Counter-Tracking
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Invoked : Automatic
Example :
proficiency in this skills negates mundane tracking skill use against the
target, such as the tracking done by rangers and assassins.
Coup de Grace (Fighter_CoupDeGrace)
-
Skill : Coup de Grace
Domain : Dirty fighting
Available: Fighter
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (150)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : COUP, COUPDEGRACE
Usage : COUP [TARGET NAME]
Example : coup orc
The fighter attempts to deliver a final fatal blow to the target which is very
injured, below 25% of their hit points and completely prone (lying down). This
is a difficult skill to use properly, so practice often! The typical fighter
must quickly whomp their target to the ground and coup-de-grace them before
they come back to their senses.
+
Skill : Coup de Grace
Domain : Dirty fighting
Available: Fighter
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (150)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : COUP, COUPDEGRACE
Usage : COUP [TARGET NAME]
Example : coup orc
The fighter attempts to deliver a final fatal blow to the target which is very
injured, below 25% of their hit points and completely prone (lying down). This
is a difficult skill to use properly, so practice often! The typical fighter
must quickly whomp their target to the ground and coup-de-grace them before
they come back to their senses.
Cover Defence (Fighter_CoverDefence)
-
Skill : Cover Defence
Domain : Evasive
Available: Fighter
Allows : Evasively I
Invoked : Automatic
Example :
During combat, the fighter will keep an eye out for defensive cover positions
to take against missile weapons. When the moment is right, the fighter may
take cover behind these positions, negating the missile attack.
+
Skill : Cover Defence
Domain : Evasive
Available: Artisan Fighter
Requires : 'Ranged Weapon Proficiency' at 75%
Allows : Evasively I
Invoked : Automatic
Example :
During combat, the fighter will keep an eye out for defensive cover positions
to take against missile weapons. When the moment is right, the fighter may
take cover behind these positions, negating the missile attack.
Craft Holy Avenger (Paladin_CraftHolyAvenger)
-
Skill : Craft Holy Avenger
Domain : Crafting
Available: Paladin
Requires : 'Sword Specialization', and 'Weaponsmithing'
Allows : Quick Worker I, Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER
Usage : CRAFTHOLY
Example :
Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack
and damage are based on the Paladin's level.
+
Skill : Craft Holy Avenger
Domain : Crafting
Available: Paladin
Requires : 'Sword Specialization', and 'Weaponsmithing'
Allows : Quick Worker I, Light Crafting I, Advanced Crafting I
Allows : Quick Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER
Usage : CRAFTHOLY
Example :
Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack
and damage are based on the Paladin's level.
Critical Shot (Fighter_CriticalShot)
-
Skill : Critical Shot
Domain : Martial lore
Available: Assassin Fighter Jester Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Gives the fighter a bonus to all damage during combat when firing or throwing a
ranged weapon in combat.
+
Skill : Critical Shot
Domain : Martial lore
Available: Assassin Fighter Jester Ranger
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
Gives the fighter a bonus to all damage during combat when firing or throwing a
ranged weapon in combat.
Critical Strike (Fighter_CritStrike)
-
Skill : Critical Strike
Domain : Martial lore
Available: Assassin Fighter Jester
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Gives the fighter a bonus to all damage during combat when using a weapon in
melee combat.
+
Skill : Critical Strike
Domain : Martial lore
Available: Assassin Fighter Jester
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
Gives the fighter a bonus to all damage during combat when using a weapon in
melee combat.
Crow`s Nest (Skill_CrowsNest)
-
Skill : Crow`s Nest
Domain : Sea travel
Available: Sailor
Requires : 'Climb' at 74%
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : CROWSNEST
Usage : crowsnest
Example : crowsnest
Allows the sailor to attempt to climb up into the crows nest from the deck of
their large sailing ship. From this small perch, the sailor can look around and
see approaching people or objects or land from a greater distance, and take
note of the direction. They can then yell down instructions to those on the
deck below. Looking in particular directions will allow them to make out some
minor details in that direction.
+
Skill : Crow`s Nest
Domain : Sea travel
Available: Sailor
Requires : 'Climb' at 74%
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : CROWSNEST
Usage : crowsnest
Example : crowsnest
Allows the sailor to attempt to climb up into the crows nest from the deck of
their large sailing ship. From this small perch, the sailor can look around and
see approaching people or objects or land from a greater distance, and take
note of the direction. They can then yell down instructions to those on the
deck below. Looking in particular directions will allow them to make out some
minor details in that direction.
Curtain Call (Skill_CurtainCall)
-
Skill : Curtain Call
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (34) Movement (34)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CURTAINCALL
Usage : CURTAINCALL
Example : curtaincall
The bard calls the curtain, making everyone in his or her group begin taking a
bow until their health and mana is restored, at the cost of movement.
+
Skill : Curtain Call
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (34) Movement (34)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CURTAINCALL
Usage : CURTAINCALL
Example : curtaincall
The bard calls the curtain, making everyone in his or her group begin taking a
bow until their health and mana is restored, at the cost of movement.
Cut Throat (Thief_CutThroat)
-
Skill : Cut Throat
Domain : Dirty fighting
Available: Assassin
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (66)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CUTTHROAT, CT
Usage : CUTTHROAT [TARGET NAME]
Example : cutthroat orc
Shorts : CT
If the thief is hidden, or otherwise invisible to the target, and is wielding a
dagger, this ability will allow him or her to cut the target`s throat, dealing
a big burst of damage, and starting the bleeding effect.
+
Skill : Cut Throat
Domain : Dirty fighting
Available: Assassin
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (66)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CUTTHROAT, CT
Usage : CUTTHROAT [TARGET NAME]
Example : cutthroat orc
Shorts : CT
If the thief is hidden, or otherwise invisible to the target, and is wielding a
dagger, this ability will allow him or her to cut the target`s throat, dealing
a big burst of damage, and starting the bleeding effect.
Dagger Defense (Thief_DaggerDefense)
-
Skill : Dagger Defense
Domain : Evasive
Available: Assassin
Allows : Evasively I
Invoked : Automatic
Example :
This skill grants an extra attempt to parry when wielding a dagger. Parrying is
the ability to cancel an armed attack by an opponent using your own weapon.
The character with this skill will parry the attacks of his or her armed
opponents whenever possible.
+
Skill : Dagger Defense
Domain : Evasive
Available: Assassin
Allows : Evasively I
Invoked : Automatic
Example :
This skill grants an extra attempt to parry when wielding a dagger. Parrying is
the ability to cancel an armed attack by an opponent using your own weapon.
The character with this skill will parry the attacks of his or her armed
opponents whenever possible.
Dagger Specialization (Specialization_Dagger)
-
Skill : Dagger Specialization
Domain : Weapon use
Available: Assassin
Allows : Weaponsmithing, Master Weaponsmithing
Invoked : Automatic
The player is a master with daggers, gaining bonuses to attack when using a
dagger in combat. Can also allow the use of higher level daggers if the focus
expertise is taken. This specialization stacks its bonuses on top of the more
general edged weapon specialization.
+
Skill : Dagger Specialization
Domain : Weapon use
Available: Assassin
Allows : Weaponsmithing
Invoked : Automatic
The player is a master with daggers, gaining bonuses to attack when using a
dagger in combat. Can also allow the use of higher level daggers if the focus
expertise is taken. This specialization stacks its bonuses on top of the more
general edged weapon specialization.
Dampen Auras (Thief_DampenAuras)
-
Skill : Dampen Auras
Domain : Deceptive
Available: Arcanist
Allows : Deceptive I
Use Cost : Mana (72)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : DAMPENAURAS
Usage : DAMPENAURAS
Example : dampenauras
This skill eliminates any emanations and auras on the thief and his or her
inventory items. This includes emanations and auras which others might be
using skills to detect (such as magic, goodness, metalicness, etc).
+
Skill : Dampen Auras
Domain : Deceptive
Available: Arcanist
Allows : Deceptive I
Use Cost : Mana (72)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : DAMPENAURAS
Usage : DAMPENAURAS
Example : dampenauras
This skill eliminates any emanations and auras on the thief and his or her
inventory items. This includes emanations and auras which others might be
using skills to detect (such as magic, goodness, metalicness, etc).
Dazzling Caltrops (Thief_DazzlingCaltrops)
-
Skill : Dazzling Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, Mana Sapping I
Use Cost : Mana (33) Movement (33)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DAZZLINGCALTROPS
Usage : DAZZLING CALTROPS
Example : dazzlingcaltrops
The thief drops numerous small shiny colorful metal objects on the ground
around him or her. While the thief will be able to avoid them, anyone entering,
leaving, advancing, or retreating from the room will be have have to avoid
meeting their dazzling gaze or else risk losing mana from doing so.
+
Skill : Dazzling Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, Mana Sapping I
Use Cost : Mana (33) Movement (33)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DAZZLINGCALTROPS
Usage : DAZZLING CALTROPS
Example : dazzlingcaltrops
The thief drops numerous small shiny colorful metal objects on the ground
around him or her. While the thief will be able to avoid them, anyone entering,
leaving, advancing, or retreating from the room will be have have to avoid
meeting their dazzling gaze or else risk losing mana from doing so.
Dead Reckoning (Skill_DeadReckoning)
-
Skill : Dead Reckoning
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : DEADRECKON, DEADRECKONING
Usage : DEADRECKON
Example : deadreckon
From the deck of a boat or ship, the sailor can use their intuition and
superior guesswork to determine which direction lies the path to the closest
land.
+
Skill : Dead Reckoning
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : DEADRECKON, DEADRECKONING
Usage : DEADRECKON
Example : deadreckon
From the deck of a boat or ship, the sailor can use their intuition and
superior guesswork to determine which direction lies the path to the closest
land.
Death Trap (Thief_DeathTrap)
-
Skill : Death Trap
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (40) Movement (40)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DEATHTRAP
Usage : DEATHTRAP
Example : deathtrap
With 100 pounds of metal on the ground, the thief may construct a most horrible
and astounding trap. Anyone entering the room with the trap will be killed
most horribly.
+
Skill : Death Trap
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (40) Movement (40)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DEATHTRAP
Usage : DEATHTRAP
Example : deathtrap
With 100 pounds of metal on the ground, the thief may construct a most horrible
and astounding trap. Anyone entering the room with the trap will be killed
most horribly.
Decipher Script (Skill_DecipherScript)
-
Skill : Decipher Script
Domain : Street smarts
Available: Several Classes
Allows : Street Lore I
Use Cost : Mana (8)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DECIPHER
Usage : DECIPHER [TARGET NAME] ([PAGE NUMBER])
Example : decipher paper
Example : decipher book 3
The player decodes any encryption on a book or document or other writing. It
can be used similar to the READ command to select different pages of a book as
well.
+
Skill : Decipher Script
Domain : Street smarts
Available: Several Classes
Allows : Street Lore I
Use Cost : Mana (8)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DECIPHER
Usage : DECIPHER [TARGET NAME] ([PAGE NUMBER])
Example : decipher paper
Example : decipher book 3
The player decodes any encryption on a book or document or other writing. It
can be used similar to the READ command to select different pages of a book as
well.
Skill : Decorating
Domain : Artistic
Available: Artisan
Requires : 'Painting' at 75%, and 'Construction' at 75%
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DECORATE, DECORATING
Usage : DECORATE MOUNT/HANG/STICK [ITEM NAME]
Example : decorate mount picture
This skill allows the player to hang or mount an item on the wall of a room.
The item will blend with the room description, and while it is still GETtable,
it is protected from mass commands like GET ALL. Items mounted or hung will
have their display text altered, whereas items put up using STICK will not.
Deep Breath (Skill_DeepBreath)
-
Skill : Deep Breath
Domain : Fitness
Available: Sailor
Allows : Fitness I
Invoked : Automatic
This skill grants the ability to hold ones breathe for a period, allowing one
to forego damage when under water or otherwise unable to breathe.
+
Skill : Deep Breath
Domain : Fitness
Available: Sailor
Allows : Fitness I
Invoked : Automatic
This skill grants the ability to hold ones breathe for a period, allowing one
to forego damage when under water or otherwise unable to breathe.
Skill : Deep Cut
Domain : Martial lore
Available: Assassin
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DEEPCUT
Usage : DEEPCUT ([TARGET NAME]) [BODY PART]
Example : deepcut left arm
Example : deepcut orc left arm
The player lunges for a body part on the target to deeply injure. If the
player manages to take more than 8% of the target`s hit points on the next hit,
the body part will be directly cut into. Requires the use of a slashing or
piercing melee weapon.
+
Skill : Deep Cut
Domain : Martial lore
Available: Assassin
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DEEPCUT
Usage : DEEPCUT ([TARGET NAME]) [BODY PART]
Example : deepcut left arm
Example : deepcut orc left arm
The player lunges for a body part on the target to deeply injure. If the
player manages to take more than 8% of the target`s hit points on the next hit,
the body part will be directly cut into. Requires the use of a slashing or
piercing melee weapon.
Deflect Projectile (Fighter_DeflectProjectile)
-
Skill : Deflect Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the uncanny ability to block and deflect arrows, spears, and
other projectiles in mid flight. The Monk requires a free hand to perform this
skill.
+
Skill : Deflect Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the uncanny ability to block and deflect arrows, spears, and
other projectiles in mid flight. The Monk requires a free hand to perform this
skill.
Desert Tactics (Fighter_DesertTactics)
-
Skill : Desert Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in deserts. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
+
Skill : Desert Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in deserts. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
Desperate Moves (Fighter_DesperateMoves)
-
Skill : Desperate Moves
Domain : Evasive
Available: Fighter
Allows : Evasively I
Invoked : Automatic
When near death, the fighters desperation brings out their best evasive moves,
cutting all damage in half when below 10% hit points.
+
Skill : Desperate Moves
Domain : Evasive
Available: Fighter
Allows : Evasively I
Invoked : Automatic
When near death, the fighters desperation brings out their best evasive moves,
cutting all damage in half when below 10% hit points.
Detect Traps (Thief_DetectTraps)
-
Skill : Detect Traps
Domain : Alert
Available: Bard Jester Trapper Several Classes
Allows : Vigilantly I, Identify Traps, AutoDetect Traps, AutoMark Traps
Use Cost : Mana (54)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : CHECK
Spell : Detect Traps
Domain : Divination
Available: Diviner
Allows : Power Divining I, Extended Divining I, Ranged Divining I
Allows : Reduced Divining I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CHECK
Example : check east
Example : check chest
The thief can take a careful look at an item, container, or door to see if it
is trapped.
+
Skill : Detect Traps
Domain : Alert
Available: Bard Jester Trapper Several Classes
Allows : Identify Traps, AutoDetect Traps, AutoMark Traps
Allows : Vigilantly I
Use Cost : Mana (54)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : CHECK
Spell : Detect Traps
Domain : Divination
Available: Diviner
Allows : Extended Divining I, Power Divining I, Reduced Divining I
Allows : Ranged Divining I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CHECK
Example : check east
Example : check chest
The thief can take a careful look at an item, container, or door to see if it
is trapped.
Skill : Detection
Domain : Alert
Available: Arcanist Burglar Charlatan Monk
Available: Thief Trapper
Allows : Vigilantly I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : DETECT, DETECTION
Usage : detect
Example :
The thief takes a careful and meticulous look around, allowing him or her to
spot any hidden things in the area. The longer the thief looks around, the more
he will see.
+
Skill : Detection
Domain : Alert
Available: Arcanist Burglar Charlatan Monk
Available: Thief Trapper
Allows : Vigilantly I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : DETECT, DETECTION
Usage : detect
Example :
The thief takes a careful and meticulous look around, allowing him or her to
spot any hidden things in the area. The longer the thief looks around, the more
he will see.
Skill : Dirt
Domain : Dirty fighting
Available: Assassin Barbarian Fighter Minstrel
Available: Monk SkyWatcher Thief
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (52)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : DIRT
Usage : DIRT [TARGET NAME]
Example : dirt orc
The fighter attempts to kick dirt into the eyes of the target, making them
temporarily blind.
+
Skill : Dirt
Domain : Dirty fighting
Available: Assassin Barbarian Fighter Minstrel
Available: Monk SkyWatcher Thief
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (52)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : DIRT
Usage : DIRT [TARGET NAME]
Example : dirt orc
The fighter attempts to kick dirt into the eyes of the target, making them
temporarily blind.
Disabling Caltrops (Thief_DisablingCaltrops)
-
Skill : Disabling Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, Fatiguing I
Use Cost : Mana (37) Movement (37)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DISABLINGCALTROPS
Usage : DISABLING CALTROPS
Example : disablingcaltrops
The thief drops numerous small metal hooked spikes on the ground around him or
her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be have their feet caught on them,
disabling movement.
+
Skill : Disabling Caltrops
Domain : Trapping
Available: Trapper
Allows : Trapping I, Fatiguing I
Use Cost : Mana (37) Movement (37)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : DISABLINGCALTROPS
Usage : DISABLING CALTROPS
Example : disablingcaltrops
The thief drops numerous small metal hooked spikes on the ground around him or
her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will be have their feet caught on them,
disabling movement.
Skill : Disarm
Domain : Martial lore
Available: Barbarian Beastmaster Fighter Monk
Available: Dancer Numerous Classes
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (56)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISARM
Usage : DISARM [TARGET NAME]
Example : disarm orc
The fighter attempts use his or her weapon to disarm the target, hurling their
weapon onto the floor and out of reach. To succeed, the player must be armed,
make their proficiency check, "hit" their opponent, and not be too underpowered
compared to their opponent.
+
Skill : Disarm
Domain : Martial lore
Available: Barbarian Beastmaster Fighter Monk
Available: Dancer Numerous Classes
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (56)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISARM
Usage : DISARM [TARGET NAME]
Example : disarm orc
The fighter attempts use his or her weapon to disarm the target, hurling their
weapon onto the floor and out of reach. To succeed, the player must be armed,
make their proficiency check, "hit" their opponent, and not be too underpowered
compared to their opponent.
Disease Immunity (Paladin_DiseaseImmunity)
-
Skill : Disease Immunity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
As the Paladin's proficiency grows, he or she becomes more and more immune to
diseases and disease like spell affects.
+
Skill : Disease Immunity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
As the Paladin's proficiency grows, he or she becomes more and more immune to
diseases and disease like spell affects.
Skill : Disguise
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (53)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : DISGUISE
Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]
Example : disguise race orc
Example : disguise class thief
Example : disguise height 1000
This powerful ability allows the bard to disguise his or her appearance in
numerous ways. The disguise command, without any arguments, will list the
attributes which may be changed. Once a disguise has been put on, entering
disguise again without any arguments will remove the disguise.
+
Skill : Disguise
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (53)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : DISGUISE
Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]
Example : disguise race orc
Example : disguise class thief
Example : disguise height 1000
This powerful ability allows the bard to disguise his or her appearance in
numerous ways. The disguise command, without any arguments, will list the
attributes which may be changed. Once a disguise has been put on, entering
disguise again without any arguments will remove the disguise.
Skill : Dissertating
Domain : Crafting
Available: Scholar
Allows : Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DISSERTATE, DISSERTATING
Usage : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]
Usage : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]
Example : dissertate iron grip scroll
: : dissertate iron grip from "scroll of iron grip" "a dissertation"
This skill allows the player to write a lengthy dissertation on how to learn
one of the skills or spells the player knows, or to transcribe any skill from
one scroll or dissertation to another. To do this, the player must have a piece
of paper with sufficient blank space on it to make the dissertation out of.
Once written, the dissertation may be read in order to learn the skill.
+
Skill : Dissertating
Domain : Crafting
Available: Scholar
Allows : Advanced Crafting I, Quick Crafting I, Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DISSERTATE, DISSERTATING
Usage : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]
Usage : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]
Example : dissertate iron grip scroll
: : dissertate iron grip from "scroll of iron grip" "a dissertation"
This skill allows the player to write a lengthy dissertation on how to learn
one of the skills or spells the player knows, or to transcribe any skill from
one scroll or dissertation to another. To do this, the player must have a piece
of paper with sufficient blank space on it to make the dissertation out of.
Once written, the dissertation may be read in order to learn the skill.
Skill : Distilling
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Cooking'
Allows : Master Distilling, Quick Worker I, Home Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DISTILLING
Usage : DISTILL LIST/[BREWING CONTAINER]
Example : distill pot
: : distill list
: : distill list whiskey
: : distill list all
This skill allows the player to create a beer and other liquors from basic
ingredients. The player must be near a fire over which the alcohol can be
brewed. The ingredients must be placed in a fire-safe container, like a pot or
pan. A pot must be filled with water or other liquids required by the recipe.
The ingredients for cooking are best obtained through the Foraging skill.
+
Skill : Distilling
Domain : Epicurean
Available: Artisan Numerous Classes
Requires : 'Cooking'
Allows : Warrants, Master Distilling, Quick Cooking I, Quick Worker I
Allows : Master Foraging, Home Cooking I, Imbued Distilling I
Allows : Advanced Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DISTILLING
Usage : DISTILL LIST/[BREWING CONTAINER]
Example : distill pot
: : distill list
: : distill list whiskey
: : distill list all
This skill allows the player to create a beer and other liquors from basic
ingredients. The player must be near a fire over which the alcohol can be
brewed. The ingredients must be placed in a fire-safe container, like a pot or
pan. A pot must be filled with water or other liquids required by the recipe.
The ingredients for cooking are best obtained through the Foraging skill.
Skill : Distract
Domain : Deceptive
Available: Pirate Dancer Thief Several Classes
Allows : Improved Distraction, Deceptive I
Use Cost : Movement (57)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISTRACT
Usage : DISTRACT [TARGET NAME]
Example : distract orc
The fighter forfeits his or her attacks in order to spend time distracting the
target. While distracted, the target`s attack and defence skills are greatly
reduced.
+
Skill : Distract
Domain : Deceptive
Available: Pirate Dancer Thief Several Classes
Allows : Improved Distraction, Deceptive I
Use Cost : Movement (57)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISTRACT
Usage : DISTRACT [TARGET NAME]
Example : distract orc
The fighter forfeits his or her attacks in order to spend time distracting the
target. While distracted, the target`s attack and defence skills are greatly
reduced.
Skill : Diving
Domain : Fitness
Available: Sailor
Allows : Fitness I
Invoked : Automatic
This skill automatically turns falls into water from a great height into a
graceful dive, which mitigates damage taken when the player hits water.
+
Skill : Diving
Domain : Fitness
Available: Sailor
Allows : Fitness I
Invoked : Automatic
This skill automatically turns falls into water from a great height into a
graceful dive, which mitigates damage taken when the player hits water.
Skill : Dodge
Domain : Evasive
Available: Beastmaster Charlatan Minstrel Monk
Available: Dancer Numerous Classes Numerous Classes
Allows : Evasively I
Invoked : Automatic
Example : dodge
During combat, the character begins to dance around on their feet, making them
harder to hit in combat.
+
Skill : Dodge
Domain : Evasive
Available: Artisan Beastmaster Charlatan Minstrel
Available: Monk Dancer Numerous Classes Numerous Classes
Requires : 'Natural Weapon Proficiency' at 75%
Allows : Evasively I
Invoked : Automatic
Example : dodge
During combat, the character begins to dance around on their feet, making them
harder to hit in combat.
Domesticating (Domesticating)
-
Skill : Domesticating
Domain : Animal affinity
Available: Trapper
Allows : Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DOMESTICATE, DOMESTICATING
Usage : DOMESTICATE [MOB NAME]
Usage : DOMESTICATE NAME [MOB] [NEW NAME]
Example : domesticate rabbit
Example : domesticate name rabbit bob
This skill allows the player to make a animal into a follower, and then to
re-name the animal if he chooses. The animal remains renamed only as long as
it is a follower.
+
Skill : Domesticating
Domain : Animal affinity
Available: Trapper
Allows : Animal Affinity I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DOMESTICATE, DOMESTICATING
Usage : DOMESTICATE [MOB NAME]
Usage : DOMESTICATE NAME [MOB] [NEW NAME]
Example : domesticate rabbit
Example : domesticate name rabbit bob
This skill allows the player to make a animal into a follower, and then to
re-name the animal if he chooses. The animal remains renamed only as long as
it is a follower.
Draw Treasure Map (Thief_TreasureMap)
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Skill : Draw Treasure Map
Domain : Calligraphy
Available: Pirate
Allows : Fine Calligraphy I
Use Cost : Mana (7)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DRAWTREASUREMAP, TREASUREMAP
Usage : DRAWTREASUREMAP [PAPER NAME]
Example : drawtreasuremap paper
This skill allows the pirate to draw a map from his or her current room, to the
location of a Buried Treasure in the same area which the pirate does not
presently have a map to. Obviously this requires that the Buried Treasure skill
be used in the same area first.
+
Skill : Draw Treasure Map
Domain : Calligraphy
Available: Pirate
Allows : Fine Calligraphy I
Use Cost : Mana (7)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : DRAWTREASUREMAP, TREASUREMAP
Usage : DRAWTREASUREMAP [PAPER NAME]
Example : drawtreasuremap paper
This skill allows the pirate to draw a map from his or her current room, to the
location of a Buried Treasure in the same area which the pirate does not
presently have a map to. Obviously this requires that the Buried Treasure skill
be used in the same area first.
Skill : Drilling
Domain : Gathering
Available: Artisan Numerous Classes
Allows : Master Drilling, Irrigation, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DRILL, DRILLING
Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]
Example : drill pot
Example : drill bundle 10 "lamp oil"
With this common skill, a player carefully pokes around, in the ground or
trees, for useful liquids. The liquids are then placed into the liquid
container given by the parameters. Drilling is best done in forests and
deserts. You can also bundle multiple resources together using this skill. The
GET command can be used to unbundle such resources.
+
Skill : Drilling
Domain : Gathering
Available: Numerous Classes
Requires : A base intelligence of at least 9.
Allows : Distilling, Irrigation, Edged Weapon Specialization
Allows : Quick Working I, Quick Worker I, Speculating, Master Drilling
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DRILL, DRILLING
Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]
Example : drill pot
Example : drill bundle 10 "lamp oil"
With this common skill, a player carefully pokes around, in the ground or
trees, for useful liquids. The liquids are then placed into the liquid
container given by the parameters. Drilling is best done in forests and
deserts. You can also bundle multiple resources together using this skill. The
GET command can be used to unbundle such resources.
Druid Honorary Degree (Skill_HonoraryDegreeDruid)
-
Skill : Druid Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and
Beastmaster. When the scholar has Studied at least 4 skills qualified for by at
least one of the qualifying classes, including those skills specified by the
class, then the scholar will receive access to an honorary degree Title. The
scholar can then use the TITLE command to select and use the honorary degree
title. When one of these titles is in use, the scholar is permitted to enter
areas normally only allowed to those of the qualifying class, and also gains
the ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.
+
Skill : Druid Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and
Beastmaster. When the scholar has Studied at least 4 skills qualified for by at
least one of the qualifying classes, including those skills specified by the
class, then the scholar will receive access to an honorary degree Title. The
scholar can then use the TITLE command to select and use the honorary degree
title. When one of these titles is in use, the scholar is permitted to enter
areas normally only allowed to those of the qualifying class, and also gains
the ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.
Druidic Pass (Druid_DruidicPass)
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Skill : Druidic Pass
Domain : Stealthy
Available: Several Classes
Allows : Stealthy I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PASS
Usage : PASS [DIRECTION]
Example : pass east
This skill allows the druid to move silently and almost invisibly from place to
place while traveling in the wild. Moreover, this skill allows the Druid to
pass into locked dwellings, if those dwellings are located in the wild
outdoorsy domain.
+
Skill : Druidic Pass
Domain : Stealthy
Available: Several Classes
Allows : Stealthy I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PASS
Usage : PASS [DIRECTION]
Example : pass east
This skill allows the druid to move silently and almost invisibly from place to
place while traveling in the wild. Moreover, this skill allows the Druid to
pass into locked dwellings, if those dwellings are located in the wild
outdoorsy domain.
Dual Parry (Fighter_DualParry)
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Skill : Dual Parry
Domain : Martial lore
Available: Assassin Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
For players wielding two weapons, this skill allows the fighter to have an
extra parry attempt using the off-hand weapon during combat. A successful
parry effectively cancels the attack.
+
Skill : Dual Parry
Domain : Martial lore
Available: Assassin Fighter
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
For players wielding two weapons, this skill allows the fighter to have an
extra parry attempt using the off-hand weapon during combat. A successful
parry effectively cancels the attack.
Skill : Dyeing
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 8.
Allows : Artsy I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DYE, DYEING
Usage : DYE [ITEM NAME] [COLOR]
Example : dye shirt blue
This skill allows the player to dye a qualifying cloth item a different color.
+
Skill : Dyeing
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 8.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : DYE, DYEING
Usage : DYE LIST/[ITEM NAME] [COLOR]
Example : dye LIST
Example : dye shirt blue
This skill allows the player to dye a qualifying cloth item a different color.
+
Edged Weapon Proficiency (Proficiency_EdgedWeapon)
+
Skill : Edged Weapon Proficiency
Domain : Weapon use
Available: Artisan
Allows : Edged Weapon Specialization
Invoked : Automatic
The player is proficient with sharp edged weapons, gaining the ability to use
them even if their current class training would not make it feasible normally.
Edged Weapon Specialization (Specialization_EdgedWeapon)
-
Skill : Edged Weapon Specialization
Domain : Weapon use
Available: Templar Numerous Classes
Allows : Edged Piercing I, Edged Striking I, Weaponsmithing
Allows : Edged Slashing I, Edged Focus I, Master Weaponsmithing
Invoked : Automatic
The player is a master of sharp edges, gaining bonuses to attack when using an
edged weapon in combat. Can also allow the use of higher level weapons if the
focus expertise is taken.
+
Skill : Edged Weapon Specialization
Domain : Weapon use
Available: Templar Numerous Classes
Requires : 'Edged Weapon Proficiency' at 100%, and 'Drilling' at 75%
Allows : Edged Focus I, Edged Slashing I, Edged Piercing I
Allows : Weaponsmithing, Edged Striking I
Invoked : Automatic
The player is a master of sharp edges, gaining bonuses to attack when using an
edged weapon in combat. Can also allow the use of higher level weapons if the
focus expertise is taken.
Skill : Embezzle
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EMBEZZLE
Usage : EMBEZZLE [BANKER NAME]
Example : embezzle bob
The thief attempts to embezzle at least 2% of the value of a random bank
account into his own account with the same bank. If successful, the banker
will notice that something has happened, and will watch their books closely for
the coming month.
+
Skill : Embezzle
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EMBEZZLE
Usage : EMBEZZLE [BANKER NAME]
Example : embezzle bob
The thief attempts to embezzle at least 2% of the value of a random bank
account into his own account with the same bank. If successful, the banker
will notice that something has happened, and will watch their books closely for
the coming month.
Skill : Embroidering
Domain : Calligraphy
Available: Artisan Numerous Classes
Requires : 'Write'
Requires : A base charisma of at least 10.
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : EMBROIDER, EMBROIDERING
Usage : EMBROIDER [ITEM NAME] [MESSAGE]
Example : embroider shirt my favorite shirt
This skill allows the player to embroider a unique message onto a qualifying
cloth or leather item. To read the message, one need only LOOK at the item.
+
Skill : Embroidering
Domain : Calligraphy
Available: Artisan Numerous Classes
Requires : 'Write'
Requires : A base charisma of at least 10.
Allows : Fine Calligraphy I, Marketeering, Quick Working I
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : EMBROIDER, EMBROIDERING
Usage : EMBROIDER [ITEM NAME] [MESSAGE]
Example : embroider shirt my favorite shirt
This skill allows the player to embroider a unique message onto a qualifying
cloth or leather item. To read the message, one need only LOOK at the item.
Encrypted Writing (Skill_EncryptedWriting)
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Skill : ENCRYPTED WRITING
Usage : EWRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : ewrite parchment From recall, go nseeseenwesee
This skill allows one to write encrypted messages in common language onto
ordinary paper, parchments, and similar writing material. This will fail if
the document is already written in a language other than common.
When writing on a journal, you need not specify any parameters when using this
command.
+
Skill : ENCRYPTED WRITING
Usage : EWRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : ewrite parchment From recall, go nseeseenwesee
This skill allows one to write encrypted messages in common language onto
ordinary paper, parchments, and similar writing material. This will fail if
the document is already written in a language other than common.
When writing on a journal, you need not specify any parameters when using this
command.
Endurance (Fighter_Endurance)
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Skill : Endurance
Domain : Fitness
Available: Barbarian Fighter Monk Dancer
Allows : Fitness I
Invoked : Automatic
Example :
Allows the fighter to recover hit points, mana, and movement more quickly when
not in combat.
+
Skill : Endurance
Domain : Fitness
Available: Barbarian Fighter Monk Dancer
Allows : Fitness I
Invoked : Automatic
Example :
Allows the fighter to recover hit points, mana, and movement more quickly when
not in combat.
Skill : Engraving
Domain : Calligraphy
Available: Artisan Numerous Classes
Requires : 'Write'
Requires : A base charisma of at least 10.
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENGRAVE, ENGRAVING
Usage : ENGRAVE [ITEM NAME] [MESSAGE]
Example : engrave sword the deathmaster
This skill allows the player to engrave a unique message onto a qualifying
metal, stone, or wooden item. To read the message, one need only LOOK at the
item. Engraving requires proficiency in both this skill and in the WRITEing
skill.
+
Skill : Engraving
Domain : Calligraphy
Available: Artisan Numerous Classes
Requires : 'Write'
Requires : A base charisma of at least 10.
Allows : Fine Calligraphy I, Marketeering, Quick Working I
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENGRAVE, ENGRAVING
Usage : ENGRAVE [ITEM NAME] [MESSAGE]
Example : engrave sword the deathmaster
This skill allows the player to engrave a unique message onto a qualifying
metal, stone, or wooden item. To read the message, one need only LOOK at the
item. Engraving requires proficiency in both this skill and in the WRITEing
skill.
Skill : Enrolling
Domain : Education lore
Available: Scholar
Allows : Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENROLLING, ENROLL
Usage : ENROLL [MOB NAME] [CLASS NAME]
Example : enroll bob fighter
This skill allows the player to introduce a grouped but untrained npc to a new
career. The class name is any of the available classes or subclasses. Such as
Fighter, Assassin, Illusionist, etc. Once enrolled, the mob will begin earning
new levels in that class, and either gain or qualify for new skills as would a
player. The scholar using this skill must either already be a member of the
class to enroll into, or be expressing an honorary degree in that class, such
as with a Title.
An npc/mob with a class can gain and learn new skills like a player, and will
not forget them. A mob will not necessarily use their skills in combat. Some
might, others might not. A mob group member can always be ordered to use a
skill, however.
+
Skill : Enrolling
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENROLLING, ENROLL
Usage : ENROLL [MOB NAME] [CLASS NAME]
Example : enroll bob fighter
This skill allows the player to introduce a grouped but untrained npc to a new
career. The class name is any of the available classes or subclasses. Such as
Fighter, Assassin, Illusionist, etc. Once enrolled, the mob will begin earning
new levels in that class, and either gain or qualify for new skills as would a
player. The scholar using this skill must either already be a member of the
class to enroll into, or be expressing an honorary degree in that class, such
as with a Title.
An npc/mob with a class can gain and learn new skills like a player, and will
not forget them. A mob will not necessarily use their skills in combat. Some
might, others might not. A mob group member can always be ordered to use a
skill, however.
Skill : Enslave
Domain : Criminal
Available: Gaoler
Allows : Criminal Deviousness I
Use Cost : Mana (73)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ENSLAVE
Usage : ENSLAVE [TARGET NAME]
Example : enslave orc
This skill allows the player to break down an intelligent mob and enslave them.
Once enslaved, a mob can be sold to slave traders, brought to the players clan
homes or personal homes to remain as permanent residents, ORDERed as vassals of
the owner, and, of course, command them to perform tasks. Tasks for the slave
to perform must be directed to the slave with the SAY command, and must begin
with the words "I command you to" or "I order you to". The slave will then
wander around as in a GEAS trying to perform the task. The slave can be
released from the task by saying "cancel" to them. Slaves are different from
pets in that they require food and drink to survive. If given the food and
water, they will eat and drink as necessary from what they have been given.
Slaves eventually lose loyalty as well. If they starve, or if they take damage
for any reason, their loyalty will decrease, making them more and more likely
to leave their masters homes, or attack their masters.
+
Skill : Enslave
Domain : Criminal
Available: Gaoler
Allows : Criminal Deviousness I
Use Cost : Mana (73)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ENSLAVE
Usage : ENSLAVE [TARGET NAME]
Example : enslave orc
This skill allows the player to break down an intelligent mob and enslave them.
Once enslaved, a mob can be sold to slave traders, brought to the players clan
homes or personal homes to remain as permanent residents, ORDERed as vassals of
the owner, and, of course, command them to perform tasks. Tasks for the slave
to perform must be directed to the slave with the SAY command, and must begin
with the words "I command you to" or "I order you to". The slave will then
wander around as in a GEAS trying to perform the task. The slave can be
released from the task by saying "cancel" to them. Slaves are different from
pets in that they require food and drink to survive. If given the food and
water, they will eat and drink as necessary from what they have been given.
Slaves eventually lose loyalty as well. If they starve, or if they take damage
for any reason, their loyalty will decrease, making them more and more likely
to leave their masters homes, or attack their masters.
Escape Bonds (Thief_EscapeBonds)
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Skill : Escape Bonds
Domain : Binding
Available: Thief
Allows : Rope Use I
Use Cost : Mana (74)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ESCAPEBONDS, ESCAPE
Usage : ESCAPEBONDS
Example : escapebonds
The player uses his or her special skills to be released from ropes, webs,
nets, and other bindings.
+
Skill : Escape Bonds
Domain : Binding
Available: Thief
Allows : Rope Use I
Use Cost : Mana (74)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : ESCAPEBONDS, ESCAPE
Usage : ESCAPEBONDS
Example : escapebonds
The player uses his or her special skills to be released from ropes, webs,
nets, and other bindings.
Skill : Espionage
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ESPIONAGE
Usage : ESPIONAGE [TARGET]
Example : espionage bob
The thief uses the target to spy on the target`s clan communications. Any talk
on the target`s clan-only or clan-ally channels will also be heard by the
thief, so long as the thief is in the same room, and remains unnoticed by the
target. The level of the player that can be used by the thief for espionage
will depend on the thiefs level and on stealth expertise.
+
Skill : Espionage
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : ESPIONAGE
Usage : ESPIONAGE [TARGET]
Example : espionage bob
The thief uses the target to spy on the target`s clan communications. Any talk
on the target`s clan-only or clan-ally channels will also be heard by the
thief, so long as the thief is in the same room, and remains unnoticed by the
target. The level of the player that can be used by the thief for espionage
will depend on the thiefs level and on stealth expertise.
Skill : Evesdrop
Domain : Alert
Available: Assassin
Allows : Vigilantly I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : EVESDROP
Usage : EVESDROP [TARGET]
Example : evesdrop bob
The thief atunes his hearing so well that he can hear TELL messages to the
target, so long as he remains in the same room as the target and remains
unnoticed by the target. The level of the player the thief can evesdrop on,
and the duration of the evesdropping will depend on alertness expertise.
+
Skill : Evesdrop
Domain : Alert
Available: Assassin
Allows : Vigilantly I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : EVESDROP
Usage : EVESDROP [TARGET]
Example : evesdrop bob
The thief atunes his hearing so well that he can hear TELL messages to the
target, so long as he remains in the same room as the target and remains
unnoticed by the target. The level of the player the thief can evesdrop on,
and the duration of the evesdropping will depend on alertness expertise.
Skill : Excavation
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Requires : A base constitution of at least 15.
Allows : Quick Worker I
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : EXCAVATE, EXCAVATION
Usage : EXCAVATE [LIST/[PROJECT NAME]] [DIRECTION]
Example : excavate wall north
: : excavate list
: : excavate room east
: : excavate title A messy room.
: : excavate desc east This is my favorite Door.
: : excavate desc room This is a messy room.
: : excavate help Bob
: : excavate demolish west
: : excavate demolish room
This skill allows a player to excavate a building or other structures on an
underground property the player owns. This skill also allows the demolition of
unwanted walls and rooms, and the giving of a title and description to a room.
The parameters also allow more than one person to assist in a excavation
project. All of the structures made with this skill are made by digging into
dirt and stone, though a few require adding additional stone. The raw stone
for excavation is found using the Digging or Mining skills.
+
Skill : Excavation
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Requires : A base constitution of at least 15.
Allows : Quick Building I, Quick Worker I, Master Mining, Ingenious
Engineering I
Allows : Master Gem Digging
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : EXCAVATE, EXCAVATION
Usage : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : excavate wall north
: : excavate list
: : excavate info wall
: : excavate room east
: : excavate title A messy room.
: : excavate desc east This is my favorite Door.
: : excavate desc room This is a messy room.
: : excavate help Bob
: : excavate demolish west
: : excavate demolish room
This skill allows a player to excavate a building or other structures on an
underground property the player owns. This skill also allows the demolition of
unwanted walls and rooms, and the giving of a title and description to a room.
The parameters also allow more than one person to assist in a excavation
project. All of the structures made with this skill are made by digging into
dirt and stone, though a few require adding additional stone. The raw stone
for excavation is found using the Digging or Mining skills.
Exit Stage Left (Skill_ExitStageLeft)
-
Skill : Exit Stage Left
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (33) Movement (33)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EXITSTAGELEFT
Usage : EXITSTAGELEFT
Example : exitstageleft
The bard calls the curtain and motions for his or her enemies to exit, stage
left (West). The enemies will then flee or wander west for awhile, until they
run out of west directions, or the effect wears off. At that point, they will
return quickly to their homes.
+
Skill : Exit Stage Left
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (33) Movement (33)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EXITSTAGELEFT
Usage : EXITSTAGELEFT
Example : exitstageleft
The bard calls the curtain and motions for his or her enemies to exit, stage
left (West). The enemies will then flee or wander west for awhile, until they
run out of west directions, or the effect wears off. At that point, they will
return quickly to their homes.
False Arrest (Skill_FalseArrest)
-
Skill : False Arrest
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FALSEARREST
Usage : FALSEARREST [CRIMINAL NAME]
Example : falsearrest joe
This skill allows the player to act as a bounty hunter or arresting officer for
any area which enforces law. The target must be a player wanted for some crime
in some area. The arresting player or the target player need not be in that
area to use this skill. However, unless both players are allowed by the mud
rules to attack each other, certain aspects (such as hand-cuffing or subdueing)
will fizzle out when the arresting player attempts them.
+
Skill : False Arrest
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FALSEARREST
Usage : FALSEARREST [CRIMINAL NAME]
Example : falsearrest joe
This skill allows the player to act as a bounty hunter or arresting officer for
any area which enforces law. The target must be a player wanted for some crime
in some area. The arresting player or the target player need not be in that
area to use this skill. However, unless both players are allowed by the mud
rules to attack each other, certain aspects (such as hand-cuffing or subdueing)
will fizzle out when the arresting player attempts them.
Skill : Far Shot
Domain : Martial lore
Available: Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
extremely far ranges.
+
Skill : Far Shot
Domain : Martial lore
Available: Ranger
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
extremely far ranges.
Skill : Farming
Domain : Gathering
Available: Gaian Numerous Classes
Allows : Master Farming, Quick Worker I, Landscaping, Composting
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLANT, FARM, FARMING
Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : plant berries
Example : plant bundle 10 berries
This skill allows the player to plant a resource into the ground. The player
must place a sample of the resource on the ground first to use as seed. After
planting is completed, the resource will be ready to harvest some time later,
after the plants have grown. There will be no need to forage them, as the new
crop will simply appear in the fields.You can also bundle multiple resources
together using this skill. The GET command can be used to unbundle such
resources. See also the Composting skill.
+
Skill : Farming
Domain : Gathering
Available: Artisan Gaian Numerous Classes
Allows : Composting, Quick Working I, Landscaping, Quick Worker I
Allows : Master Farming
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLANT, FARM, FARMING
Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : plant berries
Example : plant bundle 10 berries
This skill allows the player to plant a resource into the ground. The player
must place a sample of the resource on the ground first to use as seed. After
planting is completed, the resource will be ready to harvest some time later,
after the plants have grown. There will be no need to forage them, as the new
crop will simply appear in the fields. Most foods with seeds can be grown from
the food source, but others may require seeds, such as cotton or help, etc. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources. See also the Composting skill.
Favored Enemy 1 (Ranger_Enemy1)
-
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
+
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
Favored Enemy 2 (Ranger_Enemy2)
-
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
+
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
Favored Enemy 3 (Ranger_Enemy3)
-
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
+
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
Favored Enemy 4 (Ranger_Enemy4)
-
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
+
Example :
As the Ranger gains knowledge of the creatures of the realm, he or she will
gain a specific hatred and thus, an attack and damage bonus advantage against
those creatures.
Skill : Feint
Domain : Evasive
Available: Jester Minstrel
Allows : Evasively I
Use Cost : Movement (70)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FEINT
Usage : FEINT
Example : feint
During combat, the player feints a attack in order to put his or her opponent
off balance. The next attack then will have a much better chance of hitting.
The feinting skill of the player increases with level.
+
Skill : Feint
Domain : Evasive
Available: Jester Minstrel
Allows : Evasively I
Use Cost : Movement (70)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FEINT
Usage : FEINT
Example : feint
During combat, the player feints a attack in order to put his or her opponent
off balance. The next attack then will have a much better chance of hitting.
The feinting skill of the player increases with level.
Fence Loot (Thief_FenceLoot)
-
Skill : Fence Loot
Domain : Influential
Available: Burglar Pirate
Allows : Influencing I
Use Cost : Mana (56)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FENCE, FENCELOOT
Usage : FENCE [ITEM NAME] ([SHOPKEEPER NAME])
Example : fence sword
This skill allows the player to sell stolen items to a shopkeeper that will
otherwise not accept them. Stolen items are those taken from someone elses
private property.
+
Skill : Fence Loot
Domain : Influential
Available: Burglar Pirate
Allows : Influencing I
Use Cost : Mana (56)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FENCE, FENCELOOT
Usage : FENCE [ITEM NAME] ([SHOPKEEPER NAME])
Example : fence sword
This skill allows the player to sell stolen items to a shopkeeper that will
otherwise not accept them. Stolen items are those taken from someone elses
private property.
Fierce Companions (Ranger_FierceCompanions)
-
Skill : Fierce Companions
Domain : Animal affinity
Available: Ranger
Allows : Animal Affinity I
Invoked : Automatic
The ranger becomes an expert at fighting with animal companions. Whenever the
ranger is in combat alongside an animal, the ranger gains attack and damage
bonuses.
+
Skill : Fierce Companions
Domain : Animal affinity
Available: Ranger
Allows : Animal Affinity I
Invoked : Automatic
The ranger becomes an expert at fighting with animal companions. Whenever the
ranger is in combat alongside an animal, the ranger gains attack and damage
bonuses.
Fifth Totem (Druid_ShapeShift5)
-
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
+
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
Fighter Honorary Degree (Skill_HonoraryDegreeFighter)
-
Skill : Fighter Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When
the scholar has Studied at least 4 skills qualified for by at least one of the
qualifying classes, including those skills specified by the class, then the
scholar will receive access to an honorary degree Title. The scholar can then
use the TITLE command to select and use the honorary degree title. When one of
these titles is in use, the scholar is permitted to enter areas normally only
allowed to those of the qualifying class, and also gains the ability to pick up
and equip items which would normally fly away from the scholars hands if
normally attempted.
+
Skill : Fighter Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When
the scholar has Studied at least 4 skills qualified for by at least one of the
qualifying classes, including those skills specified by the class, then the
scholar will receive access to an honorary degree Title. The scholar can then
use the TITLE command to select and use the honorary degree title. When one of
these titles is in use, the scholar is permitted to enter areas normally only
allowed to those of the qualifying class, and also gains the ability to pick up
and equip items which would normally fly away from the scholars hands if
normally attempted.
+
Find Home (Skill_FindHome)
+
Skill : Find Home
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Nature Lore I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDHOME
Usage : FINDHOME
Example : findhome
The player uses their innate sense of direction to find a trail leading from
where he or she is at present, to their nearest owned private property! When
walking around, the player will become aware of which direction seems best.
+
Find Ship (Skill_FindShip)
+
Skill : Find Ship
Domain : Nature lore
Available: Artisan Pirate Sailor Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Nature Lore I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDSHIP
Usage : FINDSHIP
Example : findship
The player uses their innate sense of direction to find a trail leading from
where he or she is at present, to their nearest personally owned sailing ship!
When walking around, the player will become aware of which direction seems
best.
Find Water (Ranger_FindWater)
-
Skill : Find Water
Domain : Nature lore
Available: Minstrel Ranger Trapper
Allows : Nature Lore I
Use Cost : Mana (52)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDWATER
Usage : FINDWATER
Example : findwater
The ranger attempts to find a trail leading from where he or she is at present,
to the location of a water source (not necessarily the closest)! When walking
around, the Ranger will become aware of which direction seems best.
+
Skill : Find Water
Domain : Nature lore
Available: Minstrel Ranger Trapper
Allows : Nature Lore I
Use Cost : Mana (52)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDWATER
Usage : FINDWATER
Example : findwater
The ranger attempts to find a trail leading from where he or she is at present,
to the location of a water source (not necessarily the closest)! When walking
around, the Ranger will become aware of which direction seems best.
Fire Breathing (Skill_FireBreathing)
-
Skill : Fire Breathing
Domain : Dirty fighting
Available: Jester
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (59)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 5
Commands : FIREBREATHING, FIREBREATH
Usage : FIREBREATH [TARGET NAME]
Example : firebreath orc
If the player has a torch, or other burning object in his or her hands, they
can use it to breathe fire at a target. This will destroy the torch.
+
Skill : Fire Breathing
Domain : Dirty fighting
Available: Jester
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Mana (59)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 5
Commands : FIREBREATHING, FIREBREATH
Usage : FIREBREATH [TARGET NAME]
Example : firebreath orc
If the player has a torch, or other burning object in his or her hands, they
can use it to breathe fire at a target. This will destroy the torch.
Fire Building (FireBuilding)
-
Skill : Fire Building
Domain : Nature lore
Available: Numerous Classes
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LIGHT, FIREBUILD, FIREBUILDING
Usage : LIGHT [(FIRE) or TARGET NAME]
Example : light fire
: : light wood
With this common skill, a player can start fires for light, or cooking, or
whatever.
If you were looking for help on the light spell, enter HELP SPELL LIGHT.
+
Skill : Fire Building
Domain : Nature lore
Available: Artisan Numerous Classes
Allows : Distilling, Quick Working I, Smelting, Quick Worker I
Allows : Nature Lore I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LIGHT, FIREBUILD, FIREBUILDING
Usage : LIGHT [(FIRE) or TARGET NAME]
Example : light fire
: : light wood
With this common skill, a player can start fires for light, or cooking, or
whatever.
If you were looking for help on the light spell, enter HELP SPELL LIGHT.
Skill : Fish Lore
Domain : Nature lore
Available: Sailor
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FISHLORE, FSPECULATE
Usage : FISHLORE
Example : fishlore
This skill allows a player to carefully evaluate the water patterns in the
present area, and all surrounding areas to see what fish life might be
available for fishing or trawling.
+
Skill : Fish Lore
Domain : Nature lore
Available: Artisan Sailor
Requires : 'Fishing' at 75%
Allows : Irrigation, Trawling, Quick Working I, Quick Worker I
Allows : Baiting, Nature Lore I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FISHLORE, FSPECULATE
Usage : FISHLORE
Example : fishlore
This skill allows a player to carefully evaluate the water patterns in the
present area, and all surrounding areas to see what fish life might be
available for fishing or trawling.
Skill : Fishing
Domain : Gathering
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Master Fishing, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FISH
Usage : FISH (BUNDLE [NUM]) [TARGET])
Example : fish
Example : fish bundle 10 trout
With this common skill, a player can catch lots of fish from a suitable
location, assuming the fish are biting. Fishing is best done in the water. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources.
+
Skill : Fishing
Domain : Gathering
Available: Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Master Fishing, Find Ship, Staff Proficiency, Quick Working I
Allows : Fish Lore, Quick Worker I, MeatCuring, Speculating
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FISH
Usage : FISH (BUNDLE [NUM]) [TARGET])
Example : fish
Example : fish bundle 10 trout
With this common skill, a player can catch lots of fish from a suitable
location, assuming the fish are biting. Fishing is best done in the water. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources.
Flailing Weapon Specialization (Specialization_FlailedWeapon)
The player is a master of flails, gaining bonuses to attack when using a
flailed weapon in combat. Can also allow the use of higher level weapons if
the focus expertise is taken.
Skill : Flank
Domain : Dirty fighting
Available: Assassin Thief
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (72)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : FLANK
Usage : FLANK
Example : flank
This skill allows the thief to deliver a more accurate attack and extra damage
when flanking his or her opponent in combat. The thief can only slip around
into a flanking position if their opponent is targeting someone else.
+
Skill : Flank
Domain : Dirty fighting
Available: Assassin Thief
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (72)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : FLANK
Usage : FLANK
Example : flank
This skill allows the thief to deliver a more accurate attack and extra damage
when flanking his or her opponent in combat. The thief can only slip around
into a flanking position if their opponent is targeting someone else.
Skill : Flay
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FLAY
Example : FLAY Orc
The player with this skill is able to use a flailing leather weapon to so harm
the target that it makes the wearing of equipment on the back or torso
impossible for the duration. The target must not be wearing anything on the
torso or back for the skill to work. They must also be bound or prone.
+
Skill : Flay
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FLAY
Example : FLAY Orc
The player with this skill is able to use a flailing leather weapon to so harm
the target that it makes the wearing of equipment on the back or torso
impossible for the duration. The target must not be wearing anything on the
torso or back for the skill to work. They must also be bound or prone.
Skill : Fletching
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Ranged Weapon Specialization', and 'Carpentry'
Requires : A base dexterity of at least 12.
Allows : Lethal Crafting I, Quick Worker I, Quality Crafting I
Allows : Light Crafting I, Counterbalance Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FLETCH, FLETCHING
Usage : FLETCH (LIST/INFO/LEARN) [ITEM TYPE]
Example : fletch short bow
: : fletch list
: : fletch list bow
: : fletch list all
: : fletch learn crossbow
This skill allows a player to craft ranged wooden weapons, such as bows,
crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of
the items which can be crafted expands as the player goes up in level. The
player may also learn how to fletch found items, provided a blank recipe page,
or recipe book with blank pages is in his or her inventory. To begin fletching,
the player must have placed the wood he or she wishes to make the item from on
the ground. The raw wood for fletching is obtained by using the Chopping skill.
+
Skill : Fletching
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Ranged Weapon Specialization', and 'Carpentry'
Requires : A base dexterity of at least 12.
Allows : Counterbalance Crafting I, Quality Crafting I, Quality Fabricating I
Allows : Quick Worker I, Light Crafting I, Siegecraft, Advanced Crafting I
Allows : Quick Crafting I, Lethal Crafting I, Ranged Weapon Proficiency
Allows : Light Fabricating I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FLETCH, FLETCHING
Usage : FLETCH (LIST/INFO/LEARN) [ITEM TYPE]
Example : fletch short bow
: : fletch list
: : fletch list bow
: : fletch list all
: : fletch learn crossbow
This skill allows a player to craft ranged wooden weapons, such as bows,
crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of
the items which can be crafted expands as the player goes up in level. The
player may also learn how to fletch found items, provided a blank recipe page,
or recipe book with blank pages is in his or her inventory. To begin fletching,
the player must have placed the wood he or she wishes to make the item from on
the ground. The raw wood for fletching is obtained by using the Chopping skill.
Skill : Floristry
Domain : Nature lore
Available: Gaian Numerous Classes
Allows : Quick Working I, Quick Worker I, Master Floristry
Allows : Nature Lore I, Plant Lore
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FLORISTRY
Usage : FLORISTRY [ITEM NAME]
Example : floristry some flowers
Without this skill, all flowers found are unknown to the player, being known
only as "flowers". With this skill, the player may identify the flower for the
type that it is. The flowers for floristry are obtained by using the Foraging
skill.
Fly Merchant Flag (Thief_MerchantFlag)
-
Skill : Fly Merchant Flag
Domain : Sea travel
Available: Pirate
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : FLYMERCHANTFLAG, MERCHANTFLAG
Usage : FLYMERCHANTFLAG
Example : flymerchantflag
Once per mud-month, the pirate can raise an innocent merchant flag on their
ship. This makes the ship unattackable by all except another pirate who knows
the merchant flag trick. Once the ship enters combat, the merchant flag goes
down, and the pirate flag back up. This makes the ship so notorious that it
can not fool anyone with the merchant flag for another mud-month.
+
Skill : Fly Merchant Flag
Domain : Sea travel
Available: Pirate
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : FLYMERCHANTFLAG, MERCHANTFLAG
Usage : FLYMERCHANTFLAG
Example : flymerchantflag
Once per mud-month, the pirate can raise an innocent merchant flag on their
ship. This makes the ship unattackable by all except another pirate who knows
the merchant flag trick. Once the ship enters combat, the merchant flag goes
down, and the pirate flag back up. This makes the ship so notorious that it
can not fool anyone with the merchant flag for another mud-month.
Flying Kick (Fighter_FlyingKick)
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Skill : Flying Kick
Domain : Kicking
Available: Monk
Requires : 'Ax Kick'
Allows : Combat Fluidity I, Iron Kicking I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 5
Commands : FLYINGKICK, FLYKICK
Usage : FLYING KICK [TARGET NAME]
Example : flying kick orc
From a range of 1 or greater, the Monk uses this skill to leap high into the
air and land a terrific kick on the target!
+
Skill : Flying Kick
Domain : Kicking
Available: Monk
Requires : 'Ax Kick'
Allows : Iron Kicking I, Combat Fluidity I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 5
Commands : FLYINGKICK, FLYKICK
Usage : FLYING KICK [TARGET NAME]
Example : flying kick orc
From a range of 1 or greater, the Monk uses this skill to leap high into the
air and land a terrific kick on the target!
Skill : Food Prep
Domain : Crafting
Available: Gaoler Numerous Classes
Requires : 'Cooking'
Allows : Quick Worker I, Master Food Prep, Home Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FOODPREPPING, FPREP
Usage : FOODPREP LIST/[CONTAINER]
Example : foodprep bowl
Example : foodprep list
Example : foodprep list salad
Example : foodprep list all
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The ingredients must be placed in a preparation container, The
container may be filled with water, if water is required for the recipe. The
ingredients are best obtained through the Butchering skill and the Foraging
skill.
+
Skill : Food Prep
Domain : Epicurean
Available: Artisan Gaoler Numerous Classes
Requires : 'Cooking'
Allows : Herbology, Quick Cooking I, Creative Food Prep I
Allows : Quick Worker I, Home Cooking I, Advanced Cooking I
Allows : Master Food Prep
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FOODPREPPING, FPREP
Usage : FOODPREP LIST/[CONTAINER]
Example : foodprep bowl
Example : foodprep list
Example : foodprep list salad
Example : foodprep list all
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The ingredients must be placed in a preparation container, The
container may be filled with water, if water is required for the recipe. The
ingredients are best obtained through the Butchering skill and the Foraging
skill.
+
Food Preserving (FoodPreserving)
+
Skill : Food Preserving
Domain : Epicurean
Available: Artisan Numerous Classes
Requires : A base intelligence of at least 12.
Allows : Distilling, Quick Cooking I, Cooking, Quick Worker I
Allows : Advanced Cooking I, Food Prep, Baking
Use Cost : Movement (18)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FOODPRESERVING, FOODPRESERVE, FPRESERVING, FPRES
Usage : FOODPRESERVE [TARGET]
Example : foodpreserve greens
With this skill, a player can spice or pickle in an attempt to preserve some
amount of fruit or greens to prevent it from spoiling. The amount of time this
takes will depend on the amount of food being preserved in a targeted bundle.
If successful, the food bundle will never spoil. If not successful, the food
will seem preserved for a time, but will eventually stop seeming preserved, and
then eventually rot.
Skill : Footlocks
Domain : Binding
Available: Burglar
Allows : Rope Use I
Use Cost : Movement (70)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FOOTLOCK
Usage : FOOTLOCKS [TARGET NAME]
Example : footlocks orc
Using a simple piece of cloth pulled taught like a rope, and a couple of chunks
of wood, the thief quickly constructs and deploys an ingenious device called
the footlock. The ropes and blocks wrap loosely around the target`s feet.
They don't prevent movement, but will cause the target to stumble, preventing
sudden movements such as advancing or retreating in combat, or fleeing. The
footlocks don't stay in place long, but improves with expertise.
+
Skill : Footlocks
Domain : Binding
Available: Burglar
Allows : Rope Use I
Use Cost : Movement (70)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : FOOTLOCK
Usage : FOOTLOCKS [TARGET NAME]
Example : footlocks orc
Using a simple piece of cloth pulled taught like a rope, and a couple of chunks
of wood, the thief quickly constructs and deploys an ingenious device called
the footlock. The ropes and blocks wrap loosely around the target`s feet.
They don't prevent movement, but will cause the target to stumble, preventing
sudden movements such as advancing or retreating in combat, or fleeing. The
footlocks don't stay in place long, but improves with expertise.
Skill : Foraging
Domain : Gathering
Available: Artisan Numerous Classes
Allows : Master Foraging, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FORAGE, FORAGING
Usage : FORAGE (BUNDLE [NUM]) [TARGET])
Example : forage
Example : forage bundle 10 berries
With this common skill, a player carefully scans an area for any naturally
growing plants which may be edible. Foraging is best done in forests and on
plains. You can also bundle multiple resources together using this skill. The
GET command can be used to unbundle such resources.
+
Skill : Foraging
Domain : Gathering
Available: Numerous Classes
Requires : A base wisdom of at least 9.
Allows : Quick Working I, Quick Worker I, Master Foraging
Allows : Wilderness Lore, Speculating, Shearing, Farming, Food Preserving
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : FORAGE, FORAGING
Usage : FORAGE (BUNDLE [NUM]) [TARGET])
Example : forage
Example : forage bundle 10 berries
With this common skill, a player carefully scans an area for any naturally
growing plants which may be edible. Foraging is best done in forests and on
plains. You can also bundle multiple resources together using this skill. The
GET command can be used to unbundle such resources.
Forest Tactics (Fighter_ForestTactics)
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Skill : Forest Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in forests. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
+
Skill : Forest Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in forests. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
Skill : Forgery
Domain : Calligraphy
Available: Burglar
Allows : Fine Calligraphy I
Use Cost : Mana (59)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FORGERY
Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]
Example : forge Midgaard#3001 parchment
Example : forge "wish" scrollpaper
Example : forge "an Archon's Note" parchment
The thief gains the ability to forge title's to land, spells onto scrolls (or
at least in seeming), or payment notes. While shopkeepers will not be fooled
by these documents, other players may well be.
+
Skill : Forgery
Domain : Calligraphy
Available: Burglar
Allows : Fine Calligraphy I
Use Cost : Mana (59)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FORGERY
Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]
Example : forge Midgaard#3001 parchment
Example : forge "wish" scrollpaper
Example : forge "an Archon's Note" parchment
The thief gains the ability to forge title's to land, spells onto scrolls (or
at least in seeming), or payment notes. While shopkeepers will not be fooled
by these documents, other players may well be.
Foul Weather Sailing (Skill_FoulWeatherSailing)
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Skill : Foul Weather Sailing
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
This skill allows the sailor to rig their ship for sailing in torrential storms
and other foul weather, which will eliminate any related sailing problems.
+
Skill : Foul Weather Sailing
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
This skill allows the sailor to rig their ship for sailing in torrential storms
and other foul weather, which will eliminate any related sailing problems.
Fourth Totem (Druid_ShapeShift4)
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Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
+
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
Fragmentation (Fighter_Fragmentation)
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Skill : Fragmentation
Domain : Weapon use
Available: Barbarian
Allows : Ranged Striking I
Invoked : Automatic
This awesome skill allows thrown items to be hurled with SUCH force, that they
do TRIPLE their normal damage (depending upon proficiency). The downside is,
however, that the weapon is destroyed on impact as the weapon fragments and
splinters into the victim.
+
Skill : Fragmentation
Domain : Weapon use
Available: Barbarian
Allows : Ranged Striking I
Invoked : Automatic
This awesome skill allows thrown items to be hurled with SUCH force, that they
do TRIPLE their normal damage (depending upon proficiency). The downside is,
however, that the weapon is destroyed on impact as the weapon fragments and
splinters into the victim.
Frame Mark (Thief_FrameMark)
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Skill : Frame Mark
Domain : Street smarts
Available: Assassin Charlatan
Allows : Street Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FRAME
Usage : FRAME
Example : frame
This awesome skill allows the thief to effectively place the blame for a crime
the thief might have committed in the current area on their mark. It requires
1000 gold per level of the mark to accomplish this.
+
Skill : Frame Mark
Domain : Street smarts
Available: Assassin Charlatan
Allows : Street Lore I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : FRAME
Usage : FRAME
Example : frame
This awesome skill allows the thief to effectively place the blame for a crime
the thief might have committed in the current area on their mark. It requires
1000 gold per level of the mark to accomplish this.
Skill : Freeze
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : FREEZE
Usage : FREEZE [PLAYER NAME]
Example : freeze gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to move. Use this skill again on the same player to release
them. Magic won't help the player, though the TRANSFER Archon command will
still work.
+
Skill : Freeze
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : FREEZE
Usage : FREEZE [PLAYER NAME]
Example : freeze gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to move. Use this skill again on the same player to release
them. Magic won't help the player, though the TRANSFER Archon command will
still work.
Skill : Gaol Food
Domain : Epicurean
Available: Gaoler
Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GAOLFOOD, GFOOD
Usage : GAOLFOOD LIST/[CONTAINER]
Example : gaolfood bowl
Example : gaolfood list
Example : gaolfood list moldy
Example : gaolfood list all
This skill allows the player to create a somewhat nutritious but disgusting
meal from basic edible ingredients for the consumption of prisoners. The
ingredients must be placed in a preparation container, The container may be
filled with water, if water is required for the recipe. The ingredients are
best obtained through the Butchering skill and the Foraging skill.
Skill : Gardening
Domain : Gathering
Available: Artisan Numerous Classes
Allows : Quick Working I, Quick Worker I, Master Gardening
Allows : Master Food Prep
Use Cost : Movement (12)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GPLANT, GARDEN, GARDENING
Usage : GPLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : plant roses
Example : plant bundle 10 roses
This skill allows the player to plant herbs or flowers into the ground. The
player must place a sample of the resource on the ground first to use as seed.
After planting is completed, the resource will grow out some time later. There
will be no need to forage them, as the new garden will simply appear.You can
also bundle multiple resources together using this skill. The GET command can
be used to unbundle such resources. See also the Composting skill.
Skill : Master Gem Digging
Domain : Gathering
Available: Artisan
Requires : 'Gem Digging' at 100%
Requires : A base constitution of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
MASTERGEMDIGGING
Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
Example : mgdig
Example : mgdig bundle 10 gems
With this common skill, a player can perform the delicate task of mining gems
and other precious stones. Master Gem Digging is over twice as slow as regular
Gem Digging, but yields three times as many gems. The precious stones found
with this skill are best hunted for in mountains or caves. Sand is best found
in the desert. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.
+
Skill : Master Gem Digging
Domain : Gathering
Available: Artisan
Requires : 'Gem Digging' at 100%, and 'Excavation' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
MASTERGEMDIGGING
Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
Example : mgdig
Example : mgdig bundle 10 gems
With this common skill, a player can perform the delicate task of mining gems
and other precious stones. Master Gem Digging is over twice as slow as regular
Gem Digging, but yields three times as many gems. The precious stones found
with this skill are best hunted for in mountains or caves. Sand is best found
in the desert. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.
Glass Blowing (GlassBlowing)
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Skill : Glass Blowing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 12.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GLASSBLOW, GLASSBLOWING
Usage : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]
Example : glassblow pot
: : glassblow list
: : glassblow list wand
: : glassblow list all
: : glassblow learn mug
This skill allows a player to craft glass items, such as cups and flasks. The
extent of the items which can be crafted expands as the player goes up in
level. The player may also learn how to make found items, provided a blank
recipe page, or a recipe book with blank pages is in his or her inventory. To
begin blowing glass, the player must be in a room with an open fire burning,
and must have placed the sand he or she wishes to make the item from on the
ground. The raw sand for glass blowing is obtained by using the Digging skill.
+
Skill : Glass Blowing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 12.
Allows : Quick Worker I, Light Shaping I, Advanced Crafting I
Allows : Quick Crafting I, Quality Shaping I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : GLASSBLOW, GLASSBLOWING
Usage : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]
Example : glassblow pot
: : glassblow list
: : glassblow list wand
: : glassblow list all
: : glassblow learn mug
This skill allows a player to craft glass items, such as cups and flasks. The
extent of the items which can be crafted expands as the player goes up in
level. The player may also learn how to make found items, provided a blank
recipe page, or a recipe book with blank pages is in his or her inventory. To
begin blowing glass, the player must be in a room with an open fire burning,
and must have placed the sand he or she wishes to make the item from on the
ground. The raw sand for glass blowing is obtained by using the Digging skill.
Golem Form (Druid_GolemForm)
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Skill : Golem Form
Domain : Shape shifting
Available: Delver
Allows : Shapeshifting I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : GOLEMFORM
Usage : GOLEMFORM [LIST/FORM NAME]
Example : golemform
Example : golemform list
Example : golemform massive stone golem
The druid gains the ability, through this skill, to take on the form of a stone
golem. The form progresses as the druid gains in level, he will gain access to
more powerful forms, each more devastating than the last, though each also a
bit slower on the move. Golems are also unable to speak or chant.
+
Skill : Golem Form
Domain : Shape shifting
Available: Delver
Allows : Shapeshifting I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : GOLEMFORM
Usage : GOLEMFORM [LIST/FORM NAME]
Example : golemform
Example : golemform list
Example : golemform massive stone golem
The druid gains the ability, through this skill, to take on the form of a stone
golem. The form progresses as the druid gains in level, he will gain access to
more powerful forms, each more devastating than the last, though each also a
bit slower on the move. Golems are also unable to speak or chant.
Skill : Gouge
Domain : Dirty fighting
Available: Monk
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : GOUGE
Usage : GOUGE [TARGET NAME]
Example : gouge orc
The Fighter gouges at the eyes of the target, blinding them for a short time,
and possibly taking out an eye in the process.
+
Skill : Gouge
Domain : Dirty fighting
Available: Monk
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : GOUGE
Usage : GOUGE [TARGET NAME]
Example : gouge orc
The Fighter gouges at the eyes of the target, blinding them for a short time,
and possibly taking out an eye in the process.
Skill : Graffiti
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (62)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : GRAFFITI
Usage : GRAFFITI [MESSAGE]
Example : graffiti kilroy was here
This skill allows the thief to put graffiti on walls and on city streets.
Others must READ the graffiti to see it, as it will not be obvious.
+
Skill : Graffiti
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (62)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : GRAFFITI
Usage : GRAFFITI [MESSAGE]
Example : graffiti kilroy was here
This skill allows the thief to put graffiti on walls and on city streets.
Others must READ the graffiti to see it, as it will not be obvious.
Skill : Groin
Domain : Dirty fighting
Available: Gaoler
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (53)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : GROIN
Usage : GROIN [TARGET NAME]
Example : groin orc
The player delivers a dirty rotten kick to the groin, causing the target to
take a bit of damage, feel a horrible amount of pain, and for males, to be
dazed for a time. The target will be wary of the second kick, though. Groin
is also unique in that, while it may hurt a lot, it can never kill the target.
Guildmaster (Skill_Guildmaster)
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Skill : Guildmaster
Domain : Influential
Available: Scholar
Allows : Influencing I
Invoked : Automatic
This skill allows the character to inspire the awe of pompous and self-assured
competency to anyone of the same base class as the character, or the same base
class of the characters exposed/honorary class. The awe will prevent any
aggressive action from being taken against the character, unless the character
has already started the fight.
+
Skill : Guildmaster
Domain : Influential
Available: Scholar
Allows : Influencing I
Invoked : Automatic
This skill allows the character to inspire the awe of pompous and self-assured
competency to anyone of the same base class as the character, or the same base
class of the characters exposed/honorary class. The awe will prevent any
aggressive action from being taken against the character, unless the character
has already started the fight.
Skill : Haggle
Domain : Influential
Available: Artisan Thief Several Classes
Allows : Influencing I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HAGGLE
Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])
Example : haggle buy sword
Example : haggle sell sword
This skill allows the user to get better rates on buying and selling items by
haggling with the shopkeeper over the price.
+
Skill : Haggle
Domain : Influential
Available: Thief Several Classes
Requires : 'Marketeering' at 75%, and 'Appraise' at 75%
Allows : Influencing I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HAGGLE
Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])
Example : haggle buy sword
Example : haggle sell sword
This skill allows the user to get better rates on buying and selling items by
haggling with the shopkeeper over the price.
Half Attack (Skill_AttackHalf)
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Skill : Half Attack
Domain : Martial lore
Available: Assassin Monk Pirate Templar
Available: Numerous Classes Numerous Classes Several Classes
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Allows the affected character to deliver a second attack during every other
combat round. These attacks will be slightly less effective than primary
attacks.
+
Skill : Half Attack
Domain : Martial lore
Available: Artisan Assassin Monk Pirate
Available: Templar Numerous Classes Numerous Classes Several Classes
Requires : 'Sword Proficiency' at 75%
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
Allows the affected character to deliver a second attack during every other
combat round. These attacks will be slightly less effective than primary
attacks.
+
Hammer Familiarity (Familiarity_Hammer)
+
Skill : Hammer Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Hammer Proficiency' at 100%
Allows : HammerRing
Invoked : Automatic
The player is familiar with hammers they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
Hammer Specialization (Specialization_Hammer)
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Skill : Hammer Specialization
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Hammer Focus I, Weaponsmithing, Hammer Striking I
Allows : Hammer Bashing I, Master Weaponsmithing
Invoked : Automatic
The player is a master of hammers, gaining bonuses to attack when using a
hammer in combat. Can also allow the use of higher level hammers if the focus
expertise is taken.
+
Skill : Hammer Specialization
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Hammer Striking I, Hammer Bashing I, Weaponsmithing
Allows : Hammer Focus I
Invoked : Automatic
The player is a master of hammers, gaining bonuses to attack when using a
hammer in combat. Can also allow the use of higher level hammers if the focus
expertise is taken.
+
HammerRing (Fighter_HammerRing)
+
Skill : HammerRing
Domain : Dirty fighting
Available: Artisan
Requires : 'Hammer Familiarity' at 75%
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HAMMERRING, HAMMERING
Usage : HAMMERRING [TARGET NAME]
Example : hammerring orc
The player uses a hammer to whack the target over the head, dazing them for a
short while and exiting combat. This is ineffective against golems, undead,
and things without a head.
Hand to hand combat (Specialization_Natural)
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Skill : Hand to hand combat
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Unarmed Focus I, Unarmed Slicing I, Unarmed Striking I
Allows : Weaponsmithing, Unarmed Bashing I, Unarmed Piercing I
Allows : Master Weaponsmithing
Invoked : Automatic
The player becomes so specialized at hand to hand combat that they gain bonuses
to attack when fighting unarmed. Can also allow the use of higher level
natural weapons if the focus expertise is taken.
+
Skill : Hand to hand combat
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Unarmed Bashing I, Weaponsmithing, Unarmed Focus I
Allows : Unarmed Striking I, Unarmed Slicing I, Unarmed Piercing I
Invoked : Automatic
The player becomes so specialized at hand to hand combat that they gain bonuses
to attack when fighting unarmed. Can also allow the use of higher level
natural weapons if the focus expertise is taken.
Skill : Handcuff
Domain : Binding
Available: Gaoler
Allows : Rope Use I
Use Cost : Movement (63)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HANDCUFF, CUFF
Usage : HANDCUFF [TARGET NAME]
Example : cuff orc
Allows the player to bind another mob that is sitting or lying down, and force
them to follow them around. This skill also makes the prisoner temporarily
not-assist in combat. This skill can only be used if the target has a warrant
out for their arrest. See Arresting Sap for more information.
+
Skill : Handcuff
Domain : Binding
Available: Gaoler
Allows : Rope Use I
Use Cost : Movement (63)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HANDCUFF, CUFF
Usage : HANDCUFF [TARGET NAME]
Example : cuff orc
Allows the player to bind another mob that is sitting or lying down, and force
them to follow them around. This skill also makes the prisoner temporarily
not-assist in combat. This skill can only be used if the target has a warrant
out for their arrest. See Arresting Sap for more information.
+
Hard to Port (Skill_HardToPort)
+
Skill : Hard to Port
Domain : Sea travel
Available: Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Movement (100)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : HARDTOPORT
Usage : HARDTOPORT
Example : hardtoport
During combat on a ship, the player can put his ship and rigging at risk by
putting the ship into an immediate hard turn to port. This will turn the ship
counter-clockwise and, for a very brief time, give the ship at least a 25%
chance of being missed by any ship siege weapons fired at it. You must let the
ship integrity recover for several minutes afterwards before you can try again,
however. Failed attempts can also put a strain on the ship if tried too
frequently, causing another waiting period to ensue.
+
Hard to Stern (Skill_HardToStern)
+
Skill : Hard to Stern
Domain : Sea travel
Available: Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Movement (100)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : HARDTOSTERN
Usage : HARDTOSTERN
Example : hardtostern
During combat on a ship, the player can put his ship and rigging at risk by
putting the ship into an immediate hard turn to stern. This will turn the ship
clockwise and, for a very brief time, give the ship at least a 25% chance of
being missed by any ship siege weapons fired at it. You must let the ship
integrity recover for several minutes afterwards before you can try again,
however. Failed attempts can also put a strain on the ship if tried too
frequently, causing another waiting period to ensue.
Healing Hands (Paladin_HealingHands)
-
Skill : Healing Hands
Domain : Healing
Available: Paladin
Allows : Healing I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HANDS
Usage : HANDS [TARGET NAME]
Example : hands orc
The Paladin becomes a vessel for the healing power of his or her god.
+
Skill : Healing Hands
Domain : Healing
Available: Paladin
Allows : Healing I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HANDS
Usage : HANDS [TARGET NAME]
Example : hands orc
The Paladin becomes a vessel for the healing power of his or her god.
Skill : Herbalism
Domain : Crafting
Available: Druid Gaian SkyWatcher
Allows : Quick Worker I, Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HERBALISM, HERBREW, HBREW
Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]
Example : hbrew farsight flask
: : hbrew list
: : hbrew list harden
: : hbrew list all
This skill allows the player to brew a potion from one of the chants the player
knows. To do this, the player must have a drinking container to make the
potion out of. All of the brews require ingredients, and all require water or
some other liquid base to start from. Also, the player must have mastered the
chant before attempting to brew a potion from it. Lastly, the player will lose
some experience for brewing the potion. The herbs for this skill must first be
identified using the Herbology skill.
+
Skill : Herbalism
Domain : Crafting
Available: Druid Gaian SkyWatcher
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Allows : Wise Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HERBALISM, HERBREW, HBREW
Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]
Example : hbrew farsight flask
: : hbrew list
: : hbrew list harden
: : hbrew list all
This skill allows the player to brew a potion from one of the chants the player
knows. To do this, the player must have a drinking container to make the
potion out of. All of the brews require ingredients, and all require water or
some other liquid base to start from. Also, the player must have mastered the
chant before attempting to brew a potion from it. Lastly, the player will lose
some experience for brewing the potion. The herbs for this skill must first be
identified using the Herbology skill.
Skill : Herbology
Domain : Nature lore
Available: Numerous Classes
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HERBOLOGY
Usage : HERBOLOGY [ITEM NAME]
Example : herbology some herbs
Without this skill, all herbs found through foraging are unknown to the player,
being known only as "herbs". With this skill, the player may identify the herb
for the type that it is. This skill is quite necessary for Druids who wish to
use their Herbalism skill, or Cooks who need particular herbs for recipes, but
is fairly unnecessary for others. The raw herbs for herbology are obtained by
using the Foraging skill.
+
Skill : Herbology
Domain : Nature lore
Available: Numerous Classes
Allows : Master Distilling, Quick Working I, Quick Worker I
Allows : Gardening, Floristry, Master Foraging, Nature Lore I
Allows : Smoke Rings, Plant Lore, Master Herbology
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HERBOLOGY
Usage : HERBOLOGY [ITEM NAME]
Example : herbology some herbs
Without this skill, all herbs found through foraging are unknown to the player,
being known only as "herbs". With this skill, the player may identify an herb
for the type that it is. This skill is quite necessary for Druids who wish to
use their Herbalism skill, or Cooks who need particular herbs for recipes, but
is fairly unnecessary for others. The raw herbs for herbology are obtained by
using the Foraging skill.
Skill : Heroism
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
As the power and noteriety of the fighter grows, his or her ability to resist
certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt
kicks, trips, etc..) grows.
+
Skill : Heroism
Domain : Martial lore
Available: Fighter
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
As the power and noteriety of the fighter grows, his or her ability to resist
certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt
kicks, trips, etc..) grows.
Skill : Hide
Domain : Stealthy
Available: Gaoler Monk Several Classes Several Classes
Allows : Improved Hiding, Stealthy I, Shadow I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HIDE
Usage : HIDE
Example : hide
The thief attempts to creep into some shadowy corner and remain perfectly
still. Doing this makes them invisible to any other creatures in the room.
Making any moves or sounds will negate the hidden advantage. The quality of
the hide against other players depends in part on the thieves stealth
expertise. The thief can use the VISIBLE command to make themself visible
again.
+
Skill : Hide
Domain : Stealthy
Available: Gaoler Monk Several Classes Several Classes
Allows : Shadow I, Improved Hiding, Stealthy I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HIDE
Usage : HIDE
Example : hide
The thief attempts to creep into some shadowy corner and remain perfectly
still. Doing this makes them invisible to any other creatures in the room.
Making any moves or sounds will negate the hidden advantage. The quality of
the hide against other players depends in part on the thieves stealth
expertise. The thief can use the VISIBLE command to make themself visible
again.
Hide In Plain Sight (Thief_HideInPlainSight)
-
Skill : Hide In Plain Sight
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HIDEINPLAINSITE, HIPS
Usage : HIDEINPLAINSIGHT
Example : hips
The thief has become so adept at quick small movements, that he can do almost
anything without being directly noticed. Almost any quiet movement, such as
getting or dropping items, wearing or removing items, or manipulating
inventory, will be totally unnoticable by other players. Even normally noisy
actions will be done so that people aren't really sure who did it. Direct
speaking or giving is unaffected, however.
+
Skill : Hide In Plain Sight
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HIDEINPLAINSITE, HIPS
Usage : HIDEINPLAINSIGHT
Example : hips
The thief has become so adept at quick small movements, that he can do almost
anything without being directly noticed. Almost any quiet movement, such as
getting or dropping items, wearing or removing items, or manipulating
inventory, will be totally unnoticable by other players. Even normally noisy
actions will be done so that people aren't really sure who did it. Direct
speaking or giving is unaffected, however.
Hide Other (Thief_HideOther)
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Skill : Hide Other
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (32) Movement (32)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : OTHERHIDE
Usage : OTHERHIDE [TARGET]
Example : otherhide bob
The thief attempts to hide a group member in some shadowy corner and directs
them to remain perfectly still. Doing this makes the target invisible to any
other creatures in the room. If the target makes any moves or sounds, it will
negate the hidden advantage. The quality of the hide will depend in part on
the thieves stealth expertise. The VISIBLE command can be used to revoke this
affect.
+
Skill : Hide Other
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (32) Movement (32)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : OTHERHIDE
Usage : OTHERHIDE [TARGET]
Example : otherhide bob
The thief attempts to hide a group member in some shadowy corner and directs
them to remain perfectly still. Doing this makes the target invisible to any
other creatures in the room. If the target makes any moves or sounds, it will
negate the hidden advantage. The quality of the hide will depend in part on
the thieves stealth expertise. The VISIBLE command can be used to revoke this
affect.
Skill : Hide Ship
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SHIPHIDE
Usage : SHIPHIDE
Example : shiphide
The pirate attempts to hide their ship from others by directing it into a mist
bank, or just over the horizon behind tall waves. Other ships traveling the
normal channels will then be unable to spot it. Having the ship do ANYTHING
else, including combat, lowering anchor, or other activities will allow the
ship to be spotted.
+
Skill : Hide Ship
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SHIPHIDE
Usage : SHIPHIDE
Example : shiphide
The pirate attempts to hide their ship from others by directing it into a mist
bank, or just over the horizon behind tall waves. Other ships traveling the
normal channels will then be unable to spot it. Having the ship do ANYTHING
else, including combat, lowering anchor, or other activities will allow the
ship to be spotted.
Skill : Hideout
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIDEOUT
Usage : HIDEOUT
Example : hideout
The thief in an urban settings can slip into a small dark hideout until things
cool off. Inside, the thief can not recall or bring friends or followers
along, but he can rest up until its safe to go back to work.
+
Skill : Hideout
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIDEOUT
Usage : HIDEOUT
Example : hideout
The thief in an urban settings can slip into a small dark hideout until things
cool off. Inside, the thief can not recall or bring friends or followers
along, but he can rest up until its safe to go back to work.
High Marks (Thief_HighMarks)
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Skill : High Marks
Domain : Combat lore
Available: Assassin
Requires : 'Mark'
Allows : Combat Lore I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to Mark higher level persons and
creatures.
+
Skill : High Marks
Domain : Combat lore
Available: Assassin
Requires : 'Mark'
Allows : Combat Lore I
Invoked : Automatic
Proficiency in this skill allows the thief to Mark higher level persons and
creatures.
Hills Tactics (Fighter_HillsTactics)
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Skill : Hills Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in hilly areas. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
+
Skill : Hills Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in hilly areas. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
Hire Crewmember (Skill_HireCrewmember)
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Skill : Hire Crewmember
Domain : Influential
Available: Sailor
Allows : Influencing I
Use Cost : Mana (80)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIRECREWMEMBER, HIRECREW
Usage : HIRECREW
Example : hirecrew
From inside a pub or bar near the shore, the player can hire a local patron to
man his or her ship. The hireling will be 5-10 levels below the player, and
will take on one of the crew roles when they are brought aboard the ship.
Roles include Captain (navigates the ship at random during peace), Tactician
(navigates the ship during combat), Repairer (fixes battle damage), Defender
(defends the ship when boarded), and Trawler (brings in fish). Hiring a sailor
costs more money as the player goes up in level. Once the sailor is aboard ship
and dismissed from following the player (see NOFOLLOW), they will make that
room their home room and begin their duties.
+
Skill : Hire Crewmember
Domain : Influential
Available: Sailor
Allows : Influencing I
Use Cost : Mana (80)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : HIRECREWMEMBER, HIRECREW
Usage : HIRECREW
Example : hirecrew
From inside a pub or bar near the shore, the player can hire a local patron to
man his or her ship. The hireling will be 5-10 levels below the player, and
will take on one of the crew roles when they are brought aboard the ship.
Roles include Captain (navigates the ship at random during peace), Tactician
(navigates the ship during combat), Repairer (fixes battle damage), Defender
(defends the ship when boarded), and Trawler (brings in fish). Hiring a sailor
costs more money as the player goes up in level. Once the sailor is aboard ship
and dismissed from following the player (see NOFOLLOW), they will make that
room their home room and begin their duties.
Hold Your Liquor (Thief_HoldYourLiquor)
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Skill : Hold Your Liquor
Domain : Fitness
Available: Pirate
Allows : Fitness I
Invoked : Automatic
The player can hold their liquor so well that they quickly recover from any ill
effects that come from drinking mundane alcohol, allowing them to drink as much
as they want.
+
Skill : Hold Your Liquor
Domain : Fitness
Available: Pirate
Allows : Fitness I
Invoked : Automatic
The player can hold their liquor so well that they quickly recover from any ill
effects that come from drinking mundane alcohol, allowing them to drink as much
as they want.
Holy Strike (Paladin_HolyStrike)
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Skill : Holy Strike
Domain : Martial lore
Available: Paladin
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Mana (27) Movement (27)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HOLYSTRIKE
Usage : HOLYSTRIKE [TARGET]
Example : holystrike
Wielding his trusty sword, the paladin calls down the power of his or her god
into a mighty sword swing for devastating damage on evil targets
+
Skill : Holy Strike
Domain : Martial lore
Available: Paladin
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Mana (27) Movement (27)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : HOLYSTRIKE
Usage : HOLYSTRIKE [TARGET]
Example : holystrike
Wielding his trusty sword, the paladin calls down the power of his or her god
into a mighty sword swing for devastating damage on evil targets
Hunters Endurance (Ranger_HuntersEndurance)
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Skill : Hunters Endurance
Domain : Fitness
Available: Ranger
Allows : Fitness I
Invoked : Automatic
Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.
Also, all movement is instantly and constantly restored. When tracking
concludes, or combat begins, the rangers previous state resumes.
+
Skill : Hunters Endurance
Domain : Fitness
Available: Ranger
Allows : Fitness I
Invoked : Automatic
Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.
Also, all movement is instantly and constantly restored. When tracking
concludes, or combat begins, the rangers previous state resumes.
Skill : Hunting
Domain : Gathering
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HUNT, HUNTING
Usage : HUNT
Example : hunt
With this common skill, a player checks carefully for the tracks of any game
which may be nearby. When the tracks are found, the player needs to check
nearby rooms for the animal and attack it to complete the hunt. Hunting can be
done almost anywhere, though Forests, Jungles, and Plains are best.
+
Skill : Hunting
Domain : Gathering
Available: Numerous Classes
Requires : A base wisdom of at least 8.
Allows : Taxidermy, Quick Working I, Quick Worker I, Cage Building
Allows : Speculating, Leather Working
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : HUNT, HUNTING
Usage : HUNT
Example : hunt
With this common skill, a player checks carefully for the tracks of any game
which may be nearby. When the tracks are found, the player needs to check
nearby rooms for the animal and attack it to complete the hunt. Hunting can be
done almost anywhere, though Forests, Jungles, and Plains are best.
Skill : Hush
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : HUSH
Usage : HUSH [PLAYER NAME]
Example : hush gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to communicate on any channels, or use the tell command. Use
this skill again on the same player to release them.
+
Skill : Hush
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : HUSH
Usage : HUSH [PLAYER NAME]
Example : hush gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to communicate on any channels, or use the tell command. Use
this skill again on the same player to release them.
Identify Bombs (Thief_IdentifyBombs)
-
Skill : Identify Bombs
Domain : Find/remove traps
Available: Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
The thief can sense bombs just by looking at them, or looking at those who
might be bearing them.
+
Skill : Identify Bombs
Domain : Find/remove traps
Available: Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
The thief can sense bombs just by looking at them, or looking at those who
might be bearing them.
Identify Poison (Skill_IdentifyPoison)
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Skill : Identify Poison
Domain : Poisoning
Available: Assassin Barbarian Jester Several Classes
Requires : 'Apothecary'
Allows : Poisoning I
Use Cost : Mana (52)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : IDPOISON, IDENTIFYPOISON
Usage : IDPOISON [ITEM NAME]
Example : idpoison orc
This skill allows the player to sniff and taste a potentially poisoned item
(like a drink, or a sword) and tell what kind of poison (if any) is on the
item.
+
Skill : Identify Poison
Domain : Poisoning
Available: Assassin Barbarian Jester Several Classes
Requires : 'Apothecary'
Allows : Poisoning I
Use Cost : Mana (52)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : IDPOISON, IDENTIFYPOISON
Usage : IDPOISON [ITEM NAME]
Example : idpoison orc
This skill allows the player to sniff and taste a potentially poisoned item
(like a drink, or a sword) and tell what kind of poison (if any) is on the
item.
Identify Traps (Thief_IdentifyTraps)
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Skill : Identify Traps
Domain : Alert
Available: Trapper
Requires : 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (55)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : IDENTIFYTRAPS, IDTRAP
Usage : IDENTIFYTRAPS
Example : identifytraps east
Example : identifytraps chest
The thief can take a careful look at an item, container, or door to see if it
is trapped, and then identify its type and quality level.
+
Skill : Identify Traps
Domain : Alert
Available: Trapper
Requires : 'Detect Traps'
Allows : Vigilantly I
Use Cost : Mana (55)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : IDENTIFYTRAPS, IDTRAP
Usage : IDENTIFYTRAPS
Example : identifytraps east
Example : identifytraps chest
The thief can take a careful look at an item, container, or door to see if it
is trapped, and then identify its type and quality level.
Skill : Imitate
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Invoked : Automatic
Usage : IMITATE [SPELL NAME] [TARGET NAME]
Example : imitate Fireball Orc
This strange pseudo-magical skill allows spells, prayers, songs, and chants
learned through Spellcraft, Prayercraft, etc to be faked at a later time. The
spell or skill will not yield any actual results (no damage or benefits from
casting), but will enable the character to deceive others into believing that
he can use that type of magic.
+
Skill : Imitate
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Movement (57)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : IMITATE
Usage : IMITATE [SPELL NAME] [TARGET NAME]
Example : imitate Fireball Orc
This strange pseudo-magical skill allows spells, prayers, songs, and chants
learned through Spellcraft, Prayercraft, etc to be faked at a later time. The
spell or skill will not yield any actual results (no damage or benefits from
casting), but will enable the character to deceive others into believing that
he can use that type of magic.
Improved Boarding (Thief_ImprovedBoarding)
-
Skill : Improved Boarding
Domain : Fitness
Available: Pirate
Allows : Fitness I
Invoked : Automatic
The thief has an improved ability to board ships from the water. If the thief
has sufficient proficiency, the player no longer needs a row boat to board a
ship from the water, and will automatically sneak when boarding a ship from the
water.
+
Skill : Improved Boarding
Domain : Fitness
Available: Pirate
Requires : 'Climb'
Allows : Fitness I
Invoked : Automatic
The thief has an improved ability climb aboard ships from the water. If the
thief has sufficient proficiency, the player no longer needs a row boat to
climb aboard a ship from the water, and will automatically sneak when climbing
aboard a ship from the water.
Improved Distraction (Thief_ImprovedDistraction)
-
Skill : Improved Distraction
Domain : Deceptive
Available: Thief
Requires : 'Distract'
Allows : Deceptive I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to distract higher and higher level
opponents.
+
Skill : Improved Distraction
Domain : Deceptive
Available: Thief
Requires : 'Distract'
Allows : Deceptive I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to distract higher and higher level
opponents.
Improved Hiding (Thief_ImprovedHiding)
-
Skill : Improved Hiding
Domain : Stealthy
Available: Burglar
Requires : 'Hide'
Allows : Stealthy I
Invoked : Automatic
Example :
The thief has become so adept at remaining hidden that he or she is able to
speak and make other noises while remaining hidden.
+
Skill : Improved Hiding
Domain : Stealthy
Available: Burglar
Requires : 'Hide'
Allows : Stealthy I
Invoked : Automatic
Example :
The thief has become so adept at remaining hidden that he or she is able to
speak and make other noises while remaining hidden.
Improved Peek (Thief_ImprovedPeek)
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Skill : Improved Peek
Domain : Stealing
Available: Burglar
Requires : 'Peek'
Allows : Theft Mastery I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to peek into the inventories of
higher level persons and creatures.
+
Skill : Improved Peek
Domain : Stealing
Available: Burglar
Requires : 'Peek'
Allows : Theft Mastery I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to peek into the inventories of
higher level persons and creatures.
Improved Shield Defence (Fighter_ImprovedShieldDefence)
-
Skill : Improved Shield Defence
Domain : Shield use
Available: Fighter
Allows : Shield Using I
Invoked : Automatic
Example :
As the fighter gains proficiency with shield use, he becomes better able to use
a shield to enhance his armor.
+
Skill : Improved Shield Defence
Domain : Shield use
Available: Fighter
Allows : Shield Using I
Invoked : Automatic
Example :
As the fighter gains proficiency with shield use, he becomes better able to use
a shield to enhance his armor.
Improved Steal (Thief_ImprovedSteal)
-
Skill : Improved Steal
Domain : Stealing
Available: Burglar
Requires : 'Steal'
Allows : Theft Mastery I
Invoked : Automatic
Example :
Proficiency in this skill allows the thief to steal from the inventories of
higher level persons and creatures. See help on STEAL.
+
Skill : Improved Steal
Domain : Stealing
Available: Burglar
Requires : 'Steal'
Allows : Theft Mastery I
Invoked : Automatic
Example :
Proficiency in this skill allows the thief to steal from the inventories of
higher level persons and creatures. See help on STEAL.
Improved Swipe (Thief_ImprovedSwipe)
-
Skill : Improved Swipe
Domain : Stealing
Available: Burglar
Requires : 'Swipe gold'
Allows : Theft Mastery I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to swipe the gold of higher level
persons and creatures.
+
Skill : Improved Swipe
Domain : Stealing
Available: Burglar
Requires : 'Swipe gold'
Allows : Theft Mastery I
Invoked : Automatic
Example :
proficiency in this skill allows the thief to swipe the gold of higher level
persons and creatures.
Improved Throwing (Fighter_ImprovedThrowing)
-
Skill : Improved Throwing
Domain : Weapon use
Available: Barbarian
Allows : Ranged Striking I
Invoked : Automatic
As the fighter gains proficiency in this skill, he or she hits more accurately
with thrown weapons, and does up to double damage.
+
Skill : Improved Throwing
Domain : Weapon use
Available: Barbarian
Allows : Ranged Striking I
Invoked : Automatic
As the fighter gains proficiency in this skill, he or she hits more accurately
with thrown weapons, and does up to double damage.
Skill : Infect
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INFECT
Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
Example : infect gunther flu
The player with this skill can cause the target to become infected with a given
disease.
+
Skill : Infect
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INFECT
Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
Example : infect gunther flu
The player with this skill can cause the target to become infected with a given
disease.
Skill : Injure
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INJURE
Usage : INJURE [PLAYER NAME] [body part]
Example : injure gunther left hand
From anywhere on the map, the player with this skill can cause the target to
have one of their body parts instantly injured by 20%.
+
Skill : Injure
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : INJURE
Usage : INJURE [PLAYER NAME] [body part]
Example : injure gunther left hand
From anywhere on the map, the player with this skill can cause the target to
have one of their body parts instantly injured by 20%.
Instrument Bash (Skill_InstrumentBash)
-
Skill : Instrument Bash
Domain : Dirty fighting
Available: Minstrel
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : INSTRUMENTBASH, IBASH
Usage : IBASH [TARGET NAME]
Example : ibash orc
The bard uses their instrument as a weapon, delivering an otherwise additional
blow to the target in combat.
+
Skill : Instrument Bash
Domain : Dirty fighting
Available: Minstrel
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : INSTRUMENTBASH, IBASH
Usage : IBASH [TARGET NAME]
Example : ibash orc
The bard uses their instrument as a weapon, delivering an otherwise additional
blow to the target in combat.
Instrument Making (InstrumentMaking)
-
Skill : Instrument Making
Domain : Crafting
Available: Artisan Minstrel
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : INSTRUMENTMAKING, INSTRUMENTMAKE
Usage : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]
Example : instrumentmake piccolo
: : instrumentmake list
: : instrumentmake list piccolo
: : instrumentmake list all
: : instrumentmake learn flute
This skill allows a player to craft musical instruments, such as flutes and
guitars. The extent of the items which can be crafted expands as the player
goes up in level. The player may also learn to make new found instruments,
provided a blank recipe page or a recipe book with blank pages is in his or her
inventory. To begin making a new item, the player must have placed the material
he or she wishes to make the item from on the ground. Instruments crafted with
balsa can be done with half the required wood listed, while instruments crafted
with ironwood will require twice the required wood listed.
+
Skill : Instrument Making
Domain : Crafting
Available: Artisan Minstrel
Requires : 'Carpentry' at 75%
Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I
Allows : Quick Crafting I, Light Fabricating I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : INSTRUMENTMAKING, INSTRUMENTMAKE
Usage : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]
Example : instrumentmake piccolo
: : instrumentmake list
: : instrumentmake list piccolo
: : instrumentmake list all
: : instrumentmake learn flute
This skill allows a player to craft musical instruments, such as flutes and
guitars. The extent of the items which can be crafted expands as the player
goes up in level. The player may also learn to make new found instruments,
provided a blank recipe page or a recipe book with blank pages is in his or her
inventory. To begin making a new item, the player must have placed the material
he or she wishes to make the item from on the ground. Instruments crafted with
balsa can be done with half the required wood listed, while instruments crafted
with ironwood will require twice the required wood listed.
Intercept Ship (Skill_InterceptShip)
-
Skill : Intercept Ship
Domain : Sea travel
Available: Pirate Sailor
Requires : 'Sea Charting' at 50%
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (536870912) Movement (536870912)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : INTERCEPT, INTERCEPTSHIP
Usage : INTERCEPT [SHIP NAME]
Example : intercept pirate
This powerful skill allows the sailor to use their superior sailing ability to
quickly intercept a potential enemy ship of the given name. The sailor's ship
or boat's speed is enhanced while following the interception course.
+
Skill : Intercept Ship
Domain : Sea travel
Available: Pirate Sailor
Requires : 'Sea Charting'
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (536870912) Movement (536870912)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : INTERCEPT, INTERCEPTSHIP
Usage : INTERCEPT [SHIP NAME]
Example : intercept pirate
This powerful skill allows the sailor to use their superior sailing ability to
quickly intercept a potential enemy ship of the given name. The sailor's ship
or boat's speed is enhanced while following the interception course.
Intimidation (Fighter_Intimidate)
-
Skill : Intimidation
Domain : Influential
Available: Barbarian Beastmaster Burglar Doomsayer
Allows : Influencing I
Invoked : Automatic
Example :
This skill makes the player naturally intimidating to lower level creatures,
making them less likely to be able to initiate an attack.
+
Skill : Intimidation
Domain : Influential
Available: Barbarian Beastmaster Burglar Doomsayer
Allows : Influencing I
Invoked : Automatic
Example :
This skill makes the player naturally intimidating to lower level creatures,
making them less likely to be able to initiate an attack.
Invisibility to Mark (Thief_MarkInvisibility)
-
Skill : Invisibility to Mark
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Invoked : Automatic
Example :
The thief is considered completely invisible whenever the mark is in the room,
due to their extreme ability to go unnoticed when their energy is focused (as
when the mark is present). See the MARK ability for more information.
+
Skill : Invisibility to Mark
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Invoked : Automatic
Example :
The thief is considered completely invisible whenever the mark is in the room,
due to their extreme ability to go unnoticed when their energy is focused (as
when the mark is present). See the MARK ability for more information.
Skill : Irrigation
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Drilling'
Requires : A base constitution of at least 15.
Allows : Quick Worker I
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : IRRIGATE, IRRIGATION
Usage : IRRIGATE [LIST/[PROJECT NAME]] [DIRECTION]
Example : irrigate barrier north
: : irrigate list
: : irrigate sea
: : irrigate title A messy room.
: : irrigate desc east This is my favorite sea.
: : irrigate desc room This is a watery place.
: : irrigate help Bob
: : irrigate demolish west
: : irrigate demolish room
This skill allows a player to irrigate an area into a new type on an outdoor
property the player owns. This skill also allows the demolition of unwanted
barriers and rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a irrigation project.
Irrigation also allows the creation of water currents, which will cause things
in the room to drift in a given direction over time.
+
Skill : Irrigation
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Drilling'
Requires : A base constitution of at least 15.
Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : IRRIGATE, IRRIGATION
Usage : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : irrigate barrier north
: : irrigate list
: : irrigate info wall
: : irrigate sea
: : irrigate title A messy room.
: : irrigate desc east This is my favorite sea.
: : irrigate desc room This is a watery place.
: : irrigate help Bob
: : irrigate demolish west
: : irrigate demolish room
This skill allows a player to irrigate an area into a new type on an outdoor
property the player owns. This skill also allows the demolition of unwanted
barriers and rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a irrigation project.
Irrigation also allows the creation of water currents, which will cause things
in the room to drift in a given direction over time.
Skill : Jail Key
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Exits
Range : Touch, or not applicable
Commands : JAILKEY, JKEY
Usage : JAILKEY [DIRECTION]
Example : jailkey north
Allows the player to lock or unlock any door to a jail room in the area.
+
Skill : Jail Key
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Exits
Range : Touch, or not applicable
Commands : JAILKEY, JKEY
Usage : JAILKEY [DIRECTION]
Example : jailkey north
Allows the player to lock or unlock any door to a jail room in the area.
Skill : Jewel Making
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing', and 'Pottery'
Requires : A base wisdom of at least 16.
Allows : Quick Worker I, Quality Crafting I, Light Crafting I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : JEWEL, JEWELMAKING
Usage : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM
TYPE]
Example : jewel ring
: : jewel list
: : jewel list ring
: : jewel list all
: : jewel encrust "a diamond" backpack
: : jewel mount "a diamond" sword
: : jewel mend ring
: : jewel refit crown
: : jewel scan
: : jewel scan bob
: : jewel learn brooch
This skill allows a player to craft jewelry, such as rings, earrings,
necklaces, and bracelets, or to mount or encrust bits of precious jewels onto
other items. The extent of the items which can be newly crafted expands as the
player goes up in level. The player may also learn to make new found jewelry,
provided a blank recipe page, or a recipe book with blank pages is in his or
her inventory. To begin crafting, the player must be in a room with an open
fire burning, and must have placed the metal he or she wishes to make the item
from on the ground, along with any precious gems. which may be mounted in the
jewelry. The raw gems for jewel making are found using the Digging skill. The
metal is obtained using the Mining skill.
+
Skill : Jewel Making
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing', and 'Pottery'
Requires : A base wisdom of at least 16.
Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I
Allows : Quick Worker I, Light Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Lacquering, Appraise, Quality Metalworking I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : JEWEL, JEWELMAKING
Usage : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM
TYPE]
Example : jewel ring
: : jewel list
: : jewel list ring
: : jewel list all
: : jewel encrust "a diamond" backpack
: : jewel mount "a diamond" sword
: : jewel mend ring
: : jewel refit crown
: : jewel scan
: : jewel scan bob
: : jewel learn brooch
This skill allows a player to craft jewelry, such as rings, earrings,
necklaces, and bracelets, or to mount or encrust bits of precious jewels onto
other items. The extent of the items which can be newly crafted expands as the
player goes up in level. The player may also learn to make new found jewelry,
provided a blank recipe page, or a recipe book with blank pages is in his or
her inventory. To begin crafting, the player must be in a room with an open
fire burning, and must have placed the metal he or she wishes to make the item
from on the ground, along with any precious gems. which may be mounted in the
jewelry. The raw gems for jewel making are found using the Digging skill. The
metal is obtained using the Mining skill.
Skill : Joke
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (60)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : JOKE
Usage : JOKE [TARGET NAME]
Example : joke orc
This will cause the player to tell a random joke to the target. The joke has a
75% chance of giving the target the giggles, and a 25% chance of putting them
under the spell of Laughter.
+
Skill : Joke
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (60)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : JOKE
Usage : JOKE [TARGET NAME]
Example : joke orc
This will cause the player to tell a random joke to the target. The joke has a
75% chance of giving the target the giggles, and a 25% chance of putting them
under the spell of Laughter.
Skill : Juggle
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : JUGGLE
Usage : JUGGLE [ITEM NAME]
Example : juggle all
Example : juggle dagger
Example : juggle
This will cause the player to begin juggling one or more items. The number of
items the player may juggle is limited by level. Entering juggle without an
item name will stop juggling. GETting an item being juggled will also remove
that item from the juggle list. During combat, the juggler will be able to
throw one item per 5 levels per combat round for a little extra damage.
+
Skill : Juggle
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : JUGGLE
Usage : JUGGLE [ITEM NAME]
Example : juggle all
Example : juggle dagger
Example : juggle
This will cause the player to begin juggling one or more items. The number of
items the player may juggle is limited by level. Entering juggle without an
item name will stop juggling. GETting an item being juggled will also remove
that item from the juggle list. During combat, the juggler will be able to
throw one item per 5 levels per combat round for a little extra damage.
Jungle Tactics (Fighter_JungleTactics)
-
Skill : Jungle Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in jungles. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
+
Skill : Jungle Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in jungles. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
Skill : Kamikaze
Domain : Criminal
Available: Trapper
Allows : Criminal Deviousness I
Use Cost : Mana (75)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : KAMIKAZE
Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)]
Example : kamikaze orc east
Example : kamikaze orc 2e 3n e e e n w d
The thief pays the target a sufficient amount of money for them to follow the
directions given, drop any bombs (see Make Bombs) being carried, and blow them
all up.
+
Skill : Kamikaze
Domain : Criminal
Available: Trapper
Allows : Criminal Deviousness I
Use Cost : Mana (75)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : KAMIKAZE
Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)]
Example : kamikaze orc east
Example : kamikaze orc 2e 3n e e e n w d
The thief pays the target a sufficient amount of money for them to follow the
directions given, drop any bombs (see Make Bombs) being carried, and blow them
all up.
Ki Strike (Fighter_KiStrike)
-
Skill : Ki Strike
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I
Use Cost : Movement (67)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KISTRIKE, KI
Usage : KISTRIKE
Example : kistrike
Short(s) : ki
The Monk summons up his or her inner power and focuses it into a single,
terrifying attack. This skill will allow the next blow that lands to have that
little, extra, well, KI.
+
Skill : Ki Strike
Domain : Punching
Available: Monk
Allows : Iron Punching I, Combat Fluidity I
Use Cost : Movement (67)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KISTRIKE, KI
Usage : KISTRIKE
Example : kistrike
Short(s) : ki
The Monk summons up his or her inner power and focuses it into a single,
terrifying attack. This skill will allow the next blow that lands to have that
little, extra, well, KI.
Skill : Kick
Domain : Kicking
Available: Monk Dancer Several Classes
Allows : Combat Fluidity I, Iron Kicking I, Ax Kick
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : KICK
Usage : KICK [TARGET NAME]
Example : kick orc
The fighter uses his or her feet to deliver an extra bit of pain in combat.
+
Skill : Kick
Domain : Kicking
Available: Artisan Monk Dancer Several Classes
Requires : 'Natural Weapon Proficiency' at 75%
Allows : Ax Kick, Iron Kicking I, Combat Fluidity I
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : KICK
Usage : KICK [TARGET NAME]
Example : kick orc
The fighter uses his or her feet to deliver an extra bit of pain in combat.
Skill : Kill Log
Domain : Combat lore
Available: Assassin
Allows : Combat Lore I
Invoked : Automatic
Uage : KILLLOG
Example : killlog
The thief has the ability to keep track of their kill percentage on creatures
which they have marked using the Mark still. The player may use the KILLLOG
command to review the log of kills. Every new and unique creature added to the
kill log will result in a small experience bonus.
+
Skill : Kill Log
Domain : Combat lore
Available: Assassin
Allows : Combat Lore I
Use Cost : Mana (53)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KILLLOG
Uage : KILLLOG
Example : killlog
The thief has the ability to keep track of their kill percentage on creatures
which they have marked using the Mark still. The player may use the KILLLOG
command to review the log of kills. Every new and unique creature added to the
kill log will result in a small experience bonus.
Knife Hand (Fighter_KnifeHand)
-
Skill : Knife Hand
Domain : Punching
Available: Monk
Requires : 'Monkey Punch'
Allows : Combat Fluidity I, Iron Punching I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a pointed, swift strike.
+
Skill : Knife Hand
Domain : Punching
Available: Monk
Requires : 'Monkey Punch'
Allows : Iron Punching I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a pointed, swift strike.
Know Plants (Druid_KnowPlants)
-
Skill : Know Plants
Domain : Nature lore
Available: Several Classes
Allows : Nature Lore I
Use Cost : Mana (57)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KNOWPLANT
Usage : KNOWPLANT [ITEM NAME]
Example : knowplant flowers
This skill allows a player to gain knowledge about a plant, or an item made
from plant material. If the plant was summoned by a druid, it will give the
name of the druid who summoned it as well.
+
Skill : Know Plants
Domain : Nature lore
Available: Several Classes
Allows : Nature Lore I
Use Cost : Mana (57)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : KNOWPLANT
Usage : KNOWPLANT [ITEM NAME]
Example : knowplant flowers
This skill allows a player to gain knowledge about a plant, or an item made
from plant material. If the plant was summoned by a druid, it will give the
name of the druid who summoned it as well.
Skill : Labeling
Domain : Calligraphy
Available: Scholar
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LABELING, LABEL
Usage : LABEL (REMOVE) (REPLACE) [ITEM NAME]
Example : label sword
: : label remove sword
: : label replace sword
The character labels an item with a numbered tag specific to him. The label
tag can be used by other skills to help locate or sort the item. Use the
'remove' command to completely delete a tag. Use the 'replace' command to
replace the label tag with a new one.
+
Skill : Labeling
Domain : Calligraphy
Available: Scholar
Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LABELING, LABEL
Usage : LABEL (REMOVE) (REPLACE) [ITEM NAME]
Example : label sword
: : label remove sword
: : label replace sword
The character labels an item with a numbered tag specific to him. The label
tag can be used by other skills to help locate or sort the item. Use the
'remove' command to completely delete a tag. Use the 'replace' command to
replace the label tag with a new one.
Skill : Lacquering
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 8.
Allows : Artsy I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LACQUERING, LACQUER
Usage : LACQUER [ITEM NAME] [COLOR]
Example : lacquer shirt blue
This skill allows the player to lacquer a qualifying item a different color.
Lacquer only works on metal, wood, and stone items.
+
Skill : Lacquering
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 8.
Allows : Quick Working I, Quick Worker I, Artsy I, Painting
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LACQUERING, LACQUER
Usage : LACQUER LIST/[ITEM NAME] [COLOR]
Example : lacquer list
Example : lacquer shirt blue
This skill allows the player to lacquer a qualifying item a different color.
Lacquer only works on metal, wood, and stone items.
Skill : Landscaping
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Farming'
Requires : A base constitution of at least 15.
Allows : Quick Worker I
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LANDSCAPE, LANDSCAPING
Usage : LANDSCAPE [LIST/[PROJECT NAME]] [DIRECTION]
Example : landscape barrier north
: : landscape list
: : landscape desert
: : landscape title A messy room.
: : landscape desc east This is my favorite path.
: : landscape desc room This is a messy place.
: : landscape help Bob
: : landscape demolish west
: : landscape demolish room
This skill allows a player to landscape an area into a new type on an outdoor
property the player owns. This skill also allows the demolition of unwanted
barriers and rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a landscaping project.
The raw material for landscaping is found using the Digging, Mining, Foraging,
and other skills.
+
Skill : Landscaping
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Farming'
Requires : A base constitution of at least 15.
Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
Allows : Master Farming
Use Cost : Movement (15)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LANDSCAPE, LANDSCAPING
Usage : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : landscape barrier north
: : landscape list
: : landscape info wall
: : landscape desert
: : landscape title A messy room.
: : landscape desc east This is my favorite path.
: : landscape desc room This is a messy place.
: : landscape help Bob
: : landscape demolish west
: : landscape demolish room
This skill allows a player to landscape an area into a new type on an outdoor
property the player owns. This skill also allows the demolition of unwanted
barriers and rooms, and the giving of a title and description to a room. The
parameters also allow more than one person to assist in a landscaping project.
The raw material for landscaping is found using the Digging, Mining, Foraging,
and other skills.
Lay Minor Traps (Thief_MinorTrap)
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Skill : Lay Minor Traps
Domain : Trapping
Available: Jester
Allows : Trapping I
Use Cost : Mana (28) Movement (28)
Quality : Malicious
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : MTRAP, MINORTRAP
Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
Example : mtrap list
Example : mtrap east noise
Example : mtrap chest needle
The thief attempts to lay some sort of trap upon the item, door, room,
entryway, or container specified. The trap may be gaseous, needles, blades, or
pits, and may be triggered by unlocking, opening, getting, or moving through in
the case of entryways, or entering in the case of rooms. The thief who sets
the trap may not trigger the trap. The number of traps available to the thief
will go up as the thief advances in level, so trap list may be used to see what
new traps are available as the thief advances. Not all traps may be set on all
items, however. Lay Minor traps only allows a small subset of the traps
avaiailable from the full Lay Traps skill. Traps are temporary, but reset if
sprung after a time. Setting the same trap on the same object will reset the
trap early.
+
Skill : Lay Minor Traps
Domain : Trapping
Available: Jester
Allows : Trapping I
Use Cost : Mana (28) Movement (28)
Quality : Malicious
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : MTRAP, MINORTRAP
Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
Example : mtrap list
Example : mtrap east noise
Example : mtrap chest needle
The thief attempts to lay some sort of trap upon the item, door, room,
entryway, or container specified. The trap may be gaseous, needles, blades, or
pits, and may be triggered by unlocking, opening, getting, or moving through in
the case of entryways, or entering in the case of rooms. The thief who sets
the trap may not trigger the trap. The number of traps available to the thief
will go up as the thief advances in level, so trap list may be used to see what
new traps are available as the thief advances. Not all traps may be set on all
items, however. Lay Minor traps only allows a small subset of the traps
avaiailable from the full Lay Traps skill. Traps are temporary, but reset if
sprung after a time. Setting the same trap on the same object will reset the
trap early.
Skill : Lay Traps
Domain : Trapping
Available: Assassin Thief Trapper
Allows : Trapping I
Use Cost : Mana (29) Movement (29)
Quality : Malicious
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : TRAP
Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
Example : trap list
Example : trap east noise
Example : trap chest needle
The thief attempts to lay some sort of trap upon the item, door, room,
entryway, or container specified. The trap may be gaseous, needles, blades, or
pits, and may be triggered by unlocking, opening, getting, or moving through in
the case of entryways, or entering in the case of rooms. The thief who sets
the trap may not trigger the trap. The number of traps available to the thief
will go up as the thief advances in level, so trap list may be used to see what
new traps are available as the thief advances. Not all traps may be set on all
items, however. Traps are temporary, but reset if sprung after a time.
Setting the same trap on the same object will reset the trap early.
+
Skill : Lay Traps
Domain : Trapping
Available: Assassin Thief Trapper
Allows : Trapping I
Use Cost : Mana (29) Movement (29)
Quality : Malicious
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : TRAP
Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
Example : trap list
Example : trap east noise
Example : trap chest needle
The thief attempts to lay some sort of trap upon the item, door, room,
entryway, or container specified. The trap may be gaseous, needles, blades, or
pits, and may be triggered by unlocking, opening, getting, or moving through in
the case of entryways, or entering in the case of rooms. The thief who sets
the trap may not trigger the trap. The number of traps available to the thief
will go up as the thief advances in level, so trap list may be used to see what
new traps are available as the thief advances. Not all traps may be set on all
items, however. Traps are temporary, but reset if sprung after a time.
Setting the same trap on the same object will reset the trap early.
Leather Working (LeatherWorking)
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Skill : Leather Working
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 10.
Allows : Cobbling, Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Crafting I, Master Leather Working
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LEATHERWORK, LEATHERWORKING
Usage : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM
TYPE]
Example : leatherwork pot
: : leatherwork bundle 100 leather
: : leatherwork list
: : leatherwork list hard
: : leatherwork list all
: : leatherwork mend vest
: : leatherwork refit sleeves
: : leatherwork scan
: : leatherwork scan bob
: : leatherwork learn gloves
This skill allows a player to craft leather items, such as armor, clothing, and
even whips. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to mend any damaged
leather items, get info on a list item, refit any armor which may be the wrong
size, or learn how to make an item he or she has found, provided a blank recipe
page or a recipe book with blank pages is in his or her inventory. To begin
crafting a new item, the player must have placed the leather he or she wishes
to make the item from on the ground. The player may also scan the room or other
players for equipment that may be mended by this skill, using the scan
parameter. The raw leather for leather working is found using the Butchering
skill.
+
Skill : Leather Working
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 10.
Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
Allows : Quick Worker I, Durable Crafting I, Cobbling, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
Allows : Scrapping, Master Leather Working
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LEATHERWORK, LEATHERWORKING
Usage : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM
TYPE]
Example : leatherwork pot
: : leatherwork bundle 100 leather
: : leatherwork list
: : leatherwork list hard
: : leatherwork list all
: : leatherwork mend vest
: : leatherwork refit sleeves
: : leatherwork scan
: : leatherwork scan bob
: : leatherwork learn gloves
This skill allows a player to craft leather items, such as armor, clothing, and
even whips. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to mend any damaged
leather items, get info on a list item, refit any armor which may be the wrong
size, or learn how to make an item he or she has found, provided a blank recipe
page or a recipe book with blank pages is in his or her inventory. To begin
crafting a new item, the player must have placed the leather he or she wishes
to make the item from on the ground. The player may also scan the room or other
players for equipment that may be mended by this skill, using the scan
parameter. The raw leather for leather working is found using the Butchering
skill.
Skill : Lecturing
Domain : Education lore
Available: Scholar
Allows : Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LECTURE, LECTURING
Usage : LECTURE [SKILL NAME]
Example : lecture fireball
This skill allows the player to give a lecture to 3 or more students about a
particular skill that the player knows more about than the students. At the
end of the long lecture, the students will gain up to 5% increase in
proficiency, even if they are already at or above 75%. The player will receive
experience for giving the lecture. The students must already know the skill
before the lecture begins in order to qualify as a student.
+
Skill : Lecturing
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LECTURE, LECTURING
Usage : LECTURE [SKILL NAME]
Example : lecture fireball
This skill allows the player to give a lecture to 3 or more students about a
particular skill that the player knows more about than the students. At the
end of the long lecture, the students will gain up to 5% increase in
proficiency, even if they are already at or above 75%. The player will receive
experience for giving the lecture. The students must already know the skill
before the lecture begins in order to qualify as a student.
Skill : Leeching
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (67)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LEECH, LEECHING
Usage : LEECHING [TARGET NAME]
Example : leech Sophie
The player is able to apply leeches to the target. The target will be unable
to heal, but will have any poisons removed for the duration of the leeches
presence.
+
Skill : Leeching
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (67)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LEECH, LEECHING
Usage : LEECHING [TARGET NAME]
Example : leech Sophie
The player is able to apply leeches to the target. The target will be unable
to heal, but will have any poisons removed for the duration of the leeches
presence.
+
Legendary Weaponsmithing (LegendaryWeaponsmithing)
+
Skill : Legendary Weaponsmithing
Domain : Crafting
Available: Artisan
Requires : 'Master Weaponsmithing' at 100%
Allows : Counterbalance Crafting I, Quality Crafting I, Quick Worker I
Allows : Light Crafting I, Advanced Crafting I, Quick Crafting I
Allows : Lethal Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LWEAPONSMITH, LEGENDWEAPONSMITHING, LEGENDARYWEAPONSMITHING
Usage : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : lweaponsmith twohanded sword
: : lweaponsmith list
: : lweaponsmith list sword
: : lweaponsmith list blunt
: : lweaponsmith list all
: : lweaponsmith scan
: : lweaponsmith scan bob
: : lweaponsmith learn axe
This skill allows a player to craft legendary-level weapons (level 61 and up)
from metal. This skill requires Blacksmithing and Master Weaponsmithing in
order to learn it. It also requires specialization in the weapon type the
player wishes to make. The extent of the weapons which can be crafted expands
as the player goes up in level. To begin smithing, the player must be in a
room with an open fire burning, and must have placed the metal he or she wishes
to make the weapon from on the ground. The player may also scan the room or
other players for equipment that may be mended by this skill, using the scan
parameter, or learn how to smith an item he or she has found, provided a blank
recipe page or a recipe book with blank pages is in his or her inventory. The
metal for weaponsmithing is obtained using the Mining skill, or better metals
from the Smelting skill. Using better materials will increase both the strength
and the required level of the crafted item.
Lightning Strike (Fighter_LightningStrike)
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Skill : Lightning Strike
Domain : Martial lore
Available: Monk
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (74)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : LIGHTNINGSTRIKE, LSTRIKE
Usage : LIGHTNINGSTRIKE [TARGET NAME]
Example : lightningstrike orc
Short(s) : lstrike
This most powerful of Monk abilities allows him or her to deliver as many
unarmed blows in a single round as he or she has Monk levels. After this
exhausting exchange, the Monk will collapse for many rounds of needed rest.
+
Skill : Lightning Strike
Domain : Martial lore
Available: Monk
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (74)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : LIGHTNINGSTRIKE, LSTRIKE
Usage : LIGHTNINGSTRIKE [TARGET NAME]
Example : lightningstrike orc
Short(s) : lstrike
This most powerful of Monk abilities allows him or her to deliver as many
unarmed blows in a single round as he or she has Monk levels. After this
exhausting exchange, the Monk will collapse for many rounds of needed rest.
Linguistic Comprehension (Thief_Comprehension)
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Skill : Linguistic Comprehension
Domain : Street smarts
Available: Burglar Scholar Thief
Allows : Street Lore I
Use Cost : Mana (68)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : COMPREHEND, COMPREHENSION
Usage : COMPREHEND
Example : comprehend
This skill will cause the thief to begin listening intensely to what is being
said around him in other languages, so that he or she may understand it.
Depending upon proficiency, from a few seconds to a few minutes after each
statement, the thief will understand.
+
Skill : Linguistic Comprehension
Domain : Street smarts
Available: Burglar Scholar Thief
Allows : Street Lore I
Use Cost : Mana (68)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : COMPREHEND, COMPREHENSION
Usage : COMPREHEND
Example : comprehend
This skill will cause the thief to begin listening intensely to what is being
said around him in other languages, so that he or she may understand it.
Depending upon proficiency, from a few seconds to a few minutes after each
statement, the thief will understand.
Skill : Listen
Domain : Alert
Available: Burglar Monk Trapper Several Classes
Allows : Vigilantly I, Wilderness Sounds
Use Cost : Mana (59)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : LISTEN
Usage : LISTEN [DIRECTION NAME]
Example : listen north
Example : listen
The thief listens a particular direction for signs of movement (life). A very
proficient thief may also tell the number of creatures, and may be able to
listen in on private conversations and whispering that may be going on in the
room. You may only listen to the room you are in, or to an adjacent indoor
room. How well the thief can hear will depend on proficiency, how much higher
in level than the thief those being listened to are, and alertness expertise.
+
Skill : Listen
Domain : Alert
Available: Burglar Monk Trapper Several Classes
Allows : Wilderness Sounds, Vigilantly I
Use Cost : Mana (59)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : LISTEN
Usage : LISTEN [DIRECTION NAME]
Example : listen north
Example : listen
The thief listens a particular direction for signs of movement (life). A very
proficient thief may also tell the number of creatures, and may be able to
listen in on private conversations and whispering that may be going on in the
room. You may only listen to the room you are in, or to an adjacent indoor
room. How well the thief can hear will depend on proficiency, how much higher
in level than the thief those being listened to are, and alertness expertise.
+
Lobotomizing (Skill_Lobotomizing)
+
Skill : Lobotomizing
Domain : Anatomy
Available: Gaoler
Allows : Anatomy I
Use Cost : Mana (72)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LOBOTOMIZE, LOBOTOMIZING
Usage : LOBOTOMIZE [TARGET NAME]
Example : lobotomize Sophie
The player is able to use delicate tools to scrape away unnecessary brain
tissue from the target by going up the nose holes. This can only be done on a
cooperative target, such as a follower, or one bound or prone. The effect of
the lobotomy is not only horrible screams of pain, but the removal of any
aggressive behaviors, mind altering diseases and effects, and will actually
make the target a slightly better person. Unfortunately, it may also affect
some skill proficiency.
Locate Alcohol (Thief_LocateAlcohol)
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Skill : Locate Alcohol
Domain : Divination
Available: Pirate
Allows : Power Divining I, Extended Divining I, Ranged Divining I
Allows : Reduced Divining I
Use Cost : Mana (26) Movement (26)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : LOCATEALCOHOL
Usage : LOCATEALCOHOL
Example : locatealcohol
The player uses their superior sense of smell and their strong motivation to
locate the nearest source of liquor.
+
Skill : Locate Alcohol
Domain : Divination
Available: Pirate
Allows : Extended Divining I, Power Divining I, Reduced Divining I
Allows : Ranged Divining I
Use Cost : Mana (26) Movement (26)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : LOCATEALCOHOL
Usage : LOCATEALCOHOL
Example : locatealcohol
The player uses their superior sense of smell and their strong motivation to
locate the nearest source of liquor.
Skill : Locksmithing
Domain : Building
Available: Artisan Gaoler Numerous Classes
Requires : 'Blacksmithing'
Requires : A base dexterity of at least 14.
Allows : Quick Worker I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LOCKSMITH, LOCKSMITHING
Usage : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION]
Example : locksmith chest
: : locksmith south
: : locksmith boltlock south
: : locksmith delock south
This skill allows a player to craft keys and locks for items and doors. If the
item or door specified already has a lock, the proper key will be built for it
(assuming a level check). If the item or door does not have a lock, and the
skill user is the owner, then a lock will be built, along with a key. If a
lock is being made for a door, and the word BOLTLOCK is specified, then the
lock will ONLY be on that side of the door. If a key is being made, the LABEL
parameter can be used to add a description for the key (such as House for a
house key, etc). A lock can be removed from a door using the DELOCK parameter.
This skill requires metal from which to make the lock and/or key.
+
Skill : Locksmithing
Domain : Building
Available: Artisan Gaoler Numerous Classes
Requires : 'Blacksmithing'
Requires : A base dexterity of at least 14.
Allows : Quick Building I, Quick Worker I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : LOCKSMITH, LOCKSMITHING
Usage : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION]
Example : locksmith chest
: : locksmith south
: : locksmith boltlock south
: : locksmith delock south
This skill allows a player to craft keys and locks for items and doors. If the
item or door specified already has a lock, the proper key will be built for it
(assuming a level check). If the item or door does not have a lock, and the
skill user is the owner, then a lock will be built, along with a key. If a
lock is being made for a door, and the word BOLTLOCK is specified, then the
lock will ONLY be on that side of the door. If a key is being made, the LABEL
parameter can be used to add a description for the key (such as House for a
house key, etc). A lock can be removed from a door using the DELOCK parameter.
This skill requires metal from which to make the lock and/or key.
Skill : Lore
Domain : Arcane lore
Available: Arcanist Artisan Bard Burglar
Available: Dancer Scholar Thief
Allows : Arcane Lore I
Use Cost : Mana (52)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : LORE
Usage : LORE [ITEM NAME]
Example : lore sword
The bard carefully examines the item, using his extensive knowledge of magical
lore to determine the items magical properties, if any.
+
Skill : Lore
Domain : Arcane lore
Available: Arcanist Artisan Bard Burglar
Available: Dancer Scholar Thief
Requires : 'Encrypted Writing' at 75%, and 'Paper Making' at 75%
Allows : Arcane Lore I, Rodsmithing, Staff Making, Wand Making
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : LORE
Usage : LORE [ITEM NAME]
Example : lore sword
The bard carefully examines the item, using his extensive knowledge of magical
lore to determine the items magical properties, if any.
Skill : Lure
Domain : Deceptive
Available: Trapper
Allows : Deceptive I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LURE
Usage : LURE [ITEM NAME]
Example : lure monster east
The thief gains the ability to lure a creature in the direction they want, when
not in combat.
+
Skill : Lure
Domain : Deceptive
Available: Trapper
Allows : Deceptive I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : LURE
Usage : LURE [TARGET NAME]
Example : lure monster east
The thief gains the ability to lure a creature in the direction they want, when
not in combat.
Mage Honorary Degree (Skill_HonoraryDegreeMage)
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Skill : Mage Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter,
Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4
skills qualified for by at least one of the qualifying classes, including those
spells specified by the class, then the scholar will receive access to an
honorary degree Title. The scholar can then use the TITLE command to select
and use the honorary degree title. When one of these titles is in use, the
scholar is permitted to enter areas normally only allowed to those of the
qualifying class, and also gains the ability to pick up and equip items which
would normally fly away from the scholars hands if normally attempted.
+
Skill : Mage Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter,
Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4
skills qualified for by at least one of the qualifying classes, including those
spells specified by the class, then the scholar will receive access to an
honorary degree Title. The scholar can then use the TITLE command to select
and use the honorary degree title. When one of these titles is in use, the
scholar is permitted to enter areas normally only allowed to those of the
qualifying class, and also gains the ability to pick up and equip items which
would normally fly away from the scholars hands if normally attempted.
Skill : Make Bombs
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : BOMB
Usage : BOMB [ITEM] [BOMB NAME]
Example : bomb list
Example : bomb waterskin water bomb
The thief attempts to make some sort of bomb from the item, or container
specified. The bomb may be of any of the listed sort. The thief who makes the
bomb may activate it by HOLDING the item. Once the item is held, the thief has
but a few seconds to drop, throw, or do whatever they need to before the bomb
goes off. The number of bombs available to the thief will go up as the thief
advances in level, so bomb list may be used to see what new bombs are available
as the thief advances. Not all bombs may be set on all items, however.
+
Skill : Make Bombs
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : BOMB
Usage : BOMB [ITEM] [BOMB NAME]
Example : bomb list
Example : bomb waterskin water bomb
The thief attempts to make some sort of bomb from the item, or container
specified. The bomb may be of any of the listed sort. The thief who makes the
bomb may activate it by HOLDING the item. Once the item is held, the thief has
but a few seconds to drop, throw, or do whatever they need to before the bomb
goes off. The number of bombs available to the thief will go up as the thief
advances in level, so bomb list may be used to see what new bombs are available
as the thief advances. Not all bombs may be set on all items, however.
Skill : Make Maps
Domain : Calligraphy
Available: Burglar Several Classes
Allows : Fine Calligraphy I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MAP
Usage : MAP [PAPER NAME]
Example : map parchment
Allows you to begin mapping on the targeted piece of paper. As you walk around
the parchment will be filled with a pictoral map of the rooms you walk through.
+
Skill : Make Maps
Domain : Calligraphy
Available: Burglar Several Classes
Allows : Fine Calligraphy I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MAP
Usage : MAP [PAPER NAME]
Example : map parchment
Allows you to begin mapping on the targeted piece of paper. As you walk around
the parchment will be filled with a pictoral map of the rooms you walk through.
Make Pub Contacts (Thief_PubContacts)
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Skill : Make Pub Contacts
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : MAKEPUBCONTACTS, PUBCONTACTS
Usage : MAKEPUBCONTACTS
Example : makepubcontacts
When in a pub, the pirate uses this skill to buy drinks for numerous patrons
and staff, in the hopes of getting information about nearby ships, especially
merchant vessels. This first time this is done in a pub, the pirate will learn
the names of nearby vessels. The second time reveals the names and distance of
the ships from shore. The third time reveals the names and directions to the
ships current locations from the shore. This only works in a pub within a
limited distance from the shore, since that's where the other sailors drink.
+
Skill : Make Pub Contacts
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : MAKEPUBCONTACTS, PUBCONTACTS
Usage : MAKEPUBCONTACTS
Example : makepubcontacts
When in a pub, the pirate uses this skill to buy drinks for numerous patrons
and staff, in the hopes of getting information about nearby ships, especially
merchant vessels. This first time this is done in a pub, the pirate will learn
the names of nearby vessels. The second time reveals the names and distance of
the ships from shore. The third time reveals the names and directions to the
ships current locations from the shore. This only works in a pub within a
limited distance from the shore, since that's where the other sailors drink.
Make Sea Maps (Skill_SeaMapping)
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Skill : Make Sea Maps
Domain : Calligraphy
Available: Several Classes
Allows : Fine Calligraphy I
Use Cost : Mana (58)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SEAMAPPING, SEAMAP
Usage : SEAMAP [PAPER NAME]
Example : seamap parchment
Allows you to begin mapping the seas on the targeted piece of paper. As you
sail around the parchment will be filled with a map of the waves you sail over.
+
Skill : Make Sea Maps
Domain : Calligraphy
Available: Several Classes
Allows : Fine Calligraphy I
Use Cost : Mana (58)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SEAMAPPING, SEAMAP
Usage : SEAMAP [PAPER NAME]
Example : seamap parchment
Allows you to begin mapping the seas on the targeted piece of paper. As you
sail around the parchment will be filled with a map of the waves you sail over.
Skill : Mark
Domain : Combat lore
Available: Assassin Charlatan Scholar
Allows : Marker Spying, Combat Lore I, High Marks
Invoked : Automatic
Usage : MARK [TARGET NAME]
Example : mark orc
The player marks the target for death. Once done, the player will remember who
they have marked until the death of the mark is witnessed, or the mark is
changed. The ability of the player to kill the mark will go up the longer the
player has to "observe" the mark. The mark is observed whenever the player is
in the same room as the mark and can see him, but the mark cannot see the
player. Marking for death is also useful for certain higher level assassin
skills. You can issue a Mark a second time against the same target to remove
the mark.
+
Skill : Mark
Domain : Combat lore
Available: Assassin Charlatan Scholar
Allows : Combat Lore I, Marker Spying, High Marks
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MARK
Usage : MARK [TARGET NAME]
Example : mark orc
The player marks the target for death. Once done, the player will remember who
they have marked until the death of the mark is witnessed, or the mark is
changed. The ability of the player to kill the mark will go up the longer the
player has to "observe" the mark. The mark is observed whenever the player is
in the same room as the mark and can see him, but the mark cannot see the
player. Marking for death is also useful for certain higher level assassin
skills. You can issue a Mark a second time against the same target to remove
the mark.
Mark Disguise (Skill_MarkDisguise)
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Skill : Mark Disguise
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (75)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : MARKDISGUISE
Usage : MARKDISGUISE (!)
Example : markdisguise
Example : markdisguise !
This powerful ability allows the bard to disguise him or herself to be
identical to his or her mark. The bard must first mark a target using the Mark
skill. After that, the bard must observe the mark from a hidden position for
an amount of time. After sufficient time, the bard may use this skill to take
on the apperance of the mark through disguise. Entering the command word again
will remove the disguise. The optional ! parameter may be given for the bard
to disguise him or herself as the same person they did before, regardless of
whether they are presently marked.
+
Skill : Mark Disguise
Domain : Deceptive
Available: Charlatan
Allows : Deceptive I
Use Cost : Mana (75)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : MARKDISGUISE
Usage : MARKDISGUISE (!)
Example : markdisguise
Example : markdisguise !
This powerful ability allows the bard to disguise him or herself to be
identical to his or her mark. The bard must first mark a target using the Mark
skill. After that, the bard must observe the mark from a hidden position for
an amount of time. After sufficient time, the bard may use this skill to take
on the apperance of the mark through disguise. Entering the command word again
will remove the disguise. The optional ! parameter may be given for the bard
to disguise him or herself as the same person they did before, regardless of
whether they are presently marked.
Usage : MARKOOC [PLAYER NAME]
Example : MARKOOC gunther
From anywhere on the map, the player with this skill can render the target
mob/player unable to receive any further RolePlay experience. Use this skill
again on the same player to release them.
Mark Trapped (Thief_MarkTrapped)
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Skill : Mark Trapped
Domain : Find/remove traps
Available: Trapper
Allows : AutoMark Traps, Trap Disabling I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : MARKTRAPPED
Usage : MARKTRAPPED [ITEM/DIRECTION/HERE]
Example : marktrapped north
Example : marktrapped chest
The thief places an easily recognizable marker upon the target which all will
recognize as meaning that it is trapped. This can serve as a nice warning to
team members that stumble that way, or a confusing countermeasure to force
other thieves to be extra careful. The skill can be used again to remove such
marks. Marks last quite a long time, though each thief is limited in the
number that may be marked.
+
Skill : Mark Trapped
Domain : Find/remove traps
Available: Trapper
Allows : AutoMark Traps, Trap Disabling I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Items Exits Rooms
Range : Touch, or not applicable
Commands : MARKTRAPPED
Usage : MARKTRAPPED [ITEM/DIRECTION/HERE]
Example : marktrapped north
Example : marktrapped chest
The thief places an easily recognizable marker upon the target which all will
recognize as meaning that it is trapped. This can serve as a nice warning to
team members that stumble that way, or a confusing countermeasure to force
other thieves to be extra careful. The skill can be used again to remove such
marks. Marks last quite a long time, though each thief is limited in the
number that may be marked.
Marker Spying (Thief_MarkerSpying)
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Skill : Marker Spying
Domain : Stealthy
Available: Assassin
Requires : 'Mark', and 'Spying'
Allows : Stealthy I
Use Cost : Mana (35) Movement (35)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : MARKERSPYING, MARKSPY
Usage : MARKER SPYING [TARGET]
Example : markerspying
The thief has become adept at rummaging through the papers of his marks. Until
this skill is disengaged, he will remember those parts of the papers of those
he Marks that the marks themselves read, regardless of where they are in the
world.
This skill is identical to SPYING, but does not require that the thief and the
one spied on be in the same room, and it only works on those the thief has
MARKed. The skill automatically transfers from Mark to Mark indefinitely, or
until disengaged.
+
Skill : Marker Spying
Domain : Stealthy
Available: Assassin
Requires : 'Mark', and 'Spying'
Allows : Stealthy I
Use Cost : Mana (35) Movement (35)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : MARKERSPYING, MARKSPY
Usage : MARKER SPYING [TARGET]
Example : markerspying
The thief has become adept at rummaging through the papers of his marks. Until
this skill is disengaged, he will remember those parts of the papers of those
he Marks that the marks themselves read, regardless of where they are in the
world.
This skill is identical to SPYING, but does not require that the thief and the
one spied on be in the same room, and it only works on those the thief has
MARKed. The skill automatically transfers from Mark to Mark indefinitely, or
until disengaged.
Skill : Marketeering
Domain : Influential
Available: Artisan
Allows : Influencing I, Quick Worker I
Invoked : Automatic
Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])
Example : market list
: : market shoe 500
: : market all.shoe
: : market remove shoe
This skill allows a player to behave like a shopkeeper, allowing other players
to LIST, BUY, and VIEW items which the player has put up for sale. The player
may add any item in their inventory to their items for sale, and set a price
for the item. The remove command may be used to take items of that name off
the market.
+
Skill : Marketeering
Domain : Influential
Available: Artisan
Requires : 'Engraving' at 75%, and 'Embroidering' at 75%
Allows : Haggle, Quick Working I, Quick Worker I, Influencing I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : MARKET
Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])
Example : market list
: : market shoe 500
: : market all.shoe
: : market remove shoe
This skill allows a player to behave like a shopkeeper, allowing other players
to LIST, BUY, and VIEW items which the player has put up for sale. The player
may add any item in their inventory to their items for sale, and set a price
for the item. The remove command may be used to take items of that name off
the market.
Skill : Masonry
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Requires : A base constitution of at least 12.
Allows : Quick Worker I, Ingenious Engineering I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASONRY
Usage : MASONRY [LIST/[PROJECT NAME]] [DIRECTION]
Example : masonry wall north
: : masonry list
: : masonry roof
: : masonry title A messy room.
: : masonry desc east This is my favorite Door.
: : masonry desc room This is a messy room.
: : masonry stairs
: : masonry help Bob
: : masonry demolish west
: : masonry demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls or Stairs may be built following the
construction of roof and framework. This skill also allows the demolition of
unwanted walls and structures, upstairs rooms, and the giving of a title and
description to a room. The parameters also allow more than one person to assist
in a masonry project. All of the structures made with this skill are made of
stone. The raw stone for masonry is found using the Digging or Mining skills.
+
Skill : Masonry
Domain : Building
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Requires : A base constitution of at least 12.
Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
Allows : Find Home, Excavation
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASONRY
Usage : MASONRY [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : masonry wall north
: : masonry list
: : masonry info wall
: : masonry roof
: : masonry title A messy room.
: : masonry desc east This is my favorite Door.
: : masonry desc room This is a messy room.
: : masonry stairs
: : masonry help Bob
: : masonry demolish west
: : masonry demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls or Stairs may be built following the
construction of roof and framework. This skill also allows the demolition of
unwanted walls and structures, upstairs rooms, and the giving of a title and
description to a room. The parameters also allow more than one person to assist
in a masonry project. All of the structures made with this skill are made of
stone. The raw stone for masonry is found using the Digging or Mining skills.
Skill : Mast Shot
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Movement (73)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : MASTSHOT
Usage : MASTSHOT [WEAPON NAME]
Example : mastshot catapult
The pirate can aim a siege weapon at the currently targeted ship`s masts
instead of the hull. If the weapon hits the ship, there is a 10% chance
(improved by expertise) that it will also hit the mast, and slow the ships
movement speed by one. This effect is cumulative, so that subsequent hits will
slow the ship further. Either way, a weapon so aimed will never do hull damage
unless it hits a mast. This skill must be used to re-aim the siege weapon
every combat round.
+
Skill : Mast Shot
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Movement (73)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : MASTSHOT
Usage : MASTSHOT [WEAPON NAME]
Example : mastshot catapult
The pirate can aim a siege weapon at the currently targeted ship`s masts
instead of the hull. If the weapon hits the ship, there is a 10% chance
(improved by expertise) that it will also hit the mast, and slow the ships
movement speed by one. This effect is cumulative, so that subsequent hits will
slow the ship further. Either way, a weapon so aimed will never do hull damage
unless it hits a mast. This skill must be used to re-aim the siege weapon
every combat round.
Master Armorsmithing (MasterArmorsmithing)
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Skill : Master Armorsmithing
Domain : Crafting
Available: Artisan
Requires : 'Armorsmithing' at 100%
Requires : A base strength of at least 16.
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MARMORSMITH, MASTERARMORSMITHING
Usage : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE]
Example : marmorsmith chainmail
: : marmorsmith list
: : marmorsmith list chain
: : marmorsmith list all
: : marmorsmith scan
: : marmorsmith scan bob
: : marmorsmith learn helmet
This skill allows a player to craft master-level armors from metal. This skill
requires Blacksmithing and Armorsmithing in order to learn it. The extent of
the armor which can be crafted expands as the player goes up in level. To
begin smithing, the player must be in a room with an open fire burning, and
must have placed the metal he or she wishes to make the armor from on the
ground. The player may also scan the room or other players for equipment that
may be mended by this skill, using the scan parameter, or learn how to smith an
item he or she has found, provided a blank recipe page or a recipe book with
blank pages is in his or her inventory. The metal for armorsmithing is obtained
using the Mining skill, or better metals from the Smelting skill. Using better
materials will increase both the strength and the required level of the crafted
item.
+
Skill : Master Armorsmithing
Domain : Crafting
Available: Artisan
Requires : 'Armorsmithing' at 100%, and 'Scrapping' at 75%
Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I
Allows : Quick Worker I, Durable Crafting I, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Quality Metalworking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MARMORSMITH, MASTERARMORSMITHING
Usage : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE]
Example : marmorsmith chainmail
: : marmorsmith list
: : marmorsmith list chain
: : marmorsmith list left wrist
: : marmorsmith list all
: : marmorsmith scan
: : marmorsmith scan bob
: : marmorsmith learn helmet
This skill allows a player to craft master-level armors from metal. This skill
requires Blacksmithing and Armorsmithing in order to learn it. The extent of
the armor which can be crafted expands as the player goes up in level. To
begin smithing, the player must be in a room with an open fire burning, and
must have placed the metal he or she wishes to make the armor from on the
ground. The player may also scan the room or other players for equipment that
may be mended by this skill, using the scan parameter, or learn how to smith an
item he or she has found, provided a blank recipe page or a recipe book with
blank pages is in his or her inventory. The metal for armorsmithing is obtained
using the Mining skill, or better metals from the Smelting skill. Using better
materials will increase both the strength and the required level of the crafted
item.
Master Baking (MasterBaking)
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Skill : Master Baking
Domain : Crafting
Available: Artisan
Requires : 'Baking' at 100%
Requires : A base constitution of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING
Usage : MASTERBAKE LIST/[BAKING CONTAINER]
Example : masterbake list
Example : masterbake list oven
Example : masterbake list all
Example : masterbake oven
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, that is closeable,
and is closed. The container may be filled with water, if water is required
for the recipe. Master Baking takes a bit longer than regular Baking, but
yields more food for the same ingredients, and allows you to bake multiple
things at the same time, so long as they are in different containers. The
ingredients for cooking are best obtained through the Butchering skill and the
Foraging skill.
+
Skill : Master Baking
Domain : Epicurean
Available: Artisan
Requires : 'Baking' at 100%, and 'Master Farming' at 75%
Allows : Quick Cooking I, Fortified Baking I, Quick Worker I
Allows : Advanced Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING
Usage : MASTERBAKE LIST/[BAKING CONTAINER]
Example : masterbake list
Example : masterbake list oven
Example : masterbake list all
Example : masterbake oven
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, that is closeable,
and is closed. The container may be filled with water, if water is required
for the recipe. Master Baking takes a bit longer than regular Baking, but
yields more food for the same ingredients, and allows you to bake multiple
things at the same time, so long as they are in different containers. The
ingredients for cooking are best obtained through the Butchering skill and the
Foraging skill.
Master Butchering (MasterButchering)
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Skill : Master Butchering
Domain : Gathering
Available: Artisan
Requires : 'Butchering' at 100%
Requires : A base strength of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN
Usage : MBUTCHER (BUNDLE [NUM]) [TARGET BODY]
Example : mbutcher body
Example : mbutcher bundle 10 bones
With this common skill, a dead body can be cut up and its useful parts
separated. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources. This skill takes
longer, but has much higher yield than normal butchering.
+
Skill : Master Butchering
Domain : Gathering
Available: Artisan
Requires : 'Butchering' at 100%, and 'Taxidermy' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN
Usage : MBUTCHER (BUNDLE [NUM]) [TARGET BODY]
Example : mbutcher body
Example : mbutcher bundle 10 bones
With this common skill, a dead body can be cut up and its useful parts
separated. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources. This skill takes
longer, but has much higher yield than normal butchering.
Master Cooking (MasterCooking)
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Skill : Master Cooking
Domain : Crafting
Available: Artisan
Requires : 'Cooking' at 100%
Requires : A base intelligence of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING
Usage : MASTERCOOK LIST/[COOKING CONTAINER]
Example : mastercook list
Example : mastercook list stew
Example : mastercook list all
Example : mastercook pot
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, like a pot or pan. A
pot may be filled with water, if water is required for the recipe. Master
cooking takes a bit longer than regular cooking, but the yield per pound of
ingredients is higher, and you are capable of cooking multiple dishes at the
same time (so long as they use different containers). The ingredients for
cooking are best obtained through the Butchering skill and the Foraging skill,
and some Food Prep may be necessary for some dishes.
+
Skill : Master Cooking
Domain : Epicurean
Available: Artisan
Requires : 'Cooking' at 100%, and 'Master Foraging' at 75%
Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
Allows : Master Herbology, Vigorous Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING
Usage : MASTERCOOK LIST/[COOKING CONTAINER]
Example : mastercook list
Example : mastercook list stew
Example : mastercook list all
Example : mastercook pot
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The player must be near a fire over which the meal can be cooked.
The ingredients must be placed in a fire-safe container, like a pot or pan. A
pot may be filled with water, if water is required for the recipe. Master
cooking takes a bit longer than regular cooking, but the yield per pound of
ingredients is higher, and you are capable of cooking multiple dishes at the
same time (so long as they use different containers). The ingredients for
cooking are best obtained through the Butchering skill and the Foraging skill,
and some Food Prep may be necessary for some dishes.
Master Costuming (MasterCostuming)
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Skill : Master Costuming
Domain : Crafting
Available: Artisan
Requires : 'Costuming' at 100%
Requires : A base intelligence of at least 16.
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING
Usage : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
Example : mcostume shirt
: : mcostume list
: : mcostume list shirt
: : mcostume list all
: : mcostume mend shirt
: : mcostume refit shirt
: : mcostume scan
: : mcostume scan bob
: : mcostume learn shirt
This skill allows a player to knit masterful specialized clothing, such as
children's clothing and culture-based clothing. The extent of the items which
can be costumed expands as the player goes up in level. This command also
allows the player to mend any damaged clothing, get info on a list item, refit
any clothes which are the wrong size, or learn to how to knit a found item,
provided a blank recipe page, or recipe book with blank pages is in his or her
inventory. To begin costuming a new item, the player must have placed the cloth
he or she wishes to make the clothing from on the ground. The player may also
scan the room or other players for equipment that may be mended by this skill,
using the scan parameter. The raw cloth for costuming is found using the
Butchering, Shearing, or Foraging skills.
+
Skill : Master Costuming
Domain : Crafting
Available: Artisan Charlatan
Requires : 'Costuming' at 100%, and 'Master Tailoring' at 75%
Allows : Light Sewing I, Quality Crafting I, Quick Worker I
Allows : Durable Crafting I, Light Crafting I, Advanced Crafting I
Allows : Quick Crafting I, Quality Sewing I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING
Usage : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
Example : mcostume shirt
: : mcostume list
: : mcostume list shirt
: : mcostume list all
: : mcostume mend shirt
: : mcostume refit shirt
: : mcostume scan
: : mcostume scan bob
: : mcostume learn shirt
This skill allows a player to fabricate higher level paper clothing that can be
worn over most other clothing so as to produce a different display, but not
interfere with the function of the underlying clothing and armor. In order to
use this skill, the costumer must first acquire the desired item they wish to
base the pattern off of, and then deconstruct that item into a costuming recipe
with the COSTUME LEARN command provided a blank recipe page, or recipe book
with blank pages is in his or her inventory. This command also allows the
player to mend any damaged paper clothing, get info on a list item, or refit
any paper clothes which are the wrong size. To begin costuming a new item, the
player must have placed the bolt of paper he or she wishes to make the clothing
from on the ground. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter. The raw
materials for costuming are created using the Papermake skill.
Master Distilling (MasterDistilling)
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Skill : Master Distilling
Domain : Crafting
Available: Artisan
Requires : 'Distilling' at 100%
Requires : A base charisma of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MDISTILLING, MASTERDISTILLING
Usage : MASTERDISTILL LIST/[BREWING CONTAINER]
Example : masterdistill pot
: : masterdistill list
: : masterdistill list whiskey
: : masterdistill list all
This skill allows the player to create a beer and other liquors from basic
ingredients. The player must be near a fire over which the alcohol can be
brewed. The ingredients must be placed in a fire-safe container, like a pot or
pan. A pot must be filled with water or other liquids required by the recipe.
Master Distilling requires a bit more time than normal distilling, but yields
more liquor for the same ingredients, and allows you to prepare multiple
liquors at the same time. The ingredients for cooking are best obtained through
the Foraging skill.
+
Skill : Master Distilling
Domain : Epicurean
Available: Artisan
Requires : 'Distilling' at 100%, and 'Herbology' at 75%
Allows : Quick Cooking I, Quick Worker I, Imbued Distilling I
Allows : Advanced Cooking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MDISTILLING, MASTERDISTILLING
Usage : MASTERDISTILL LIST/[BREWING CONTAINER]
Example : masterdistill pot
: : masterdistill list
: : masterdistill list whiskey
: : masterdistill list all
This skill allows the player to create a beer and other liquors from basic
ingredients. The player must be near a fire over which the alcohol can be
brewed. The ingredients must be placed in a fire-safe container, like a pot or
pan. A pot must be filled with water or other liquids required by the recipe.
Master Distilling requires a bit more time than normal distilling, but yields
more liquor for the same ingredients, and allows you to prepare multiple
liquors at the same time. The ingredients for cooking are best obtained through
the Foraging skill.
Master Drilling (MasterDrilling)
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Skill : Master Drilling
Domain : Gathering
Available: Artisan
Requires : 'Drilling' at 100%
Requires : A base intelligence of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING
Usage : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]
Example : masterdrill pot
Example : masterdrill bundle 10 "lamp oil"
With this common skill, a player carefully pokes around, in the ground or
trees, for useful liquids. The liquids are then placed into the liquid
container given by the parameters. Master Drilling is over twice as slow as
regular drilling, but yields three times as much liquid. Drilling is best done
in forests and deserts. You can also bundle multiple resources together using
this skill. The GET command can be used to unbundle such resources.
+
Skill : Master Drilling
Domain : Gathering
Available: Artisan
Requires : 'Drilling' at 100%, and 'Speculating' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING
Usage : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]
Example : masterdrill pot
Example : masterdrill bundle 10 "lamp oil"
With this common skill, a player carefully pokes around, in the ground or
trees, for useful liquids. The liquids are then placed into the liquid
container given by the parameters. Master Drilling is over twice as slow as
regular drilling, but yields three times as much liquid. Drilling is best done
in forests and deserts. You can also bundle multiple resources together using
this skill. The GET command can be used to unbundle such resources.
Master Farming (MasterFarming)
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Skill : Master Farming
Domain : Gathering
Available: Artisan
Requires : 'Farming' at 100%
Requires : A base wisdom of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING
Usage : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : masterplant berries
Example : masterplant bundle 10 berries
This skill allows the player to plant a resource into the ground. The player
must place a sample of the resource on the ground first to use as seed. After
planting is completed, the resource will be ready to harvest some time later,
after the plants have grown. Master Farming is over twice as slow as regular
farming, but yields three times as much produce. You can also bundle multiple
resources together using this skill. The GET command can be used to unbundle
such resources.
+
Skill : Master Farming
Domain : Gathering
Available: Artisan
Requires : 'Landscaping' at 75%, and 'Farming' at 100%
Allows : Master Baking, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING
Usage : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]
Example : masterplant berries
Example : masterplant bundle 10 berries
This skill allows the player to plant a resource into the ground. The player
must place a sample of the resource on the ground first to use as seed. After
planting is completed, the resource will be ready to harvest some time later,
after the plants have grown. Master Farming is over twice as slow as regular
farming, but yields three times as much produce. You can also bundle multiple
resources together using this skill. The GET command can be used to unbundle
such resources.
Master Fishing (MasterFishing)
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Skill : Master Fishing
Domain : Gathering
Available: Artisan Sailor
Requires : 'Fishing' at 100%
Requires : A base dexterity of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFISH, MASTERFISH
Usage : MASTERFISH (BUNDLE [NUM]) [TARGET])
Example : masterfish
Example : masterfish bundle 10 trout
With this common skill, a player can catch lots of fish from a suitable
location, assuming the fish are biting. Master Fishing is over twice as slow
as regular Fishing, but yields three times as many fish. Fishing it best done
in the water. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.
+
Skill : Master Fishing
Domain : Gathering
Available: Artisan Sailor
Requires : 'Fishing' at 100%, and 'Baiting' at 75%
Allows : Quick Working I, Quick Worker I, Master Trawling
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFISH, MASTERFISH
Usage : MASTERFISH (BUNDLE [NUM]) [TARGET])
Example : masterfish
Example : masterfish bundle 10 trout
With this common skill, a player can catch lots of fish from a suitable
location, assuming the fish are biting. Master Fishing is over twice as slow
as regular Fishing, but yields three times as many fish. Fishing it best done
in the water. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.
+
Master Floristry (MasterFloristry)
+
Skill : Master Floristry
Domain : Nature lore
Available: Artisan Gaian Numerous Classes
Requires : 'Floristry' at 100%
Requires : A base intelligence of at least 12.
Allows : Quick Working I, Quick Worker I, Nature Lore I
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFLORISTRY, MASTERFLOR, MASTERFLORISTRY, MFLOR
Usage : MFLOR [ITEM NAME]
Example : mflor some flowers
Master Floristry is identical to Floristry, except that it is able to identify
every herb in a bundle, or in a large group of herbs in the florists inventory.
Like Floristry, the player may use this skill to identify flowers for the
types that they are. The flowers for floristry are obtained by using the
Foraging skill.
Master Food Prep (MasterFoodPrep)
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Skill : Master Food Prep
Domain : Crafting
Available: Artisan
Requires : 'Food Prep' at 100%
Requires : A base dexterity of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP
Usage : MASTERFOODPREP LIST/[CONTAINER]
Example : masterfoodprep bowl
Example : masterfoodprep list
Example : masterfoodprep list salad
Example : masterfoodprep list all
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The ingredients must be placed in a preparation container, The
container may be filled with water, if water is required for the recipe.
Master Food Prep takes a bit longer than regular Food Prep, but yields more
food than normal, and permits you to prepare multiple things at the same time.
The ingredients are best obtained through the Butchering skill and the Foraging
skill.
+
Skill : Master Food Prep
Domain : Epicurean
Available: Artisan
Requires : 'Food Prep' at 100%, and 'Gardening' at 75%
Allows : Quick Cooking I, Creative Food Prep I, Quick Worker I
Allows : Master Gardening, Advanced Cooking I, Master Herbology
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP
Usage : MASTERFOODPREP LIST/[CONTAINER]
Example : masterfoodprep bowl
Example : masterfoodprep list
Example : masterfoodprep list salad
Example : masterfoodprep list all
This skill allows the player to create a more nutritious meal from basic edible
ingredients. The ingredients must be placed in a preparation container, The
container may be filled with water, if water is required for the recipe.
Master Food Prep takes a bit longer than regular Food Prep, but yields more
food than normal, and permits you to prepare multiple things at the same time.
The ingredients are best obtained through the Butchering skill and the Foraging
skill.
Master Foraging (MasterForaging)
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Skill : Master Foraging
Domain : Gathering
Available: Artisan
Requires : 'Foraging' at 100%
Requires : A base charisma of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING
Usage : MASTERFORAGE (BUNDLE [NUM]) [TARGET])
Example : masterforage
Example : masterforage bundle 10 berries
With this common skill, a player carefully scans an area for any naturally
growing plants which may be edible. Master Foraging is over twice as slow as
regular Foraging, but yields three times as much produce. Foraging is best done
in forests and on plains. You can also bundle multiple resources together using
this skill. The GET command can be used to unbundle such resources.
+
Skill : Master Foraging
Domain : Gathering
Available: Artisan
Requires : 'Foraging' at 100%, 'Distilling' at 75%, and 'Herbology' at 75%
Allows : Master Cooking, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING
Usage : MASTERFORAGE (BUNDLE [NUM]) [TARGET])
Example : masterforage
Example : masterforage bundle 10 berries
With this common skill, a player carefully scans an area for any naturally
growing plants which may be edible. Master Foraging is over twice as slow as
regular Foraging, but yields three times as much produce. Foraging is best done
in forests and on plains. You can also bundle multiple resources together using
this skill. The GET command can be used to unbundle such resources.
+
Master Gardening (MasterGardening)
+
Skill : Master Gardening
Domain : Gathering
Available: Artisan
Requires : 'Gardening' at 100%, and 'Master Food Prep' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MGPLANT, MASTERGARDEN, MASTERGARDENING, MGARDEN, MGARDENING
Usage : MASTERGARDEN (BUNDLE [NUM]) [RESOURCE NAME]
Example : mastergarden roses
Example : mastergarden bundle 10 roses
This skill allows the player to plant herbs or flowers into the ground. The
player must place a sample of the resource on the ground first to use as seed.
After planting is completed, the resource will be grow some time later. Master
Gardening is over twice as slow as regular gardening, but yields three times as
many plants. You can also bundle multiple resources together using this skill.
The GET command can be used to unbundle such resources.
Master Gem Digging (MasterDigging)
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Skill : Master Gem Digging
Domain : Gathering
Available: Artisan
Requires : 'Gem Digging' at 100%
Requires : A base constitution of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
MASTERGEMDIGGING
Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
Example : mgdig
Example : mgdig bundle 10 gems
With this common skill, a player can perform the delicate task of mining gems
and other precious stones. Master Gem Digging is over twice as slow as regular
Gem Digging, but yields three times as many gems. The precious stones found
with this skill are best hunted for in mountains or caves. Sand is best found
in the desert. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.
+
Skill : Master Gem Digging
Domain : Gathering
Available: Artisan
Requires : 'Gem Digging' at 100%, and 'Excavation' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
MASTERGEMDIGGING
Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
Example : mgdig
Example : mgdig bundle 10 gems
With this common skill, a player can perform the delicate task of mining gems
and other precious stones. Master Gem Digging is over twice as slow as regular
Gem Digging, but yields three times as many gems. The precious stones found
with this skill are best hunted for in mountains or caves. Sand is best found
in the desert. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.
+
Master Herbology (MasterHerbology)
+
Skill : Master Herbology
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : 'Herbology' at 100%
Requires : A base intelligence of at least 12.
Allows : Quick Working I, Quick Worker I, Nature Lore I
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MHERBOLOGY, MASTERHERB, MASTERHERBOLOGY, MHERB
Usage : MHERB [ITEM NAME]
Example : mherb some herbs
Master Herbology is identical to Herbology, except that it is able to identify
every herb in a bundle, or in a large group of herbs in the herbologists
inventory. Like Herbology, the player may use this skill to identify herbs for
the types that they are. This skill is quite necessary for Druids who wish to
use their Herbalism skill, or Cooks who need particular herbs for recipes, but
is fairly unnecessary for others. The raw herbs for herbology are obtained by
using the Foraging skill.
Master Leather Working (MasterLeatherWorking)
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Skill : Master Leather Working
Domain : Crafting
Available: Artisan
Requires : 'Leather Working' at 100%
Requires : A base constitution of at least 16.
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING
Usage : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]
Example : mleatherwork vest
: : mleatherwork bundle 100 leather
: : mleatherwork list
: : mleatherwork list vest
: : mleatherwork list all
: : mleatherwork mend vest
: : mleatherwork refit sleeves
: : mleatherwork scan
: : mleatherwork scan bob
: : mleatherwork learn gloves
This skill allows a player to craft masterful leather items, such as armor,
clothing, and even whips. The extent of the items which can be crafted expands
as the player goes up in level. This command also allows the player to mend
any damaged leather items, get info on a list item, refit any armor which may
be the wrong size, or learn how to make an item he or she has found, provided a
blank recipe page or a recipe book with blank pages is in his or her inventory.
To begin crafting a new item, the player must have placed the leather he or she
wishes to make the item from on the ground. The player may also scan the room
or other players for equipment that may be mended by this skill, using the scan
parameter. The raw leather for leather working is found using the Butchering
skill.
+
Skill : Master Leather Working
Domain : Crafting
Available: Artisan
Requires : 'Leather Working' at 100%, and 'Scrapping' at 75%
Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
Allows : Quick Worker I, Durable Crafting I, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING
Usage : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]
Example : mleatherwork vest
: : mleatherwork bundle 100 leather
: : mleatherwork list
: : mleatherwork list vest
: : mleatherwork list all
: : mleatherwork mend vest
: : mleatherwork refit sleeves
: : mleatherwork scan
: : mleatherwork scan bob
: : mleatherwork learn gloves
This skill allows a player to craft masterful leather items, such as armor,
clothing, and even whips. The extent of the items which can be crafted expands
as the player goes up in level. This command also allows the player to mend
any damaged leather items, get info on a list item, refit any armor which may
be the wrong size, or learn how to make an item he or she has found, provided a
blank recipe page or a recipe book with blank pages is in his or her inventory.
To begin crafting a new item, the player must have placed the leather he or she
wishes to make the item from on the ground. The player may also scan the room
or other players for equipment that may be mended by this skill, using the scan
parameter. The raw leather for leather working is found using the Butchering
skill.
Master Mining (MasterMining)
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Skill : Master Mining
Domain : Gathering
Available: Artisan
Requires : 'Mining' at 100%
Requires : A base strength of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MMINE, MMINING, MASTERMINE, MASTERMINING
Usage : MASTERMINE (BUNDLE [NUM]) [TARGET]
Example : mastermine
Example : mastermine bundle 10 stone
With this common skill, a player whacks at rock and ground looking to uncover
metals, and uncommon stones. Master Mining is over twice as slow as regular
Mining, but yields three times the amount of stone or metals. Mining is best
done in caves and mountains. You can also bundle multiple resources together
using this skill. The GET command can be used to unbundle such resources.
+
Skill : Master Mining
Domain : Gathering
Available: Artisan
Requires : 'Mining' at 100%, and 'Excavation' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MMINE, MMINING, MASTERMINE, MASTERMINING
Usage : MASTERMINE (BUNDLE [NUM]) [TARGET]
Example : mastermine
Example : mastermine bundle 10 stone
With this common skill, a player whacks at rock and ground looking to uncover
metals, and uncommon stones. Master Mining is over twice as slow as regular
Mining, but yields three times the amount of stone or metals. Mining is best
done in caves and mountains. You can also bundle multiple resources together
using this skill. The GET command can be used to unbundle such resources.
Master Shearing (MasterShearing)
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Skill : Master Shearing
Domain : Animal affinity
Available: Artisan
Requires : 'Shearing' at 100%
Requires : A base wisdom of at least 16.
Allows : Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING
Usage : MASTERSHEAR [TARGET]
Example : mastershear sheep
With this common skill, you can shear the wool off of a sheeps body, or at
least as much of it as you can. Master Shearing is over twice as slow as
regular Shearing, but yields three times as much wool.
+
Skill : Master Shearing
Domain : Animal affinity
Available: Artisan
Requires : 'Shearing' at 100%, and 'Animal Husbandry' at 75%
Allows : Animal Affinity I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING
Usage : MASTERSHEAR [TARGET]
Example : mastershear sheep
With this common skill, you can shear the wool off of a sheeps body, or at
least as much of it as you can. Master Shearing is over twice as slow as
regular Shearing, but yields three times as much wool.
Master Tailoring (MasterTailoring)
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Skill : Master Tailoring
Domain : Crafting
Available: Artisan
Requires : 'Tailoring' at 100%
Requires : A base dexterity of at least 16.
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,
MASTERTAILORING
Usage : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : mknit shirt
: : mknit bundle 100 cotton
: : mknit list
: : mknit list vest
: : mknit list all
: : mknit mend vest
: : mknit refit sleeves
: : mknit scan
: : mknit scan bob
: : mknit learn shirt
This skill allows a player to knit masterful clothing, such as dresses and
suits. The extent of the items which can be knitted expands as the player goes
up in level. This command also allows the player to mend any damaged clothing,
refit any clothes which are the wrong size, or learn how to knit an item he or
she has found, provided a blank recipe page or a recipe book with blank pages
is in his or her inventory. To begin knitting a new item, the player must have
placed the cloth he or she wishes to make the clothing from on the ground. The
player may also scan the room or other players for equipment that may be mended
by this skill, using the scan parameter. The raw cloth for knitting is found
using the Butchering, Shearing, or Foraging skills.
+
Skill : Master Tailoring
Domain : Crafting
Available: Artisan
Requires : 'Tailoring' at 100%, and 'Scrapping' at 75%
Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
Allows : Quick Worker I, Durable Crafting I, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
Allows : Master Costuming
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,
MASTERTAILORING
Usage : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
Example : mknit shirt
: : mknit bundle 100 cotton
: : mknit list
: : mknit list vest
: : mknit list all
: : mknit mend vest
: : mknit refit sleeves
: : mknit scan
: : mknit scan bob
: : mknit learn shirt
This skill allows a player to knit masterful clothing, such as dresses and
suits. The extent of the items which can be knitted expands as the player goes
up in level. This command also allows the player to mend any damaged clothing,
refit any clothes which are the wrong size, or learn how to knit an item he or
she has found, provided a blank recipe page or a recipe book with blank pages
is in his or her inventory. To begin knitting a new item, the player must have
placed the cloth he or she wishes to make the clothing from on the ground. The
player may also scan the room or other players for equipment that may be mended
by this skill, using the scan parameter. The raw cloth for knitting is found
using the Butchering, Shearing, or Foraging skills.
Master Trawling (MasterTrawling)
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Skill : Master Trawling
Domain : Gathering
Available: Sailor
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MTRAWL, MASTERTRAWL
Usage : MASTERTRAWL (BUNDLE [NUM]) [TARGET])
Example : mastertrawl
Example : mastertrawl bundle 10 trout
With this common skill, a player can catch lots of fish from the deck of a
large sailing ship by casting nets into the water, assuming there are enough
fish around to fill up the nets. You can also bundle multiple resources
together using this skill. The GET command can be used to unbundle such
resources.
+
Skill : Master Trawling
Domain : Gathering
Available: Artisan Sailor
Requires : 'Trawling' at 100%, 'Master Fishing' at 75%, and 'Stability' at 75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MTRAWL, MASTERTRAWL
Usage : MASTERTRAWL (BUNDLE [NUM]) [TARGET])
Example : mastertrawl
Example : mastertrawl bundle 10 trout
With this common skill, a player can catch lots of fish from the deck of a
large sailing ship by casting nets into the water, assuming there are enough
fish around to fill up the nets. You can also bundle multiple resources
together using this skill. The GET command can be used to unbundle such
resources.
Master Weaponsmithing (MasterWeaponsmithing)
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Skill : Master Weaponsmithing
Domain : Crafting
Available: Artisan
Requires : 'Weaponsmithing' at 100%, and (One of: 'Armor Specialization', 'Axe
Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
or 'Weapon Specialization')
Requires : A base strength of at least 16.
Allows : Lethal Crafting I, Quick Worker I, Quality Crafting I
Allows : Light Crafting I, Counterbalance Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MWEAPONSMITH, MASTERWEAPONSMITHING
Usage : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : mweaponsmith twohanded sword
: : mweaponsmith list
: : mweaponsmith list all
: : mweaponsmith list sword
: : mweaponsmith scan
: : mweaponsmith scan bob
: : mweaponsmith learn axe
This skill allows a player to craft master-level weapons from metal. This
skill requires Blacksmithing and Weaponsmithing in order to learn it. It also
requires specialization in the weapon type the player wishes to make. The
extent of the weapons which can be crafted expands as the player goes up in
level. To begin smithing, the player must be in a room with an open fire
burning, and must have placed the metal he or she wishes to make the weapon
from on the ground. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter, or learn
how to smith an item he or she has found, provided a blank recipe page or a
recipe book with blank pages is in his or her inventory. The metal for
weaponsmithing is obtained using the Mining skill, or better metals from the
Smelting skill. Using better materials will increase both the strength and the
required level of the crafted item.
+
Skill : Master Weaponsmithing
Domain : Crafting
Available: Artisan
Requires : 'Weaponsmithing' at 100%, and 'Sword Familiarity' at 75%
Allows : Counterbalance Crafting I, Legendary Weaponsmithing
Allows : Quality Crafting I, Quick Worker I, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MWEAPONSMITH, MASTERWEAPONSMITHING
Usage : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : mweaponsmith twohanded sword
: : mweaponsmith list
: : mweaponsmith list sword
: : mweaponsmith list blunt
: : mweaponsmith list all
: : mweaponsmith scan
: : mweaponsmith scan bob
: : mweaponsmith learn axe
This skill allows a player to craft master-level weapons (levels 31-60) from
metal. This skill requires Blacksmithing and Weaponsmithing in order to learn
it. It also requires specialization in the weapon type the player wishes to
make. The extent of the weapons which can be crafted expands as the player
goes up in level. To begin smithing, the player must be in a room with an open
fire burning, and must have placed the metal he or she wishes to make the
weapon from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn how to smith an item he or she has found, provided a blank recipe page or
a recipe book with blank pages is in his or her inventory. The metal for
weaponsmithing is obtained using the Mining skill, or better metals from the
Smelting skill. Using better materials will increase both the strength and the
required level of the crafted item.
Master Wood Chopping (MasterChopping)
-
Skill : Master Wood Chopping
Domain : Gathering
Available: Artisan
Requires : 'Wood Chopping' at 100%
Requires : A base strength of at least 16.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING
Usage : MASTERCHOP (BUNDLE [NUM]) [TARGET])
Example : masterchop
Example : masterchop bundle 10 oak
With this common skill, a player can find good trees, chop a few down, and the
chop up the wood for carrying. Master Wood Chopping is over twice as slow as
regular Chopping, but yields three times more wood. Trees for chopping are best
found in forests. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.
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Skill : Master Wood Chopping
Domain : Gathering
Available: Artisan
Requires : 'Wood Chopping' at 100%, 'Siegecraft' at 75%, and 'Boatwrighting' at
75%
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING
Usage : MASTERCHOP (BUNDLE [NUM]) [TARGET])
Example : masterchop
Example : masterchop bundle 10 oak
With this common skill, a player can find good trees, chop a few down, and the
chop up the wood for carrying. Master Wood Chopping is over twice as slow as
regular Chopping, but yields three times more wood. Trees for chopping are best
found in forests. You can also bundle multiple resources together using this
skill. The GET command can be used to unbundle such resources.
Matrix Possess (Archon_MatrixPossess)
-
Skill : Matrix Possess
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MPOSSESS
Usage : MPOSSESS [PLAYER NAME]
Example : mpossess bob
This skill will allow you automatically possess a new mob in the same room as
the target player whenever the target moves to a new room. Just like possess,
use QUIT to shut it down.
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Skill : Matrix Possess
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MPOSSESS
Usage : MPOSSESS [PLAYER NAME]
Example : mpossess bob
This skill will allow you automatically possess a new mob in the same room as
the target player whenever the target moves to a new room. Just like possess,
use QUIT to shut it down.
Skill : MeatCuring
Domain : Epicurean
Available: Numerous Classes
Allows : Quick Worker I
Use Cost : Movement (7)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MEATCURING, MEATCURE, MCURING, MCURE
Usage : MCURE [TARGET]
Example : mcure carp
With this skill, a player can carefully apply spices in an attempt to cure some
amount of meat to prevent it from spoiling. The amount of time this takes will
depend on the amount of meat being cured in a targeted bundle. If successful,
the meat bundle will never spoil. If not successful, the meat will seem cured
for a time, but will eventually stop seeming cured, and then eventually spoil.
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Skill : MeatCuring
Domain : Epicurean
Available: Artisan Numerous Classes
Requires : A base intelligence of at least 8.
Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
Use Cost : Movement (7)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MEATCURING, MEATCURE, MCURING, MCURE
Usage : MCURE [TARGET]
Example : mcure carp
With this skill, a player can carefully apply spices in an attempt to cure some
amount of meat to prevent it from spoiling. The amount of time this takes will
depend on the amount of meat being cured in a targeted bundle. If successful,
the meat bundle will never spoil. If not successful, the meat will seem cured
for a time, but will eventually stop seeming cured, and then eventually spoil.
Meditation (Skill_Meditation)
-
Skill : Meditation
Domain : Fitness
Available: Shaman SkyWatcher Numerous Classes
Allows : Fitness I
Use Cost : Mana (66)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MEDITATE
Usage : MEDITATE
Example : meditate
If the mage is in a quiet, sitting position, this skill will allow him or her
to gain mana back at an accellerated rate.
+
Skill : Meditation
Domain : Fitness
Available: Shaman SkyWatcher Numerous Classes
Allows : Fitness I
Use Cost : Mana (66)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MEDITATE
Usage : MEDITATE
Example : meditate
If the mage is in a quiet, sitting position, this skill will allow him or her
to gain mana back at an accellerated rate.
Skill : Memorize
Domain : Calligraphy
Available: Numerous Classes
Allows : Fine Calligraphy I
Use Cost : Mana (5)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : MEMORIZE
Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]
Example : memorize magic missile scroll
By spending the necessary practice points or trains, a Mage may use this
command to gain the ability to learn some spell that is written on a scroll.
If the memorization is successful, the spell may be practiced and cast as
normal, and the mage will gain experience based on the level of himself and the
spell learned.
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Skill : Memorize
Domain : Calligraphy
Available: Numerous Classes
Allows : Fine Calligraphy I
Use Cost : Mana (5)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : MEMORIZE
Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]
Example : memorize magic missile scroll
By spending the necessary practice points or trains, a Mage may use this
command to gain the ability to learn some spell that is written on a scroll.
If the memorization is successful, the spell may be practiced and cast as
normal, and the mage will gain experience based on the level of himself and the
spell learned.
Metacrafting (Archon_Metacraft)
-
Usage : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Example : metacraft wagon oak
Example : metacraft wagon
Example : metacraft "every sword" bronze
Example : metacraft "every sword"
Example : metacraft "every sword" iron to file /items.cmare
Example : metacraft "all carpentry"
This skill will allow you to create any item that is craftable from the
numerous common skills. The item created may be made of a material specified,
or automatically crafted by a random material valid to the appropriate skill.
You can also specify the destination of the items, whether it be the room, your
inventory, or an xml file.
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Usage : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
[FILENAME])
Example : metacraft wagon oak
Example : metacraft wagon
Example : metacraft "every sword" bronze
Example : metacraft "every sword"
Example : metacraft "every sword" iron to file /items.cmare
Example : metacraft "all carpentry"
This skill will allow you to create any item that is craftable from the
numerous common skills. The item created may be made of a material specified,
or automatically crafted by a random material valid to the appropriate skill.
You can also specify the destination of the items, whether it be the room, your
inventory, or an xml file.
Skill : Mimicry
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (55)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : MIMICRY, MIMIC
Usage : MIMICRY [TARGET NAME]
Example : mimcry orc
The player begins to mimic the actions of the target, thus annoying them.
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Skill : Mimicry
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (55)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : MIMICRY, MIMIC
Usage : MIMICRY [TARGET NAME]
Example : mimcry orc
The player begins to mimic the actions of the target, thus annoying them.
Skill : Mining
Domain : Gathering
Available: Artisan Numerous Classes
Allows : Master Mining, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MINE, MINING
Usage : MINE (BUNDLE [NUM]) [TARGET]
Example : mine
Example : mine bundle 10 stone
With this common skill, a player whacks at rock and ground looking to uncover
metals, and uncommon stones. Mining is best done in caves and mountains. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources.
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Skill : Mining
Domain : Gathering
Available: Artisan Numerous Classes
Requires : A base strength of at least 9.
Allows : Quick Working I, Smelting, Quick Worker I, Master Mining
Allows : Masonry, Speculating, Sculpting
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : MINE, MINING
Usage : MINE (BUNDLE [NUM]) [TARGET]
Example : mine
Example : mine bundle 10 stone
With this common skill, a player whacks at rock and ground looking to uncover
metals, and uncommon stones. Mining is best done in caves and mountains. You
can also bundle multiple resources together using this skill. The GET command
can be used to unbundle such resources.
Monkey Punch (Fighter_MonkeyPunch)
-
Skill : Monkey Punch
Domain : Punching
Available: Monk
Allows : Combat Fluidity I, Iron Punching I, Knife Hand
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift, closed fist.
+
Skill : Monkey Punch
Domain : Punching
Available: Monk
Allows : Knife Hand, Iron Punching I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift, closed fist.
Skill : Monologue
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MONOLOGUE
Usage : MONOLOGUE
Example : monologue
The bard begins a dramatic monologue, causing everyone, friend and foe alike,
to suspend all activity (including spell effects), until the bard is done. To
maintain the monologue, the bard MUST say something at least every 4 seconds.
If the bard leaves the room, or stops speaking, then the effect will end.
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Skill : Monologue
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MONOLOGUE
Usage : MONOLOGUE
Example : monologue
The bard begins a dramatic monologue, causing everyone, friend and foe alike,
to suspend all activity (including spell effects), until the bard is done. To
maintain the monologue, the bard MUST say something at least every 4 seconds.
If the bard leaves the room, or stops speaking, then the effect will end.
Morse Code (Skill_MorseCode)
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Skill : Morse Code
Domain : Sea travel
Available: Sailor Scholar
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Invoked : Automatic
Usage : "MORSECODE" [MESSAGE]
Example : morsecode I'm here at on my boat!
This skill can be used to either tap on walls or flash a held light source in
order to send morse code signals. The distance that the signals can be
detected increase with expertise. Only someone else with the morse code skill
can interpret them.
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Skill : Morse Code
Domain : Sea travel
Available: Sailor Scholar
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Movement (56)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : MORSECODE, MORSE
Usage : "MORSECODE" [MESSAGE]
Example : morsecode I'm here at on my boat!
This skill can be used to either tap on walls or flash a held light source in
order to send morse code signals. The distance that the signals can be
detected increase with expertise. Only someone else with the morse code skill
can interpret them.
Mountain Tactics (Fighter_MountainTactics)
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Skill : Mountain Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the mountains. The fighter can also hide themselves simply by
sitting down on the ground and staying still for a few mins.
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Skill : Mountain Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the mountains. The fighter can also hide themselves simply by
sitting down on the ground and staying still for a few mins.
Mounted Charge (Paladin_MountedCharge)
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Skill : Mounted Charge
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Movement (66)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 99
Commands : MOUNTEDCHARGE, MCHARGE
Usage : MCHARGE [TARGET NAME]
Example : mcharge orc
The Paladin, from the back of a mount, rides at top speed at an target,
delivering a deadly attack, but sacrificing armor.
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Skill : Mounted Charge
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Use Cost : Movement (66)
Quality : Malicious
Targets : Creatures
Range : Range 1 - Range 99
Commands : MOUNTEDCHARGE, MCHARGE
Usage : MCHARGE [TARGET NAME]
Example : mcharge orc
The Paladin, from the back of a mount, rides at top speed at an target,
delivering a deadly attack, but sacrificing armor.
Mounted Combat (Skill_MountedCombat)
-
Skill : Mounted Combat
Domain : Animal affinity
Available: Barbarian Several Classes
Allows : Animal Affinity I
Invoked : Automatic
Example :
This skill helps negate the bad consequences of fighting from horseback or from
a boat or other vehicle.
+
Skill : Mounted Combat
Domain : Animal affinity
Available: Artisan Barbarian Several Classes
Requires : 'Animal Husbandry' at 75%
Allows : Animal Affinity I
Invoked : Automatic
Example :
This skill helps negate the bad consequences of fighting from horseback or from
a boat or other vehicle.
Skill : Mug
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Mana (34) Movement (34)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MUG
Usage : MUG [ITEM NAME]
Example : mug bag
The thief will attempt to pilfer some non-monetary item from the inventory of
the person he or she is fighting. This skill can only be used in combat.
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Skill : Mug
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Mana (34) Movement (34)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : MUG
Usage : MUG [ITEM NAME]
Example : mug bag
The thief will attempt to pilfer some non-monetary item from the inventory of
the person he or she is fighting. This skill can only be used in combat.
Multiwatch (Archon_Multiwatch)
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Ability : Multiwatch
Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
Example : multiwatch add playerone playertwo
Example : multiwatch auto
Example : multiwatch stop
Description:
This is an archon skill to assist in determining if a set of players who are
connected from the same ip address are the same person. It does this by
tracking certain pieces of data which together may be taken as rather
circumstantial evidence of someone multiplaying. The definition of the numbers
are as follows:
SYNC - The number of commands entered by more than one member of an IP group
within a single 4 second period.
SPEECH - This refers to SAY commands, broken into three sections. The first
number represents the number of SAY commands done in the same room with a
player who has the same IP address. The second number represents the number of
SAY commands directed at another player. The last number is the number of SAY
commands total.
SOCIALS - These are also divided into three numbers where, again, the first is
the number of socials in the same room with a player with the same IP, the
second being socials directed at another player, and the last being the number
of total socials.
CMD - The number of commands entered which are different than the previous
command entered.
ORDER - The number of times one of the players in the group gave an ORDER to
another player in the group. A sure sign indeed.
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Ability : Multiwatch
Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
Example : multiwatch add playerone playertwo
Example : multiwatch auto
Example : multiwatch stop
Description:
This is an archon skill to assist in determining if a set of players who are
connected from the same ip address are the same person. It does this by
tracking certain pieces of data which together may be taken as rather
circumstantial evidence of someone multiplaying. The definition of the numbers
are as follows:
SYNC - The number of commands entered by more than one member of an IP group
within a single 4 second period.
SPEECH - This refers to SAY commands, broken into three sections. The first
number represents the number of SAY commands done in the same room with a
player who has the same IP address. The second number represents the number of
SAY commands directed at another player. The last number is the number of SAY
commands total.
SOCIALS - These are also divided into three numbers where, again, the first is
the number of socials in the same room with a player with the same IP, the
second being socials directed at another player, and the last being the number
of total socials.
CMD - The number of commands entered which are different than the previous
command entered.
ORDER - The number of times one of the players in the group gave an ORDER to
another player in the group. A sure sign indeed.
Skill : My Plants
Domain : Nature lore
Available: Several Classes
Allows : Nature Lore I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : MYPLANTS, PLANTS
Usage : MYPLANTS
Example : myplants
A druid can, at will, become attuned to the plants which he or she has created
through druidic magic. This ability allows the druid to perceive all of his or
her magical plants still alive, and where they are.
This skill is most useful for Plant Pass and for creating a druidic connection
to an area. A druid in a rural area has placed one of his or her plants in at
least 50% of the rooms in an area will create a druidic connection to the area.
See also Druidic Connection for more information on this phenomenon.
Druids also gain experience for placing their plants inside areas classified as
cities. A certain number of plants per city per mud-month can be summoned for
experience in this way.
+
Skill : My Plants
Domain : Nature lore
Available: Several Classes
Allows : Nature Lore I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : MYPLANTS, PLANTS
Usage : MYPLANTS
Example : myplants
A druid can, at will, become attuned to the plants which he or she has created
through druidic magic. This ability allows the druid to perceive all of his or
her magical plants still alive, and where they are.
This skill is most useful for Plant Pass and for creating a druidic connection
to an area. A druid in a rural area has placed one of his or her plants in at
least 50% of the rooms in an area will create a druidic connection to the area.
See also Druidic Connection for more information on this phenomenon.
Druids also gain experience for placing their plants inside areas classified as
cities. A certain number of plants per city per mud-month can be summoned for
experience in this way.
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Natural Weapon Proficiency (Proficiency_Natural)
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Skill : Natural Weapon Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Animal Husbandry' at 75%
Allows : Dodge, Kick
Invoked : Automatic
The player is proficient with certain natural weapons, gaining the ability to
use them even if their current class training would not make it feasible
normally.
Naval Tactics (Skill_NavalTactics)
-
Skill : Naval Tactics
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (71)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : NAVALTACTICS, NTACTICS
Usage : NAVALTACTICS [TACTIC]
Example : ntactics follow
From the deck of a big sailing ship, and during ship combat, the sailor can
automatically set a course on his or her ship according to a particular combat
tactic. The tactics include:
FOLLOW - Maintain a distance from the enemy ship equal to the current distance.
RETREAT - Maintain a distance just outside the enemy ships gun range.
FLEE - Flee from combat by sailing towards the closest escape route.
APPROACH - Get as close as possible to the enemy ship.
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Skill : Naval Tactics
Domain : Sea travel
Available: Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (71)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : NAVALTACTICS, NTACTICS
Usage : NAVALTACTICS [TACTIC]
Example : ntactics follow
From the deck of a big sailing ship, and during ship combat, the sailor can
automatically set a course on his or her ship according to a particular combat
tactic. The tactics include:
FOLLOW - Maintain a distance from the enemy ship equal to the current distance.
RETREAT - Maintain a distance just outside the enemy ships gun range.
FLEE - Flee from combat by sailing towards the closest escape route.
APPROACH - Get as close as possible to the enemy ship.
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Nipple Twist (Skill_Nippletwist)
+
Skill : Nipple Twist
Domain : Dirty fighting
Available: Gaoler
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (55)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : NIPPLETWIST
Usage : NIPPLETWIST [TARGET NAME]
Example : nippletwist orc
The player grabs the targets nipples and gives them a twist, causing the target
to take a bit of damage, and feel a horrible amount of pain. Nipple Twist is
also unique in that, while it may hurt a lot, it can never kill the target.
Nondetection (Thief_Nondetection)
-
Skill : Nondetection
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Invoked : Automatic
Example :
The thief has so perfected his or her ability to hide that, when doing so, they
are completely undetectable by any magical or other means.
+
Skill : Nondetection
Domain : Stealthy
Available: Thief
Allows : Stealthy I
Invoked : Automatic
Example :
The thief has so perfected his or her ability to hide that, when doing so, they
are completely undetectable by any magical or other means.
Skill : Observe
Domain : Alert
Available: Arcanist Assassin Burglar SkyWatcher
Available: Thief Trapper Several Classes
Allows : Vigilantly I
Use Cost : Mana (57)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : OBSERVE
Usage : OBSERVE
Example : observe
The thief opens his or her eyes and takes careful notice of his or her
surroundings, allowing them to spot anyone that may try to sneak into the room.
+
Skill : Observe
Domain : Alert
Available: Arcanist Assassin Burglar SkyWatcher
Available: Thief Trapper Several Classes
Allows : Vigilantly I
Use Cost : Mana (57)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : OBSERVE
Usage : OBSERVE
Example : observe
The thief opens his or her eyes and takes careful notice of his or her
surroundings, allowing them to spot anyone that may try to sneak into the room.
Opponent Knowledge (Fighter_SizeOpponent)
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Skill : Opponent Knowledge
Domain : Combat lore
Available: Fighter
Allows : Combat Lore I
Use Cost : Movement (71)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SIZEUP, OPPONENT
Usage : SIZEUP [TARGET NAME]
Example : sizeup orc
The fighter's experience is used to determine a more accurate survey of an
target`s health, combat prowess, and defensive capability.
+
Skill : Opponent Knowledge
Domain : Combat lore
Available: Fighter
Allows : Combat Lore I
Use Cost : Movement (71)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SIZEUP, OPPONENT
Usage : SIZEUP [TARGET NAME]
Example : sizeup orc
The fighter's experience is used to determine a more accurate survey of an
target`s health, combat prowess, and defensive capability.
Skill : Organizing
Domain : Education lore
Available: Scholar
Allows : Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ORGANIZE, ORGANIZING
Usage : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING)
Example : organize room name
This skill allows a player sort/organize the items in a room, in a trusting
persons inventory, or in a specified container. Items can be sorted by value,
crafter, level, type, name, weight, or tag (see tagging). You can also,
optionally, append the word ascending or descending to the end.
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Skill : Organizing
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ORGANIZE, ORGANIZING
Usage : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING)
Example : organize room name
This skill allows a player sort/organize the items in a room, in a trusting
persons inventory, or in a specified container. Items can be sorted by value,
crafter, level, type, name, weight, or tag (see tagging). You can also,
optionally, append the word ascending or descending to the end.
Skill : Pack Call
Domain : Animal affinity
Available: Beastmaster
Allows : Animal Affinity I
Use Cost : Mana (80)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PACKCALL
Usage : PACKCALL
Example : packcall
This powerful skill allows the druid, while in their animal form, to call on
the aid of like animals during combat. The combat aid will always arrive in
the form of animals one-step below the druids current animal form, and always
in numbers reflective of their level and skill, as well as reflective of the
druids leadership abilities. These animals are able to rescue the druid from
his or her enemies on command. To do this, the druid needs only to order them
to 'rescue'. Like many druid abilities, the druid must be out in the wild for
this skill to work.
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Skill : Pack Call
Domain : Animal affinity
Available: Beastmaster
Allows : Animal Affinity I
Use Cost : Mana (80)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PACKCALL
Usage : PACKCALL
Example : packcall
This powerful skill allows the druid, while in their animal form, to call on
the aid of like animals during combat. The combat aid will always arrive in
the form of animals one-step below the druids current animal form, and always
in numbers reflective of their level and skill, as well as reflective of the
druids leadership abilities. These animals are able to rescue the druid from
his or her enemies on command. To do this, the druid needs only to order them
to 'rescue'. Like many druid abilities, the druid must be out in the wild for
this skill to work.
Skill : Painting
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 12.
Allows : Artsy I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PAINT, PAINTING
Usage : PAINT WALL/[ITEM NAME]
Example : paint wall
: : paint a sheet of canvas
This skill allows a player to make artistic paintings on either canvas or
silkscreen, such as those made with the Papermaking skill. The player is also
able to create and destroy "wall" paintings in a privately owned room. "Wall"
paintings are unlisted, ungettable items in a room which can nevertheless be
LOOKed at.
+
Skill : Painting
Domain : Artistic
Available: Artisan Numerous Classes
Requires : A base charisma of at least 12.
Allows : Warrants, Quick Working I, Decorating, Quick Worker I
Allows : Master Floristry, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PAINT, PAINTING
Usage : PAINT WALL/[ITEM NAME]
Example : paint wall
: : paint a sheet of canvas
This skill allows a player to make artistic paintings on either canvas or
silkscreen, such as those made with the Papermaking skill. The player is also
able to create and destroy "wall" paintings in a privately owned room. "Wall"
paintings are unlisted, ungettable items in a room which can nevertheless be
LOOKed at.
Paladin`s Aura (Paladin_Aura)
-
Skill : Paladin`s Aura
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's Aura begins to exude, it will act as the cleric spell
Protection From Evil for the paladin's group. Evil and Undead spells and
affects will be repelled by the aura. Any evil players or creatures in the
paladin's group will be hurt by the aura.
+
Skill : Paladin`s Aura
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's Aura begins to exude, it will act as the cleric spell
Protection From Evil for the paladin's group. Evil and Undead spells and
affects will be repelled by the aura. Any evil players or creatures in the
paladin's group will be hurt by the aura.
Paladin`s Courage (Paladin_Courage)
-
Skill : Paladin`s Courage
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's aura of Courage begins to exude, the paladin and other
non-evil group members become immune to the Fear spells "Spook", "Nightmare",
and "Fear".
+
Skill : Paladin`s Courage
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's aura of Courage begins to exude, the paladin and other
non-evil group members become immune to the Fear spells "Spook", "Nightmare",
and "Fear".
Paladin`s Goodness (Paladin_Goodness)
-
Skill : Paladin`s Goodness
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's aura of Goodness begins to exude, it becomes almost
impossible for evil to approach the paladin. Any evil group members or
creatures within melee range will take severe damage from the aura of goodness,
which grows more powerful as the Paladin gains levels.
+
Skill : Paladin`s Goodness
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
When the Paladin's aura of Goodness begins to exude, it becomes almost
impossible for evil to approach the paladin. Any evil group members or
creatures within melee range will take severe damage from the aura of goodness,
which grows more powerful as the Paladin gains levels.
Paladin`s Mount (Paladin_PaladinsMount)
-
Skill : Paladin`s Mount
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Invoked : Automatic
Example :
The paladin extends his holy protection to his or her mount. When mounted on a
horse or equine, the mount has enhanced saving throws, especially against
disease and poison, immunity to fear attacks, and protection from evil prayers.
+
Skill : Paladin`s Mount
Domain : Animal affinity
Available: Paladin
Allows : Animal Affinity I
Invoked : Automatic
Example :
The paladin extends his holy protection to his or her mount. When mounted on a
horse or equine, the mount has enhanced saving throws, especially against
disease and poison, immunity to fear attacks, and protection from evil prayers.
Paladin`s Purity (Paladin_Purity)
-
Skill : Paladin`s Purity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
The Paladins goodness becomes capable of warding off any influence over his
goodness that originates from an external source, such as wicked magic. The
Paladin must remain good for the purity to endure, and the purity will not
protect him or her from intentional acts of wickedness.
+
Skill : Paladin`s Purity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
The Paladins goodness becomes capable of warding off any influence over his
goodness that originates from an external source, such as wicked magic. The
Paladin must remain good for the purity to endure, and the purity will not
protect him or her from intentional acts of wickedness.
Paladin`s Resistance (Paladin_ImprovedResists)
-
Skill : Paladin`s Resistance
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
As the Paladin gains in levels, he or she becomes more and more resistant to
magical, poisonous, disease, and other magical and non-magical attacks against
him.
+
Skill : Paladin`s Resistance
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
As the Paladin gains in levels, he or she becomes more and more resistant to
magical, poisonous, disease, and other magical and non-magical attacks against
him.
Skill : Palm
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Mana (26) Movement (26)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PALM
Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])
Example : palm all dagger backpack
Example : palm all body
Example : palm pie
Example : palm all
Example : palm pie.2
Example : palm all.pie container.3
Short(s):
This skill works exactly like GET except for two important advantages. One is
that PALM is so quick that no other players in the room will see it happen. The
other is that PALM can be done as a free action/skill during combat.
+
Skill : Palm
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Mana (26) Movement (26)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PALM
Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])
Example : palm all dagger backpack
Example : palm all body
Example : palm pie
Example : palm all
Example : palm pie.2
Example : palm all.pie container.3
Short(s):
This skill works exactly like GET except for two important advantages. One is
that PALM is so quick that no other players in the room will see it happen. The
other is that PALM can be done as a free action/skill during combat.
Panhandling (Thief_Panhandling)
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Skill : Panhandling
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PANHANDLE, PANHANDLING
Example :
Using this skill, a thief can sit down along a city street and beg passer-bys
for change. Some may even hand it over.
+
Skill : Panhandling
Domain : Street smarts
Available: Thief
Allows : Street Lore I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PANHANDLE, PANHANDLING
Example :
Using this skill, a thief can sit down along a city street and beg passer-bys
for change. Some may even hand it over.
Skill : Paper Making
Domain : Crafting
Available: Artisan Scholar Numerous Classes
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PAPERMAKE, PAPERMAKING
Usage : PAPERMAKE (LIST) ([PAPER ITEM NAME])
Example : papermake canvas
: : papermake list
: : papermake list paper
: : papermake all
This skill allows a player to craft papers from woods, silks, and other
materials. The types of paper which can be crafted expands as the player goes
up in level. Eventually, even arcane scrolls, suitable for scribing spells
onto, can be made. Wood is obtained by the Chopping skill, and silks through
the Foraging skill.
+
Skill : Paper Making
Domain : Crafting
Available: Artisan Scholar Numerous Classes
Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I
Allows : Quick Crafting I, Lore, Light Fabricating I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PAPERMAKE, PAPERMAKING
Usage : PAPERMAKE (LIST) ([PAPER ITEM NAME])
Example : papermake canvas
: : papermake list
: : papermake list paper
: : papermake all
This skill allows a player to craft papers from woods, silks, and other
materials. The types of paper which can be crafted expands as the player goes
up in level. Eventually, even arcane scrolls, suitable for scribing spells
onto, can be made. Wood is obtained by the Chopping skill, and silks through
the Foraging skill.
Skill : Parry
Domain : Evasive
Available: Charlatan Minstrel Templar Trapper
Available: Several Classes Several Classes
Allows : Evasively I
Invoked : Automatic
Example :
Parrying is the ability to cancel an armed attack by an opponent using your own
weapon. The character with this skill will parry the attacks of his or her
armed opponents whenever possible.
+
Skill : Parry
Domain : Evasive
Available: Artisan Charlatan Minstrel Templar
Available: Trapper Several Classes Several Classes
Requires : 'Sword Proficiency' at 100%
Allows : Evasively I
Invoked : Automatic
Example :
Parrying is the ability to cancel an armed attack by an opponent using your own
weapon. The character with this skill will parry the attacks of his or her
armed opponents whenever possible.
Skill : Pay Off
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (69)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PAYOFF
Usage : PAYOFF [TARGET NAME]
Example : payoff judge
The thief pays off an officer of the law or a judge. Officers that are paid
off will look the other way on your warrants, though they may sometimes make a
show of arresting the thief before backing off. Paying off a judge will cause
the judge to assign the thief an easier sentence every time they are paid.
+
Skill : Pay Off
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (69)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PAYOFF
Usage : PAYOFF [TARGET NAME]
Example : payoff judge
The thief pays off an officer of the law or a judge. Officers that are paid
off will look the other way on your warrants, though they may sometimes make a
show of arresting the thief before backing off. Paying off a judge will cause
the judge to assign the thief an easier sentence every time they are paid.
Skill : Peek
Domain : Stealing
Available: Assassin Bard Jester Several Classes
Allows : Theft Mastery I, Cautiously I, Improved Peek
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PEEK
Usage : PEEK [TARGET NAME]
Example : peek orc
The thief will attempt to sneak a look at the inventory of the target.
+
Skill : Peek
Domain : Stealing
Available: Assassin Bard Jester Several Classes
Allows : Theft Mastery I, Improved Peek, Cautiously I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PEEK
Usage : PEEK [TARGET NAME]
Example : peek orc
The thief will attempt to sneak a look at the inventory of the target.
Skill : Pet Spy
Domain : Animal affinity
Available: Pirate
Requires : 'Call Pirate Familiar'
Allows : Animal Affinity I
Invoked : Automatic
Usage : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST]
Example : sayto monkey spy the enemy fort
Example : sayto monkey spy n n e e s s w
If the player has a familiar pet following them, such as from the Call Familiar
or Pirate Familiar spell, this skill allows the player to send the familiar on
spying missions. All rooms that the pet enters while on the spying run are seen
by the player as well. When the destination is reached, the pet will return to
the player. The destination may either be specified as a series of directions
from the current room, or as the title of a room within a nearby range to the
player.
+
Skill : Pet Spy
Domain : Animal affinity
Available: Pirate
Requires : 'Call Pirate Familiar'
Allows : Animal Affinity I
Invoked : Automatic
Usage : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST]
Example : sayto monkey spy the enemy fort
Example : sayto monkey spy n n e e s s w
If the player has a familiar pet following them, such as from the Call Familiar
or Pirate Familiar spell, this skill allows the player to send the familiar on
spying missions. All rooms that the pet enters while on the spying run are seen
by the player as well. When the destination is reached, the pet will return to
the player. The destination may either be specified as a series of directions
from the current room, or as the title of a room within a nearby range to the
player.
Skill : Pet Steal
Domain : Animal affinity
Available: Pirate
Requires : 'Call Pirate Familiar'
Allows : Animal Affinity I
Invoked : Automatic
Usage : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING
Example : sayto monkey steal sword
Example : sayto monkey steal stop
If the player has a familiar pet following them, such as from the Call Familiar
or Pirate Familiar spell, this skill allows the player to instruct the pet to
steal an item and give it to their master. The pet will either pick the item
from the ground, or steal it from the inventory of another player or mob, which
might result in combat. This skill can be used in conjuction with pet spy to
send the pet on complex theft missions.
+
Skill : Pet Steal
Domain : Animal affinity
Available: Pirate
Requires : 'Call Pirate Familiar'
Allows : Animal Affinity I
Invoked : Automatic
Usage : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING
Example : sayto monkey steal sword
Example : sayto monkey steal stop
If the player has a familiar pet following them, such as from the Call Familiar
or Pirate Familiar spell, this skill allows the player to instruct the pet to
steal an item and give it to their master. The pet will either pick the item
from the ground, or steal it from the inventory of another player or mob, which
might result in combat. This skill can be used in conjuction with pet spy to
send the pet on complex theft missions.
Skill : Pick Locks
Domain : Criminal
Available: Several Classes
Allows : Safecracking, Criminal Deviousness I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : PICK
Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME]
Example : pick e
The thief attempts to pick the lock on a door, or container lid. Success
depends on the level of the thief and the level of the door or item as well as
the thief`s proficiency. This skill can be used to lock as well as unlock.
+
Skill : Pick Locks
Domain : Criminal
Available: Several Classes
Allows : Criminal Deviousness I, Safecracking
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : PICK
Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME]
Example : pick e
The thief attempts to pick the lock on a door, or container lid. Success
depends on the level of the thief and the level of the door or item as well as
the thief`s proficiency. This skill can be used to lock as well as unlock.
Pieces of Eight (Thief_PiecesOfEight)
-
Skill : Pieces of Eight
Domain : Deceptive
Available: Pirate
Requires : 'Buried Treasure'
Allows : Deceptive I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : PIECESOFEIGHT
Usage : PIECESOFEIGHT [MONEY]
Example : PIECESOFEIGHT 8 gold
This magical skill allows the pirate to withdraw coins from any money stash
buried with the Buried Treasure skill. Only the type and denomination of
coinage specified will be withdrawn, however. So, if the pirate has buried 10
gold and 100 platinum, this skill cannot withdraw 100 gold, even though the 100
platinum is worth more.
+
Skill : Pieces of Eight
Domain : Deceptive
Available: Pirate
Requires : 'Buried Treasure'
Allows : Deceptive I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : PIECESOFEIGHT
Usage : PIECESOFEIGHT [MONEY]
Example : PIECESOFEIGHT 8 gold
This magical skill allows the pirate to withdraw coins from any money stash
buried with the Buried Treasure skill. Only the type and denomination of
coinage specified will be withdrawn, however. So, if the pirate has buried 10
gold and 100 platinum, this skill cannot withdraw 100 gold, even though the 100
platinum is worth more.
Skill : Pin
Domain : Grappling
Available: Beastmaster Monk Trapper
Allows : Combat Fluidity I, Vice-Gripping I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PIN
Usage : PIN [TARGET NAME]
Example : pin orc
The fighter grabs the target and wrestles them to the ground in a strong, solid
pin maneuver. For a short, period, both the fighter and the target are locked
in struggle and too occupied to fight.
+
Skill : Pin
Domain : Grappling
Available: Beastmaster Monk Trapper
Allows : Vice-Gripping I, Combat Fluidity I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PIN
Usage : PIN [TARGET NAME]
Example : pin orc
The fighter grabs the target and wrestles them to the ground in a strong, solid
pin maneuver. For a short, period, both the fighter and the target are locked
in struggle and too occupied to fight.
Plains Tactics (Fighter_PlainsTactics)
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Skill : Plains Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting on the plains. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
+
Skill : Plains Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting on the plains. The fighter can also hide themselves simply by sitting
down on the ground and staying still for a few mins.
Planar Lore (Skill_PlanarLore)
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Skill : Planar Lore
Domain : Education lore
Available: Scholar
Allows : Educating I
Use Cost : Mana (71)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : PLANARLORE, PLORE
Usage : PLANARLORE [LIST/PLANE NAME]
Example : planarlore list
Example : plore astral
Through extensive education, the player is able to recall random bits of
information about one of the planes of existence. Each level of expertise
enlarges the types of information that can be recalled. Failing a proficiency
check requires a few extra seconds of remembering, however.
+
Skill : Planar Lore
Domain : Education lore
Available: Scholar
Allows : Educating I
Use Cost : Mana (71)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : PLANARLORE, PLORE
Usage : PLANARLORE [LIST/PLANE NAME] (REPORT)
Example : planarlore list
Example : plore astral
Example : plore astral report
Through extensive education, the player is able to recall random bits of
information about one of the planes of existence. Each level of expertise
enlarges the types of information that can be recalled. Failing a proficiency
check requires a few extra seconds of remembering, however. The REPORT
argument will cause the results to be recited out loud.
Plant Form (Druid_PlantForm)
-
Skill : Plant Form
Domain : Shape shifting
Available: Gaian
Allows : Shapeshifting I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PLANTFORM
Usage : PLANTFORM [LIST/FORM NAME]
Example : plantform
Example : plantform list
Example : plantform flower
The druid gains the ability, through this skill, to take on the form of a
plant. The plant form progresses as the druid gains in level.
+
Skill : Plant Form
Domain : Shape shifting
Available: Gaian
Allows : Shapeshifting I
Use Cost : Mana (60)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PLANTFORM
Usage : PLANTFORM [LIST/FORM NAME]
Example : plantform
Example : plantform list
Example : plantform flower
The druid gains the ability, through this skill, to take on the form of a
plant. The plant form progresses as the druid gains in level.
Plant Item (Thief_PlantItem)
-
Skill : Plant Item
Domain : Stealing
Available: Burglar Trapper
Allows : Theft Mastery I
Use Cost : Mana (31) Movement (31)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PLANTITEM
Usage : PLANTITEM [ITEM NAME] [TARGET NAME]
Example : plantitem bomb orc
Plant item is the ability to slip an item to another creature unaware. If
successful, the item will be hidden in the target`s inventory.
+
Skill : Plant Item
Domain : Stealing
Available: Burglar Trapper
Allows : Theft Mastery I
Use Cost : Mana (31) Movement (31)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PLANTITEM
Usage : PLANTITEM [ITEM NAME] [TARGET NAME]
Example : plantitem bomb orc
Plant item is the ability to slip an item to another creature unaware. If
successful, the item will be hidden in the target`s inventory.
Skill : Plant Lore
Domain : Nature lore
Available: Gaian Several Classes
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLANTLORE, PSPECULATE
Usage : PLANTLORE
Example : plantlore
This skill allows a player to carefully evaluate the plant growth patterns in
the present area, and all surrounding areas to see what vegetation resources
might be available for foraging or chopping.
+
Skill : Plant Lore
Domain : Nature lore
Available: Artisan Gaian Several Classes
Requires : 'Herbology' at 75%, and 'Floristry' at 75%
Allows : Quick Working I, Quick Worker I, Nature Lore I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLANTLORE, PSPECULATE
Usage : PLANTLORE
Example : plantlore
This skill allows a player to carefully evaluate the plant growth patterns in
the present area, and all surrounding areas to see what vegetation resources
might be available for foraging or chopping.
+
Play Instrument (PlayInstrument)
+
Skill : Play Instrument
Domain : Artistic
Available: Numerous Classes
Requires : A base wisdom of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.
Skill : Plunder
Domain : Stealing
Available: Pirate
Allows : Theft Mastery I
Use Cost : Mana (59)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PLUNDER
Usage : PLUNDER [TARGET NAME]
Example : plunder tailor
The thief attempts plunder the target shopkeeper of their money. This
immediately begins combat with the shopkeeper, or fails if fighting is
impossible.
+
Skill : Plunder
Domain : Stealing
Available: Pirate
Allows : Theft Mastery I
Use Cost : Mana (59)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PLUNDER
Usage : PLUNDER [TARGET NAME]
Example : plunder tailor
The thief attempts plunder the target shopkeeper of their money. This
immediately begins combat with the shopkeeper, or fails if fighting is
impossible.
Point Blank Shot (Fighter_PointBlank)
-
Skill : Point Blank Shot
Domain : Martial lore
Available: Fighter Ranger
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
very close range.
+
Skill : Point Blank Shot
Domain : Martial lore
Available: Fighter Ranger
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
very close range.
Poison Immunity (Paladin_PoisonImmunity)
-
Skill : Poison Immunity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
Example :
As the Paladin's proficiency grows, he or she becomes more and more immune to
poison and poisonous affects.
+
Skill : Poison Immunity
Domain : Holy protection
Available: Paladin
Allows : Protecting I
Invoked : Automatic
As the Paladin's proficiency grows, he or she becomes more and more immune to
poison and poisonous affects.
Polearm Specialization (Specialization_Polearm)
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Skill : Polearm Specialization
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Polearm Slicing I, Weaponsmithing, Polearm Piercing I
Allows : Polearm Striking I, Master Weaponsmithing, Polearm Focus I
Invoked : Automatic
The player is a polearm master, gaining bonuses to attack when using a polearm
in combat. Can also allow the use of higher level polearms if the focus
expertise is taken.
+
Skill : Polearm Specialization
Domain : Weapon use
Available: Assassin Templar Numerous Classes
Allows : Polearm Striking I, Polearm Focus I, Weaponsmithing
Allows : Polearm Slicing I, Polearm Piercing I
Invoked : Automatic
The player is a polearm master, gaining bonuses to attack when using a polearm
in combat. Can also allow the use of higher level polearms if the focus
expertise is taken.
Skill : Pottery
Domain : Crafting
Available: Artisan Numerous Classes
Allows : Quick Worker I, Jewel Making
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : POT, POTTERY
Usage : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : pot pitcher
: : pot bundle 100 clay
: : pot list
: : pot list pitcher
: : pot list all
: : pot learn pot
This skill allows a player to craft cooked clay items, such as cups and plates.
The extent of the items which can be crafted expands as the player goes up in
level. The player may also learn to how to make a found item, provided a blank
recipe page, or recipe book with blank pages is in his or her inventory. To
begin crafting, the player must be in a room with an open fire burning, and
must have placed the clay he or she wishes to make the item from on the ground.
The Clay is obtained by using the Digging skill.
+
Skill : Pottery
Domain : Crafting
Available: Artisan Numerous Classes
Allows : Jewel Making, Quick Worker I, Glass Blowing, Light Shaping I
Allows : Advanced Crafting I, Quick Crafting I, Quality Shaping I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : POT, POTTERY
Usage : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : pot pitcher
: : pot bundle 100 clay
: : pot list
: : pot list pitcher
: : pot list all
: : pot learn pot
This skill allows a player to craft cooked clay items, such as cups and plates.
The extent of the items which can be crafted expands as the player goes up in
level. The player may also learn to how to make a found item, provided a blank
recipe page, or recipe book with blank pages is in his or her inventory. To
begin crafting, the player must be in a room with an open fire burning, and
must have placed the clay he or she wishes to make the item from on the ground.
The Clay is obtained by using the Digging skill.
Power Grab (Thief_PowerGrab)
-
Skill : Power Grab
Domain : Stealing
Available: Arcanist
Allows : Theft Mastery I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : POWERGRAB
Usage : POWERGRAB ([CONTAINER]) ITEM
Example : powergrab corpse sword
The thief summons all their thiefly skill to take possession of an item that
would otherwise be too powerful to pick up.
+
Skill : Power Grab
Domain : Stealing
Available: Arcanist
Allows : Theft Mastery I
Use Cost : Mana (32) Movement (32)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : POWERGRAB
Usage : POWERGRAB ([CONTAINER]) ITEM
Example : powergrab corpse sword
The thief summons all their thiefly skill to take possession of an item that
would otherwise be too powerful to pick up.
Prayercraft (Skill_Prayercraft)
-
Skill : Prayercraft
Domain : Arcane lore
Available: Charlatan Oracle Scholar
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about divine magic that he or she can identify
prayers cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.
+
Skill : Prayercraft
Domain : Arcane lore
Available: Charlatan Oracle Scholar
Allows : Arcane Lore I
Invoked : Automatic
The player is so knowledgable about divine magic that he or she can identify
prayers cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.
Pressure Points (Fighter_PressurePoints)
-
Skill : Pressure Points
Domain : Martial lore
Available: Monk
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Gives the fighter a bonus to all damage during combat when fighting unarmed in
melee.
+
Skill : Pressure Points
Domain : Martial lore
Available: Monk
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Gives the fighter a bonus to all damage during combat when fighting unarmed in
melee.
+
Prison Assignment (Skill_PrisonAssignment)
+
Skill : Prison Assignment
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (58)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRISONASSIGNMENT, PASSIGN
Usage : PRISONASSIGNMENT SETPRISON
Usage : PRISONASSIGNMENT [TARGET OFFICER]
Example :
This skill allows the player to convince the target officer to take a prisoner
otherwise bound for an official jail cell to instead take the prisoner to a
cell of the players prior designation. The convincing is done by paying the
officer a sum, and the bribe will last for at least a full day, but will need
to be renewed after each move. Before talking to the officer, the player
should designate a room with a locked door as a prison cell by using SETPRISON.
+
Prisoner Transfer (Skill_PrisonerTransfer)
+
Skill : Prisoner Transfer
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (63)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRISONERTRANFER, PTRANSFER
Usage : PRISONERTRANSFER [TARGET OFFICER]
Example :
This skill allows the player to convince the target officer to take a prisoner
otherwise bound for judgement to instead take the prisoner to a the players
location at that time. The convincing is done by paying the officer a sum, and
the bribe will last for at least a full day, but will need to be renewed after
each transfer.
Skill : Publishing
Domain : Legal
Available: Scholar
Allows : Quick Worker I, Legal Lore I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PUBLISH, PUBLISHING
Usage : PUBLISH (LIST) / [ITEM] [PRICE]
Example : publish list
: : publish Book 3 gold
This skill allows a player to copyright and publish a written work to local
book shops and libraries. A published work can not be edited, nor can it be
re-titled, copied, duplicated, or re-named. If successfully published, the book
will earn the author a small percentage of the publishing price every time it
is purchased.
The LIST argument can be used to see how many copies have been sold, and
royalties earned. Of course, the copies sold will also decrease every time the
book is sold back to the establishment.
+
Skill : Publishing
Domain : Legal
Available: Scholar
Allows : Quick Working I, Quick Worker I, Legal Lore I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : PUBLISH, PUBLISHING
Usage : PUBLISH (LIST) / [ITEM] [PRICE]
Example : publish list
: : publish Book 3 gold
This skill allows a player to copyright and publish a written work to local
book shops and libraries. A published work can not be edited, nor can it be
re-titled, copied, duplicated, or re-named. If successfully published, the book
will earn the author a small percentage of the publishing price every time it
is purchased.
The LIST argument can be used to see how many copies have been sold, and
royalties earned. Of course, the copies sold will also decrease every time the
book is sold back to the establishment.
Skill : Puppeteer
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (75)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PUPPETEER, PUPPET
Usage : PUPPETEER [ITEM NAME]
Example : puppeteer [item name]
This skill allows the player to animate one or more puppets. While animated,
the puppets will fight for the player. However, the player is unable to attack
or perform many other actions while animating the puppets. Puppets may be
created with the carpentry skill. To stop animating a puppet, the player need
only pick it up.
+
Skill : Puppeteer
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (75)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PUPPETEER, PUPPET
Usage : PUPPETEER [ITEM NAME]
Example : puppeteer [item name]
This skill allows the player to animate one or more puppets. While animated,
the puppets will fight for the player. However, the player is unable to attack
or perform many other actions while animating the puppets. Puppets may be
created with the carpentry skill. To stop animating a puppet, the player need
only pick it up.
QuickChange (Skill_QuickChange)
-
Skill : QuickChange
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (53)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : QUICKCHANGE
Usage : QUICKCHANGE
Example : quickchange
The bard is so adept at costume changes that he can seemingly instantly remove
all of his gear (putting it who knows where), retrieve another custome (from
who knows where) and put it on. This skill will swap what the bard is currently
wearing with whatever gear the bard was wearing the last time a quick change
was done. The gear currently worn when a quick change is done is magically
stored away, no longer consuming bag space or encumbrance weight. Even cursed
items can be stored in this way.
+
Skill : QuickChange
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (53)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : QUICKCHANGE
Usage : QUICKCHANGE
Example : quickchange
The bard is so adept at costume changes that he can seemingly instantly remove
all of his gear (putting it who knows where), retrieve another custome (from
who knows where) and put it on. This skill will swap what the bard is currently
wearing with whatever gear the bard was wearing the last time a quick change
was done. The gear currently worn when a quick change is done is magically
stored away, no longer consuming bag space or encumbrance weight. Even cursed
items can be stored in this way.
Racial Lore (Skill_RacialLore)
-
Skill : Racial Lore
Domain : Education lore
Available: Scholar
Allows : Educating I
Use Cost : Mana (62)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RACIALLORE, RLORE
Usage : RACIALLORE [LIST/RACE NAME]
Example : raciallore list
Example : rlore dragon
Through extensive education, the player is able to recall random bits of
information about one of the many races. Each level of expertise enlarges the
number of factoids recalled per attempt. Failing a proficiency check requires a
few extra seconds of remembering, however.
+
Skill : Racial Lore
Domain : Education lore
Available: Scholar
Allows : Educating I
Use Cost : Mana (62)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RACIALLORE, RLORE
Usage : RACIALLORE [LIST/RACE NAME] (REPORT)
Example : raciallore list
Example : rlore dragon
Example : rlore dragon report
Through extensive education, the player is able to recall random bits of
information about one of the many races. Each level of expertise enlarges the
number of factoids recalled per attempt. Failing a proficiency check requires a
few extra seconds of remembering, however. The REPORT argument will cause the
results to be recited out loud.
Skill : Racketeer
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (71)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : RACKETEER
Usage : RACKETEER [BANKER NAME]
Example : racketeer bob
The thief, though intimidation and bluffing, attempts to convince a shopkeeper
to pay him or her "protection" money. The shopkeeper will then be safe from
more payments for the coming month from any thief.
+
Skill : Racketeer
Domain : Criminal
Available: Burglar
Allows : Criminal Deviousness I
Use Cost : Mana (71)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : RACKETEER
Usage : RACKETEER [BANKER NAME]
Example : racketeer bob
The thief, though intimidation and bluffing, attempts to convince a shopkeeper
to pay him or her "protection" money. The shopkeeper will then be safe from
more payments for the coming month from any thief.
Rally Cry (Fighter_Rallycry)
-
Skill : Rally Cry
Domain : Singing
Available: Barbarian
Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
Use Cost : Movement (66)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : RALLYCRY
Usage : RALLYCRY
Example : rallycry
The Barbarian lets out a primal call to rally, inspiring all group members to
draw from their inner strength. Those under the affect of the cry will be able
to take more hits. The affect wears off when battle is concluded, or if battle
is not joined swiftly enough after the cry is made.
+
Skill : Rally Cry
Domain : Singing
Available: Barbarian
Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Movement (66)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : RALLYCRY
Usage : RALLYCRY
Example : rallycry
The Barbarian lets out a primal call to rally, inspiring all group members to
draw from their inner strength. Those under the affect of the cry will be able
to take more hits. The affect wears off when battle is concluded, or if battle
is not joined swiftly enough after the cry is made.
+
Ranged Weapon Familiarity (Familiarity_Ranged)
+
Skill : Ranged Weapon Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Ranged Weapon Proficiency' at 75%
Invoked : Automatic
The player is familiar with ranged weapons they have crafted themselves,
gaining an attack bonus from wielding the product of their own hands.
+
Ranged Weapon Proficiency (Proficiency_Ranged)
+
The player is proficient with thrown and ranged weapons, gaining the ability to
use them even if their current class training would not make it feasible
normally.
Ranged Weapon Specialization (Specialization_Ranged)
-
Skill : Ranged Weapon Specialization
Domain : Weapon use
Available: Templar Numerous Classes
Allows : Fletching, Weaponsmithing, Ranged Focus I, Ranged Striking I
Allows : Ranged Bashing I, Master Weaponsmithing, Ranged Piercing I
Invoked : Automatic
The player becomes so specialized at thrown and ranged combat that they gain
bonuses to attack when fighting from afar. Can also allow the use of higher
level weapons if the focus expertise is taken.
+
Skill : Ranged Weapon Specialization
Domain : Weapon use
Available: Templar Numerous Classes
Allows : Weaponsmithing, Fletching, Ranged Focus I, Ranged Piercing I
Allows : Ranged Bashing I, Ranged Striking I
Invoked : Automatic
The player becomes so specialized at thrown and ranged combat that they gain
bonuses to attack when fighting from afar. Can also allow the use of higher
level weapons if the focus expertise is taken.
Rapid Shot (Fighter_RapidShot)
-
Skill : Rapid Shot
Domain : Martial lore
Available: Arcanist Fighter Ranger Thief
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Rapid shot is the ability to make extra attacks per round whenever using a
ranged weapon that requires ammunition, such as a bow or crossbow. The number
of extra attacks will go up as the players level does.
+
Skill : Rapid Shot
Domain : Martial lore
Available: Arcanist Fighter Ranger Thief
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
Rapid shot is the ability to make extra attacks per round whenever using a
ranged weapon that requires ammunition, such as a bow or crossbow. The number
of extra attacks will go up as the players level does.
Skill : Recall
Domain : Conjuration
Available: Numerous Classes
Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
Allows : Power Conjuring I
Use Cost : Mana (51)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RECALL, /
Usage : RECALL
Example : recall
The player calls upon the power of the gods to return to his or her place of
origin, along with any npc group members present with him or her. Normal
fleeing penalties apply during combat.
+
Skill : Recall
Domain : Conjuration
Available: Numerous Classes
Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
Allows : Ranged Conjuring I
Use Cost : Mana (51)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RECALL, /
Usage : RECALL
Example : recall
The player calls upon the power of the gods to return to his or her place of
origin, along with any npc group members present with him or her. Normal
fleeing penalties apply during combat.
Skill : Recollecting
Domain : Education lore
Available: Scholar
Allows : Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : RECOLLECT, RECOLLECTING
Usage : RECOLLECT [WORD OR PHRASE]
Example : recollect happy
This skill allows a player attempt to recall where a particular word or exact
phrase appears in a group of applicable written works, which includes recipes,
books, journals, and paper. The books can be recalled if the works and player
are both in the same room, which the player owns, or if the works in the room
with the player were created by the player, or if the works are in the players
inventory.
+
Skill : Recollecting
Domain : Education lore
Available: Scholar
Allows : Quick Working I, Educating I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : RECOLLECT, RECOLLECTING
Usage : RECOLLECT [WORD OR PHRASE]
Example : recollect happy
This skill allows a player attempt to recall where a particular word or exact
phrase appears in a group of applicable written works, which includes recipes,
books, journals, and paper. The books can be recalled if the works and player
are both in the same room, which the player owns, or if the works in the room
with the player were created by the player, or if the works are in the players
inventory.
Skill : Record
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : RECORD
Usage : RECORD [PLAYER NAME]
Example : record gunther
From anywhere on the map, the player with this skill can begin recording all
activity of the target to a file in the local file system as if they were
snooping them.
+
Skill : Record
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : RECORD
Usage : RECORD [PLAYER NAME]
Example : record gunther
From anywhere on the map, the player with this skill can begin recording all
activity of the target to a file in the local file system as if they were
snooping them.
Recover Voice (Druid_RecoverVoice)
-
Skill : Recover Voice
Domain : Fitness
Available: SkyWatcher
Allows : Fitness I
Use Cost : Mana (66)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : VRECOVER, RECOVERVOICE
Usage : RECOVERVOICE
Example : recovervoice
Short(s) : vrecover
This skill allows the druid to "shake off" any magical or other affects which
may be preventing him or her from speaking and thus chanting.
+
Skill : Recover Voice
Domain : Fitness
Available: SkyWatcher
Allows : Fitness I
Use Cost : Mana (66)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : VRECOVER, RECOVERVOICE
Usage : RECOVERVOICE
Example : recovervoice
Short(s) : vrecover
This skill allows the druid to "shake off" any magical or other affects which
may be preventing him or her from speaking and thus chanting.
Regional Awareness (Skill_RegionalAwareness)
-
Skill : Regional Awareness
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Use Cost : Mana (24)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : REGION, REGIONALAWARENESS
Usage : REGIONAL
Example : regional
The player scans the horizon, getting a rough estimate of the lay of the
wilderness around him or her. The depth of the map expands as the player gains
levels. The key to the map is as follows:
~ water
T forest
: rocks/badlands
J jungle
= city/street
M mountains
_ plains
. desert
* here
x swamp
h hills
+
Skill : Regional Awareness
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Use Cost : Mana (24)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : REGION, REGIONALAWARENESS
Usage : REGIONAL
Example : regional
The player scans the horizon, getting a rough estimate of the lay of the
wilderness around him or her. The depth of the map expands as the player gains
levels. The key to the map is as follows:
~ water
T forest
: rocks/badlands
J jungle
= city/street
M mountains
_ plains
. desert
* here
x swamp
h hills
Remove Traps (Thief_RemoveTraps)
-
Skill : Remove Traps
Domain : Find/remove traps
Available: Arcanist Several Classes
Allows : Trap Disabling I
Use Cost : Mana (29) Movement (29)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : DETRAP, UNTRAP, REMOVETRAPS
Usage : DETRAP [ITEM, DIRECTION]
Example : detrap east
Example : detrap chest
If an item is trapped, the thief can attempt to disable or safely trigger the
trap, rendering it ineffective until it resets.
+
Skill : Remove Traps
Domain : Find/remove traps
Available: Arcanist Several Classes
Allows : Trap Disabling I
Use Cost : Mana (29) Movement (29)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : DETRAP, UNTRAP, REMOVETRAPS
Usage : DETRAP [ITEM, DIRECTION]
Example : detrap east
Example : detrap chest
If an item is trapped, the thief can attempt to disable or safely trigger the
trap, rendering it ineffective until it resets.
Skill : Rend
Domain : Weapon use
Available: Beastmaster
Allows : Unarmed Striking I, Unarmed Piercing I
Use Cost : Movement (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : REND
Usage : REND [TARGET NAME]
Example : rend orc
While in his or her animal form (see ShapeShift), the Druid gains the ability
to kick their way out of a pin, or rip open an target prone on the ground with
his or her legs.
+
Skill : Rend
Domain : Weapon use
Available: Beastmaster
Allows : Unarmed Striking I, Unarmed Piercing I
Use Cost : Movement (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : REND
Usage : REND [TARGET NAME]
Example : rend orc
While in his or her animal form (see ShapeShift), the Druid gains the ability
to kick their way out of a pin, or rip open an target prone on the ground with
his or her legs.
Skill : Rescue
Domain : Martial lore
Available: Barbarian Minstrel Paladin Ranger
Available: Several Classes
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (52)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : RESCUE, RES
Usage : RESCUE [GROUP MEMBER]
Example : rescue bob
Allows the fighter to step forward and take all damage from an opponent, when
fighting in a group. The person taking the opponents damage during combat is
commonly called the "tank".
+
Skill : Rescue
Domain : Martial lore
Available: Barbarian Minstrel Paladin Ranger
Available: Several Classes
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (52)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : RESCUE, RES
Usage : RESCUE [GROUP MEMBER]
Example : rescue bob
Allows the fighter to step forward and take all damage from an opponent, when
fighting in a group. The person taking the opponents damage during combat is
commonly called the "tank".
Resistance (Skill_Resistance)
-
Skill : Resistance
Invoked : Automatic
Params : see Prop_HaveResister
Example : see Prop_HaveResister
Desc. :
Gives the mob skill-based resistances and immunities.
+
Skill : Resistance
Invoked : Automatic
Params : see Prop_HaveResister
Example : see Prop_HaveResister
Desc. :
Gives the mob skill-based resistances and immunities.
Return Projectile (Fighter_ReturnProjectile)
-
Skill : Return Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the amazing ability to catch arrows, spears, and other
projectile attacks in mid flight, and then return them right back to his or her
opponent. The Monk requires a free hand to perform this skill.
+
Skill : Return Projectile
Domain : Evasive
Available: Monk
Allows : Evasively I
Invoked : Automatic
Example :
The Monk gains the amazing ability to catch arrows, spears, and other
projectile attacks in mid flight, and then return them right back to his or her
opponent. The Monk requires a free hand to perform this skill.
Reveal Text (Skill_RevealText)
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Skill : Reveal Text
Domain : Street smarts
Available: Scholar
Allows : Street Lore I
Use Cost : Mana (8)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : REVEALTEXT
Usage : REVEALTEXT [TARGET NAME] ([PAGE NUMBER])
Example : revealtext paper
Example : revealtext book 3
The player reveals any invisible writing on a book or document or other
writing. It can be used similar to the READ command to select different pages
of a book as well.
+
Skill : Reveal Text
Domain : Street smarts
Available: Scholar
Allows : Street Lore I
Use Cost : Mana (8)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : REVEALTEXT
Usage : REVEALTEXT [TARGET NAME] ([PAGE NUMBER])
Example : revealtext paper
Example : revealtext book 3
The player reveals any invisible writing on a book or document or other
writing. It can be used similar to the READ command to select different pages
of a book as well.
Skill : Revoke
Domain : Neutralization
Available: Arcanist Charlatan Paladin Ranger
Available: Numerous Classes
Allows : Neutralizing I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch - Range 10
Commands : REVOKE
Usage : REVOKE [TARGET NAME]
Example : revoke bob
Mages, Clerics, and at later levels, Rangers and Paladins can revoke their
magical abilities using the revoke command. Only one spell or prayer is
revoked using this skill, usually the most recent spell.
+
Skill : Revoke
Domain : Neutralization
Available: Arcanist Charlatan Paladin Ranger
Available: Numerous Classes
Allows : Neutralizing I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch - Range 10
Commands : REVOKE
Usage : REVOKE [TARGET NAME]
Example : revoke bob
Mages, Clerics, and at later levels, Rangers and Paladins can revoke their
magical abilities using the revoke command. Only one spell or prayer is
revoked using this skill, usually the most recent spell.
Ride The Rigging (Thief_RideTheRigging)
-
Skill : Ride The Rigging
Domain : Sea travel
Available: Pirate
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Movement (54)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RIDERIGGING, RIDETHERIGGING
Usage : RIDERIGGING
Example : riderigging
When on board a ship in combat, this skill can be used to climb up on the ships
rigging and swing over to the enemy ship. The farther the enemy ship is, the
more difficult the skill. A failure when the ship is more than 1 distance away
will mean falling into the drink. This skill will automatically exit combat
with flee penalty, and can be used again to return to the original vessel.
+
Skill : Ride The Rigging
Domain : Sea travel
Available: Pirate
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Movement (54)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : RIDERIGGING, RIDETHERIGGING
Usage : RIDERIGGING
Example : riderigging
When on board a ship in combat, this skill can be used to climb up on the ships
rigging and swing over to the enemy ship. The farther the enemy ship is, the
more difficult the skill. A failure when the ship is more than 1 distance away
will mean falling into the drink. This skill will automatically exit combat
with flee penalty, and can be used again to return to the original vessel.
Rig Ramming Speed (Thief_RammingSpeed)
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Skill : Rig Ramming Speed
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (36) Movement (36)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED
Usage : RIGRAMMINGSPEED
Example : rigrammingspeed
While on their ship, and in combat, the pirate can rig their ship for ramming
speed, gaining bonus movement towards the enemy ship. The ship must be
re-rigged every turn.
+
Skill : Rig Ramming Speed
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (36) Movement (36)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED
Usage : RIGRAMMINGSPEED
Example : rigrammingspeed
While on their ship, and in combat, the pirate can rig their ship for ramming
speed, gaining bonus movement towards the enemy ship. The ship must be
re-rigged every turn.
Skill : Robbery
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I, Cautiously I
Use Cost : Mana (34) Movement (34)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ROBBERY, ROB
Usage : ROBBERY [ITEM NAME] [SHOPKEEPER]
Example : robbery bob
The thief may use this skill to steal items from the inventory of shopkeepers.
Regardless of whether the thief is actually caught, the shopkeeper will be much
less willing to deal with the thief for a period after the robbery.
+
Skill : Robbery
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I, Cautiously I
Use Cost : Mana (34) Movement (34)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : ROBBERY, ROB
Usage : ROBBERY [ITEM NAME] [SHOPKEEPER]
Example : robbery bob
The thief may use this skill to steal items from the inventory of shopkeepers.
Regardless of whether the thief is actually caught, the shopkeeper will be much
less willing to deal with the thief for a period after the robbery.
Skill : Rodsmithing
Domain : Crafting
Available: Arcanist Artisan
Requires : 'Wands' at 75%, and 'Lore' at 75%
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : RODSMITH, RODSMITHING
Usage : RODSMITH (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
Example : rodsmith rod
: : rodsmith list
: : rodsmith list rod
: : rodsmith list all
: : rodsmith scan
: : rodsmith scan bob
: : rodsmith learn rod
This skill allows a player to craft rods from metal, and finials. The extent
of the rods which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the metal he or she wishes to make
the rod from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn to how to make a found item, provided a blank recipe page, or recipe book
with blank pages is in his or her inventory. The metal for rodsmithing is
obtained using the Blacksmith skill and/or Smelting skills, though some recipes
will require additional material obtained by other means. When the player has
both a rod and a finial, then the finial can be put into the rod for additional
benefits using the PUT [FINIAL] [ROD] command.
Roll With Blows (Fighter_Roll)
-
Skill : Roll With Blows
Domain : Evasive
Available: Barbarian Fighter Jester Dancer
Allows : Evasively I
Invoked : Automatic
Example :
While in combat, this skill trims off some of the damage from normal melee
hits.
+
Skill : Roll With Blows
Domain : Evasive
Available: Barbarian Fighter Jester Dancer
Allows : Evasively I
Invoked : Automatic
Example :
While in combat, this skill trims off some of the damage from normal melee
hits.
Rope Swing (Thief_RopeSwing)
-
Skill : Rope Swing
Domain : Binding
Available: Pirate
Allows : Rope Use I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : ROPESWING
Usage : ropeswing ([DISTANCE]/[TARGET NAME])
Example : ropeswing orc
Example : ropeswing 3
If the player is on the deck of a sailing ship, this skill can be used to swing
from the rigging for a bit. During the swing, the player is slightly harder to
hit with missle weapons, and immediately gets away from melee combatants, but
cannot attack anything or perform most actions while swinging. The player can
choose to end the swing either in melee combat with a new given target, or at a
new distance from their current target.
+
Skill : Rope Swing
Domain : Binding
Available: Pirate
Allows : Rope Use I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : ROPESWING
Usage : ropeswing ([DISTANCE]/[TARGET NAME])
Example : ropeswing orc
Example : ropeswing 3
If the player is on the deck of a sailing ship, this skill can be used to swing
from the rigging for a bit. During the swing, the player is slightly harder to
hit with missle weapons, and immediately gets away from melee combatants, but
cannot attack anything or perform most actions while swinging. The player can
choose to end the swing either in melee combat with a new given target, or at a
new distance from their current target.
Running Fight (Thief_RunningFight)
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Skill : Running Fight
Domain : Dirty fighting
Available: Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Invoked : Automatic
Example :
The Thief is able to maneuver his or her fighting opponent into another room by
simply heading that way. The opponent must be in one-on-one combat with the
thief for it to work.
+
Skill : Running Fight
Domain : Dirty fighting
Available: Trapper
Allows : Dirty Fighting I, Combat Fluidity I
Invoked : Automatic
Example :
The Thief is able to maneuver his or her fighting opponent into another room by
simply heading that way. The opponent must be in one-on-one combat with the
thief for it to work.
Safecracking (Thief_Safecracking)
-
Skill : Safecracking
Domain : Criminal
Available: Burglar
Requires : 'Pick Locks'
Allows : Criminal Deviousness I
Invoked : Automatic
Example :
This skill allows a thief the ability to pick the locks on doors which are
normally reserved for a thief of a much higher level. It also allows the thief
to mundanely circumvent a Wizard Lock under certain circumstances.
+
Skill : Safecracking
Domain : Criminal
Available: Burglar
Requires : 'Pick Locks'
Allows : Criminal Deviousness I
Invoked : Automatic
Example :
This skill allows a thief the ability to pick the locks on doors which are
normally reserved for a thief of a much higher level. It also allows the thief
to mundanely circumvent a Wizard Lock under certain circumstances.
Skill : Safehouse
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : SAFEHOUSE
Usage : SAFEHOUSE
Example : safehouse
The thief uses his knowledge of the city to hide out from the law. If the thief
is in an indoor room just off the street, then using this skill will make him
realize that he is probably already in a safehouse, and can remain safely until
he leaves it. If the current room is not a safehouse, the thief will remember
where one is nearby, so that he can go there and hide out
+
Skill : Safehouse
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : SAFEHOUSE
Usage : SAFEHOUSE
Example : safehouse
The thief uses his knowledge of the city to hide out from the law. If the thief
is in an indoor room just off the street, then using this skill will make him
realize that he is probably already in a safehouse, and can remain safely until
he leaves it. If the current room is not a safehouse, the thief will remember
where one is nearby, so that he can go there and hide out
Skill : Salvaging
Domain : Nature lore
Available: Pirate Sailor
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SALVAGE, SALVAGING
Usage : SALVAGE [SHIP NAME]
Example : salvage jolly roger
This skill allows a player to salvage materials from a large sunken (or
sinking) sailing ship, which can then be used by the other common skills.
+
Skill : Salvaging
Domain : Nature lore
Available: Pirate Sailor
Allows : Quick Working I, Quick Worker I, Nature Lore I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SALVAGE, SALVAGING
Usage : SALVAGE [SHIP NAME]
Example : salvage jolly roger
This skill allows a player to salvage materials from a large sunken (or
sinking) sailing ship, which can then be used by the other common skills.
Skill : Sap
Domain : Dirty fighting
Available: Assassin Thief Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (63)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SAP
Usage : SAP [TARGET NAME]
Example : sap orc
The thief delivers a strong well placed blow to the target, knocking them
unconscious for a short amount of time. Like a back-stab, the thief must not
be visible to the target for this to work.
+
Skill : Sap
Domain : Dirty fighting
Available: Assassin Thief Trapper
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (63)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SAP
Usage : SAP [TARGET NAME]
Example : sap orc
The thief delivers a strong well placed blow to the target, knocking them
unconscious for a short amount of time. Like a back-stab, the thief must not
be visible to the target for this to work.
Skill : Satire
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (69)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SATIRE
Usage : SATIRE [TARGET NAME]
Example : satire cityguard
This ability allows the bard to playfully mock and shame an officer of the law
satirically, to his face. Any group members (other than him or herself) wanted
for a crim in that area may be forgiven one warrant if the satire is
successful. Unsuccessful satire will get the bard in trouble with the law.
Even successful satire will occasionally cause trouble for the bard, depending
on the bard's charisma.
+
Skill : Satire
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Mana (69)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SATIRE
Usage : SATIRE [TARGET NAME]
Example : satire cityguard
This ability allows the bard to playfully mock and shame an officer of the law
satirically, to his face. Any group members (other than him or herself) wanted
for a crim in that area may be forgiven one warrant if the satire is
successful. Unsuccessful satire will get the bard in trouble with the law.
Even successful satire will occasionally cause trouble for the bard, depending
on the bard's charisma.
Skill : Scalping
Domain : Anatomy
Available: Barbarian
Allows : Anatomy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCALP, SCALPING
Usage : SCALP [TARGET BODY]
Example : scalp body
With this common skill, a dead body can be scalped, removing the top part of
its head.
+
Skill : Scalping
Domain : Anatomy
Available: Barbarian
Allows : Anatomy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCALP, SCALPING
Usage : SCALP [TARGET BODY]
Example : scalp body
With this common skill, a dead body can be scalped, removing the top part of
its head.
Skill : Scrapping
Domain : Nature lore
Available: Artisan Numerous Classes
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCRAP, SCRAPPING
Usage : SCRAP [ITEM NAME]
Example : scrap longsword
This skill allows a player to scrap one or more identical items into their
component resources, which can then be used by the other common skills. Some
materials require that a fire be built before scrapping can begin. The yield
on scrapping is always 1 pound of material resources per 5 pounds of items.
+
Skill : Scrapping
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : 'Armorsmithing' at 75%, 'Leather Working' at 75%, and 'Tailoring' at
75%
Allows : Quick Working I, Quick Worker I, Nature Lore I, Master Leather
Working
Allows : Master Tailoring, Master Armorsmithing
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCRAP, SCRAPPING
Usage : SCRAP [ITEM NAME]
Example : scrap longsword
This skill allows a player to scrap one or more identical items into their
component resources, which can then be used by the other common skills. Some
materials require that a fire be built before scrapping can begin. The yield
on scrapping is always 1 pound of material resources per 5 pounds of items.
Skill : Scratch
Domain : Dirty fighting
Available: Assassin
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (18)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SCRATCH
Usage : SCRATCH [TARGET NAME]
Example : scratch orc
The thief discreetly uses his or her fingertips to cafully deliver very minor
damage to the target. If done carefully, the target won't know who did it.
+
Skill : Scratch
Domain : Dirty fighting
Available: Assassin
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (18)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SCRATCH
Usage : SCRATCH [TARGET NAME]
Example : scratch orc
The thief discreetly uses his or her fingertips to cafully deliver very minor
damage to the target. If done carefully, the target won't know who did it.
Skill : Scrimshawing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Allows : Lethal Crafting I, Quick Worker I, Quality Crafting I
Allows : Light Crafting I, Counterbalance Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCRIM, SCRIMSHAWING
Usage : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : scrim small table
: : scrim bundle 100 bone
: : scrim list
: : scrim list sword
: : scrim list all
: : scrim mend sword
: : scrim refit earrings
: : scrim scan
: : scrim scan bob
: : scrim learn hand
This skill allows a player to craft bone items, such as chairs and swords. The
extent of the items which can be crafted expands as the player goes up in
level. This command also allows the player to repair any damaged bone weapons
or armor, get info on a list item, refit any armor which may be the wrong size,
or learn to how to scrim a found item, provided a blank recipe page, or recipe
book with blank pages is in his or her inventory. To begin scrimshawing a new
item, the player must have placed the bone he or she wishes to make the item
from on the ground. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter. The raw
bone for scrimshaw is found using the Butchering skill.
+
Skill : Scrimshawing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Sculpting'
Allows : Counterbalance Crafting I, Quality Crafting I, Quick Worker I
Allows : Light Crafting I, Light Shaping I, Durable Shaping I
Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
Allows : Quality Shaping I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCRIM, SCRIMSHAWING
Usage : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : scrim small table
: : scrim bundle 100 bone
: : scrim list
: : scrim list sword
: : scrim list all
: : scrim mend sword
: : scrim refit earrings
: : scrim scan
: : scrim scan bob
: : scrim learn hand
This skill allows a player to craft bone items, such as chairs and swords. The
extent of the items which can be crafted expands as the player goes up in
level. This command also allows the player to repair any damaged bone weapons
or armor, get info on a list item, refit any armor which may be the wrong size,
or learn to how to scrim a found item, provided a blank recipe page, or recipe
book with blank pages is in his or her inventory. To begin scrimshawing a new
item, the player must have placed the bone he or she wishes to make the item
from on the ground. The player may also scan the room or other players for
equipment that may be mended by this skill, using the scan parameter. The raw
bone for scrimshaw is found using the Butchering skill.
Scroll Scribing (ScrollScribing)
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Skill : Scroll Scribing
Domain : Crafting
Available: Scholar Numerous Classes
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING
Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]
Usage : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]
Example : enscribe iron grip scroll
: : enscribe list
: : enscribe list all
: : enscribe list iron
: : enscribe iron grip from "scroll of iron grip" "a scroll"
This skill allows the player to scribe a magic scroll from a limited list that
must include one of the spells the player knows or to transcribe any spell from
one scroll from to another scroll, consuming one of the charges from the source
scroll. To do this, the player must have a piece of scroll paper with
sufficient blank space on it to make the scroll out of. Many scrolls require
scribing components. Also, the player must have mastered the spell before
attempting to scribe a new scroll from it. Lastly, while the player might lose
some mana and experience for scribing a new spell onto a scroll, transcribing a
spell from one scroll to another is relatively free.
+
Skill : Scroll Scribing
Domain : Crafting
Available: Scholar Numerous Classes
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING
Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]
Usage : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]
Example : enscribe iron grip scroll
: : enscribe list
: : enscribe list all
: : enscribe list iron
: : enscribe iron grip from "scroll of iron grip" "a scroll"
This skill allows the player to scribe a magic scroll from a limited list that
must include one of the spells the player knows or to transcribe any spell from
one scroll from to another scroll, consuming one of the charges from the source
scroll. To do this, the player must have a piece of scroll paper with
sufficient blank space on it to make the scroll out of. Many scrolls require
scribing components. Also, the player must have mastered the spell before
attempting to scribe a new scroll from it. Lastly, while the player might lose
some mana and experience for scribing a new spell onto a scroll, transcribing a
spell from one scroll to another is relatively free.
Skill : Sculpting
Domain : Crafting
Available: Numerous Classes
Requires : A base constitution of at least 10.
Allows : Scrimshawing, Masonry, Excavation, Quick Worker I
Allows : Quality Crafting I, Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCULPT, SCULPTING
Usage : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
(PARAMETER)
Example : sculpt bench
: : sculpt bundle 100 stone
: : sculpt statue of the great Alramus
: : sculpt list
: : sculpt list statue
: : sculpt list all
: : sculpt mend avalanche
: : sculpt scan
: : sculpt scan bob
: : sculpt learn throne
This skill allows a player to sculpt stone items, such as statues and
furniture, or mend any broken stone weapons or armor. The extent of the items
which can be crafted expands as the player goes up in level. To begin
crafting, the player must have placed the stone he or she wishes to make the
item from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn to how to sculpt a found item, provided a blank recipe page, or recipe
book with blank pages is in his or her inventory. The raw stone for sculpting
is found using the Digging or Mining skills.
+
Skill : Sculpting
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base constitution of at least 10.
Allows : Quality Crafting I, Blunt Weapon Proficiency, Quick Worker I
Allows : Light Crafting I, Light Shaping I, Excavation, Advanced Crafting I
Allows : Quick Crafting I, Masonry, Quality Shaping I, Scrimshawing
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SCULPT, SCULPTING
Usage : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
(PARAMETER)
Example : sculpt bench
: : sculpt bundle 100 stone
: : sculpt statue of the great Alramus
: : sculpt list
: : sculpt list statue
: : sculpt list all
: : sculpt mend avalanche
: : sculpt scan
: : sculpt scan bob
: : sculpt learn throne
This skill allows a player to sculpt stone items, such as statues and
furniture, or mend any broken stone weapons or armor. The extent of the items
which can be crafted expands as the player goes up in level. To begin
crafting, the player must have placed the stone he or she wishes to make the
item from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn to how to sculpt a found item, provided a blank recipe page, or recipe
book with blank pages is in his or her inventory. The raw stone for sculpting
is found using the Digging or Mining skills.
Skill : Scuttle
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SCUTTLE
Usage : SCUTTLE
Example : scuttle
This skill allows the rogue to intentionally damage a seagoing vessel in such a
way as to cause it to sink. The player must already be aboard the ship, and
must be the last living being aboard. They must also have permission to
scuttle the vessel, either because they own it, or because it is an enemy
vessel.
+
Skill : Scuttle
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (63)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SCUTTLE
Usage : SCUTTLE
Example : scuttle
This skill allows the rogue to intentionally damage a seagoing vessel in such a
way as to cause it to sink. The player must already be aboard the ship, and
must be the last living being aboard. They must also have permission to
scuttle the vessel, either because they own it, or because it is an enemy
vessel.
Sea Charting (Skill_SeaCharting)
-
Skill : Sea Charting
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I, Sea Navigation, Intercept Ship
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SEACHARTING, SEACHART
Usage : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]
Example : seachart add
Example : seachart remove 1
Example : seachart list
Example : seachart distance 2
This skill allows the player to keep track of various points of the sea on his
or her nautical charts, from within a boat or sailing ship. Use the ADD
command to add your ships current location to the list of charted points. Use
LIST to list all previous places added. Use REMOVE followed by one of the
numbers from the LIST to remove an old point. Use DISTANCE followed by one of
the numbers from the LIST to see the number of sea rooms between the ships
current location and that nautical chart point.
+
Skill : Sea Charting
Domain : Sea travel
Available: Pirate Sailor
Allows : Intercept Ship, Ranged Sailing I, Reduced Sailing I
Allows : Power Sailing I, Sea Navigation, Extended Sailing I
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SEACHARTING, SEACHART
Usage : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]
Example : seachart add
Example : seachart remove 1
Example : seachart list
Example : seachart distance 2
This skill allows the player to keep track of various points of the sea on his
or her nautical charts, from within a boat or sailing ship. Use the ADD
command to add your ships current location to the list of charted points. Use
LIST to list all previous places added. Use REMOVE followed by one of the
numbers from the LIST to remove an old point. Use DISTANCE followed by one of
the numbers from the LIST to see the number of sea rooms between the ships
current location and that nautical chart point.
Skill : Sea Legs
Domain : Sea travel
Available: Pirate Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Invoked : Automatic
This skill allows the player to remain on his or her feet despite certain
magical or physical attempts to get them off their feel while on the deck of
their ship. It also provides immunity to sea sickness.
+
Skill : Sea Legs
Domain : Sea travel
Available: Pirate Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Invoked : Automatic
This skill allows the player to remain on his or her feet despite certain
magical or physical attempts to get them off their feel while on the deck of
their ship. It also provides immunity to sea sickness.
Skill : Sea Lore
Domain : Water lore
Available: Mer
Allows : Water Lore I
Invoked : Automatic
Usage : automatic
Example :
So long as the Druid is in the water, he or she will have a advantage in
attack, damage, and armor adjustements.
+
Skill : Sea Lore
Domain : Water lore
Available: Mer
Allows : Water Lore I
Invoked : Automatic
Usage : automatic
Example :
So long as the Druid is in the water, he or she will have a advantage in
attack, damage, and armor adjustements.
Sea Maneuvers (Skill_SeaManeuvers)
-
Skill : Sea Maneuvers
Domain : Sea travel
Available: Sailor
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Invoked : Automatic
During ship combat, this skill will allow the player who passes their
proficiency check to make sharper turns with their ship, even to going in an
opposite direction at the end of a round. This allows the ship to make more
maneuvers per combat round when changing directions.
+
Skill : Sea Maneuvers
Domain : Sea travel
Available: Sailor
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Invoked : Automatic
During ship combat, this skill will allow the player who passes their
proficiency check to make sharper turns with their ship, even to going in an
opposite direction at the end of a round. This allows the ship to make more
maneuvers per combat round when changing directions.
Sea Navigation (Skill_SeaNavigation)
-
Skill : Sea Navigation
Domain : Sea travel
Available: Pirate Sailor
Requires : 'Sea Charting'
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (31) Movement (31)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SEANAVIGATION, SEANAVIGATE
Usage : SEANAVIGATE [NUMBER]
Example : seanavigate 3
This skill works with the charts created with the Sea Charting skill to find
the direction the player must steer their ship in order to reach a charted
location. If the sailor has the authority and ability to set a course on a
large ship, that will be done automatically. Otherwise, the directions from
the current boat location will be given.
+
Skill : Sea Navigation
Domain : Sea travel
Available: Pirate Sailor
Requires : 'Sea Charting'
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (31) Movement (31)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SEANAVIGATION, SEANAVIGATE
Usage : SEANAVIGATE [NUMBER]
Example : seanavigate 3
This skill works with the charts created with the Sea Charting skill to find
the direction the player must steer their ship in order to reach a charted
location. If the sailor has the authority and ability to set a course on a
large ship, that will be done automatically. Otherwise, the directions from
the current boat location will be given.
Skill : Searching
Domain : Alert
Available: Artisan Numerous Classes
Allows : Vigilantly I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SEARCH, SEARCHING
Usage : SEARCH
Example : search
This skill allows a player to spend some time looking around a room. For this
duration of the search, any hidden items will become apparent to the one
searching. Once the search is completed, hidden items or mobs still in the
room may no longer be seen.
+
Skill : Searching
Domain : Alert
Available: Artisan Numerous Classes
Allows : Quick Working I, Quick Worker I, Wilderness Lore
Allows : Vigilantly I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SEARCH, SEARCHING
Usage : SEARCH
Example : search
This skill allows a player to spend some time looking around a room. For this
duration of the search, any hidden items will become apparent to the one
searching. Once the search is completed, hidden items or mobs still in the
room may no longer be seen.
Second Attack (Skill_Attack2)
-
Skill : Second Attack
Domain : Martial lore
Available: Assassin Beastmaster Fighter Templar
Available: Several Classes Numerous Classes
Allows : Combat Fluidity I, Martial Lore I, Third Attack
Invoked : Automatic
Example :
Allows the affected character to deliver a second attack during their round.
These attacks will be slightly less effective than primary attacks.
+
Skill : Second Attack
Domain : Martial lore
Available: Assassin Beastmaster Fighter Templar
Available: Several Classes Numerous Classes
Allows : Third Attack, Martial Lore I, Combat Fluidity I
Invoked : Automatic
Allows the affected character to deliver a second attack during their round.
These attacks will be slightly less effective than primary attacks.
Second Totem (Druid_ShapeShift2)
-
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
+
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
Secret Writing (Skill_SecretWriting)
-
Skill : SECRET WRITING
Usage : SWRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : swrite parchment From recall, go nseeseenwesee
This skill allows one to write invisible messages in common language onto
ordinary paper, parchments, and similar writing material. This will fail if
the document is already written in a language other than common.
When writing on a journal, you need not specify any parameters when using this
command.
+
Skill : SECRET WRITING
Usage : SWRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : swrite parchment From recall, go nseeseenwesee
This skill allows one to write invisible messages in common language onto
ordinary paper, parchments, and similar writing material. This will fail if
the document is already written in a language other than common.
When writing on a journal, you need not specify any parameters when using this
command.
Skill : Sense Law
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Invoked : Automatic
Example :
The thief gains an uncanny ability to sense law enforcement officials in the
same room or any adjacent room, even if they are invisible or unseen.
+
Skill : Sense Law
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Invoked : Automatic
Example :
The thief gains an uncanny ability to sense law enforcement officials in the
same room or any adjacent room, even if they are invisible or unseen.
Sense Snares and Pits (Ranger_SenseTraps)
-
Skill : Sense Snares and Pits
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Invoked : Automatic
Example :
The Ranger has the natural ability to sense snares, pits, and other kinds of
traps while roaming around outdoors.
+
Skill : Sense Snares and Pits
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Invoked : Automatic
Example :
The Ranger has the natural ability to sense snares, pits, and other kinds of
traps while roaming around outdoors.
Skill : Set Alarm
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Exits
Range : Touch, or not applicable
Commands : SETALARM
Usage : SETALARM [DIRECTIONNAME]
Example : setalarm east
This skill allows a trap to be set on a door. Should the door be opened, an
alarm will be set off which can be heard from many rooms away. Many mobile
creatures in the area will come running to the rooms, curious about the noise.
Once the alarm has run out, they will disperse. The number and levels of mobs
who come running will depend on skill and expertise, and a particular mob will
be difficult to fool twice.
+
Skill : Set Alarm
Domain : Trapping
Available: Trapper
Allows : Trapping I
Use Cost : Mana (35) Movement (35)
Quality : Circumstantial
Targets : Exits
Range : Touch, or not applicable
Commands : SETALARM
Usage : SETALARM [DIRECTIONNAME]
Example : setalarm east
This skill allows a trap to be set on a door. Should the door be opened, an
alarm will be set off which can be heard from many rooms away. Many mobile
creatures in the area will come running to the rooms, curious about the noise.
Once the alarm has run out, they will disperse. The number and levels of mobs
who come running will depend on skill and expertise, and a particular mob will
be difficult to fool twice.
Set Decoys (Thief_SetDecoys)
-
Skill : Set Decoys
Domain : Deceptive
Available: Thief
Allows : Deceptive I
Use Cost : Mana (34) Movement (34)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SETDECOYS, DECOYS
Usage : SETDECOYS
Example : setdecoys
This skill sets a series of decoys that, during the heat of combat, will fool
the thiefs opponents into thinking that he or she is actually where the decoy
is. The victim is fooled into running towards the decoy until they realize
their mistake. This has the effect of putting the victim at a distant range
from the thief for a time. After the trap is set, the decoys will begin
popping up every so often for a duration.
+
Skill : Set Decoys
Domain : Deceptive
Available: Thief
Allows : Deceptive I
Use Cost : Mana (34) Movement (34)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SETDECOYS, DECOYS
Usage : SETDECOYS
Example : setdecoys
This skill sets a series of decoys that, during the heat of combat, will fool
the thiefs opponents into thinking that he or she is actually where the decoy
is. The victim is fooled into running towards the decoy until they realize
their mistake. This has the effect of putting the victim at a distant range
from the thief for a time. After the trap is set, the decoys will begin
popping up every so often for a duration.
Skill : Set Snare
Domain : Trapping
Available: Ranger
Allows : Trapping I
Use Cost : Mana (31) Movement (31)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SETSNARE
Usage : SETSNARE
Example : setsnare
The ranger carefully sets a snare on the outdoor room, tripping up and binding
anyone who runs into it. Snares will be permanent on owned property.
+
Skill : Set Snare
Domain : Trapping
Available: Ranger
Allows : Trapping I
Use Cost : Mana (31) Movement (31)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SETSNARE
Usage : SETSNARE
Example : setsnare
The ranger carefully sets a snare on the outdoor room, tripping up and binding
anyone who runs into it. Snares will be permanent on owned property.
Skill : Shadow
Domain : Stealthy
Available: Arcanist Assassin Thief Trapper
Allows : Stealthy I, Shadow I
Use Cost : Mana (29) Movement (29)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SHADOW
Usage : shadow [TARGET NAME]
Example : shadow orc
If the thief is hidden, or otherwise invisible to the target, this skill will
allow the thief to follow them perfectly while remaining hidden. Entering
'shadow' again will stop the shadowing.
+
Skill : Shadow
Domain : Stealthy
Available: Arcanist Assassin Thief Trapper
Allows : Shadow I, Stealthy I
Use Cost : Mana (29) Movement (29)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SHADOW
Usage : shadow [TARGET NAME]
Example : shadow orc
If the thief is hidden, or otherwise invisible to the target, this skill will
allow the thief to follow them perfectly while remaining hidden. Entering
'shadow' again will stop the shadowing.
Shadowpass (Thief_Shadowpass)
-
Skill : Shadowpass
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Movement (64)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SHADOWPASS
Usage : SHADOWPASS [DIRECTION LIST...]
Example : shadowpass 4n 3e 3s e s w
This ability allows the thief to pass from one dark room to another, avoiding
traps, and slipping through doors and entryways. The starting room, and the
room represented by the end of the trail must both be in utter darkness,
regardless of the rooms in between, or the shadowpass will fail. The thief is
unable to take any followers or mounts on his journey.
+
Skill : Shadowpass
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Movement (64)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SHADOWPASS
Usage : SHADOWPASS [DIRECTION LIST...]
Example : shadowpass 4n 3e 3s e s w
This ability allows the thief to pass from one dark room to another, avoiding
traps, and slipping through doors and entryways. The starting room, and the
room represented by the end of the trail must both be in utter darkness,
regardless of the rooms in between, or the shadowpass will fail. The thief is
unable to take any followers or mounts on his journey.
Shadowstrike (Thief_Shadowstrike)
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Skill : Shadowstrike
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SHADOWSTRIKE
Usage : SHADOWSTRIKE [TARGET NAME]
Example : shadowstrike orc
If the thief is unseen (hidden especially) by the target, then a sneaky melee
strike can be made. Following the strike, the thief will instantly try to
recover their hidden position. The target will be totally unaware of where the
attack came from.
+
Skill : Shadowstrike
Domain : Stealthy
Available: Assassin
Allows : Stealthy I
Use Cost : Movement (100)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SHADOWSTRIKE
Usage : SHADOWSTRIKE [TARGET NAME]
Example : shadowstrike orc
If the thief is unseen (hidden especially) by the target, then a sneaky melee
strike can be made. Following the strike, the thief will instantly try to
recover their hidden position. The target will be totally unaware of where the
attack came from.
Skill : Shame
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : SHAME
Usage : SHAME [PLAYER NAME] (RL TIME)
Example : shame gunther
Example : shame gunther 3 hours
From anywhere on the map, the player with this skill can shame the target
mob/player making them unable to effectively interact with shopkeepers or to be
spoken to or about.
Shape Shift (Druid_ShapeShift)
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Skill : Shape Shift
Domain : Shape shifting
Available: Several Classes
Allows : Shapeshifting I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SHAPESHIFT
Usage : SHAPESHIFT (FORM)
Example : shapeshift
Example : shapeshift list
Example : shapeshift cub
Throughout his or her life, a Druid will have a particular creature which he or
she may change to and from at will. By entering into this chant in any shape,
the druid may change to their special animal form. The animal form will
progress as the Druid gains in levels. Entering the command again allows the
druid to revert to human form. A higher level druid may optionally specify a
lower version of their form to assume that. Use shapeshift list to see all
available forms.
+
Skill : Shape Shift
Domain : Shape shifting
Available: Several Classes
Allows : Shapeshifting I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SHAPESHIFT
Usage : SHAPESHIFT (FORM)
Example : shapeshift
Example : shapeshift list
Example : shapeshift cub
Throughout his or her life, a Druid will have a particular creature which he or
she may change to and from at will. By entering into this chant in any shape,
the druid may change to their special animal form. The animal form will
progress as the Druid gains in levels. Entering the command again allows the
druid to revert to human form. A higher level druid may optionally specify a
lower version of their form to assume that. Use shapeshift list to see all
available forms.
Skill : Shearing
Domain : Animal affinity
Available: Artisan Numerous Classes
Allows : Master Shearing, Quick Worker I, Animal Affinity I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SHEAR, SHEARING
Usage : SHEAR [TARGET]
Example : shear sheep
With this common skill, you can shear the wool off of a sheeps body, or at
least as much of it as you can.
+
Skill : Shearing
Domain : Animal affinity
Available: Numerous Classes
Allows : Textiling, Animal Affinity I, Quick Working I, Quick Worker I
Allows : Animal Husbandry, Master Shearing, Branding
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SHEAR, SHEARING
Usage : SHEAR [TARGET]
Example : shear sheep
With this common skill, you can shear the wool off of a sheeps body, or at
least as much of it as you can.
Skill : Shield Bash
Domain : Shield use
Available: Templar Several Classes
Allows : Shield Using I, AutoBash
Use Cost : Movement (54)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BASH
Usage : BASH [TARGET NAME]
Example : bash orc
The fighter uses their shield as a weapon, delivering an otherwise additional
blow to the target in combat.
+
Skill : Shield Bash
Domain : Shield use
Available: Templar Several Classes
Allows : Shield Using I, AutoBash
Use Cost : Movement (54)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : BASH
Usage : BASH [TARGET NAME]
Example : bash orc
The fighter uses their shield as a weapon, delivering an otherwise additional
blow to the target in combat.
Shield Block (Fighter_ShieldBlock)
-
Skill : Shield Block
Domain : Shield use
Available: Fighter
Allows : Shield Using I
Invoked : Automatic
Example :
So long as the Fighter is holding a shield, he has a chance to totally block
weapon attacks coming at him or her.
+
Skill : Shield Block
Domain : Shield use
Available: Fighter
Allows : Shield Using I
Invoked : Automatic
Example :
So long as the Fighter is holding a shield, he has a chance to totally block
weapon attacks coming at him or her.
+
Shield Familiarity (Familiarity_Shield)
+
Skill : Shield Familiarity
Domain : Armor use
Available: Artisan
Requires : 'Carpentry' at 75%, and 'Blacksmithing' at 75%
Allows : Armor Optimizing I
Invoked : Automatic
The player is familiar with shields they have crafted themselves, gaining an
armor bonus from using the product of their own hands.
Shield Specialization (Specialization_Shield)
-
Skill : Shield Specialization
Domain : Weapon use
Available: Several Classes
Allows : Weaponsmithing, Shield Focus I, Master Weaponsmithing
Allows : Shield Striking I
Invoked : Automatic
The player is adept with a shield, gaining bonuses to attack and damage when
using a shield as a weapon in combat (such as Shield Bash). Can also allow the
use of higher level shields if the focus expertise is taken.
+
Skill : Shield Specialization
Domain : Weapon use
Available: Several Classes
Allows : Shield Striking I, Weaponsmithing, Shield Focus I
Invoked : Automatic
The player is adept with a shield, gaining bonuses to attack and damage when
using a shield as a weapon in combat (such as Shield Bash). Can also allow the
use of higher level shields if the focus expertise is taken.
Skill : Ship Building
Domain : Crafting
Available: Artisan Sailor Numerous Classes
Requires : 'Carpentry'
Requires : A base wisdom of at least 12.
Allows : Quick Worker I, Ingenious Engineering I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT
Usage : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
Example : shipwright canoe
: : shipwright list
: : shipwright list canoe
: : shipwright list all
: : shipwright mend canoe
: : shipwright scan
: : shipwright scan bob
: : shipwright learn boat
: : shipwright title The Cargo Deck
: : shipwright desc This is a beautiful cargo deck!
: : shipwright door east
: : shipwright demolish east
This skill allows a player to craft wooden boats, and alter great ships they
own. The extent of the items which can be crafted expands as the player goes
up in level. This command also allows the player to repair any damaged wooden
boats, or combat damage on great ships. To begin carving a new item, the
player must have placed the wood he or she wishes to make the item from on the
ground. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for building is found using the Chopping skill.
+
Skill : Ship Building
Domain : Crafting
Available: Artisan Sailor Numerous Classes
Requires : 'Boatwrighting' at 100%
Requires : A base intelligence of at least 12.
Allows : Find Ship, Quick Worker I, Ingenious Engineering I
Allows : Advanced Crafting I, Quick Crafting I, Ship Lore
Use Cost : Movement (29)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT
Usage : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
Example : shipwright cruiser
: : shipwright list
: : shipwright list cruiser
: : shipwright list all
: : shipwright mend cruiser
: : shipwright scan
: : shipwright scan bob
: : shipwright title The Cargo Deck
: : shipwright desc This is a beautiful cargo deck!
: : shipwright door east
: : shipwright demolish east
This skill allows a player to craft large sailing ships, and alter great ships
they own. The extent of the items which can be crafted expands as the player
goes up in level. This command also allows the player to repair any combat
damage on great ships. To begin building a new item, the player must have
placed the wood he or she wishes to make the item from on the ground. Items
crafted with balsa can be done with half the required wood listed, while items
crafted with ironwood will require twice the required wood listed. The raw wood
for building is found using the Chopping skill.
+
Ship Lore (Skill_ShipLore)
+
Skill : Ship Lore
Domain : Water lore
Available: Artisan Pirate Sailor
Requires : 'Ship Building' at 75%
Allows : Water Lore I
Use Cost : Mana (51)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SHIPLORE, SLORE
Usage : SHIPLORE [SHIP NAME] (REPORT)
Example : shiplore list
Example : slore raging dragon
Example : slore "raging dragon" report
Through extensive education, the player is able to recall random bits of
information about a ship they can see. Each level of expertise enlarges the
number of factoids recalled per attempt. Failing a proficiency check requires a
few extra seconds of remembering, however. The REPORT argument will cause the
results to be recited out loud. An attempt to recall information about a ship
you cannot presently see will reduce or eliminate your chances of remembering,
depending on expertise.
Skill : Shrug Off
Domain : Fitness
Available: Barbarian
Allows : Fitness I
Use Cost : Movement (80)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : BRACE
Usage : BRACE
Example : shrugoff
The Barbarian braces him or herself for the next blow, allowing that blow to be
shrugged off without any damage.
+
Skill : Shrug Off
Domain : Fitness
Available: Barbarian
Allows : Fitness I
Use Cost : Movement (80)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : BRACE
Usage : BRACE
Example : shrugoff
The Barbarian braces him or herself for the next blow, allowing that blow to be
shrugged off without any damage.
Skill : Shuffle
Domain : Foolishness
Available: Charlatan
Allows : Foolmaking I
Use Cost : Movement (66)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SHUFFLE
Example :
This strange but very useful skill allows the player to rearrange the order of
the people in the room by running around and bumping into them.
+
Skill : Shuffle
Domain : Foolishness
Available: Charlatan
Allows : Foolmaking I
Use Cost : Movement (66)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SHUFFLE
Example :
This strange but very useful skill allows the player to rearrange the order of
the people in the room by running around and bumping into them.
Skill : Shush
Domain : Influential
Available: Scholar
Allows : Influencing I
Use Cost : Mana (33) Movement (33)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : SHUSH
Usage : SHUSH [TARGET]
Example : shush orc
The player is so intimidatingly adept at keeping others quiet, that he or she
can give the universal SHUSH to a target and often make them agree to whisper
and refrain from loud noises like spell casting for a time.
+
Skill : Shush
Domain : Influential
Available: Scholar
Allows : Influencing I
Use Cost : Mana (33) Movement (33)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : SHUSH
Usage : SHUSH [TARGET]
Example : shush orc
The player is so intimidatingly adept at keeping others quiet, that he or she
can give the universal SHUSH to a target and often make them agree to whisper
and refrain from loud noises like spell casting for a time.
Side Kick (Fighter_SideKick)
-
Skill : Side Kick
Domain : Kicking
Available: Monk
Allows : Combat Fluidity I, Iron Kicking I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift side kick. This attack is only delivered to a
combatant which the monk is not currently targeting, but with whom the monk is
in melee combat all the same.
+
Skill : Side Kick
Domain : Kicking
Available: Monk
Allows : Iron Kicking I, Combat Fluidity I
Invoked : Automatic
Example :
So long as the Monk is unarmed, he or she has this ability to deliver an extra
attack per round using a swift side kick. This attack is only delivered to a
combatant which the monk is not currently targeting, but with whom the monk is
in melee combat all the same.
Siege Weapon Specialization (Specialization_SiegeWeapon)
-
Skill : Siege Weapon Specialization
Domain : Weapon use
Available: Sailor
Allows : Siege Bashing I, Weaponsmithing, Master Weaponsmithing
Invoked : Automatic
The player is a siege weapon master, gaining bonuses to damage when used during
combat.
+
Skill : Siege Weapon Specialization
Domain : Weapon use
Available: Sailor
Allows : Weaponsmithing, Siege Bashing I
Invoked : Automatic
The player is a siege weapon master, gaining bonuses to damage when used during
combat.
Skill : Siegecraft
Domain : Crafting
Available: Artisan Sailor Numerous Classes
Requires : 'Carpentry'
Requires : A base strength of at least 12.
Allows : Quick Worker I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SIEGECRAFT
Usage : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE]
Example : SIEGECRAFT catapult
: : SIEGECRAFT list
: : SIEGECRAFT list catapult
: : SIEGECRAFT list all
: : SIEGECRAFT learn catapult
This skill allows a player to craft siege weapons for ship combat, such as
trebuchets, catapults, and ballistas, as well as the necessary ammunitions
(shots, boulders and bolts, respectively). The extent of the items which can be
crafted expands as the player goes up in level. To begin siegcrafting, the
player must have placed the wood he or she wishes to make the item from on the
ground. The raw wood and stone for siegecraft is obtained by using the Chopping
and Mining skills. Light siege weapons are anti-personnel only, damaging a
ship's crew, but not the ship itself, and can hold multiple rounds of
ammunition hitting multiple targets. Heavy siege weapons have longer range and
do more damage. The player may also learn how to craft found items, provided a
blank recipe page, or recipe book with blank pages is in his or her inventory.
Bear in mind that many of these weapons are constructed in-place and may be
difficult to be picked up and moved once completed.
+
Skill : Siegecraft
Domain : Crafting
Available: Artisan Sailor Numerous Classes
Requires : 'Carpentry'
Requires : A base strength of at least 12.
Allows : Master Wood Chopping, Quality Fabricating I, Quick Worker I
Allows : Advanced Crafting I, Quick Crafting I, Light Fabricating I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SIEGECRAFT
Usage : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE]
Example : SIEGECRAFT catapult
: : SIEGECRAFT list
: : SIEGECRAFT list catapult
: : SIEGECRAFT list all
: : SIEGECRAFT learn catapult
This skill allows a player to craft siege weapons for ship combat, such as
trebuchets, catapults, and ballistas, as well as the necessary ammunitions
(shots, boulders and bolts, respectively). The extent of the items which can be
crafted expands as the player goes up in level. To begin siegcrafting, the
player must have placed the wood he or she wishes to make the item from on the
ground. The raw wood and stone for siegecraft is obtained by using the Chopping
and Mining skills. Light siege weapons are anti-personnel only, damaging a
ship's crew, but not the ship itself, and can hold multiple rounds of
ammunition hitting multiple targets. Heavy siege weapons have longer range and
do more damage. The player may also learn how to craft found items, provided a
blank recipe page, or recipe book with blank pages is in his or her inventory.
Bear in mind that many of these weapons are constructed in-place and may be
difficult to be picked up and moved once completed.
Silent AutoGold (Thief_SilentGold)
-
Skill : Silent AutoGold
Domain : Stealing
Available: Burglar Thief
Allows : Theft Mastery I
Use Cost : Mana (65)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SILENTGOLD
Usage : SILENTGOLD
Example : silentgold
This command is similar to the AUTOGOLD command, which allows a player to
automatically take gold from the corpse of a defeated monster. If the player
is in a group when AUTOGOLD is used, the gold is evenly distributed among the
players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on the thief
will automatically, and without anyone knowing, take 10% of a defeated monsters
gold. This will work regardless of whether the thief played any part in the
defeat of the monster, or is even a member of the group which defeated the
monster. Also, the gold taken is "off the top" of any gold which may be
obtained while the thief is part of a group.
+
Skill : Silent AutoGold
Domain : Stealing
Available: Burglar Thief
Allows : Theft Mastery I
Use Cost : Mana (65)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SILENTGOLD
Usage : SILENTGOLD
Example : silentgold
This command is similar to the AUTOGOLD command, which allows a player to
automatically take gold from the corpse of a defeated monster. If the player
is in a group when AUTOGOLD is used, the gold is evenly distributed among the
players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on the thief
will automatically, and without anyone knowing, take 10% of a defeated monsters
gold. This will work regardless of whether the thief played any part in the
defeat of the monster, or is even a member of the group which defeated the
monster. Also, the gold taken is "off the top" of any gold which may be
obtained while the thief is part of a group.
Silent AutoLoot (Thief_SilentLoot)
-
Skill : Silent AutoLoot
Domain : Stealing
Available: Burglar Pirate Thief
Allows : Theft Mastery I
Use Cost : Mana (66)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SILENTLOOT
Usage : SILENTLOOT
Example : silentloot
This command is similar to the AUTOLOOT command, which allows a player to
automatically take items from the corpse of a defeated monster. SILENTLOOT,
like AUTOLOOT, is toggled on and off. When on the thief will automatically,
and without anyone knowing, take one of a defeated monsters items. This will
work regardless of whether the thief played any part in the defeat of the
monster, or is even a member of the group which defeated the monster.
+
Skill : Silent AutoLoot
Domain : Stealing
Available: Burglar Pirate Thief
Allows : Theft Mastery I
Use Cost : Mana (66)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SILENTLOOT
Usage : SILENTLOOT
Example : silentloot
This command is similar to the AUTOLOOT command, which allows a player to
automatically take items from the corpse of a defeated monster. SILENTLOOT,
like AUTOLOOT, is toggled on and off. When on the thief will automatically,
and without anyone knowing, take one of a defeated monsters items. This will
work regardless of whether the thief played any part in the defeat of the
monster, or is even a member of the group which defeated the monster.
Silent Drop (Thief_SilentDrop)
-
Skill : Silent Drop
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SILENTDROP, SDROP
Usage : SILENTDROP [TARGET ITEM]
Example : silentdrop gold
This command is similar to the drop command, except that the thief is able to
drop the item without anyone else knowing about it.
+
Skill : Silent Drop
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (33) Movement (33)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SILENTDROP, SDROP
Usage : SILENTDROP [TARGET ITEM]
Example : silentdrop gold
This command is similar to the drop command, except that the thief is able to
drop the item without anyone else knowing about it.
Silent Open (Thief_SilentOpen)
-
Skill : Silent Open
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : SILENTOPEN, SOPEN
Usage : SILENTOPEN [TARGET ITEM]
Example : silentopen door
This command is similar to the open command, except that the thief is able to
open the container or door without anyone else knowing about it.
+
Skill : Silent Open
Domain : Stealthy
Available: Burglar
Allows : Stealthy I
Use Cost : Mana (34) Movement (34)
Quality : Circumstantial
Targets : Items Exits
Range : Touch, or not applicable
Commands : SILENTOPEN, SOPEN
Usage : SILENTOPEN [TARGET ITEM]
Example : silentopen door
This command is similar to the open command, except that the thief is able to
open the container or door without anyone else knowing about it.
Silent Running (Thief_SilentRunning)
-
Skill : Silent Running
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (40) Movement (40)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SSNEAK, SILENTRUN
Usage : SSNEAK ([DIRECTION] ([DIRECTION])...)
Example : ssneak
Example : ssneak north north east east
The pirate uses his superior sailing skills to rig the ship for silent running,
so that no one will see the ship come into range. This skill can be used to
set a course, or can be used before setting a COURSE using the mundane
commands. Once the course has been followed, however, the pirate will
automatically attempt to Hide Ship in the destination room.
+
Skill : Silent Running
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (40) Movement (40)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : SSNEAK, SILENTRUN
Usage : SSNEAK ([DIRECTION] ([DIRECTION])...)
Example : ssneak
Example : ssneak north north east east
The pirate uses his superior sailing skills to rig the ship for silent running,
so that no one will see the ship come into range. This skill can be used to
set a course, or can be used before setting a COURSE using the mundane
commands. Once the course has been followed, however, the pirate will
automatically attempt to Hide Ship in the destination room.
Skillcraft (Skill_Skillcraft)
-
Skill : Skillcraft
Domain : Street smarts
Available: Oracle Scholar
Allows : Street Lore I
Invoked : Automatic
Example :
The player is so knowledgable about uncommon skills that he or she can identify
skills in his or her presence by name. The players ability to identify more
powerful skills will go up in level as he or she does.
+
Skill : Skillcraft
Domain : Street smarts
Available: Oracle Scholar
Allows : Street Lore I
Invoked : Automatic
Example :
The player is so knowledgable about uncommon skills that he or she can identify
skills in his or her presence by name. The players ability to identify more
powerful skills will go up in level as he or she does.
Skill : Slapstick
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (54)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLAPSTICK
Usage : SLAPSTICK [TARGET NAME]
Example : slapstick orc
This will cause the player to perform some random slapstick comedy to or for
the target. The result will be a loss of mana, which the target will not even
feel.
+
Skill : Slapstick
Domain : Foolishness
Available: Jester
Allows : Foolmaking I
Use Cost : Movement (54)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLAPSTICK
Usage : SLAPSTICK [TARGET NAME]
Example : slapstick orc
This will cause the player to perform some random slapstick comedy to or for
the target. The result will be a loss of mana, which the target will not even
feel.
Slave Trading (SlaveTrading)
-
Skill : Slave Trading
Domain : Criminal
Available: Gaoler
Allows : Quick Worker I, Criminal Deviousness I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL
Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME])
Example : ssell boy shopkeeper
Example : ssell boy
This skill allows the player to sell slaves to shopkeepers who deal in them.
+
Skill : Slave Trading
Domain : Criminal
Available: Gaoler
Allows : Criminal Deviousness I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL
Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME])
Example : ssell boy shopkeeper
Example : ssell boy
This skill allows the player to sell slaves to shopkeepers who deal in them.
Skill : Slip Item
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I, Cautiously I
Use Cost : Mana (31) Movement (31)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPITEM
Usage : "SLIPITEM" [ITEM NAME] [TARGET NAME]
Example : slipitem hat orc
The thief will attempt to remove some item the target is wearing. If
successful, the item will appear in the target's inventory. This skill is very
sly, and may not be used in combat, lest the target notice what the thief is
doing.
+
Skill : Slip Item
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I, Cautiously I
Use Cost : Mana (31) Movement (31)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPITEM
Usage : "SLIPITEM" [ITEM NAME] [TARGET NAME]
Example : slipitem hat orc
The thief will attempt to remove some item the target is wearing. If
successful, the item will appear in the target's inventory. This skill is very
sly, and may not be used in combat, lest the target notice what the thief is
doing.
Slippery Mind (Thief_SlipperyMind)
-
Skill : Slippery Mind
Domain : Evasive
Available: Arcanist
Allows : Evasively I
Use Cost : Mana (75)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPPERYMIND
Usage : SLIPPERYMIND
Example : slipperymind
The thief manages to convince himself and others that he is utterly neutral
with regard to all factions (right in the middle of the range of each of his
factions).
+
Skill : Slippery Mind
Domain : Evasive
Available: Arcanist
Allows : Evasively I
Use Cost : Mana (75)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SLIPPERYMIND
Usage : SLIPPERYMIND
Example : slipperymind
The thief manages to convince himself and others that he is utterly neutral
with regard to all factions (right in the middle of the range of each of his
factions).
Skill : Slow Fall
Domain : Fitness
Available: Jester
Allows : Fitness I
Invoked : Automatic
If the proficiency check is made, this player does not fall from high places,
but floats instead.
+
Skill : Slow Fall
Domain : Fitness
Available: Jester
Allows : Fitness I
Invoked : Automatic
If the proficiency check is made, this player does not fall from high places,
but floats instead.
Skill : Smelting
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing'
Requires : A base constitution of at least 12.
Allows : Quick Worker I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SMELT, SMELTING
Usage : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT])
Example : smelt steel
: : smelt list
: : smelt list steel
: : smelt list all
: : smelt bronze 10
This skill allows a player to create metal alloys, such as steel, bronze, and
adamantium. You can also make very strong cloths, such as spidersteel. To
begin smelting, the player must be in a room with an open fire burning, and
must have placed the two base metals he or she wishes to make the alloy from on
the ground. If you have excess metals, you may specify a max amount of each
base metal to smelt. The default is to smelt as much as possible. The raw metal
for smelting is found using the Mining skill.
+
Skill : Smelting
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing'
Requires : A base constitution of at least 12.
Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
Allows : Blacksmithing
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SMELTING
Usage : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT])
Example : smelt steel
: : smelt list
: : smelt list steel
: : smelt list all
: : smelt bronze 10
This skill allows a player to create metal alloys, such as steel, bronze, and
adamantium. You can also make very strong cloths, such as spidersteel. To
begin smelting, the player must be in a room with an open fire burning, and
must have placed the two base metals he or she wishes to make the alloy from on
the ground. If you have excess metals, you may specify a max amount of each
base metal to smelt. The default is to smelt as much as possible. The raw metal
for smelting is found using the Mining skill.
Skill : Smoke Rings
Domain : Artistic
Available: Numerous Classes
Requires : A base charisma of at least 5.
Allows : Artsy I, Quick Worker I
Invoked : Automatic
Usage : (automatic)
This skill allows the player to produce beautiful smoke rings whenever smoking
a pipe or cigar.
+
Skill : Smoke Rings
Domain : Artistic
Available: Numerous Classes
Requires : 'Herbology' at 75%
Requires : A base charisma of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Invoked : Automatic
Usage : (automatic)
This skill allows the player to produce beautiful smoke rings whenever smoking
a pipe or cigar.
Smoke Signals (Fighter_SmokeSignals)
-
Skill : Smoke Signals
Domain : Nature lore
Available: Barbarian Scholar
Allows : Nature Lore I
Invoked : Automatic
Usage : "SMOKESIGNALS" [MESSAGE]
Example : smokesignals I'm here at the temple!
This skill requires a fire to be built in the area, and it must be performed
outdoors. This skill sends a smoke signal viewable throughout the entire area
by those outside. Those with the smoke signal skill will be able to read the
message in the signal.
+
Skill : Smoke Signals
Domain : Nature lore
Available: Barbarian Scholar
Allows : Nature Lore I
Use Cost : Movement (55)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SMOKESIGNALS, SMOKESIGNAL
Usage : "SMOKESIGNALS" [MESSAGE]
Example : smokesignals I'm here at the temple!
This skill requires a fire to be built in the area, and it must be performed
outdoors. This skill sends a smoke signal viewable throughout the entire area
by those outside. Those with the smoke signal skill will be able to read the
message in the signal.
Smugglers Hold (Thief_SmugglersHold)
-
Skill : Smugglers Hold
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (36) Movement (36)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : BUILDHOLD, SMUGGLERSHOLD
Usage : BUILDSMUGGLERSHOLD [DIRECTION]
Example : buildsmugglershold below
This skill allows a pirate on their ship to build a secret smugglers hold on
their ship. A pirate may only build one such hold on their ship, ever. This
requires 500 pounds of wood.
+
Skill : Smugglers Hold
Domain : Stealthy
Available: Pirate
Allows : Stealthy I
Use Cost : Mana (36) Movement (36)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : BUILDHOLD, SMUGGLERSHOLD
Usage : BUILDSMUGGLERSHOLD [DIRECTION]
Example : buildsmugglershold below
This skill allows a pirate on their ship to build a secret smugglers hold on
their ship. A pirate may only build one such hold on their ship, ever. This
requires 500 pounds of wood.
Skill : Sneak
Domain : Stealthy
Available: Jester Monk Trapper Several Classes
Allows : Stealthy I, AutoSneak, Shadow I
Use Cost : Movement (54)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SNEAK
Usage : SNEAK [DIRECTION]
Example : sneak e
The thief attempts to sneak in the indicated direction. If successful, he or
she will not be seen when entering the room. Also, a sneak attempt
automatically invokes a hide attempt. The success of a sneak attempt can
depend on the level of the mobs in the room the thief is trying to sneak into,
and on the thiefs stealth expertise.
+
Skill : Sneak
Domain : Stealthy
Available: Jester Monk Trapper Several Classes
Allows : Shadow I, AutoSneak, Stealthy I
Use Cost : Movement (54)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : SNEAK
Usage : SNEAK [DIRECTION]
Example : sneak e
The thief attempts to sneak in the indicated direction. If successful, he or
she will not be seen when entering the room. Also, a sneak attempt
automatically invokes a hide attempt. The success of a sneak attempt can
depend on the level of the mobs in the room the thief is trying to sneak into,
and on the thiefs stealth expertise.
Sneak Attack (Thief_SneakAttack)
-
Skill : Sneak Attack
Domain : Dirty fighting
Available: Assassin Thief Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Invoked : Automatic
Example :
This skill allows the thief to deliver a more accurate attack and extra damage
when attacking from a hidden position.
+
Skill : Sneak Attack
Domain : Dirty fighting
Available: Assassin Thief Trapper
Allows : Dirty Fighting I, Combat Fluidity I
Invoked : Automatic
Example :
This skill allows the thief to deliver a more accurate attack and extra damage
when attacking from a hidden position.
Skill : Snipe
Domain : Dirty fighting
Available: Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (50) Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SNIPE
Usage : SNIPE [TARGET NAME]
Example : snipe orc
If the thief is unseen (hidden especially) by the target, then a sneaky ranged
strike can be made. Following the shot, the thief will instantly try to
recover their hidden position. The target will be totally unaware of where the
attack came from.
+
Skill : Snipe
Domain : Dirty fighting
Available: Trapper
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Mana (50) Movement (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SNIPE
Usage : SNIPE [TARGET NAME]
Example : snipe orc
If the thief is unseen (hidden especially) by the target, then a sneaky ranged
strike can be made. Following the shot, the thief will instantly try to
recover their hidden position. The target will be totally unaware of where the
attack came from.
Song Write (Skill_SongWrite)
-
Usage : SONGWRITE [SPELL NAME] [TARGET NAME]
Example : songwrite "rage" scroll
This skill allows the bard to place any song he or she knows onto a scroll.
Once placed on the scroll, the song may be sung off it. Song Writing is very
draining on the bard however. The bard will lose some experience points for
using this skill. Song Writing also requires that the caster be at full mana.
+
Usage : SONGWRITE [SPELL NAME] [TARGET NAME]
Example : songwrite "rage" scroll
This skill allows the bard to place any song he or she knows onto a scroll.
Once placed on the scroll, the song may be sung off it. Song Writing is very
draining on the bard however. The bard will lose some experience points for
using this skill. Song Writing also requires that the caster be at full mana.
Skill : Songcraft
Domain : Arcane lore
Available: Charlatan Scholar
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about bardic magic that he or she can identify
magical songs sung in his or her presence by name. The players ability to
identify more powerful magic will go up in level as he or she does.
+
Skill : Songcraft
Domain : Arcane lore
Available: Charlatan Scholar
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about bardic magic that he or she can identify
magical songs sung in his or her presence by name. The players ability to
identify more powerful magic will go up in level as he or she does.
Skill : Speculating
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 10.
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SPECULATE, SPECULATING
Usage : SPECULATE
Example : speculate
This skill allows a player to carefully evaluate the present area, and all
surrounding to see what resources might be available for hunting, fishing,
foraging, chopping, mining, digging, etc..
+
Skill : Speculating
Domain : Nature lore
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 10.
Allows : Quick Working I, Quick Worker I, Nature Lore I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SPECULATE, SPECULATING
Usage : SPECULATE
Example : speculate
This skill allows a player to carefully evaluate the present area, and all
surrounding to see what resources might be available for hunting, fishing,
foraging, chopping, mining, digging, etc..
Spellcraft (Skill_Spellcraft)
-
Skill : Spellcraft
Domain : Arcane lore
Available: Arcanist Charlatan Diviner Illusionist
Available: Scholar Wizard Numerous Classes
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about arcane magic that he or she can identify
spells cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.
Arcanists have the ability to remember how to cast a number of spells (based on
level) learned through this skill.
+
Skill : Spellcraft
Domain : Arcane lore
Available: Arcanist Charlatan Diviner Illusionist
Available: Scholar Wizard Numerous Classes
Allows : Arcane Lore I
Invoked : Automatic
Example :
The player is so knowledgable about arcane magic that he or she can identify
spells cast in his or her presence by name. The players ability to identify
more powerful magic will go up in level as he or she does.
Arcanists have the ability to remember how to cast a number of spells (based on
level) learned through this skill.
Spring Attack (Fighter_Spring)
-
Skill : Spring Attack
Domain : Acrobatic
Available: Barbarian Dancer
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SPRINGATTACK, SPRING, SATTACK
Usage : SPRINGATTACK [TARGET NAME]
Example : sattack orc
Short(s) : spring, sattack
The Barbarian delivers a quick damaging blow, then leaps backwards to a further
position of range 1 or 2.
+
Skill : Spring Attack
Domain : Acrobatic
Available: Barbarian Dancer
Allows : Acrobatic I, Combat Fluidity I
Use Cost : Movement (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SPRINGATTACK, SPRING, SATTACK
Usage : SPRINGATTACK [TARGET NAME]
Example : sattack orc
Short(s) : spring, sattack
The Barbarian delivers a quick damaging blow, then leaps backwards to a further
position of range 1 or 2.
Skill : Spying
Domain : Stealthy
Available: Assassin
Allows : Marker Spying, Stealthy I
Use Cost : Mana (30) Movement (30)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SPYING, SPY
Usage : SPYING [TARGET]
Example : spy bob
The thief, by lip reading and discreet over-the-shoulder glaces, is able to
read anything the target reads while they are both in the same room. The thief
must remain unnoticed by the target. Otherwise, this skill lasts indefinitely
once the thief has figured out how to spy on the target. The level of player
the thief can spy on depends on part on stealth expertise.
+
Skill : Spying
Domain : Stealthy
Available: Assassin
Allows : Marker Spying, Stealthy I
Use Cost : Mana (30) Movement (30)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : SPYING, SPY
Usage : SPYING [TARGET]
Example : spy bob
The thief, by lip reading and discreet over-the-shoulder glaces, is able to
read anything the target reads while they are both in the same room. The thief
must remain unnoticed by the target. Otherwise, this skill lasts indefinitely
once the thief has figured out how to spy on the target. The level of player
the thief can spy on depends on part on stealth expertise.
Skill : Squatting
Domain : Criminal
Available: Thief
Allows : Criminal Deviousness I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SQUAT, SQUATTING
Usage : SQUATTING
Example : squat
To use this skill, the player must be sitting on a piece of property that is,
or was once for sale. If it is owned by another player or clan, then an owner
must be online when squatting begins. After a mud month of continuous sitting,
the property will change ownership. Property belonging to another player will
go back on the market. Property on the market will belong to the squatter.
+
Skill : Squatting
Domain : Criminal
Available: Thief
Allows : Criminal Deviousness I
Use Cost : Mana (37) Movement (37)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : SQUAT, SQUATTING
Usage : SQUATTING
Example : squat
To use this skill, the player must be sitting on a piece of property that is,
or was once for sale. If it is owned by another player or clan, then an owner
must be online when squatting begins, and must have either their PK flag set,
or be in a clan war. After a mud month of continuous sitting, the property
will change ownership. Property belonging to another player will go back on
the market. Property on the market will belong to the squatter.
Skill : Stability
Domain : Acrobatic
Available: Artisan Assassin Jester Pirate
Allows : Combat Fluidity I, Acrobatic I
Invoked : Automatic
This skill allows the player to remain on his or her feet despite certain
magical or physical attempts to get them on the ground.
+
Skill : Stability
Domain : Acrobatic
Available: Artisan Assassin Jester Pirate
Requires : 'Trawling' at 75%
Allows : Master Trawling, Acrobatic I, AutoCrawl, Combat Fluidity I
Invoked : Automatic
This skill allows the player to remain on his or her feet despite certain
magical or physical attempts to get them on the ground.
+
Staff Familiarity (Familiarity_Staff)
+
Skill : Staff Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Staff Proficiency' at 100%
Allows : Staff Making, Trip
Invoked : Automatic
The player is familiar with staffs they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
+
Staff Making (StaffMaking)
+
Skill : Staff Making
Domain : Crafting
Available: Artisan
Requires : 'Staff Familiarity' at 75%, and 'Lore' at 75%
Allows : Quick Worker I, Light Shaping I, Advanced Crafting I
Allows : Quick Crafting I, Quality Shaping I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : STAFFMAKE, STAFFMAKING
Usage : STAFFMAKE (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
Example : staffmake Iron-shod Staff
: : staffmake list
: : staffmake list Iron-shod
: : staffmake list all
: : staffmake scan
: : staffmake scan bob
: : staffmake learn staff
This skill allows a player to craft staffs from wood. The extent of the staffs
which can be crafted expands as the player goes up in level. To begin
crafting, the player must have placed the wood he or she wishes to make the
staff from on the ground. The player may also scan the room or other players
for equipment that may be mended by this skill, using the scan parameter, or
learn to how to make a found item, provided a blank recipe page, or recipe book
with blank pages is in his or her inventory. The wood for staffmaking is
obtained using the Chopping skill, though some recipes will require additional
material obtained by other means. When the player has both a staff and a
staffcrown, then the crown can be put into the staff for additional benefits
using the PUT [CROWN] [STAFF] command.
+
Staff Proficiency (Proficiency_Staff)
+
Skill : Staff Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Fishing' at 75%
Allows : Staff Familiarity
Invoked : Automatic
The player is proficient with staffs, gaining the ability to use them even if
their current class training would not make it feasible normally.
Staff Specialization (Specialization_Staff)
-
Skill : Staff Specialization
Domain : Weapon use
Available: Druid
Allows : Weaponsmithing, Master Weaponsmithing
Invoked : Automatic
The player is proficient with staffs, gaining bonuses to attack when using a
staff in combat. Can also allow the use of higher level staffs if the focus
expertise is taken.
+
Skill : Staff Specialization
Domain : Weapon use
Available: Druid
Allows : Weaponsmithing
Invoked : Automatic
The player is proficient with staffs, gaining bonuses to attack when using a
staff in combat. Can also allow the use of higher level staffs if the focus
expertise is taken.
Skill : Steal
Domain : Stealing
Available: Bard Jester Several Classes
Allows : Theft Mastery I, Cautiously I, Improved Steal
Use Cost : Mana (30) Movement (30)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : STEAL
Usage : STEAL [ITEM NAME] [TARGET NAME]
Example : steal paper orc
The thief will attempt to pilfer some item from the inventory of the target.
This skill can not be used in combat, and works best when the target can not
see the thief. This skill is almost always successful if the target is
incapacitated (asleep, knocked out, bound, etc).
+
Skill : Steal
Domain : Stealing
Available: Bard Jester Several Classes
Allows : Improved Steal, Theft Mastery I, Cautiously I
Use Cost : Mana (30) Movement (30)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : STEAL
Usage : STEAL [ITEM NAME] [TARGET NAME]
Example : steal paper orc
The thief will attempt to pilfer some item from the inventory of the target.
This skill can not be used in combat, and works best when the target can not
see the thief. This skill is almost always successful if the target is
incapacitated (asleep, knocked out, bound, etc).
Skill : Stinkify
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : STINKIFY
Usage : STINKIFY [PLAYER NAME]
Example : stinkify gunther
From anywhere on the map, the player with this skill can cause the target to
become 1 level stinkier than they were before.
+
Skill : Stinkify
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : STINKIFY
Usage : STINKIFY [PLAYER NAME]
Example : stinkify gunther
From anywhere on the map, the player with this skill can cause the target to
become 1 level stinkier than they were before.
Stone Body (Fighter_Stonebody)
-
Skill : Stone Body
Domain : Fitness
Available: Barbarian
Allows : Fitness I
Invoked : Automatic
Example :
The Barbarian has become so hardened to battle that he or she ignores 2 points
from every damage roll taken.
+
Skill : Stone Body
Domain : Fitness
Available: Barbarian
Allows : Fitness I
Invoked : Automatic
Example :
The Barbarian has become so hardened to battle that he or she ignores 2 points
from every damage roll taken.
Skill : Stowaway
Domain : Deceptive
Available: Sailor
Allows : Deceptive I
Use Cost : Mana (27) Movement (27)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : STOWAWAY
Usage : STOWAWAY ([DESTINATION]/[CHART INDEX])
Example : stowaway
Example : stowaway new thalos docks
Example : stowaway 3
The sailor packs himself into a shipping crate bound for overseas travel, and,
after a long sea voyage, emerges on a different shore. If the sailor knows Sea
Charting, he or she may be able to select the destination from his or her
charts. Shorter voyages to more distant locations can be obtained through
expertise. A failed skill check will seem to work fine, but the sailor will not
end up where their charts said they would.
+
Skill : Stowaway
Domain : Deceptive
Available: Sailor
Allows : Deceptive I
Use Cost : Mana (27) Movement (27)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : STOWAWAY
Usage : STOWAWAY ([DESTINATION]/[CHART INDEX])
Example : stowaway
Example : stowaway new thalos docks
Example : stowaway 3
The sailor packs himself into a shipping crate bound for overseas travel, and,
after a long sea voyage, emerges on a different shore. If the sailor knows Sea
Charting, he or she may be able to select the destination from his or her
charts. Shorter voyages to more distant locations can be obtained through
expertise. A failed skill check will seem to work fine, but the sailor will not
end up where their charts said they would.
Strategic Retreat (Thief_StrategicRetreat)
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Skill : Strategic Retreat
Domain : Dirty fighting
Available: Trapper
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (55)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FREEFLEE, STRATEGICRETREAT
Usage : FREEFLEE ([DIRECTION])
Example : freeflee
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Unlike FLEE, this command may be used without
experience loss, provided the proficiency check is passed.
+
Skill : Strategic Retreat
Domain : Dirty fighting
Available: Artisan Trapper
Requires : 'AutoClimb' at 75%, 'AutoSwim' at 75%, and 'AutoCrawl' at 75%
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FREEFLEE, STRATEGICRETREAT
Usage : FREEFLEE ([DIRECTION])
Example : freeflee
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Unlike FLEE, this command may be used without
experience loss, provided the proficiency check is passed.
Strike The Set (Skill_StrikeTheSet)
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Skill : Strike The Set
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Movement (55)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : STRIKETHESET, STRIKESET
Usage : STRIKETHESET
Usage : STRIKESET
Example : striketheset
The bard strikes the set of the room, making any and all items in the room
appear to be gone, and the room empty.
+
Skill : Strike The Set
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Movement (55)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : STRIKETHESET, STRIKESET
Usage : STRIKETHESET
Usage : STRIKESET
Example : striketheset
The bard strikes the set of the room, making any and all items in the room
appear to be gone, and the room empty.
Strip Item (Thief_StripItem)
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Skill : Strip Item
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Movement (71)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : STRIPITEM
Usage : "STRIPITEM" [ITEM NAME] [TARGET NAME]
Example : stripitem hat orc
The thief will attempt to remove some item the target is wearing. If
successful, the item will appear in the target's inventory. This skill is
blatant, and may be used during combat.
+
Skill : Strip Item
Domain : Stealing
Available: Burglar
Allows : Theft Mastery I
Use Cost : Movement (71)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : STRIPITEM
Usage : "STRIPITEM" [ITEM NAME] [TARGET NAME]
Example : stripitem hat orc
The thief will attempt to remove some item the target is wearing. If
successful, the item will appear in the target's inventory. This skill is
blatant, and may be used during combat.
Skill : Struggle
Domain : Evasive
Available: Jester Minstrel
Allows : Evasively I
Use Cost : Mana (56)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : STRUGGLE
Usage : STRUGGLE
Example : struggle
The player wriggles and pulls to escape from bonds holding him or her. This
skill can be used to more quickly become released from ropes, webs, nets, and
other bindings.
+
Skill : Struggle
Domain : Evasive
Available: Jester Minstrel
Allows : Evasively I
Use Cost : Mana (56)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : STRUGGLE
Usage : STRUGGLE
Example : struggle
The player wriggles and pulls to escape from bonds holding him or her. This
skill can be used to more quickly become released from ropes, webs, nets, and
other bindings.
Skill : Studying
Available: Scholar
Allows : Cleric Honorary Degree, Thief Honorary Degree, Bard Honorary Degree
Allows : Druid Honorary Degree, Mage Honorary Degree, Quick Worker I
Allows : Fighter Honorary Degree, Commoner Honorary Degree
Invoked : Automatic
Usage : STUDY ([TEACHER NAME]/FORGET [SKILL NAME])
Example : study
Example : study bob fireball
Example : study forget fireball
This skill makes one scholarly, allowing them to learn any skill from any
willing teacher. Only a certain number of skills can be studied, depending on
class level. Skills learned this way cannot be conventionally used. They can,
however, be taught to others. At first, the scholar can only study common
skills, but gains access to thief and fighter skills, as well as songs, spells,
and prayers, as he or she gains scholarly levels.
+
Skill : Studying
Domain : Education lore
Available: Scholar
Allows : Druid Honorary Degree, Mage Honorary Degree, Cleric Honorary Degree
Allows : Quick Working I, Educating I, Quick Worker I, Thief Honorary Degree
Allows : Fighter Honorary Degree, Bard Honorary Degree, Commoner Honorary
Degree
Use Cost : Movement (5)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : STUDY, STUDYING
Usage : STUDY ([TEACHER NAME]/FORGET [SKILL NAME])
Usage : STUDY ([SKILL TYPE])
Example : study
Example : study bob fireball
Example : study dissertation light
Example : study forget fireball
Example : study spells
This skill makes one scholarly, allowing them to learn any skill from any
willing teacher or from a dissertation. Only a certain number of skills can be
studied, depending on class level. Skills learned this way cannot be
conventionally used. They can, however, be taught to others. At first, the
scholar can only study common skills, but gains access to thief and fighter
skills, as well as songs, spells, and prayers, as he or she gains scholarly
levels. The scholar can enter STUDY alone to see what they have learned and
how much more he or she may learn. Entering STUDY with a skill type like
SPELLS, SKILLS, etc will list the things you can learn of that type.
Skill : Subdue
Domain : Evasive
Available: Fighter
Allows : Evasively I
Use Cost : Movement (56)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SUBDUE
Usage : SUBDUE [TARGET NAME]
Example : subdue orc
The fighter uses finesse to avoid killing the target by making more strategic
hits on the target. The actual damage will be minimal, but in reality the
fighters damage will count towards subdueing damage. If carried through to the
end, it will end up knocking the target cold instead of killing them. During
combat, a smart fighter can examine his or her target and tell how close they
are to being fully subdued despite the apparent actual damage done. Once
knocked out, the target can not be killed until consciousness is regained.
Enter SUBDUE again to cancel this effect.
+
Skill : Subdue
Domain : Evasive
Available: Fighter
Allows : Evasively I
Use Cost : Movement (56)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SUBDUE
Usage : SUBDUE [TARGET NAME]
Example : subdue orc
The fighter uses finesse to avoid killing the target by making more strategic
hits on the target. The actual damage will be minimal, but in reality the
fighters damage will count towards subdueing damage. If carried through to the
end, it will end up knocking the target cold instead of killing them. During
combat, a smart fighter can examine his or her target and tell how close they
are to being fully subdued despite the apparent actual damage done. Once
knocked out, the target can not be killed until consciousness is regained.
Enter SUBDUE again to cancel this effect.
Superstition (Thief_Superstition)
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Skill : Superstition
Domain : Combat lore
Available: Pirate
Allows : Combat Lore I
Invoked : Automatic
Usage : SUPERSTITION [PHRASE TO SAY]
Example : superstition i am the most awesome pirate in the whole wide world!
This skill reflects the superstitious nature of the character. Once the
superstition is set up in the character's mind, the character must perform the
superstition once per day to receive a bonus to skills and combat ability.
Failing to perform the superstition once per day will give an equal negative to
skills and combat ability. Superstition does not affect the character until it
is intentionally set up the first time. Afterward it is set, it will always
affect the character, either positively, or negatively. To set up the
superstition, the character needs to be wearing at least 3 items of armor, and
then invoke the command with some phrase that the character will need to say to
become lucky. The phrase can be anything, but needs to have at least 5 words
and be at least 30 characters long. Once the superstition is set up, invoking
the command in the future will remind the character about the phrase and the
item of armor they must wear whenever saying the phrase to satisfy the
superstition.
+
Skill : Superstition
Domain : Combat lore
Available: Pirate
Allows : Combat Lore I
Use Cost : Mana (51)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SUPERSTITION
Usage : SUPERSTITION [PHRASE TO SAY]
Example : superstition i am the most awesome pirate in the whole wide world!
This skill reflects the superstitious nature of the character. Once the
superstition is set up in the character's mind, the character must perform the
superstition once per day to receive a bonus to skills and combat ability.
Failing to perform the superstition once per day will give an equal negative to
skills and combat ability. Superstition does not affect the character until it
is intentionally set up the first time. Afterward it is set, it will always
affect the character, either positively, or negatively. To set up the
superstition, the character needs to be wearing at least 3 items of armor, and
then invoke the command with some phrase that the character will need to say to
become lucky. The phrase can be anything, but needs to have at least 5 words
and be at least 30 characters long. Once the superstition is set up, invoking
the command in the future will remind the character about the phrase and the
item of armor they must wear whenever saying the phrase to satisfy the
superstition.
Skill : Surrender
Domain : Influential
Available: Thief
Allows : Influencing I
Use Cost : Mana (64)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SURRENDER
Usage : SURRENDER
Example : surrender
A unique thief skills which allows him or her to toss shiny coins at his
opponents for allowing the thief to leave combat without losing experience.
+
Skill : Surrender
Domain : Influential
Available: Thief
Allows : Influencing I
Use Cost : Mana (64)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : SURRENDER
Usage : SURRENDER
Example : surrender
A unique thief skills which allows him or her to toss shiny coins at his
opponents for allowing the thief to leave combat without losing experience.
Skill : Surveying
Domain : Calligraphy
Available: Scholar
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SURVEYWRITE, SUWRITE
Usage : SUWRITE ROOM/AREA ([CATALOG ITEM])
Example : suwrite room
: : suwrite area "my catalog book"
This skill allows a player carefully study their current room or area and write
down useful information about it onto a piece of paper or into a book.
Additional details about the room or area are discovered for each level of
expertise. Writing the same room or area into a book that already has a
chapter about that room or area will append to the old page. Specifying the
catalog book name is not necessary if the Titling skill was used to designate
one of your books as a catalog of Survey.
+
Skill : Surveying
Domain : Calligraphy
Available: Scholar
Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : SURVEYWRITE, SUWRITE
Usage : SUWRITE ROOM/AREA ([CATALOG ITEM])
Example : suwrite room
: : suwrite area "my catalog book"
This skill allows a player carefully study their current room or area and write
down useful information about it onto a piece of paper or into a book.
Additional details about the room or area are discovered for each level of
expertise. Writing the same room or area into a book that already has a
chapter about that room or area will append to the old page. Specifying the
catalog book name is not necessary if the Titling skill was used to designate
one of your books as a catalog of Survey.
Swamp Tactics (Fighter_SwampTactics)
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Skill : Swamp Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in swamps. The fighter can also hide themselves simply by sitting down
on the ground and staying still for a few mins.
+
Skill : Swamp Tactics
Domain : Nature lore
Available: Barbarian
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in swamps. The fighter can also hide themselves simply by sitting down
on the ground and staying still for a few mins.
Skill : Sweep
Domain : Dirty fighting
Available: Barbarian Fighter Monk Paladin
Available: Ranger
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (65)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SWEEP
Usage : SWEEP
Example :
Allows the fighter wielding a slashing weapon to rear back and take a free
whack at all opponents within range. Attack ability on such an attack is one
half less and damage is one third normal.
+
Skill : Sweep
Domain : Dirty fighting
Available: Barbarian Fighter Monk Paladin
Available: Ranger
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (65)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SWEEP
Usage : SWEEP
Example :
Allows the fighter wielding a slashing weapon to rear back and take a free
whack at all opponents within range. Attack ability on such an attack is one
half less and damage is one third normal.
Skill : SWIM
Usage : SWIM [DIRECTION]
Available: ALL
Example : swim e
This skill allows the character to travel on a water surface. The amount of
weight being carried can affect this skill.
+
Skill : SWIM
Usage : SWIM [DIRECTION]
Available: ALL
Example : swim e
This skill allows the character to travel on a water surface. The amount of
weight being carried can affect this skill.
Skill : Swipe gold
Domain : Stealing
Available: Bard Burglar Charlatan Jester
Available: Thief
Allows : Theft Mastery I, Cautiously I, Improved Swipe
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SWIPE
Usage : SWIPE [TARGET NAME]
Example : swipe orc
The thief will attempt to pocket some of a target`s gold. This skill can not be
used in combat, and works best when the target can not see the thief. This
skill is almost always successful if the target is incapacitated (asleep,
knocked out, bound, etc).
+
Skill : Swipe gold
Domain : Stealing
Available: Bard Burglar Charlatan Jester
Available: Thief
Allows : Theft Mastery I, Cautiously I, Improved Swipe
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SWIPE
Usage : SWIPE [TARGET NAME]
Example : swipe orc
The thief will attempt to pocket some of a target`s gold. This skill can not be
used in combat, and works best when the target can not see the thief. This
skill is almost always successful if the target is incapacitated (asleep,
knocked out, bound, etc).
+
Sword Familiarity (Familiarity_Sword)
+
Skill : Sword Familiarity
Domain : Weapon use
Available: Artisan
Requires : 'Sword Proficiency' at 100%
Allows : Master Weaponsmithing
Invoked : Automatic
The player is familiar with swords they have crafted themselves, gaining an
attack bonus from wielding the product of their own hands.
+
Sword Proficiency (Proficiency_Sword)
+
Skill : Sword Proficiency
Domain : Weapon use
Available: Artisan
Requires : 'Weaponsmithing' at 75%
Allows : Parry, Half Attack, Sword Familiarity
Invoked : Automatic
The player is proficient with sword, gaining the ability to use them even if
their current class training would not make it feasible normally.
Sword Specialization (Specialization_Sword)
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Skill : Sword Specialization
Domain : Weapon use
Available: Numerous Classes
Allows : Sword Piercing I, Craft Holy Avenger, Weaponsmithing
Allows : Sword Slicing I, Sword Striking I, Sword Focus I
Allows : Master Weaponsmithing
Invoked : Automatic
The player is a sword master, gaining bonuses to attack when using a sword in
combat. Can also allow the use of higher level swords if the focus expertise
is taken.
+
Skill : Sword Specialization
Domain : Weapon use
Available: Numerous Classes
Allows : Sword Piercing I, Weaponsmithing, Sword Slicing I
Allows : Craft Holy Avenger, Sword Striking I, Sword Focus I
Invoked : Automatic
The player is a sword master, gaining bonuses to attack when using a sword in
combat. Can also allow the use of higher level swords if the focus expertise
is taken.
Skill : Tag Turf
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (27) Movement (27)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : TAGTURF, TURFTAG
Usage : TAGTURF (UNTAG)
Example : tagturf
Example : tagturf untag
The thief tags this place as their "turf" or, if they are a part of a clan,
their clan's "turf". Other thieves will not be able to use their skills here.
The tag can only be seen by the tagging thief, and those who can see hidden
things. A tag can be removed only by a turf war.
+
Skill : Tag Turf
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (27) Movement (27)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : TAGTURF, TURFTAG
Usage : TAGTURF (UNTAG)
Example : tagturf
Example : tagturf untag
The thief tags this place as their "turf" or, if they are a part of a clan,
their clan's "turf". Other thieves will not be able to use their skills here.
The tag can only be seen by the tagging thief, and those who can see hidden
things. A tag can be removed only by a turf war.
Skill : Tailoring
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base dexterity of at least 10.
Allows : Master Tailoring, Quick Worker I, Durable Crafting I
Allows : Quality Crafting I, Light Crafting I, Costuming
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : KNIT, TAILOR, TAILORING
Usage : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : knit shirt
: : knit bundle 100 cotton
: : knit list
: : knit list vest
: : knit list all
: : knit mend vest
: : knit refit sleeves
: : knit scan
: : knit scan bob
: : knit learn shirt
This skill allows a player to knit clothing, such as shirts and leggings. The
extent of the items which can be knitted expands as the player goes up in
level. This command also allows the player to mend any damaged clothing, get
info on a list item, refit any clothes which are the wrong size, or learn to
how to knit a found item, provided a blank recipe page, or recipe book with
blank pages is in his or her inventory. To begin knitting a new item, the
player must have placed the cloth he or she wishes to make the clothing from on
the ground. The player may also scan the room or other players for equipment
that may be mended by this skill, using the scan parameter. The raw cloth for
knitting is found using the Butchering, Shearing, or Foraging skills.
+
Skill : Tailoring
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base dexterity of at least 10.
Allows : Durable Sewing I, Quick Worker I, Light Crafting I
Allows : Quality Sewing I, Scrapping, Master Tailoring, Light Sewing I
Allows : Embroidering, Quality Crafting I, Costuming, Durable Crafting I
Allows : Advanced Crafting I, Quick Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : KNIT, TAILOR, TAILORING
Usage : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Example : knit shirt
: : knit bundle 100 cotton
: : knit list
: : knit list vest
: : knit list all
: : knit mend vest
: : knit refit sleeves
: : knit scan
: : knit scan bob
: : knit learn shirt
This skill allows a player to knit clothing, such as shirts and leggings. The
extent of the items which can be knitted expands as the player goes up in
level. This command also allows the player to mend any damaged clothing, get
info on a list item, refit any clothes which are the wrong size, or learn to
how to knit a found item, provided a blank recipe page, or recipe book with
blank pages is in his or her inventory. To begin knitting a new item, the
player must have placed the cloth he or she wishes to make the clothing from on
the ground. The player may also scan the room or other players for equipment
that may be mended by this skill, using the scan parameter. The raw cloth for
knitting is found using the Butchering, Shearing, or Foraging skills.
Skill : Tanning
Domain : Nature lore
Available: Numerous Classes
Allows : Nature Lore I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TAN, TANNING
Usage : TAN [HIDE ITEM NAME]
Example : TAN hide
This skill allows a player to tan hide resources items until they are a leather
usable by Leatherworking and other skills. It require thats a fire be built
before tanning can begin.
+
Skill : Tanning
Domain : Nature lore
Available: Artisan Numerous Classes
Allows : Dyeing, Taxidermy, Quick Working I, Quick Worker I
Allows : Nature Lore I, Leather Working
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TAN, TANNING
Usage : TAN [HIDE ITEM NAME]
Example : TAN hide
This skill allows a player to tan hide resources items until they are a leather
usable by Leatherworking and other skills. It require thats a fire be built
before tanning can begin.
Skill : Tap Room
Domain : Alert
Available: Assassin
Allows : Vigilantly I
Use Cost : Mana (35) Movement (35)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch - Range 50
Commands : TAPROOM
Example : taproom
The thief is able to use two glass drinking cups and some sort of raw cloth to
stretch a long tapline between the room he wishes to tap, and some destination
room. The distance the line can be stretched depends upon the thieves level
and alertness expertise. If, while stretching the line, the thief runs out of
either cloth or distance allowance, the second cup must be put down. At the
destination, the thief will hear, through the second cup, all that is said in
the room where the skill was involved, where the first cup was hidden.
+
Skill : Tap Room
Domain : Alert
Available: Assassin
Allows : Vigilantly I
Use Cost : Mana (35) Movement (35)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch - Range 50
Commands : TAPROOM
Example : taproom
The thief is able to use two glass drinking cups and some sort of raw cloth to
stretch a long tapline between the room he wishes to tap, and some destination
room. The distance the line can be stretched depends upon the thieves level
and alertness expertise. If, while stretching the line, the thief runs out of
either cloth or distance allowance, the second cup must be put down. At the
destination, the thief will hear, through the second cup, all that is said in
the room where the skill was involved, where the first cup was hidden.
Tar And Feather (Thief_TarAndFeather)
-
Skill : Tar And Feather
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (50) Movement (50)
Quality : Malicious
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TARANDFEATHER, TAR
Example : TAR Orc
The player with this skill is able to cover the target with tar and feathers,
making the wearing of equipment impossible for the duration. The target must
not be wearing clothes for the skill to work. They must also be bound or
prone.
+
Skill : Tar And Feather
Domain : Legal
Available: Gaoler
Allows : Legal Lore I
Use Cost : Mana (50) Movement (50)
Quality : Malicious
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TARANDFEATHER, TAR
Usage : TAR [TARGET]
Example : TAR Orc
The player with this skill is able to cover the target with tar and feathers,
making the wearing of equipment impossible for the duration. The target must
not be wearing clothes for the skill to work. They must also be bound or
prone.
Skill : Tattooing
Domain : Artistic
Available: Gaoler
Allows : Artsy I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TATTOO, TATTOOING
Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]
Example : tattooing bob arms a skull and crossbones
Example : tattooing bob arms remove
This skill allows a player to tattoo the body parts of the target. The target
must hold still for it, of course. What results can only be seen when the
proper wear location is not covered by clothing. Tattoos can also be removed
with this skill. Parts available for tattooing include: arms, legs, hands,
head, feet, wrists, neck, and torso.
+
Skill : Tattooing
Domain : Artistic
Available: Gaoler
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TATTOO, TATTOOING
Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]
Example : tattooing bob arms a skull and crossbones
Example : tattooing bob arms remove
This skill allows a player to tattoo the body parts of the target. The target
must hold still for it, of course. What results can only be seen when the
proper wear location is not covered by clothing. Tattoos can also be removed
with this skill. Parts available for tattooing include: arms, legs, hands,
head, feet, wrists, neck, and torso.
Skill : Taxidermy
Domain : Crafting
Available: Artisan Scholar Trapper Numerous Classes
Requires : A base intelligence of at least 12.
Allows : Quick Worker I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : STUFF, TAXIDERMY
Usage : STUFF ([POSE]/LIST) [BODY NAME]
Example : stuff body of an orc
Example : stuff list
Example : stuff list scary
Example : stuff scary body of a horse
This skill allows a player to stuff a dead body with cloth, cotton, feathers,
fur, or similar substances to make a light statue. To begin stuffing a body,
the player must have placed the cloth he or she wishes to stuff with on the
ground with the body. A pose for the body may optionally be specified. A list
of valid poses may be obtained by entering TAXIDERMY LIST.
+
Skill : Taxidermy
Domain : Crafting
Available: Artisan Scholar Trapper Numerous Classes
Requires : A base intelligence of at least 12.
Allows : Light Sewing I, Master Butchering, Quick Worker I
Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : STUFF, TAXIDERMY
Usage : STUFF ([POSE]/LIST) [BODY NAME]
Example : stuff body of an orc
Example : stuff list
Example : stuff list scary
Example : stuff scary body of a horse
This skill allows a player to stuff a dead body with cloth, cotton, feathers,
fur, or similar substances to make a light statue. To begin stuffing a body,
the player must have placed the cloth he or she wishes to stuff with on the
ground with the body. A pose for the body may optionally be specified. A list
of valid poses may be obtained by entering TAXIDERMY LIST.
Skill : Textiling
Domain : Crafting
Available: Artisan
Requires : 'Shearing' at 75%
Allows : Dyeing, Quick Worker I, Advanced Crafting I, Quick Crafting I
Allows : Tailoring
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TEXTILING, TEXTILE
Usage : TEXTILE (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE CLOTHS TO USE])
Example : textile denim
: : textile bolt of cotton
: : textile denim 10
This skill allows a player to create cloth bolts, special kinds of cloth,
including especially strong cloths, such as spidersteel. To begin textiling,
the player must have placed the constituent cloths he or she wishes to make the
bolt from on the ground. To make more than one bolt at a time, an additional
amount of input cloth can be specified. The raw cloth for textiling is found
using skills like Shearing and Foraging skill.
Thief Honorary Degree (Skill_HonoraryDegreeThief)
-
Skill : Thief Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and
Trapper. When the scholar has Studied at least 4 skills qualified for by at
least one of the qualifying classes, including those skills specified by the
class, then the scholar will receive access to an honorary degree Title. The
scholar can then use the TITLE command to select and use the honorary degree
title. When one of these titles is in use, the scholar is permitted to enter
areas normally only allowed to those of the qualifying class, and also gains
the ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.
+
Skill : Thief Honorary Degree
Domain : Education lore
Available: Scholar
Requires : 'Studying'
Allows : Educating I
Invoked : Automatic
Example :
The scholar can activate an honorary degree in one of the classes whose base
class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and
Trapper. When the scholar has Studied at least 4 skills qualified for by at
least one of the qualifying classes, including those skills specified by the
class, then the scholar will receive access to an honorary degree Title. The
scholar can then use the TITLE command to select and use the honorary degree
title. When one of these titles is in use, the scholar is permitted to enter
areas normally only allowed to those of the qualifying class, and also gains
the ability to pick up and equip items which would normally fly away from the
scholars hands if normally attempted.
Thiefcraft (Skill_Thiefcraft)
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Skill : Thiefcraft
Domain : Street smarts
Available: Charlatan Oracle
Allows : Street Lore I
Invoked : Automatic
Example :
The player is so knowledgable about thief skills that he or she can identify
skills in his or her presence by name. The players ability to identify more
powerful skills will go up in level as he or she does.
+
Skill : Thiefcraft
Domain : Street smarts
Available: Charlatan Oracle
Allows : Street Lore I
Invoked : Automatic
The player is so knowledgable about thief skills that he or she can identify
skills in his or her presence by name. The players ability to identify more
powerful skills will go up in level as he or she does.
Third Attack (Skill_Attack3)
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Skill : Third Attack
Domain : Martial lore
Available: Fighter
Requires : 'Second Attack'
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Allows the character to deliver a third attack during their round. These
attacks will be slightly less effective than primary attacks.
+
Skill : Third Attack
Domain : Martial lore
Available: Fighter
Requires : 'Second Attack'
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Allows the character to deliver a third attack during their round. These
attacks will be slightly less effective than primary attacks.
Third Totem (Druid_ShapeShift3)
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Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
+
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster Mer
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.
Skill : Tie Down
Domain : Binding
Available: Sailor
Allows : Rope Use I
Use Cost : Movement (57)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : TIEDOWN
Usage : TIEDOWN (UNTIE) [BOAT/SHIP NAME]
Example : tiedown ship
Example : tiedown untie ship
The sailor uses special knots to tie down a boat or large sailing ship at an
official boat dock. The knots can be easily removed by the original sailor
using either this skill or Unbinding. However, anyone else will find it more
difficult to figure out the knots.
Skill : Titling
Domain : Calligraphy
Available: Diviner Oracle Scholar
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENTITLE, TITLING
Usage : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME])
Example : entitle paper "Essay concerning essays"
: entitle book "Huckleberry Finn" "Book"
The writer uses this skill to put the finishing touches on a crafted written
and readable work, given it a title. By adding a special catalog term, the
work can also be designated as an official catalog for particular types of
items for the Cataloging skill.
+
Skill : Titling
Domain : Calligraphy
Available: Diviner Oracle Scholar
Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : ENTITLE, TITLING
Usage : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME])
Example : entitle paper "Essay concerning essays"
: entitle book "Huckleberry Finn" "Book"
The writer uses this skill to put the finishing touches on a crafted written
and readable work, given it a title. By adding a special catalog term, the
work can also be designated as an official catalog for particular types of
items for the Cataloging skill.
Torturesmithing (Torturesmithing)
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Skill : Torturesmithing
Domain : Crafting
Available: Gaoler
Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)
Requires : A base intelligence of at least 14.
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TORTURESMITH, TORTURESMITHING
Usage : TORTURESMITH (LIST/INFO) [ITEM NAME]
Example : torturesmith rack
: : torturesmith list
: : torturesmith list rack
: : torturesmith list all
This skill allows a player to craft implements of execution and torture. The
extent of the items which can be crafted expands as the player goes up in
level. To begin carving a new item, the player must have placed the wood he or
she wishes to make the item from on the ground. The raw wood for building is
found using the Chopping skill. Some items require metal gathered with the
Mining skill. Most items require that the victim be bound, and some require
that the MOUNT command be used to get them onto the implement.
+
Skill : Torturesmithing
Domain : Crafting
Available: Gaoler
Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)
Requires : A base intelligence of at least 14.
Allows : Light Metalworking I, Durable Metalworking I, Quick Worker I
Allows : Advanced Crafting I, Quick Crafting I, Quality Metalworking I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TORTURESMITH, TORTURESMITHING
Usage : TORTURESMITH (LIST/INFO) [ITEM NAME]
Example : torturesmith rack
: : torturesmith list
: : torturesmith list rack
: : torturesmith list all
This skill allows a player to craft implements of execution and torture. The
extent of the items which can be crafted expands as the player goes up in
level. To begin carving a new item, the player must have placed the wood he or
she wishes to make the item from on the ground. The raw wood for building is
found using the Chopping skill. Some items require metal gathered with the
Mining skill. Most items require that the victim be bound, and some require
that the MOUNT command be used to get them onto the implement.
Toughness (Fighter_Toughness)
-
Skill : Toughness
Domain : Fitness
Available: Fighter
Allows : Fitness I, Toughness II
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints.
+
Skill : Toughness
Domain : Fitness
Available: Fighter
Allows : Fitness I, Toughness II
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints.
Toughness II (Fighter_Toughness2)
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Skill : Toughness II
Domain : Fitness
Available: Fighter
Requires : 'Toughness'
Allows : Toughness III, Fitness I
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints. The hit
points stack with those gained from Toughness.
+
Skill : Toughness II
Domain : Fitness
Available: Fighter
Requires : 'Toughness'
Allows : Fitness I, Toughness III
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints. The hit
points stack with those gained from Toughness.
Toughness III (Fighter_Toughness3)
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Skill : Toughness III
Domain : Fitness
Available: Fighter
Requires : 'Toughness II'
Allows : Fitness I
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints. The hit
points stack with those gained from Toughness and Toughness II.
+
Skill : Toughness III
Domain : Fitness
Available: Fighter
Requires : 'Toughness II'
Allows : Fitness I
Invoked : Automatic
This ability toughens up the fighter, giving them extra hitpoints. The hit
points stack with those gained from Toughness and Toughness II.
Skill : Track
Domain : Combat lore
Available: Charlatan Ranger Trapper
Allows : Combat Lore I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : TRACK
Usage : TRACK [TARGET NAME]
Example : track orc
The ranger attempts to find a trail leading from where he or she is at present,
to the location of the indicated target (not necessarily the closest)! When
walking around, the Ranger will become aware of which direction seems best.
+
Skill : Track
Domain : Combat lore
Available: Charlatan Ranger Trapper
Allows : Combat Lore I
Use Cost : Movement (51)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : TRACK
Usage : TRACK [TARGET NAME]
Example : track orc
The ranger attempts to find a trail leading from where he or she is at present,
to the location of the indicated target (not necessarily the closest)! When
walking around, the Ranger will become aware of which direction seems best.
Track Animal (Ranger_TrackAnimal)
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Skill : Track Animal
Domain : Combat lore
Available: Ranger
Allows : Combat Lore I
Use Cost : Movement (53)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TRACKANIMAL
Usage : TRACK ANIMAL
Example : trackanimal
The ranger, being a skilled hunter, may use this skill to track down the
nearest unintelligent animal in the area.
+
Skill : Track Animal
Domain : Combat lore
Available: Ranger
Allows : Combat Lore I
Use Cost : Movement (53)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TRACKANIMAL
Usage : TRACK ANIMAL
Example : trackanimal
The ranger, being a skilled hunter, may use this skill to track down the
nearest unintelligent animal in the area.
Skill : Transcribing
Domain : Calligraphy
Available: Scholar
Allows : Quick Worker I, Fine Calligraphy I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TRANSCRIBING, TRANSCRIBE, BCOPY
Usage : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER])
Example : transcribe "The Book of Sam" "An Empty Book" 2
: transcribe "a piece of paper" "Book of Essays"
The writer uses this skill to scribe a document from one work to another. New
chapters will be added to books, or appended to pieces of paper. Specifying a
chapter number will only copy that chapter from the source book. Recipes can
also be copied between recipe books.
+
Skill : Transcribing
Domain : Calligraphy
Available: Scholar
Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TRANSCRIBING, TRANSCRIBE, BCOPY
Usage : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER])
Example : transcribe "The Book of Sam" "An Empty Book" 2
: transcribe "a piece of paper" "Book of Essays"
The writer uses this skill to scribe a document from one work to another. New
chapters will be added to books, or appended to pieces of paper. Specifying a
chapter number will only copy that chapter from the source book. Recipes can
also be copied between recipe books.
Trap Immunity (Thief_TrapImmunity)
-
Skill : Trap Immunity
Domain : Find/remove traps
Available: Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
As the Thief's proficiency grows, he or she becomes more and more immune to
traps and bombs.
+
Skill : Trap Immunity
Domain : Find/remove traps
Available: Trapper
Allows : Trap Disabling I
Invoked : Automatic
Example :
As the Thief's proficiency grows, he or she becomes more and more immune to
traps and bombs.
Skill : Trawling
Domain : Gathering
Available: Sailor
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TRAWL
Usage : TRAWL (BUNDLE [NUM]) [TARGET])
Example : trawl
Example : trawl bundle 10 trout
With this common skill, a player can catch lots of fish from the deck of a
large sailing ship by casting nets into the water, assuming there are enough
fish around to fill up the nets. You can also bundle multiple resources
together using this skill. The GET command can be used to unbundle such
resources.
+
Skill : Trawling
Domain : Gathering
Available: Artisan Sailor
Requires : 'Fish Lore' at 75%
Allows : Quick Working I, Quick Worker I, Stability, Master Trawling
Allows : Ship Building
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : TRAWL
Usage : TRAWL (BUNDLE [NUM]) [TARGET])
Example : trawl
Example : trawl bundle 10 trout
With this common skill, a player can catch lots of fish from the deck of a
large sailing ship by casting nets into the water, assuming there are enough
fish around to fill up the nets. You can also bundle multiple resources
together using this skill. The GET command can be used to unbundle such
resources.
Skill : Trip
Domain : Dirty fighting
Available: Beastmaster Fighter Monk Paladin
Available: Ranger Several Classes Several Classes
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (58)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : TRIP
Usage : TRIP [TARGET NAME]
Example : trip orc
The fighter attempts to trip the target, putting them on the floor for a short
time. During that time, the tripped target is much easier to hit.
+
Skill : Trip
Domain : Dirty fighting
Available: Artisan Beastmaster Fighter Monk
Available: Paladin Ranger Several Classes Several Classes
Requires : 'Staff Familiarity' at 75%
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : TRIP
Usage : TRIP [TARGET NAME]
Example : trip orc
The fighter attempts to trip the target, putting them on the floor for a short
time. During that time, the tripped target is much easier to hit.
Trophy Count (Thief_TrophyCount)
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Skill : Trophy Count
Domain : Combat lore
Available: Minstrel Trapper
Allows : Combat Lore I
Invoked : Automatic
Uage : TROPHYCOUNT
Example : trophycount
The thief has the ability to keep track of their racial kills. The player may
use the TROPHYCOUNT command to review the log of kills.
+
Skill : Trophy Count
Domain : Combat lore
Available: Minstrel Trapper
Allows : Combat Lore I
Use Cost : Mana (52)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TROPHYCOUNT
Uage : TROPHYCOUNT
Example : trophycount
The thief has the ability to keep track of their racial kills. The player may
use the TROPHYCOUNT command to review the log of kills.
True Shot (Fighter_TrueShot)
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Skill : True Shot
Domain : Martial lore
Available: Assassin Fighter Ranger Trapper
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
Gives the fighter an enormous boost to attack rating when using a ranged or
thrown weapon in ranged combat.
+
Skill : True Shot
Domain : Martial lore
Available: Assassin Fighter Ranger Trapper
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
Gives the fighter an enormous boost to attack rating when using a ranged or
thrown weapon in ranged combat.
Skill : Tumble
Domain : Acrobatic
Available: Assassin Burglar Fighter Jester
Available: Monk Dancer
Allows : Combat Fluidity I, Acrobatic I
Use Cost : Movement (65)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TUMBLE
Usage : TUMBLE
Example : tumble
Allows the fighter to avoid a couple of potentially painful hits in combat by
tumbling around. This comes at the cost of some attack and damage capability,
however.
+
Skill : Tumble
Domain : Acrobatic
Available: Assassin Burglar Fighter Jester
Available: Monk Dancer
Allows : Acrobatic I, Combat Fluidity I
Use Cost : Movement (65)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : TUMBLE
Usage : TUMBLE
Example : tumble
Allows the fighter to avoid a couple of potentially painful hits in combat by
tumbling around. This comes at the cost of some attack and damage capability,
however.
Tune Instrument (Skill_TuneInstrument)
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Skill : Tune Instrument
Domain : Artistic
Available: Minstrel
Allows : Artsy I
Use Cost : Mana (55)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : TUNEINSTRUMENT, TUNE
Usage : TUNE
Example :
The Bard tunes their instrument, which can provide bonuses to many songs which
are played with it.
+
Skill : Tune Instrument
Domain : Artistic
Available: Minstrel
Allows : Artsy I
Use Cost : Mana (55)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : TUNEINSTRUMENT, TUNE
Usage : TUNE
Example :
The Bard tunes their instrument, which can provide bonuses to many songs which
are played with it.
Skill : Turf War
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : TURFWAR
Usage : TURFWAR
Example : turfwar
The thief declares the tagged room he is in to be in dispute. Any turf tag on
the room will be removed unless the thief who tagged the room successfully
defends the turf in combat. After declaring the turf war, the tagging thief
will be notified that it is in dispute. The tagger has until the expiration of
the war to respond to the challenge. As soon as the tagger arrives in the
disputed room, the tagger and the challenger will immediately be entered into
combat. The combat will be non-lethal, with the loser merely being recalled
instead of dying. After combat begins, the first combatant to be forced from
the disputed room (e.g. by non-lethal "death"), will be the winner.
A TurfWar can only be infrequently declared.
+
Skill : Turf War
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (30) Movement (30)
Quality : Circumstantial
Targets : Rooms
Range : Touch, or not applicable
Commands : TURFWAR
Usage : TURFWAR
Example : turfwar
The thief declares the tagged room he is in to be in dispute. Any turf tag on
the room will be removed unless the thief who tagged the room successfully
defends the turf in combat. After declaring the turf war, the tagging thief
will be notified that it is in dispute. The tagger has until the expiration of
the war to respond to the challenge. As soon as the tagger arrives in the
disputed room, the tagger and the challenger will immediately be entered into
combat. The combat will be non-lethal, with the loser merely being recalled
instead of dying. After combat begins, the first combatant to be forced from
the disputed room (e.g. by non-lethal "death"), will be the winner.
A TurfWar can only be infrequently declared.
Turn Undead (Skill_TurnUndead)
-
Skill : Turn Undead
Domain : Death lore
Available: Cleric Healer Oracle Purist
Allows : Death Lore I
Use Cost : Mana (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : TURN
Usage : TURN [TARGET NAME]
Example : turn skeleton
The good or neutral priest attempts to frighten the heck out of an undead
creature. Depending upon the level of the priest versus the level of the
creature, the effect of the skill may be to either frighten the creature away
or cause it to be completely destroyed
+
Skill : Turn Undead
Domain : Death lore
Available: Cleric Healer Oracle Purist
Allows : Death Lore I
Use Cost : Mana (51)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : TURN
Usage : TURN [TARGET NAME]
Example : turn skeleton
The good or neutral priest attempts to frighten the heck out of an undead
creature. Depending upon the level of the priest versus the level of the
creature, the effect of the skill may be to either frighten the creature away
or cause it to be completely destroyed
Two Dagger Fighting (Skill_TwoDaggerFighting)
-
Skill : Two Dagger Fighting
Domain : Martial lore
Available: Assassin
Requires : 'Two Weapon Fighting'
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
Example :
While in combat, this skill allows the player to attack with a second dagger in
the hold position, assuming the player is in range for the second weapon. This
skill also allows more frequent attacks when wielding two daggers. If the
player also has two weapon fighting, then they will find they no longer suffer
quite as much attack and damage penalty when using two daggers.
+
Skill : Two Dagger Fighting
Domain : Martial lore
Available: Assassin
Requires : 'Two Weapon Fighting'
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
While in combat, this skill allows the player to attack with a second dagger in
the hold position, assuming the player is in range for the second weapon. This
skill also allows more frequent attacks when wielding two daggers. If the
player also has two weapon fighting, then they will find they no longer suffer
quite as much attack and damage penalty when using two daggers.
Two Weapon Fighting (Skill_TwoWeaponFighting)
-
Skill : Two Weapon Fighting
Domain : Martial lore
Available: Bard Dancer Ranger Several Classes
Available: Several Classes
Allows : Combat Fluidity I, Two Dagger Fighting, Martial Lore I
Invoked : Automatic
Example :
While in combat, this skill allows the fighter to attack with a second weapon
in the hold position, assuming the fighter is in range for the second weapon.
The fighter suffers a small attack and a tiny damage penalty for using 2
weapons.
+
Skill : Two Weapon Fighting
Domain : Martial lore
Available: Bard Dancer Ranger Several Classes
Available: Several Classes
Allows : Two Dagger Fighting, Martial Lore I, Combat Fluidity I
Invoked : Automatic
Example :
While in combat, this skill allows the fighter to attack with a second weapon
in the hold position, assuming the fighter is in range for the second weapon.
The fighter suffers a small attack and a tiny damage penalty for using 2
weapons.
Skill : Unbinding
Domain : Binding
Available: Bard Sailor Thief
Allows : Rope Use I, Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : UNBIND, UNTIE
Usage : UNBIND [TARGET NAME]
Example : unbind jack
: : untie bob
This skill allows a player remove the bonds entangling or binding someone. The
length of time it takes to complete the task depends on the difficulty of the
task and the level of the one trying to do it.
+
Skill : Unbinding
Domain : Binding
Available: Bard Sailor Thief
Allows : Quick Working I, Quick Worker I, Rope Use I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : UNBIND, UNTIE
Usage : UNBIND [TARGET NAME]
Example : unbind jack
: : untie bob
This skill allows a player remove the bonds entangling or binding someone. The
length of time it takes to complete the task depends on the difficulty of the
task and the level of the one trying to do it.
Underground Connections (Thief_UndergroundConnections)
-
Skill : Underground Connections
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (26) Movement (26)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : UNDERGROUNDCONNECTIONS
Usage : UNDERGROUNDCONNECTIONS
Example : undergroundconnections
The thief contacts his or her underground connections within the city. The
connections arrange quick (though seldom comfortable) transportation outside
the current area into an adjoining one. The thief and group members will make
the trip in an environment free from the restrictions of law, geas, or spells,
and without being harassed by the local law or any other aggressive monsters.
+
Skill : Underground Connections
Domain : Street smarts
Available: Burglar
Allows : Street Lore I
Use Cost : Mana (26) Movement (26)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : UNDERGROUNDCONNECTIONS
Usage : UNDERGROUNDCONNECTIONS
Example : undergroundconnections
The thief contacts his or her underground connections within the city. The
connections arrange quick (though seldom comfortable) transportation outside
the current area into an adjoining one. The thief and group members will make
the trip in an environment free from the restrictions of law, geas, or spells,
and without being harassed by the local law or any other aggressive monsters.
Skill : Upstage
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (32) Movement (32)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : UPSTAGE
Usage : UPSTAGE
Example : upstage
The bard upstages his or her enemies, making them stop fighting who they were
fighting, target the bard, and cross the room to reach him or her. The effect
ends when they hit the bard, at which point they returning immediately to their
previous target and range.
+
Skill : Upstage
Domain : Theatre
Available: Charlatan
Allows : Acting I
Use Cost : Mana (32) Movement (32)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : UPSTAGE
Usage : UPSTAGE
Example : upstage
The bard upstages his or her enemies, making them stop fighting who they were
fighting, target the bard, and cross the room to reach him or her. The effect
ends when they hit the bard, at which point they returning immediately to their
previous target and range.
Urban Tactics (Fighter_UrbanTactics)
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Skill : Urban Tactics
Domain : Nature lore
Available: Fighter
Allows : Nature Lore I
Invoked : Automatic
This skill gives one an edge in attack, defence, and damage when fighting in
urban areas. They can also hide themselves simply by sitting down on the
ground and staying still for a few mins.
+
Skill : Urban Tactics
Domain : Nature lore
Available: Fighter
Allows : Nature Lore I
Invoked : Automatic
This skill gives one an edge in attack, defence, and damage when fighting in
urban areas. They can also hide themselves simply by sitting down on the
ground and staying still for a few mins.
Use Poison (Thief_UsePoison)
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Skill : Use Poison
Domain : Poisoning
Available: Arcanist Assassin Burglar Jester
Available: Thief Trapper
Allows : Poisoning I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : POISON, USEPOISON
Usage : POISON [ITEM NAME] [POISON SOURCE]
Example : poison sword beesting
Example : poison waterskin beesting
This allows the player to poison a weapon, food, or drink with a pre-prepared
poison source. The Apothecary skill must be used to create the poison. After
that, the poison may be applied, where it will persist for a short time on
weapons, and forever on food and drink.
+
Skill : Use Poison
Domain : Poisoning
Available: Arcanist Assassin Burglar Jester
Available: Thief Trapper
Allows : Poisoning I
Use Cost : Mana (28) Movement (28)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : POISON, USEPOISON
Usage : POISON [ITEM NAME] [POISON SOURCE]
Example : poison sword beesting
Example : poison waterskin beesting
This allows the player to poison a weapon, food, or drink with a pre-prepared
poison source. The Apothecary skill must be used to create the poison. After
that, the poison may be applied, where it will persist for a short time on
weapons, and forever on food and drink.
Wainwrighting (Wainwrighting)
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Skill : Wainwrighting
Domain : Crafting
Available: Artisan Trapper Numerous Classes
Requires : 'Carpentry'
Requires : A base intelligence of at least 12.
Allows : Quick Worker I
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WAINWRIGHTING
Usage : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME]
Example : wainwright wagon
: : wainwright list
: : wainwright list wagon
: : wainwright list all
: : wainwright learn cart
This skill allows a player to craft wagons and carts. The extent of the items
which can be crafted expands as the player goes up in level. To begin carving
a new item, the player must have placed the wood he or she wishes to make the
item from on the ground. The player may also learn to how to make a found cart,
provided a blank recipe page, or recipe book with blank pages is in his or her
inventory. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for building is found using the Chopping skill.
+
Skill : Wainwrighting
Domain : Crafting
Available: Artisan Trapper Numerous Classes
Requires : 'Carpentry'
Requires : A base intelligence of at least 12.
Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I
Allows : Quick Crafting I, Light Fabricating I, Boatwrighting
Use Cost : Movement (10)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WAINWRIGHTING
Usage : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME]
Example : wainwright wagon
: : wainwright list
: : wainwright list wagon
: : wainwright list all
: : wainwright learn cart
This skill allows a player to craft wagons and carts. The extent of the items
which can be crafted expands as the player goes up in level. To begin carving
a new item, the player must have placed the wood he or she wishes to make the
item from on the ground. The player may also learn to how to make a found cart,
provided a blank recipe page, or recipe book with blank pages is in his or her
inventory. Items crafted with balsa can be done with half the required wood
listed, while items crafted with ironwood will require twice the required wood
listed. The raw wood for building is found using the Chopping skill.
Walk The Plank (Thief_WalkThePlank)
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Skill : Walk The Plank
Domain : Sea travel
Available: Pirate
Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
Allows : Ranged Sailing I
Use Cost : Mana (58)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WALKTHEPLANK, PLANK
Usage : WALKTHEPLANK ([TARGET NAME])
Example : WALKTHEPLANK orc
Allows the thief to force the target to walk the plank on the ship they
currently occupy. The thief must be permitted to attack the target to force
them to walk, but they must also be one of the following:
1. Wanted for a crime on the ship
2. Bound or Held
3. A non-combatant foreign entity on the thiefs ship.
4. The last foreign entity on the thiefs ship.
5. The last single resident of the ship the thief is on, when the thief has
friends also on the ship.
+
Skill : Walk The Plank
Domain : Sea travel
Available: Pirate
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (58)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WALKTHEPLANK, PLANK
Usage : WALKTHEPLANK ([TARGET NAME])
Example : WALKTHEPLANK orc
Allows the thief to force the target to walk the plank on the ship they
currently occupy. The thief must be permitted to attack the target to force
them to walk, but they must also be one of the following:
1. Wanted for a crime on the ship
2. Bound or Held
3. A non-combatant foreign entity on the thiefs ship.
4. The last foreign entity on the thiefs ship.
5. The last single resident of the ship the thief is on, when the thief has
friends also on the ship.
Skill : Wand Making
Domain : Crafting
Available: Arcanist Artisan
Requires : 'Wands' at 75%, and 'Lore' at 75%
Allows : Quick Worker I, Light Shaping I, Advanced Crafting I
Allows : Quick Crafting I, Quality Shaping I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WANDMAKE, WANDMAKING
Usage : WANDMAKE (LIST/INFO/MEND/SCAN/LEARN) [WAND or CORE NAME]
Example : wandmake Iron-shod wand
: : wandmake list
: : wandmake list Iron-shod
: : wandmake list all
: : wandmake scan
: : wandmake scan bob
: : wandmake learn wand
This skill allows a player to craft wands from wood, or wand cores. The extent
of the wands which can be crafted expands as the player goes up in level. To
begin crafting, the player must have placed the materials he or she wishes to
make the wand or core from on the ground. The player may also scan the room or
other players for equipment that may be mended by this skill, using the scan
parameter, or learn to how to make a found item, provided a blank recipe page,
or recipe book with blank pages is in his or her inventory. The wood for
wandmaking is obtained using the Chopping skill, though some recipes will
require additional material obtained by other means. When the player has both
a wand and a wand core, then the core can be put into the wand for additional
benefits using the PUT [CORE] [WAND] command.
Skill : Wands
Available: Almost All
Example :
A wand is an holdable item that can be used to create magical affects.
This skill allows one to effectively use a magical wand or staff. To invoke a
wand or staff, it must first be held. Then the magic word is spoken to the
target. For instance, if the magic word is `zuy`, you would enter the
following to invoke your wand: sayto orc zuy.
If the spell on the wand requires extra parameters, then you can include those
after the casting words. For a wand of Summon, for instance, you might try:
say zuy cityguard.
Wands generally require a small amount of mana to use, and less if the wand
user is capable of learning the spell cast by the wand.
+
Skill : Wands
Available: Almost All
Example :
A wand is an holdable item that can be used to create magical affects.
This skill allows one to effectively use a magical wand or staff. To invoke a
wand or staff, it must first be held. Then the magic word is spoken to the
target. For instance, if the magic word is `zuy`, you would enter the
following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is
important because SAY might target the wrong person or thing. You can also use
SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.
If the spell on the wand requires extra parameters, then you can include those
after the casting words. For a wand of Summon, for instance, you might try:
say zuy cityguard.
Wands generally require a small amount of mana to use, and less if the wand
user is capable of learning the spell cast by the wand.
Skill : War Cry
Domain : Singing
Available: Barbarian
Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
Use Cost : Movement (63)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : WARCRY
Usage : WARCRY
Example : warcry
The Barbarian lets out a primal call to war, inspiring all group members to
follow his or her banner. Those under the affect of the cry will deliver more
damaging blows. The affect wears off when battle is concluded, or if battle is
not joined swiftly enough after the cry is made.
+
Skill : War Cry
Domain : Singing
Available: Barbarian
Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Movement (63)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : WARCRY
Usage : WARCRY
Example : warcry
The Barbarian lets out a primal call to war, inspiring all group members to
follow his or her banner. Those under the affect of the cry will deliver more
damaging blows. The affect wears off when battle is concluded, or if battle is
not joined swiftly enough after the cry is made.
Warning Shot (Thief_WarningShot)
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Skill : Warning Shot
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Movement (68)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WARNINGSHOT
Usage : WARNINGSHOT ([TARGET NAME])
Example : warningshot pirate
The pirate immediately fires all the siege weapons on the deck of his or ship
across the bow of either the ship he/she is in combat with, or the named
target. This also gives the sailor an idea of how strong his ship is compared
to the target.
+
Skill : Warning Shot
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Movement (68)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WARNINGSHOT
Usage : WARNINGSHOT ([TARGET NAME])
Example : warningshot pirate
The pirate immediately fires all the siege weapons on the deck of his or ship
across the bow of either the ship he/she is in combat with, or the named
target. This also gives the sailor an idea of how strong his ship is compared
to the target.
Skill : Warrants
Domain : Legal
Available: Artisan Charlatan Gaoler Thief
Allows : Legal Lore I
Use Cost : Mana (55)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : WARRANTS
Example :
The player, using nothing more than local contacts and charismatic persuasion,
gathers information about all warrants and wanted criminals.
+
Skill : Warrants
Domain : Legal
Available: Artisan Charlatan Gaoler Thief
Requires : 'Distilling' at 75%, and 'Painting' at 75%
Allows : Legal Lore I
Use Cost : Mana (51)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : WARRANTS
Example :
The player, using nothing more than local contacts and charismatic persuasion,
gathers information about all warrants and wanted criminals.
Water Cover (Druid_WaterCover)
-
Skill : Water Cover
Domain : Water lore
Available: Mer
Allows : Water Lore I
Use Cost : Mana (28) Movement (28)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WCOVER
Usage : WCOVER
Example : wcover
The druid slinks into the water, taking cover behind reed, seaweed, or simply
blending in with the waves, all while remaining perfectly still. Doing this
makes them invisible to any other creatures in the room. Making any moves or
sounds will negate the hidden advantage. The druid must be in or on the water
for this skill to work. You can use the VISIBLE command to make yourself
visible again.
+
Skill : Water Cover
Domain : Water lore
Available: Mer
Allows : Water Lore I
Use Cost : Mana (28) Movement (28)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WCOVER
Usage : WCOVER
Example : wcover
The druid slinks into the water, taking cover behind reed, seaweed, or simply
blending in with the waves, all while remaining perfectly still. Doing this
makes them invisible to any other creatures in the room. Making any moves or
sounds will negate the hidden advantage. The druid must be in or on the water
for this skill to work. You can use the VISIBLE command to make yourself
visible again.
Water Tactics (Fighter_WaterTactics)
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Skill : Water Tactics
Domain : Nature lore
Available: Sailor
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the water. The fighter can also hide themselves simply by resting
in the water and staying still for a few mins.
+
Skill : Water Tactics
Domain : Nature lore
Available: Sailor
Allows : Nature Lore I
Invoked : Automatic
This skill gives the fighter an edge in attack, defence, and damage when
fighting in the water. The fighter can also hide themselves simply by resting
in the water and staying still for a few mins.
Weapon Break (Fighter_WeaponBreak)
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Skill : Weapon Break
Domain : Martial lore
Available: Barbarian Fighter Monk
Allows : Combat Fluidity I, Martial Lore I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BREAK
Usage : BREAK [TARGET NAME]
Example : break orc
The fighter will attempt the difficult maneuver of breaking the weapon of the
target. See also help on SONG BREAK.
+
Skill : Weapon Break
Domain : Martial lore
Available: Barbarian Fighter Monk
Allows : Martial Lore I, Combat Fluidity I
Use Cost : Movement (62)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : BREAK
Usage : BREAK [TARGET NAME]
Example : break orc
The fighter will attempt the difficult maneuver of breaking the weapon of the
target. See also help on SONG BREAK.
Weapon Catch (Fighter_WeaponCatch)
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Skill : Weapon Catch
Domain : Martial lore
Available: Fighter
Allows : Combat Fluidity I, Martial Lore I
Invoked : Automatic
This skill allows the fighter to thwart disarm attempts by catching his as it
flies out of his hand.
+
Skill : Weapon Catch
Domain : Martial lore
Available: Fighter
Allows : Martial Lore I, Combat Fluidity I
Invoked : Automatic
This skill allows the fighter to thwart disarm attempts by catching his as it
flies out of his hand.
Weapon Sharpening (Fighter_WeaponSharpening)
-
Skill : Weapon Sharpening
Domain : Weapon use
Available: Fighter
Use Cost : Mana (54)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WEAPONSHARPENING, SHARPEN
Usage : SHARPEN [WEAPON NAME]
Example : sharpen sword
The fighter sharpens the slashing or piercing weapon so that it will give a
slight damage bonus during use. The weapon will remain sharp until it takes
too much wear damage in combat.
+
Skill : Weapon Sharpening
Domain : Weapon use
Available: Fighter
Use Cost : Mana (54)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WEAPONSHARPENING, SHARPEN
Usage : SHARPEN [WEAPON NAME]
Example : sharpen sword
The fighter sharpens the slashing or piercing weapon so that it will give a
slight damage bonus during use. The weapon will remain sharp until it takes
too much wear damage in combat.
Weapon Snatch (Thief_Snatch)
-
Skill : Weapon Snatch
Domain : Stealing
Available: Monk Thief
Allows : Theft Mastery I
Use Cost : Movement (65)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SNATCH
Usage : SNATCH [TARGET NAME]
Example : snatch orc
The thief attempts to disarm the target, flinging their weapon into the air so
that it can be caught by the thieves other hand.
+
Skill : Weapon Snatch
Domain : Stealing
Available: Monk Thief
Allows : Theft Mastery I
Use Cost : Movement (65)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : SNATCH
Usage : SNATCH [TARGET NAME]
Example : snatch orc
The thief attempts to disarm the target, flinging their weapon into the air so
that it can be caught by the thieves other hand.
Weaponsmithing (Weaponsmithing)
-
Skill : Weaponsmithing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe
Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
or 'Weapon Specialization')
Requires : A base strength of at least 12.
Allows : Craft Holy Avenger, Lethal Crafting I, Quick Worker I
Allows : Quality Crafting I, Light Crafting I, Master Weaponsmithing
Allows : Counterbalance Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WEAPONSMITH, WEAPONSMITHING
Usage : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : weaponsmith twohanded sword
: : weaponsmith list
: : weaponsmith list Butchers Knife
: : weaponsmith list all
: : weaponsmith scan
: : weaponsmith scan bob
: : weaponsmith learn knife
This skill allows a player to craft weapons from metal. This skill requires
Blacksmithing in order to learn it. It also requires specialization in the
weapon type the player wishes to make. The extent of the weapons which can be
crafted expands as the player goes up in level. To begin smithing, the player
must be in a room with an open fire burning, and must have placed the metal he
or she wishes to make the weapon from on the ground. The player may also scan
the room or other players for equipment that may be mended by this skill, using
the scan parameter, or learn to how to smith a found item, provided a blank
recipe page, or recipe book with blank pages is in his or her inventory. The
metal for weaponsmithing is obtained using the Mining skill, or better metals
from the Smelting skill. Using better materials will increase both the strength
and the required level of the crafted item.
+
Skill : Weaponsmithing
Domain : Crafting
Available: Artisan Numerous Classes
Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe
Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
or 'Weapon Specialization')
Requires : A base strength of at least 12.
Allows : Counterbalance Crafting I, Master Weaponsmithing
Allows : Quality Crafting I, Sword Proficiency, Quick Worker I
Allows : Light Crafting I, Advanced Crafting I, Quick Crafting I
Allows : Craft Holy Avenger, Lethal Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WEAPONSMITH, WEAPONSMITHING
Usage : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
Example : weaponsmith twohanded sword
: : weaponsmith list
: : weaponsmith list Butchers Knife
: : weaponsmith list blunt
: : weaponsmith list all
: : weaponsmith scan
: : weaponsmith scan bob
: : weaponsmith learn knife
This skill allows a player to craft weapons from metal. This skill requires
Blacksmithing in order to learn it. It also requires specialization in the
weapon type the player wishes to make. The extent of the weapons which can be
crafted expands as the player goes up in level. To begin smithing, the player
must be in a room with an open fire burning, and must have placed the metal he
or she wishes to make the weapon from on the ground. The player may also scan
the room or other players for equipment that may be mended by this skill, using
the scan parameter, or learn to how to smith a found item, provided a blank
recipe page, or recipe book with blank pages is in his or her inventory. The
metal for weaponsmithing is obtained using the Mining skill, or better metals
from the Smelting skill. Using better materials will increase both the strength
and the required level of the crafted item.
Skill : Weaving
Domain : Crafting
Available: Numerous Classes
Requires : A base wisdom of at least 10.
Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
Allows : Light Crafting I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WEAVING, WEAVE
Usage : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Usage : WEAVE (...) (LABEL [NAME]) [ITEM NAME]
Example : weave basket
: : weave bundle 100 vine
: : weave list
: : weave list vest
: : weave list all
: : weave mend vest
: : weave refit sleeves
: : weave scan
: : weave scan bob
: : weave learn shirt
: : weave label fruit basket
This skill allows a player to weave items, such as baskets and ropes. The
parameter label followed by a name can be used to label weaved containers. The
extent of the items which can be weaved expands as the player goes up in level.
This command also allows the player to mend any damaged items, get info on a
list item, refit any clothes which are the wrong size, or learn to how to weave
a found item, provided a blank recipe page, or recipe book with blank pages is
in his or her inventory. To begin weaving a new item, the player must have
placed the material he or she wishes to make the item from on the ground.
Weaving requires cotton, silk, hemp, vine, wheat, flowers, bamboo, or seaweed.
The player may also scan the room or other players for equipment that may be
mended by this skill, using the scan parameter. The raw material for weaving
is found using the Foraging or Butchering skills.
+
Skill : Weaving
Domain : Crafting
Available: Artisan Numerous Classes
Requires : A base wisdom of at least 10.
Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
Allows : Quick Worker I, Durable Crafting I, Light Crafting I
Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WEAVING, WEAVE
Usage : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
Usage : WEAVE (...) (LABEL [NAME]) [ITEM NAME]
Example : weave basket
: : weave bundle 100 vine
: : weave list
: : weave list vest
: : weave list all
: : weave mend vest
: : weave refit sleeves
: : weave scan
: : weave scan bob
: : weave learn shirt
: : weave label fruit basket
This skill allows a player to weave items, such as baskets and ropes. The
parameter label followed by a name can be used to label weaved containers. The
extent of the items which can be weaved expands as the player goes up in level.
This command also allows the player to mend any damaged items, get info on a
list item, refit any clothes which are the wrong size, or learn to how to weave
a found item, provided a blank recipe page, or recipe book with blank pages is
in his or her inventory. To begin weaving a new item, the player must have
placed the material he or she wishes to make the item from on the ground.
Weaving requires hemp, vine, wheat, flowers, bamboo, herbs, feathers, or
seaweed. The player may also scan the room or other players for equipment that
may be mended by this skill, using the scan parameter. The raw material for
weaving is found using the Foraging or Butchering skills.
Skill : Welding
Domain : Building
Allows : Quick Worker I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WELDING
Usage : WELDING [LIST/[PROJECT NAME]] [DIRECTION]
Example : welding wall north
: : welding list
: : welding roof
: : welding title A messy room.
: : welding desc east This is my favorite Door.
: : welding desc room This is a messy room.
: : welding stairs
: : welding help Bob
: : welding demolish west
: : welding demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls or Stairs may be built following the
construction of roof and framework. This skill also allows the demolition of
unwanted walls and structures, upstairs rooms, and the giving of a title and
description to a room. The parameters also allow more than one person to assist
in a welding project. All of the structures made with this skill are made of
metals. The raw metal for welding is found using the Mining skills.
+
Skill : Welding
Domain : Building
Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : WELDING
Usage : WELDING [LIST/INFO/[PROJECT NAME]] [DIRECTION]
Example : welding wall north
: : welding list
: : welding info wall
: : welding roof
: : welding title A messy room.
: : welding desc east This is my favorite Door.
: : welding desc room This is a messy room.
: : welding stairs
: : welding help Bob
: : welding demolish west
: : welding demolish room
This skill allows a player to construct a building or other structures on a
property the player owns. Walls or Stairs may be built following the
construction of roof and framework. This skill also allows the demolition of
unwanted walls and structures, upstairs rooms, and the giving of a title and
description to a room. The parameters also allow more than one person to assist
in a welding project. All of the structures made with this skill are made of
metals. The raw metal for welding is found using the Mining skills.
Skill : Wenching
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (28) Movement (28)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WENCHING
Usage : WENCHING ([TARGET NAME]) ([GENDER])
Example : wenching
Example : wenching barkeeper
Example : wenching male
This thief makes a, hmm, well, a financial "proposition" to a bar patron, such
as a bartender or a drunk patron, of the proper sex. After paying the proper
fee, the thief will feel relaxed, confident, and lucky, having better saving
throws or a full day. With no target, the skill will look for an alcohol
wielding wench of the opposite sex. If a gender is specified, the wench must be
of that gender.
+
Skill : Wenching
Domain : Influential
Available: Pirate
Allows : Influencing I
Use Cost : Mana (28) Movement (28)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WENCHING
Usage : WENCHING ([TARGET NAME]) ([GENDER])
Example : wenching
Example : wenching barkeeper
Example : wenching male
This thief makes a, hmm, well, a financial "proposition" to a bar patron, such
as a bartender or a drunk patron, of the proper sex. After paying the proper
fee, the thief will feel relaxed, confident, and lucky, having better saving
throws or a full day. With no target, the skill will look for an alcohol
wielding wench of the opposite sex. If a gender is specified, the wench must be
of that gender.
Skill : Whomp
Domain : Dirty fighting
Available: Fighter
Allows : Combat Fluidity I, Dirty Fighting I
Use Cost : Movement (67)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WHOMP
Usage : WHOMP [TARGET NAME]
Example : whomp orc
The fighter attempts to deliver a massive blow to the target, causing them to
instantly to fall unconscious for a time.
+
Skill : Whomp
Domain : Dirty fighting
Available: Fighter
Allows : Dirty Fighting I, Combat Fluidity I
Use Cost : Movement (67)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : WHOMP
Usage : WHOMP [TARGET NAME]
Example : whomp orc
The fighter attempts to deliver a massive blow to the target, causing them to
instantly to fall unconscious for a time.
Wilderness Lore (Skill_WildernessLore)
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Skill : Wilderness Lore
Domain : Nature lore
Available: Oracle Scholar Trapper Several Classes
Allows : Nature Lore I
Use Cost : Mana (51)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : WILDERNESSLORE, WLORE
Usage : WLORE
Example : wlore
Tells you what type of terrain you are presently in or on.
+
Skill : Wilderness Lore
Domain : Nature lore
Available: Oracle Scholar Trapper Numerous Classes
Requires : 'Searching' at 75%, and 'Foraging' at 75%
Allows : Floristry, Nature Lore I, Weaving
Use Cost : Mana (51)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : WILDERNESSLORE, WLORE
Usage : WLORE (REPORT)
Example : wlore
Example : wlore report
Tells you what type of terrain you are presently in or on, and something about
the climate. As expertise increases, you'll also be able to recognize the
types of resources that places like this might provide. The REPORT argument
will cause the results to be recited out loud.
Wilderness Sounds (Thief_WildernessSounds)
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Skill : Wilderness Sounds
Domain : Nature lore
Available: Trapper
Requires : 'Listen'
Allows : Nature Lore I
Invoked : Automatic
Allows the player to use the Listen skill in outdoor areas such as forests,
plains, etc.
+
Skill : Wilderness Sounds
Domain : Nature lore
Available: Trapper
Requires : 'Listen'
Allows : Nature Lore I
Invoked : Automatic
Allows the player to use the Listen skill in outdoor areas such as forests,
plains, etc.
Skill : Wood Chopping
Domain : Gathering
Available: Sailor Numerous Classes
Allows : Quick Worker I, Master Wood Chopping
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CHOP, CHOPPING
Usage : CHOP (BUNDLE [NUM]) [TARGET])
Example : chop
Example : chop bundle 10 oak
With this common skill, a player can find good trees, chop a few down, and the
chop up the wood for carrying. Trees for chopping are best found in forests.
You can also bundle multiple resources together using this skill. The GET
command can be used to unbundle such resources.
+
Skill : Wood Chopping
Domain : Gathering
Available: Artisan Sailor Numerous Classes
Requires : A base constitution of at least 9.
Allows : Master Wood Chopping, Quick Working I, Carpentry
Allows : Quick Worker I, Weaving, Speculating, Climb, Axe Proficiency
Use Cost : Movement (5)
Quality : Circumstantial
Targets : Items Creatures
Range : Touch, or not applicable
Commands : CHOP, CHOPPING
Usage : CHOP (BUNDLE [NUM]) [TARGET])
Example : chop
Example : chop bundle 10 oak
With this common skill, a player can find good trees, chop a few down, and the
chop up the wood for carrying. Trees for chopping are best found in forests.
You can also bundle multiple resources together using this skill. The GET
command can be used to unbundle such resources.
Woodland Creep (Ranger_WoodlandCreep)
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Skill : Woodland Creep
Domain : Stealthy
Available: Ranger
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WCREEP
Usage : WCREEP
Example : wcreep
The ranger creep slowly from bush to tree, remaining especially hard to spot.
Doing this makes them invisible to any other creatures in the area. The ranger
must be in the wild for this skill to work. You can use the VISIBLE command to
make yourself visible again.
+
Skill : Woodland Creep
Domain : Stealthy
Available: Ranger
Allows : Stealthy I
Use Cost : Mana (37) Movement (37)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WCREEP
Usage : WCREEP
Example : wcreep
The ranger creep slowly from bush to tree, remaining especially hard to spot.
Doing this makes them invisible to any other creatures in the area. The ranger
must be in the wild for this skill to work. You can use the VISIBLE command to
make yourself visible again.
Skill : Woodland Hide
Domain : Stealthy
Available: Gaian Ranger SkyWatcher
Allows : Stealthy I, Camouflage
Use Cost : Mana (27) Movement (27)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WHIDE
Usage : WHIDE
Example : whide
The ranger attempts to creep behind a rock, or into a bush and remain perfectly
still. Doing this makes them invisible to any other creatures in the room.
Making any moves or sounds will negate the hidden advantage. The ranger must
be in the wild for this skill to work. You can use the VISIBLE command to make
yourself visible again.
+
Skill : Woodland Hide
Domain : Stealthy
Available: Gaian Ranger SkyWatcher
Allows : Camouflage, Stealthy I
Use Cost : Mana (27) Movement (27)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : WHIDE
Usage : WHIDE
Example : whide
The ranger attempts to creep behind a rock, or into a bush and remain perfectly
still. Doing this makes them invisible to any other creatures in the room.
Making any moves or sounds will negate the hidden advantage. The ranger must
be in the wild for this skill to work. You can use the VISIBLE command to make
yourself visible again.
Woodland Lore (Ranger_WoodlandLore)
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Skill : Woodland Lore
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Invoked : Automatic
Usage : automatic
Example :
So long as the Ranger is in the wild, he or she will have gain a advantage in
attack, damage, and armor adjustements.
+
Skill : Woodland Lore
Domain : Nature lore
Available: Ranger
Allows : Nature Lore I
Invoked : Automatic
Usage : automatic
Example :
So long as the Ranger is in the wild, he or she will have gain a advantage in
attack, damage, and armor adjustements.
Woodland Sneak (Ranger_Sneak)
-
Skill : Woodland Sneak
Domain : Stealthy
Available: Ranger SkyWatcher
Allows : Stealthy I, AutoSneak
Use Cost : Movement (60)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : WSNEAK
Usage : WSNEAK [DIRECTION]
Example : wsneak e
So long as the Ranger is in the wild, he or she can use this skill to attempt
to sneak in the indicated direction. If successful, he or she will not be seen
when entering the room. Also, a sneak attempt automatically invokes a woodland
hide attempt. The success of a sneak attempt can depend on the level of the
mobs in the room the ranger is trying to sneak into, and on the rangers stealth
expertise.
+
Skill : Woodland Sneak
Domain : Stealthy
Available: Ranger SkyWatcher
Allows : AutoSneak, Stealthy I
Use Cost : Movement (60)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : WSNEAK
Usage : WSNEAK [DIRECTION]
Example : wsneak e
So long as the Ranger is in the wild, he or she can use this skill to attempt
to sneak in the indicated direction. If successful, he or she will not be seen
when entering the room. Also, a sneak attempt automatically invokes a woodland
hide attempt. The success of a sneak attempt can depend on the level of the
mobs in the room the ranger is trying to sneak into, and on the rangers stealth
expertise.
Skill : Wrath
Domain : Archon
Use Cost : Movement (51)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : WRATH
Usage : WRATH [PLAYER NAME] (!)
Example : wrath gunther
Example : wrath gunther !
From anywhere on the map, the player with this skill can immediately knock
another mob out of their shoes, depriving them of half of their hit points,
mana, and movement in the process. If the "!" flag is added, an announcement of
the wrath will also be made.
+
Skill : Wrath
Domain : Archon
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch - Range 1
Commands : WRATH
Usage : WRATH [PLAYER NAME] (!)
Example : wrath gunther
Example : wrath gunther !
From anywhere on the map, the player with this skill can immediately knock
another mob out of their shoes, depriving them of half of their hit points,
mana, and movement in the process. If the "!" flag is added, an announcement of
the wrath will also be made.
Skill : WRITE+
Usage : WRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : write parchment From recall, go nseeseenwesee
This skill allows one to write ordinary messages onto ordinary paper,
parchments, and similar writing material. The language the player will write
in will depend on which language the player is currently SPEAKing.
When writing on a journal, you need not specify any parameters when using this
command.
Skill : WRITE
Usage : WRITE [ITEM] ([TEXT TO WRITE])
Available: ALL
Example : write parchment From recall, go nseeseenwesee
This skill allows one to write ordinary messages onto ordinary paper,
parchments, and similar writing material. The language the player will write
in will depend on which language the player is currently SPEAKing.
When writing on a journal, you need not specify any parameters when using this
command.