A


abehavior

Syntax:abehavior ... (see BEHAVIOR)

The abehavior command is used to handle aura behaviors. This command works similar to the other ...behavior commands like mbehavior. Read help on behavior for a full description of how to use these commands.

Aura behaviors can also reference aura arguments. To reference an aura argument in a behavior, use the syntax `0, `1, ..., `n to reference a particular aura argument. You can also specify `* to refer to "all aura arguments". See aura-arguments for more information.

See also: acreate | adisplay | aedit | aura | aura-arguments | behavior | behavior-event-forwarding | mbehavior | obehavior | rbehavior

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ac

AC is your avoidance class, it is defined roughly as follows:

10 Very easy to hit 0 Fairly hard to hit -10 Very hard to hit

Any AC above 10 is evaluated as 10, and any AC below -10 is evaluated as -10.

AC is your chance of AVOIDING being hit, it does not directly lessen the amount of damage that you take upon being hit. If you are actually hit, then your armor's STOPPING value comes into play. The AC value used to determine whether or not you are hit is the sum of your ALL-AC (any AC that affects your whole body) and the AC given by the item(s) worn on the area of your body that was attacked.

NOTE: AC is NOT "armour class" but "avoidance class" !!!

See also: ac-areas | item-object | stopping | stopping-areas

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ac-areas

Armor is now divided into areas of your body. Specifically, HEAD, BODY, RIGHT-ARM, LEFT-ARM, RIGHT-LEG, and LEFT-LEG. These areas will contribute to the realism and the playing experience of the mud, making it much more real. This means that you can be hit in specific areas of your body, so damage taken is directly related to the properties of the item(s) worn on that area, if any.

This means that different areas of your body will have different levels of protection, depending on the items you have. If an item has AC, then the AC on it is local just to that area. If the item has ALL-AC, then your _total_ AC will be adjusted accordingly, for all areas of your body. The actual amount of AC on a particular area of your body is the sum of the area AC for the item(s) worn on that area, and your ALL-AC, which is the AC that affects your whole body. (such as from the 'Armor' spell)

For example, if you are attacked in the HEAD area: The AC that the hitroll must pass will be the sum of your ALL-AC and and the AC of the item(s) being worn on your head. Damage incurred will be lessened by the sum of your ALL-STOPPING and the STOPPING of the item(s) being worn on your head. Resists, immunities, and susceptibilities that affect the item(s) OR your whole body are also taken into account.

HINT: Shields give ALL-AC, making their coverage global.

See also: ac | item-object | stopping | stopping-areas

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accept

Syntax:accept <player name>

If you are the leader of a group, you may add and remove players to your group with this command.

If you "accept" a player that is already in your group, they will be removed from your group. Players can remove themselves from your group with the defect command.

Mobiles can join groups if they are following the leader.

See also: groups

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accreate

Syntax:accreate <name>

This command can be used to create a new aura category.

`eaccreate damage-shields`n

See also: acdisplay | acedit | acstat

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acdisplay

Syntax:acdisplay all|<matching criteria> [<flags>]

This shows all aura categories that match the specified criteria. If no criteria is given, all aura categories are listed.

You can also specify `bflags`n to show only aura categories that contain those flags -- see aura-category-flags.

See also: acedit | acstat

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acedit

Syntax:acedit <aura category name> <options>

The `bacedit`n command is used to edit aura categories on the mud. Aura Categories must be prototyped to be edited -- see acproto. The `baura category name`n option is a aura category name and `boptions`n are one of the following:

`ename <name>`n          Changes the name of the aura category.
`eflags <flags>`n        Turns flags for this aura category on/off.
                     See aura-category-flags.
`estackingrule <rule>`n  Specifies the stacking rule for this aura.  See
                     stacking-rule.
`estackinglimit <lim>`n  Specifies the stacking limit for this aura.
`eaddaura <aura>`n       Adds an aura to this aura category.
`eremaura <aura>`n       Removes an aura from this category.
For example:
`eacedit damage-shields stackingrule overwrite`n
See also: acdisplay | acproto | acstat | aura-category-flags | working-with

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acid-mastery

The Acid Mastery feats reduces the mana cost and increases the damage of any spells using the "mel" rune.

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acproto

Syntax:acproto [<name>]

Aura Categories must be prototyped before they can be edited to help ensure that aura categories are not accidentially edited. `bacproto`n will mark a aura category as being a prototype if it is not currently one. If it is already a prototype, it will be marked as not being one.

Entering `bacproto`n with no options will show all of the aura categories that are currently prototyped.

See also: accreate | acdisplay | acedit | acstat

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acreate

Syntax:acreate <key name>

The acreate command is used to create a new aura.

All changes to auras are autosaved. There is no need for aura fold, load, or save commands.

See also: abehavior | adisplay | aedit | aproto | aura

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acstat

Syntax:acstat <aura category name>

This shows detailed information about the specified aura category. For example:

`eacstat damage-shields`n

See also: acdisplay | acedit | working-with

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actions

See socials

adisplay

Syntax:adisplay [<aura name>|<aura-types>

The adisplay command is used to obtain information about the various auras on the mud. If no arguments are supplied, all of the auras on the mud will be displayed.

See also: abehavior | acreate | aedit | astat | aura

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adjudicator

The adjudicator is a holy knight serving neutral gods as a champion of balance. They are fierce warriors rewarded with many divine spells from their patron deities for their unwavering passion and devotion to both faith and mission.

Type "profs adjudicator" to see a list of the adjudicator abilities.

See also: | class | levels | practice | profs | runes | skills | spells

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advanced-tactics

See tactics

aedit

Syntax:aedit <key name> short <short description>

This variation is used to edit the short description of a aura.

Syntax:aedit <key name> long

This usage of aedit is used to edit the long description for a aura.

Syntax:aedit <key name> arguments 0-9|varies

This variation allows you to specify how many arguments this aura requires. If the number of arguments varies, enter 'varies', otherwise enter a number between 0 and 9.

Syntax:aedit <key name> duration <option>

Where <option> is one of:

class                Represents a permanent class aura.
feat                 Represents a permanent feat.
permanent            Represents a miscellaneous permanent aura.
spell [<number>]     Represents a limited-duration aura from a spell
                     where <number> is the default duration in mud hours.
trait                This aura represents a permanent trait.
transient [<number>] Represens a miscellaneous limited-duration aura
                     where <number> is the default duration in mud hours.
level <level>        Specifies the level of this aura.
minlevel <level>     Specifies the minimum level one has to be to be able
                     to benefit from this aura.
stackingrule      Specifies the stacking rule for this aura.  See
                     stacking-rule.
stackinglimit <lim>  Specifies the stacking limit for this aura.
Note that the duration specified here for spell and transient auras is just the default. Spells can supply a different duration when an aura is applied.

Syntax:aedit <key name> hidden|identifiable|known

If the aura should never be revealed to mortals, then it can be marked as hidden. If it should be normally hidden, but revealed under an appraisal or identify spell, then it can be marked as identifiable. If the information is freely known or obvious, it can be marked as known.

Syntax:aedit <key name> prereq short|long|rule

This variation allows you to specify a short description of the prerequisite rule in English (short), a more detailed description of the prerequisite rule in English (long), and then the actual implementation of the rule in JavaScript (rule). The prereq option is only relevant for traits, feats, and class auras and can be ignored for other types of auras.

All changes to aura are autosaved. There is no need for aura fold, load, or save.

See also: abehavior | acreate | adisplay | aproto | astat | aura | working-with

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afk

Syntax:afk [<reason why you will be AFK>]

Use this command whenever you are going to be away from the keyboard for a bit. Anyone who tries to tell you something will be permitted to do so, but they will also be informed that you are AFK so that they don't get the false impression that you are ignoring them which has been known to lead to bad feelings here and there. If you would like, you can specify a reason for why you are going to be afk.

As soon as you enter anything, you will be out of AFK mode.

For example:

afk
afk at lunch
NOTE: AFK = "Away From Keyboard"

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age

Characters in Arcane Ages are born with a natural age of 18 years. As time passes, the age of the character will increase. Each race's age increases at a different rate. Your age will determine how fast you regenerate in health, mana and vitality. Higher age leads to better mana regeneration, lower age leads to better health and vitality regeneration.

See also: races | status

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aging-bonus

(also AGING-MULTIPLIER)

To encourage players to explore, when a mobile first spawns it is worth 90% of its normal experience and gold points. For every six minutes that it lives, it gains another 1% of its normal experience points up to a maximum of 130% experience and gold points after around four hours.

See also: autobalancing | experience

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aging-multiplier

See aging-bonus

agossip

Syntax:agossip <text>

This text whenever you want to root for a player in the arena or ask people in the arena questions. Basically, anything to do with the arena should go over this channel. In addition, notices about the opening and closing of the arena will go over this channel too.

See also: auction | bgossip | channel | communications | gossip | shout | yell

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aid

Syntax:aid <target name>

This skill will permit you to bring someone who is about to die (i.e., below zero hit points) back up to zero hit points so that they can be healed at a later time. It is only a temporary measure intended to prevent immediate death.

In addition, aid will let you revive people who were stunned for some reason or another (like being stunned right after summoning someone).

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air-mastery

The air Mastery feats reduces the mana cost and increases the damage of any spells using the "ae" rune.

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alchemy

See brew

alias

Syntax:alias [<alias>] [<definition>]

This command allows you to define an aliases for commonly entered commands for convenience purposes. For example:

alias cfire cast 'fireball'

After defining that alias, whenever you enter 'cfire' the mud will enter "cast 'fireball'" for you.

Entering alias without any options will list all of the aliases you have defined. Entering an alias with just an alias name will show the current definition for that alias if it is defined.

The ampersand (&) character has a special meaning in aliases. An ampersand followed by a number means "insert argument number <number>" here. An ampersand followed by a '*' means "include the rest of the entered line here".

Example: in "test how are you???",

&0 = "test", &1 = "how", &2 = "are", &3 = "you???", &* = "how are you???", and && = "&".

alias cburn cast 'burning hands' &*
alias gg give &1 coins to &2
See also: shell | unalias

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alignment

Alignment is an indicator of whether someone is good or evil. A positive alignment indicates goodness while a negative alignment indicates evil.

Alignment helps determine what classes, spells, abilities, and so on, a person can have. For example, an evil character will not be able to become a Paladin.

Alignment can also determine how the denizens of the mud react to a character as well.

Somewhat related to alignment is faction, which determines how denizens react to others based on the factions they are a member of.

See also: faction

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ansi

Syntax:ansi

This command tells the mud that you would like to use ANSI color options. It will clear your current color settins if you are using VT100 mode, setting your coloring scheme to Ocean Blues.

See also: colors | vt100

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anti-paladin

The anti-paladin is the anti-thesis of the paladin. They seek to bring evil and despair in the world. They have a mix of many different skills, and do not specialize in any one area.

Many anti-paladins are former paladins who got rejected or belittled and now harbor great resentment toward everything that paladins stand for. Whereas paladins focus on healing and protecting the weak (cl and wa), anti-paladins dabble in the arcane and aren't afraid to engage in dirty fighting (ma and th).

Type "profs anti-paladin" to see a list of the anti-paladin abilities.

See also: class | levels | practice | profs | runes | skills | spells

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appoint

(also TREASURER)

Syntax:appoint <player>

This command lets the leader of a group appoint a treasurer from among the ranks of the party. A treasurer will automatically loot all corpses that a party member killed. A running total of the gold that has been lotted will be kept. When the group feels that it is time to distribute the funds, the treasurer need only enter "split" to divide up the party's gold (the mud keeps track of how much gold needs to be divided up).

See also: found | group | promote | split

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appraise

Syntax:appraise <object>|<character>

This skill lets you examine a person or object in an effort to glean some information about it.

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aproto

Syntax:aproto [<name>]

Auras must be prototyped before they can be edited to help ensure that auras are not accidentially edited. `baproto`n will mark an aura as being a prototype if it is not currently one. If it is already a prototype, it will be marked as not being one.

Entering `baproto`n with no options will show all of the auras that are currently prototyped.

See also: acreate | adisplay | aedit

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archery

Syntax:shoot <direction> [at] <victim>

The archery skill will permit you to fire short and long bows at your victims. The range of a long bow is up to five rooms away and the range for the short bow is four rooms. In order to properly use a bow, you must have wielded both the bow AND a suitable arrow.

See also: called-shot | catch | fletching | marksmanship | melee-shot | point-blank-shot | power-shot | precise-shot | rapid-shot | returned-shot | shoot | sling | thunder-shot | volley-shot

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area-mastery

See intelligence

areas

See the zones command for more information about areas. Also be sure to stop by the cartographer's guild for a map of some of the areas accessible on this mud.

The terms "area" and "zone" generally mean the same thing and are often used interchangeably.

See also: news | zones

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arena

Syntax:arena

Type 'arena' whenever you would like to enter an open arena and partake in the bloodletting. There are two different "arenas" accessable. The other arena is accessed by the battlefield command.

NOTE: You will NOT lose equipment or experience while in the arena. If you "die" in the arena you will be saved at the last moment and returned to the temple -- FULLY RESTORED. In addition, equipment does not get damaged in the arena either.

See also: >

| arenasetup>arenasetup | agossip | also: | battlefield | channel | gods | see

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ask

Syntax:ask <person> <text>

Use this command if you want to ask someone in the room a question. People in the room will be aware that you asked that person a question, but will not know what you asked.

Example: ask puff Are you for real?

See also: communications | whisper

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assassinate

See assassination

assassination

(also ASSASSINATE)

Syntax:assassinate <target name>

This dark skill involves the knowledge of how to dispatch a foe quickly, by using attack methods that quickly cut the life out of your foe. In order to successfully assassinate, your character must wield a weapon and surprise your foe (you cannot attempt an assassination once combat has begun).

Assassination can be attempted with any type of weapon, however if you use a blunt or sharp weapon it will not be as effective without the sneak attack skill.

If you fail the assassination, you will either do no damage, get the equivalent of one attack, or get a full backstab.

See also: | backstab | sneak-attack

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assist

Syntax:assist <character name>

This command will set you to fight the same foe that <character name> is fighting.

"Assist" is similar to "rescue" except the <player> continues fighting. It is better than "kill" in many cases because you do not have to choose between 1.golem and 2.golem (or 1.lamia that just entered the room). Even though monsters of the same type assist each other in combat, "Assist" is better because you will eliminate one aggressor much faster.

You cannot normally assist when you are already fighting something. However, if you have learned the engagement skill you will be permitted the opportunity to switch even if you are already fighting.

See also: guard | kill | rescue

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astat

Syntax:astat <aura name> [db|instances|properties]]

The astat command is display details about a particular aura.

The optional instances argument will provide a list of all the mobiles and objects that have this aura while db and properties will show the aura's database and regular properties, respectively.

See also: abehavior | acreate | adisplay | aedit | aura

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at

(also @)

Syntax:at <room number>|<target name> <command>

This command causes you to temporarily project yourself to the specified location for a brief enough period to perform the specified command. As soon as the command is completed, you will be immediately returned to your original room.

at candy hug candy      Will cause you to project temporarily where Candy
                        is long enough to hug her.
See also: mat

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auction

Syntax:auction <text>

Use this command whenever you want to auction off one of your possessions or when you would like to place a bid on an item that is up for auction. Also, if you are looking for items, feel free to place any requests on this channel as well.

NOTE: Everyone on the mud who is listening to this channel will hear you.

See also: bgossip | channel | communications | gossip | shout | yell

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aura

(also AURAS)

An "aura" is some sort of special behavior or effect that is either placed on a creature or an object. Auras can affect a creatures statistics or behavior. A creature is affected by any auras that are directly placed on it and from any auras that are on items that it is equipping.

Auras can be as simple as "+2 to hit" or as complex as "lycanthropy".

Some auras, like auras from spells, have a limited duration while other auras, like trait or feat auras, are usually permanent.

Auras can also be hidden or visible. An aura that is hidden will usually be undetectable by someone who has that aura.

See also: aura-types

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aura-args

See aura-arguments

aura-arguments

(also AURA-ARGS)

The following is an example of using aura arguments.

abeh myaura stat `0 `1
medit mymob addaura myaura 24 fire 20
When working with myaura on mymob, the mud would use "stat fire 20" when determining which arguments to pass to the Stat behavior. You can also reference aura arguments from JavaScript using the "aura.args[]" array.

See also: abehavior | js-aura

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aura-types

The following is the list of types of auras:

class            Permanent auras that come from a class
feat             Auras that are permanent feats
permanent        For general permanent-duration auras
spell            Auras that come from a spell
trait            Auras that are permanent traits
transient        For general limited-duration auras
See also: auras

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auras

See aura

autobalancing

Arcane Ages keeps track of which mobiles are killed and how often and which areas are not being explored. In an attempt to encourage people to explore underutilized areas, Arcane Ages will automatically award more experience and gold rewards to areas that are not explored often.

See also: aging-bonus | experience

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autoloot

See loot

avatar-abilities

See hero-abilities

avatar-death-ward

Avatars with the Death Ward ability take 50% of the normal experience point loss when they die and receive +50% experience points back when getting energy drained.

This ability is automatically granted.

See also: avatar-abilities | spell-resurrection

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avatar-egress

Syntax:egress

This Avatar ability lets you recall once per mud month using the egress command.

You will need to see an immortal to receive this ability.

See also: avatar-abilities

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avatar-nourishment

Avatars and higher level players consume food and water at 1/4 the normal rate due to their partial divine nature.

This ability is automatically granted.

See also: avatar-abilities

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avatar-travel

Syntax:travel <target>

This Avatar ability lets you travel up to three times per mud month using the travel command. You may only travel to other players you are not at war with.

You will need to see an immortal to receive this ability.

See also: avatar-abilities

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avatars

See heroes

avhelp

Syntax:avhelp [<level>] [<matching abbreviation>]

List the privileged commands available to you. Can only be used by avatars and gods. Using the "level" option will permit you to see the commands gained at a particular level. If the optional matching abbreviation is specified, only avatar commands that match the abbreviation specified will be listed.

See also: commands | socials

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axe-throwing

Syntax:throw <direction> [at] <victim>

The axe throwing skill will let you throw throwable axes at a victim in a room up to three rooms away.

See also: catch | dagger | dart | hammer | spear | star | throw | throwing | toss

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