|Syntax:||caccept <player name>|
This command can by used by a clan leader to accept the specified player into the clan. The player must be following the leader to indicate their consent.
Players can not belong to more than one clan at once.
Use the cdefect command to defect from a clan that you belong to.
Note that it is up to the respective clans as to what price (if any) is required by its prospective candidates for membership in the clan.
|See also:||cdefect | clans|
|Syntax:||call <type> [<name>]|
The Call command is used by various skills and feats in the game. For example, the call command is used to summon a holy mount for paladins, or to summon the barbarian horde for barbarians.
Note that you must have enough pet power levels left in order to call mobiles to aid you. In particular, with callings that summon multiple things like the barbarian horde, the more charisma you have the more things you will get.
If you specify a `bname`n for the pet, the pet will be given that named when it arrives.
|See also:||call-type | charisma|
|Syntax:||call 'barbarian horde'|
The calling of the Barbarian Horde is something only high level, powerful barbarians can do. The Horde may only be summoned once per mud month (about 17 real hours). Once summoned, as many barbarians that you can control under your charisma will come. (The less pets you have already and the higher your CHA and level, the more barbarians will come.)
The Barbarian Horde will take up to a minute to arrive. The Barbarian Horde will fight for you for about 30 real minutes after which time they will go off to help other barbarians in need.
|See also:||call | calling-wolf | charisma|
Archers with the Called Shot feat have an increased chance of landing critical hits with their ranged attacks.
Victims with the fortify skill will reduce this feat's chance of success.
|See also:||archery | marksmanship|
|Syntax:||call 'great wolf' [<name>]|
|call 'dire wolf' [<name>]|
|call 'winter wolf' [<name>]|
Many barbarians are known to associate with the fearless wolves who fight as companions in battle out of mutual respect for their combat prowess.
Huge Dire and Winter Wolves which may be ridden into combat are also known to answer the call of exceptionally powerful barbarians.
ae ... air Elemental Air spells are those spells which somehow use the air, or wind, to the benefit of the caster.
yel ... air evoke Evoke air from the elemental plane of air.
po ... botany Spells dealing with plant life in some way.
anz ... create food Create edible food maj ... major food Create very large amounts of food
ty ... cytology Spells which harm the body of the target. All types of spells which cause some sort of damage, be they slow or fast, actual damage or impairment of a normal bodily function.
co ... vocal chords Target the vocal cords em ... harm Cause heavy general damage es ... eyes Target the eyes guk ... poison What else you want to know? ilt ... cause light Cause a little general damage irc ... cause crit Cause much general damage uss ... cause ser Cause quite a bit general damage tet ... tetanus Immobilize the muscles ti ... vitality Target the general health ut ... tissue harm Harm living tissue wus ... weaken Weaken the muscles
dar ... darkness Elemental Darkness spells are those spells which create darkness, snuff out light of all sorts.
vad ... evoke dark Evoke a strong darkness.
uul ... demonology Perhaps the most likely spell to cause bodily harm to the spellcaster herself, demonology spells are those which attempt to go in the depths of hell or the abyss and attempt (note the word, attempt) to overpower the mind of some foul and evil creature.
dem ... cacoademon Summon a demon to serve (you hope!)
xu ... dimension The dimensionalism spells are those that attempt to open a hole in the fabric of space and time, and try to control that hole. The end result should allow the spellcaster to go to some distant place very quickly, where normally it would have been difficult or impossible for her to do so.
ain ... sp. align Align the hole to a specific place. jur ... elemental Bring an elemental being from its home plane to you. muv ... travel Travel from you through a dimensional hole. ose ... gate Open a hole and keep it open. piz ... prison Align the hole to an imprenetrable prison. ran ... random align Align the hole to someplace random. som ... summon Bring someone from another place to you through the hole. yul ... home align Align the hole to your home.
ko ... divination Divination spells are some of the more powerful in the game - they give you information. Anything that has to know the content or effect, the location, or any other information falls under the divination school of magic.
arc ... magic A magical (aura). atr ... attributes The attributes of an object. bad ... evil An evil (aura). goo ... good A good (aura). gra ... greater track A more powerful version of track. guk ... poison Poison (aura). isi ... invisibility Invisibility. liv ... life Living creatures. lol ... local Searching locally. ser ... search Search for a specific thing. tra ... track Find the track of an individual. voi ... clairvoyance To be able to "see" someplace else as if you were there.
mo ... earth Elemental Earth spells are those spells which use the atomic elements to create mass-type objects. Note, that acids are a type of elemental earth.
ast ... meteor Bring some space-borne earth to you. der ... drill Drill through earth. dyn ... shake earth Violently shake the earth. fal ... fault Earthquake fault. mel ... evoke acid Highly dissolving acid. sot ... greater acid Even stronger, more powerful acid. soi ... earth evoke Earth evocation. sto ... greater earth Stronger earth evocation.
xap ... electricity Elemental Electricity spells are those that somehow harness electrical energies and send it coursing through your opponents' bodies.
buz ... evoke elec. Evoke a concentrated electric current. cin ... chain elec. Chain the current through your opponents. zek ... greater elec. Even a more concentrated electric current (must be used with "buz").
ech .. enchantment Enchantment spells are powerful spells used to enchant non-living objects into more powerful objects.
sla ... slay better To slay monsters better. wep ... weapon Weapon.
fu ... fire Elemental Fire spells are those spells which either cause fire or take the heat of fire and use it for the caster's benefit.
ume ... evoke fire Create a large amount of fire. orc ... greater fire An even more intense fire (must be used with "ume").
chi ... frost Elemental Frost spells are those which remove all traces of heat. The severe cold can be used with other types of elements (specifically water).
fro ... evoke frost Concentrated coldness. nip ... greater frost Even more concentrated coldness (must be used with "fro").
ilu ... illusion Illusion type spells are very powerful spells which fool your opponents into believing a fictional reality reather than the true reality. Sometimes, this belief is so strong that your opponent may actually get damaged by the light components of the spells.
isi ... invisibility Disappear from view. ris ... prismatic An even more powerful color display (must be used with "roy"). roy ... colour A powerful, damaging color display. sur ... surround Surround with faerie fire.
zun ... light Elemental Light spells are those which cause light. "There shall be light!"
las ... long lasting light Everlasting light eve ... evoke light Evoke a strong light. lun ... evoke lunar light Evoke moonlight. sta ... evoke sun light Evoke sunlight.
met ... metamagic Metamagic spells are those which use magic almost as an "elemental" in order to achieve what normally would be an impossible effect. Metamagic spells are easily combined with other canons.
ban ... bane Impair the receiver. neg ... negate Negate the magical properties. smi ... rem curse Removes curses. spi ... web Create a magical spider web.
dop ... morphology Spells which shift the form of an individual or a weapon would be considered morphology type spells.
alt ... Alter To alter the form for the worse. pro ... greater morph A more thorough type of shift. shi ... shift form To shift form. wep ... weapon Weapon.
dru ... druidic Druidic spells are those spells which deal with nature. The spells are such that only druids and rangers can ever hope to be able to use them successfully.
ani ... animal Animals. shi ... shift form To shift form. taf ... staff To make into staff form. wod ... wood Wood or bark.
nek ... necromancy Necromatic spells are the powerful spells which use the forbidden magics to give life where there is none, or where life has been lost.
ims ... imbue soul Imbues an arbitrary soul on the target. per ... specific soul Imbues a specific soul on the target, namely its original soul.
psy ... psychomancy Psychomatic spells are those which directly go into the mind of your opponent and actively try to change it to your liking.
dom ... dominate Dominate the mind. pec ... peace Instill peace. pho ... fear Instill fear. sno ... sleep Force sleep.
tek ... telekinesis Telekinetic spells are those which seeminly defy the laws of physics, specifically gravity and force.
abs ... absorb Absorbs/slows down objects. def ... defect Deflects objects. fli ... fly To fly. flo ... float To float. loq ... unlock To unlock a locking mechanism. mis ... missile A force-like missile. no ... dance Seemingly makes an object "dance".
the ... theology Clerics and paladins can summon the power of their deities directly through theology spells. Some of these are the most powerful a cleric can cast.
bad ... evil Evilness. ble ... bless Give the deity's blessing. dei ... deity The deity itself. goo ... good Goodness. hol ... holy word A powerful word with the strength of the deity. san ... sanctuary A strong protection from the deity. tur ... turn To turn undead creatures. unh ... unholy word An evil version of "hol". wra ... wrath The wrath of the deity.
vit ... vitology Vitology spells are those which specifically attempt to cure the recepient of bodily damages and harm.
cri ... healing To cure critical wounds. co ... vocal cords The vocal cords. cu ... cure To cure a defect or harm. enh ... enhance To enhance. es ... eyes The eyes. fre ... refresh To cure tiredness. hea ... healing, superior A very powerful heal, stronger than "hem". hem ... healing, greater A powerful heal. lit ... healing, inferior To cure light wounds. par ... rem paralysis To remove paralysis. ser ... healing, lesser To cure serious wounds. ti ... vitality The actual vitality of the person.
too ... water Elemental Water spells are those which use H2O (water) to its full advantage. Most often used with Frost for ice-type spells.
wew ... water evoke Evoke water from the elemental plane of water.
A canon is a collection of runic knowledge embodying similar spell-casting knowledge. Each canon is unique in the abilities and powers in the spells contained therein. Each has a specific purpose and source for its magical powers. Every canon has it's own set of runes that form the doctrine of its magic. All known canons are listed as follows:
botany po plant life. demonology uul demonic and diabolical. dimensionalism xu dimensions. divination ko projecting mind to discern information. elemental shaping the base elements to some use. air ae darkness dar earth mo electricity xap fire fu frost chi light zun water too enchantment ech enchantments. illusion ilu illusions. morphology dop shape shifting and polymorphing. nature dru dealing directly with nature. necromancy nek undead. psychomancy psy mind. telekinetics tek gravity and hidden forces. divine div divine.
|See also:|| canon-|
|Syntax:||cappoint <player name>|
If you are a clan leader, you may use this command to appoint someone to be the clan's historian. The clan historian is responsible for keeping the clan's platform and agenda up to date. A clan can have multiple historians.
If you cappoint someone who is already a clan historian, they will be relieved of their historian duties.
The prospective historian must already be in your clan.
|See also:||clans | cpromote | crecord|
You can use colors in two different ways: (a) color scheme types and (b) raw colors. `bNote:`n Always remember to end your colored text with a ``n to change the color back to normal.
`b(a) Coloring using Color Scheme Types`n
You can use caret-coloring to specify specific colors for parts of your text. The syntax is:
^^&cwounded&Ouch!``n looks like ^&cwounded&Ouch!`n
`b(b) Coloring using Raw Colors`n
The syntax for using raw colors is:
^^c[!]<foreground color character><background color character>
The color characters you can use are in the k = black table to the right. If the foreground color r = red character is in upper case, the color will be g = green bold. If you specify a "!" then it will y = yellow be blinking. For example: b = blue p = purple ^^cYk (means bold yellow on black) c = cyan ^^c!rg (means blinking red on green) w = white ^^cR_ (bold red on same background) _ = transparentColoring using color scheme types is usually the best way to color because you are guaranteed that the colors will match nicely with whatever color scheme the person is currently using. However, sometimes using raw colors is needed (like if you want to make a blue lake).
|See also:||caret-sound | caret-substitution | color-type|
Arcane Ages supports the Mud Sound Protocol. To generate the !!SOUND and !!MUSIC tags use the following caret-substitution syntax:
^^&am(<mud sound protocol format here)& ^^&as(<mud sound protocol format here)&"am" is short for "audio music" and "as" is short for "audio sound". For example:
^^&am(thunder V=100 L=1 P=30 T=weather)&will get converted to:
!! MUSIC(thunder V=100 L=1 P=30 T=weather)(without the space between !! and MUSIC) if they have sound turned on or nothing at all if sound is off.
More information about the Mud Sound Protocol can be found at:
|See also:||caret-color | caret-substitution|
|Syntax:||cast <rune combination> [options]|
|cast '<spell name>' [options]|
The "cast" command is used to invoke the power of magical spells. There are two main forms of casting: using rune combinations and "common" names for spells. For example, the following two are equivalent:
cast xumuvranind cast 'teleport'Casting spells requires both knowledge of all of the runes composed by the spell being cast and sufficient mana strength to evoke the magic being intoned.
You can also use a "+<shaping runes>" syntax when casting spells to add shaping runes to an existing spell. This makes it easier to alias spells and add shaping runes to them. For example, the following are all equivalent ("evfuja" are the runes for "Hellfire" and "evfujafiz" are the runes for "Inferno"):
`bcast 'inferno' +max`n `bcast inferno+max`n `bcast hellfire+fizmax`n `bcast evfujafizmax`n `bcast evfujafiz +max`n
|See also:||alias | canons | mana | runes | shaping-runes|
If you are proficient in the catch skill, you will have a chance of catching weapons thrown at you providing that you also have skill in throwing that weapon yourself. For example, if someone is throwing a dagger at you, you will only be able to catch it if you are proficient in catch AND in dagger throwing (and even then, your chances will be slim). Should you succeed however, the item will go into your inventory.
If you are skilled with archery and are good with catch, you will also be able to catch an arrow shot at you every once in a blue moon.
Note: If you do not have any hands free, do not expect to catch too many projectiles. Also, should you happen to have BOTH hands free, your chances of catching will be much better than with just one hand free.
|See also:||archery | axe | dagger | dart | hammer | marksmanship | precise-shot | shoot | spear | star | throw | throwing | toss|
|Syntax:||catell [*<clan>] <message>|
If you are a member of a clan and your clan is allied with other clans, you may use this command to tell all of the members of your clan and all the members of your alliance clans something.
You can optionally specify a clan name in order to send the message to just members of that clan.
|See also:||clans | ctell|
|Syntax:||declare [mode] ally|war|peace <clan codename>|
This command is used by the clan leader to declare either war, peace, or alliances with another clan.
Note that if you declare war upon another clan, that clan will AUTOMATICALLY declare war back upon you as well. When vying for PEACE, however, you only stop declaring war upon them. Thus either side can make both sides go to war, but each side must individually declare peace for a lasting peace to be ensured. If either clan is at war with the other, it is legal for members from either clan to PK members from the opposing clan.
Entering "cdeclare mode war" will change your clan from a pacifist clan to a war clan while "cdeclare mode peace" will change your clan from a war clan to a pacifist clan. Changing modes costs 25,000,000 gold. You cannot change clan modes while you are at war unless it is the Month of the Dragon (but it will cost 10,000,000 extra gold per clan that you are at war with).
|See also:||cdiplomacy | clans|
Use this command to remove your association with a clan.
|See also:||caccept | clans|
|Syntax:||cdiplomacy [clan codename]|
This command shows all of the political relationships between all clans. If you supply a codename, only relationships involving that clan will be shown.
|See also:||cdeclare | clans|
This command can be used by the leader of a clan to disband the clan altogether. This is a permanent act and so should be taken with careful thought.
If you are a clan leader and would like to leave the clan, but not disband it, cpromote someone else and then `cdefect from the clan. This will remove you from the clan while keeping the clan intact.
You must supply the yes operand to verify that you wish to actually disband the entire clan.
|See also:||cdefect | cfound | clans|
Your most expensive item is considered a heirloom from the gods and is rent-free. This item is removed from your rent cost before the rent credit is applied.
The Celestial Reincarnation ability will save your character from death and reincarnate him or her on the spot with fully restored health. This powerful ability is only usable once per mud year if you have Reincarnation One or twice per mud year if you have Reincarnation Two. You can turn reincarnation on or off with the reincarnate command. You might want to do this to save your reincarnation for when it really matters.
The reincarnate command entered by itself will display your current reincarnation status as ON or OFF.
This ability is obtained through a quest. Note that reincarnation two is an automatic upgrade of reincarnation one.
|See also:||celestian-abilities | zone-the-realm-of-eternal-life|
|Syntax:||cfound <clan codename> <clan name>|
This command is used to form a clan. The person issuing the cfound command will become the leader of the clan. The cost of starting a clan is quite high, and will require a large amount of gold and experience points, so do not undertake founding a clan lightly.
A clan codename is a three to five letter codename for your clan. The clan name is the actual name for your clan.
|See also:||cappoint | cdisband | clans | cpromote|
|Syntax:||channel [all|arena|auction|battlefield|muse|gossip|mobgossip|shout|clan] [tell] [beep]|
Use this command to either "tune into" or "tune out of" either the auction or gossip channels. It works like a toggle. Only gods can tune out shouts and muses, however. Also, channeling shouts also channels yells as well.
If you are channeling muse, you will not hear thunders and bellows either.
Channeling mobgossip will prevent you from hearing mobile gossip over the gossip channel whilst still being able to hear players talk over gossip.
It is also possible to disable other people's ability to tell you things if you use the 'tell' option. This too works like a toggle.
Channeling beeps with the 'beep' option will ensure that when you are beeped (with the beep command), that no audible beeps are actually sounded. Use this option if some undesireable starts to annoy you with beeps. (If they are really annoying, see a god, and they may have their beeping privilege taken away.)
|See also:||auction | beep | bgossip | communications | gossip | shout | tell | yell|
Your charisma score determines how many followers your character can control. Followers take the form of charmies, conjurees, and mercenaries. The maximum number of power levels of followers is determined by your charisma:
maximum pet follower power levels = (CHA / 10 + (pet mastery i+ii+iii+iv+v skills) / 200) * your power levelFor example, a level 120 mage (power level 140) with a charisma of 14 and Pet Mastery I at 85% would be able to have (14/10 + 85/200) * 140, or 255 pet power levels. This is enough for 5 level 50 followers, or 2 level 100 followers and 1 50th level follower, or any other combination of power levels that adds up to 255.
This command puts you into "chat mode". When in this mode, everything you type is interpreted as a "say" command. This will make having long conversations easier. If you wish to enter in commands still, prefix them with an asterisk (/) or an (*). This also makes the mud behave similar to how IRC behaves.
When you are in chat mode, you will have a rounded prompt point ")" instead of the pointed command one ">".
To return out of chat mode, simply enter '/chat'.
|checkers reset [chess board layout]|
|checkers remove <position>|
|checkers place <piece name> <position>|
|checkers king <piece name> <position>|
|checkers unking <piece name> <position>|
|checkers <old position> <new position>|
The checkers command can be used to manipulate a checkers board should you happen to have one handy.
Entering checkers with no arguments, displays the current status of the checkers board.
Entering checkers reset will reset the checkers board to the standard starting configuration. If you would like to see nonstandard configurations added, please contact an implementor and it will get added.
You can remove a piece with the remove option, and place a piece that is currently off the board onto the board with the place option.
The final option will move a chess piece from the specified old position to the new position.
checkers a1 a3 move the checkers piece at A1 to A3. checkers remove a1 remove the piece at a1 from the board. checkers place ro a3 place an offboard red checker at position A3.
|chess reset [chess board layout]|
|chess remove <position>|
|chess place <piece name> <position>|
|chess <old position> <new position>|
The chess command can be used to manipulate a chess board should you happen to have one handy.
Entering chess with no arguments, displays the current status of the chess board.
Entering chess reset will reset the chess board to the standard starting configuration. If you would like to see nonstandard configurations added, please contact an implementor and it will get added.
You can remove a piece with the remove option, and place a piece that is currently off the board onto the board with the place option.
The final option will move a chess piece from the specified old position to the new position.
chess a1 a3 move the chess piece at A1 to A3. chess remove a1 remove the piece at a1 from the board. chess place wr a3 place an offboard white rook at position A3.
This command will list all of the active clans on the mud.
Clans are a collection of players who are allied together to achieve common goals. Unlike groups, clans remain even if the mud shuts down and reboots.
There are two types of clans. A pacifist clan does not engage in player-versus-player (pvp) combat. Pacifist clans cannot either declare war upon other clans or be declared upon.
A war clan is a clan that does engage in pvp combat. War clans may declare war upon other war clans and may be declared upon by other war clans. Thus war clans provide the mud with a structured way for people to PK each other if that is their desire while at the same time permitting people who do not wish to partake in PK to remain out of it. Do NOT join a war clan unless you are prepared to handle the distress of being PKed by other players!
It is not legal for someone in a clan to PK someone who is either not in a war clan or is not in a war clan that is at war with the playerkiller's own clan.
|See also:||caccept | cappoint | catell | cdeclare | cdefect | cdiplomacy | cdisband | cfound | crecord | croster | ctell | ctopic | cview | cwho | pk | promote | pvp|
The following class combos are allowed with the given races: V i E H M s t a i h h G l H n P S n A D e G o f o H o y p T T e v D w r n b b u t r r r y b i r a E e o l e b m a O e i o t i a o r l a m i l i a u r o t l a s n w f f n e n f t n r c n e l n h +---------------------------------+ Ap| |@|@|@|@| | |@|@|@| | | | | | | | Ba| | |@| | | |@|@|@|@|@|@| | |@| |@| Cl|@|@|@|@|@|@|@|@|@|@|@| |@|@|@|@| | Dr|@|@| |@| |@|@|@|@|@| | | |@| | |@| En|@|@|@|@|@|@| |@| |@| | |@| | |@|@| Il|@|@| |@|@|@| |@| |@| | |@|@| |@|@| Ma|@|@| |@|@| | |@| |@| | |@|@| | |@| Pa| |@|@|@|@| | |@|@|@| | |@| | | | | Ra|@|@| |@|@| | |@|@|@| | |@| | | |@| Th|@|@|@|@|@|@|@|@|@|@| |@| |@|@| |@| Wa|@|@|@|@|@|@|@|@|@|@|@|@|@| |@|@|@| Ap/Th| |@|@|@|@| | |@|@|@| | | | | | | | Ba/Th| | |@| | | |@|@|@|@| |@| | |@| |@| Cl/Ap| |@|@|@|@| | |@|@|@| | | | | | | | Cl/En|@|@|@|@|@|@| |@| |@| | |@| | |@| | Cl/Pa| |@|@|@|@| | |@|@|@| | |@| | | | | Cl/Ra|@|@| |@|@| | |@|@|@| | |@| | | | | Cl/Th|@|@|@|@|@|@|@|@|@|@| | | |@|@|@| | Cl/Wa|@|@|@|@|@|@|@|@|@|@|@| |@| |@|@| | Dr/Ra|@|@| |@| | | |@|@|@| | | | | | |@| Dr/Th|@|@| |@| |@|@|@|@|@| | | |@| | |@| Dr/Wa|@|@| |@| |@|@|@|@|@| | | | | | |@| Il/Ap| |@| |@|@| | |@| |@| | | | | | | | Il/Cl|@|@| |@|@|@| |@| |@| | |@|@| |@| | Il/Dr|@|@| |@| |@| |@| |@| | | |@| | |@| Il/En|@|@| |@|@|@| |@| |@| | |@| | |@|@| Il/Th|@|@| |@|@|@| |@| |@| | | |@| | |@| Il/Wa|@|@| |@|@|@| |@| |@| | |@| | |@|@| Ma/Cl|@|@| |@|@| | |@| |@| | |@|@| | | | Ma/En|@|@| |@|@| | |@| |@| | |@| | | |@| Ma/Dr|@|@| |@| | | |@| |@| | | |@| | |@| Ma/Ra|@|@| |@|@| | |@| |@| | |@| | | |@| Ma/Th|@|@| |@|@| | |@| |@| | | |@| | |@| Ma/Wa|@|@| |@|@| | |@| |@| | |@| | | |@| Th/En|@|@|@|@|@|@| |@| |@| | |@| | | |@| Wa/En|@|@|@|@|@|@| |@| |@| | |@| | |@|@| Wa/Th|@|@|@|@|@|@|@|@|@|@| |@| | |@| |@| Cl/Wa/Th|@|@|@|@|@|@|@|@|@|@| | | | |@| | | Il/Wa/Th|@|@| |@|@|@| |@| |@| | | | | | |@| Ma/Dr/Ra|@|@| |@| | | |@| |@| | | | | | |@| Ma/Wa/Th|@|@| |@|@| | |@| |@| | | | | | |@| +---------------------------------+
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class2-combos2The following class combos are allowed with the given races: V i E H M s t a i h h G l H n P S n A D e G o f o H o y p T T e v D w r n b b u t r r r y b i r a E e o l e b m a O e i o t i a o r l a m i l i a u r o t l a s n w f f n e n f t n r c n e l n h +---------------------------------+ Ap| |@|@|@|@| | |@|@|@| | | | | | | | Ba| | |@| | | |@|@|@|@|@|@| | |@| |@| Cl|@|@|@|@|@|@|@|@|@|@|@| |@|@|@|@| | Dr|@|@| |@| |@|@|@|@|@| | | |@| | |@| En|@|@|@|@|@|@| |@| |@| | |@| | |@|@| Il|@|@| |@|@|@| |@| |@| | |@|@| |@|@| Ma|@|@| |@|@| | |@| |@| | |@|@| | |@| Pa| |@|@|@|@| | |@|@|@| | |@| | | | | Ra|@|@| |@|@| | |@|@|@| | |@| | | |@| Th|@|@|@|@|@|@|@|@|@|@| |@| |@|@| |@| Wa|@|@|@|@|@|@|@|@|@|@|@|@|@| |@|@|@| Ap/Th| |@|@|@|@| | |@|@|@| | | | | | | | Ba/Th| | |@| | | |@|@|@|@| |@| | |@| |@| Cl/Ap| |@|@|@|@| | |@|@|@| | | | | | | | Cl/En|@|@|@|@|@|@| |@| |@| | |@| | |@| | Cl/Pa| |@|@|@|@| | |@|@|@| | |@| | | | | Cl/Ra|@|@| |@|@| | |@|@|@| | |@| | | | | Cl/Th|@|@|@|@|@|@|@|@|@|@| | | |@|@|@| | Cl/Wa|@|@|@|@|@|@|@|@|@|@|@| |@| |@|@| | Dr/Ra|@|@| |@| | | |@|@|@| | | | | | |@| Dr/Th|@|@| |@| |@|@|@|@|@| | | |@| | |@| Dr/Wa|@|@| |@| |@|@|@|@|@| | | | | | |@| Il/Ap| |@| |@|@| | |@| |@| | | | | | | | Il/Cl|@|@| |@|@|@| |@| |@| | |@|@| |@| | Il/Dr|@|@| |@| |@| |@| |@| | | |@| | |@| Il/En|@|@| |@|@|@| |@| |@| | |@| | |@|@| Il/Th|@|@| |@|@|@| |@| |@| | | |@| | |@| Il/Wa|@|@| |@|@|@| |@| |@| | |@| | |@|@| Ma/Cl|@|@| |@|@| | |@| |@| | |@|@| | | | Ma/En|@|@| |@|@| | |@| |@| | |@| | | |@| Ma/Dr|@|@| |@| | | |@| |@| | | |@| | |@| Ma/Ra|@|@| |@|@| | |@| |@| | |@| | | |@| Ma/Th|@|@| |@|@| | |@| |@| | | |@| | |@| Ma/Wa|@|@| |@|@| | |@| |@| | |@| | | |@| Wa/En|@|@|@|@|@|@| |@| |@| | |@| | |@|@| Wa/Th|@|@|@|@|@|@|@|@|@|@| |@| | |@| |@| Cl/Wa/Th|@|@|@|@|@|@|@|@|@|@| | | | |@| | | Il/Wa/Th|@|@| |@|@|@| |@| |@| | | | | | |@| Ma/Dr/Ra|@|@| |@| | | |@| |@| | | | | | |@| Ma/Wa/Th|@|@| |@|@| | |@| |@| | | | | | |@| +---------------------------------+
|See also:||anti-paladin | barbarian | classes | cleric | druid | illusionist | mage | necromancer | paladin | races | ranger | thief | warrior|
There are eleven classes on this mud that your character can take up: Adjudicator Neutral alignment. Similar to Paladin, specialized magic and skills. Anti-paladin Evil alignment. Mix of Mage/Warrior with some Thief/Cleric. Barbarian Best fighter. Can't use magic items. Cleric Healing spells. Okay fighter. Druid Nature magic. Okay fighter. Enchanter Mage who specializes in enchanting objects with spells. Illusionist Like mage, but with bent toward illusion magic. Mage Strong offensive spell caster. Weak fighter. Oppressor Evil alignment. Similar to Paladin, specialized magic and skills. Paladin Good alignment. Good fighter. Some cleric magic. Ranger Good fighter. Some druid magic. Thief Okay fighter. Thievery. Stealth skills. Warrior General fighter.
|See also:||adjudicator | anti-paladin | barbarian | class-combos | cleric | druid | illusionist | mage | necromancer | oppressor | paladin | ranger | thief | warrior|
|Syntax:||clcreate <class name> <abbreviation>|
This command can be used to create a new class. The abbreviation should consist of exactly two characters. For example:
`eclcreate necromancer ne`n
|See also:||cldisplay | cledit | clstat|
|Syntax:||cldisplay all|combos|<matching criteria> [<flags>]|
This shows all classes that match the specified criteria. If no criteria is given, all classes are listed.
You can also specify `bcombos`n which will show valid class combinations.
You can also specify `bflags`n to show only classes that contain those flags -- see class-flags. For example, the following shows all classes that have a head:
`ecldis all no-evil`n `ecldis combos`n
|See also:||cledit | clstat|
The Cleave skill gives you a chance to hit an additional enemy every time you land a successful Critical Hit. You will only cleave into enemies that are attacking you.
If you have Great Cleave and successfully land a Cleave attack, you have a chance of hitting multiple enemies who are attacking you.
|Syntax:||cledit <class name> <options>|
The `bcledit`n command is used to edit classes on the mud. Classes must be prototyped to be edited -- see clproto. The `bclass name`n option is a class name and `boptions`n are one of the following:
`ename <name>`n Changes the name of the class. `eabbreviation <abbr>`n Changes the abbreviation for this class. `emediumDesc <name>`n Changes the medium description of the class. `eflags <flags>`n Turns flags for this class on/off. See class-flags. `ehitdie <flags>`n Specifies the hit die. `emanagain <flags>`n Specifies the mana gain multiplier. `emanamax <flags>`n Specifies the max mana multiplier. `etrackmult <flags>`n Specifies the track multiplier. `ealignment <flags>`n Specifies the starting alignment. `ehometown normal|<r#>`n Specifies where members of this class start out. Specify 'normal' to start at the normal entrance. `ethaco <ba> <di> <mi>`n Specifies the base, divisor, and minimum values for thaco. `bba`nse is what their thaco starts at. Their thaco will improve by one every `bdi`nvisor levels down to a minimum of `bmi`nnimum. `eethos <ba> <di> <mi>`n Base, divisor, and minimum for ethos. `eforti <ba> <di> <mi>`n Base, divisor, and minimum for fortitude. `erefle <ba> <di> <mi>`n Base, divisor, and minimum for reflex. `ewill <ba> <di> <mi>`n Base, divisor, and minimum for will. `eabilities <values>`n Specify six values for abilities. These are used as weights to help determine where to place the best ability scores when new classes are created. `etitle <l> m|f <t>`n Specify a level title. `bl`n is the level at which the title is gotten, "m" is for a male (or gender neutral) title, and "f" is for a female title while `bt`n is the actual title.`bcledit`n is also used to specify the class combinations for the mud:
|Syntax:||cledit addcombo|remcombo [*]<combination>|
Putting an asterisk (*) before a combo marks it as being hard.
`ecledit necromancer abbrev ne`n `ecledit ne abilities 0 8 2 2 0 4`n `ecledit th title 34 m Larcenist `ecledit ba ethos 19 10 3 `ecledit ne medium Masters of the Undead and Negative Energy. `ecledit addcombo ne wa`n `ecledit remcombo ma cl wa`n
|See also:||class-flags | cldisplay | clproto | clstat | working-with|
Clerics devote their lives to furthering the goals of their patron diety. They are fair fighters and obtain powers of defensive and healing spells from their deity.
Best Canons: Cytology, Necromancy, Theology, Vitalogy
Type "profs cleric" for a list of cleric abilities.
|See also:||canons | class | levels | practice | profs | runes | skills | spells|
This skill will prove handy if you are trying to scale walls or enter an exit that cannot be normally travelled.
|Syntax:||clproto [<class name>]|
Classes must be prototyped before they can be edited to help ensure that classes are not accidentially edited. `bclproto`n will mark a class 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 `bclproto`n with no options will show all of the classes that are currently prototyped.
|See also:||clcreate | cldisplay | cledit | clstat|
This command will clear your screen. It can come in handy in certain circumstances.
|See also:||ansi | lines | prompt | vt100|
|Syntax:||clstat <class name> [titles]|
This shows detailed information about the specified class. You can specify the optional `btitles`n option to see the titles specified for a class. For example:
`eclstat th`n `eclstat wa titles`n
|See also:||cldisplay | cledit | working-with|
Color schemes let you set up all the colors in an easy fashion that doesn't require you to invidividually set every attribute/color which can be tedious.
<scheme> is one of the following:
nocolors This will disable all usage of color (default). vt100 standard VT100 Uses bold, inverse, underlining ocean blues ANSI blues ... emerald eyes ANSI greens ... fuzzy haze ANSI purples and reds ... purple paradise ANSI purples ... prune juice ANSI purple/white on black frobolli cake ANSI black background pearly whites ANSI white background, best with dim foreground colors bloody murder ANSI red background velvet elvis ANSI blue on black morbidity ANSI black background death on black ANSI white on black kramercolor ANSI red/purple on black senecolor ANSI white on blue total incyanity ANSI cyan on black cracked ice ANSI yellow on blackIf you have a nifty coloring scheme that you think others would enjoy, please talk to one of the gods and we'll see what we can do to make it a standard scheme.
|See also:||color | color-type|
Color types are the individual elements that you can paint with a certain color on the mud.
<type> is one of the following:
^&cnormal&normal`n Any text that is not covered under one of the following. ^&cbold&bold`n General purpose bolded text. ^&creverse&reverse`n General purpose reverse text. ^&cblink&blink`n General purpose blink text. ^&cexamples&examples`n Any thing that is an example. ^&cmprompt&mprompt`n The main part of your prompt. In "H:45>" it is the "H:45" ^&cpprompt&pprompt`n The point part of your prompt. In "H:45>" it is the ">" ^&ctitle&title`n Room titles. ^&cdescription&description`n Room descriptions. ^&cexits&exits`n Room exits. ^&ctrack&track`n Tracking information. ^&cobjects&objects`n Any sort of objects. ^&ccharacters&characters`n What color characters are painted in. ^&csay&say`n What color 'say' communication is colored in. ^&ctell&tell`n For "tells". ^&csocials&socials`n Social actions. channel A substitute for: gossip auction shout arena battlefield ^&cgossip&gossip`n Gossip channel. ^&cauction&auction`n Auction channel. ^&cshout&shout`n Shout channel. ^&carena&arena`n Arena channel and announcements. ^&cbattlefield&battlefield`n Battlefield channel and announcements. ^&cgroups&groups`n Group talking and announcements. ^&cgods&gods`n The color that gods appear in. ^&cthink&think`n Generic color for when you want to think about something. ^&cmuse&muse`n Immortal channel and announcements. (IMMORTALS) ^&clog&log`n The color that log information appears in. (IMMORTALS) ^&cweather&weather`n The color that weather announcements appear in. ^&chit&hit`n Whenever you hit. ^&cwounded&wounded`n Whenever you GET hit. ^&ccombat&combat`n Other people's combat announcements. ^&cdanger&danger`n Whenever you are in DANGER. (Good candidate for blinking.) ^&cclan&clan`n Clan talking and announcements. ^&cponder&ponder`n Celestial communication channel color. (CELESTIALS) ^&creflect&reflect`n Good color to pick for reflective moments. (IMMORTALS)
|See also:||color | color-schemes|
|Syntax:||color <scheme> (VT100/ANSI)|
|color <type> normal|reverse|underlined bold|blinking (VT100)|
|color <type> <color> [on] <color> blinking|bold (ANSI)|
The color command lets you select what color certain items of text get colored in.
Enter 'help color schemes' for a list of valid <scheme>'s.
normal, bold, reverse, blink, examples, mprompt, pprompt, title, description, exits, track objects, characters, say, tell, socials, channels, gossip, auction, shout, arena, battlefield, group, gods, think, muse, log, weather, hit, wounded, combat, danger, clan, ponder, reflect
Enter 'help color-types' for more information. BE SURE TO ENTER A VALUE FOR THE NORMAL FIELD OR ELSE YOUR COLORS WILL BLEED!!! Example, if you use VT100, enter 'color normal normal'. If you use ANSI, enter 'color normal <normal foreground> on <normal background>'. All the schemes automatically set the normal color however.
black, red, green, yellow, blue, purple, cyan, white
NOTE: All parameters can be abbreviated...
color hit red on black blinking bold (ANSI) color hit re bl bl bo (ANSI) (abbreviated) color combat red on black (ANSI) color tell normal bold (VT100)As setting ALL the colors individually can be tedious, you may use one of the built in color schemes. Example:
color emerald eyes (ANSI)NOTE: Enter color nocolor to completely turn off all coloring. Enter color display to visually see your current color settings.
|See also:||ansi | color-schemes | color-type | lines | prompt | vt100|
The Colour Mastery feats reduces the mana cost and increases the damage of any spells using the "roy" rune.
assassination, assist, backstab, bash, battlefield, berserk, cast, dodge, flee, hitall, kick, nice, parry, rescue, subdue, shoot, throw, wield, wimp
|See also:|| |
Lists all of the available commands that you currently have access to.
|See also:||avhelp | immhelp | socials|
This command is used to communiate among the gods whenever you need to say something important that you want all gods to hear. Commune can't be channeled by builders so make sure that whatever you say is worth disrupting everyone for.
|See also:||muse | ponder | pray|
General summary of communication commands on this mud:
agossip <text> -- Use this channel for all arena conversation. Arena announcements also go over this channel. ask <person> <text> -- Used if you want to ask someone in your current room a question. auction <text> -- Places your text on the auction channel. Everyone tuned in will hear you. Use this channel for buying or selling items. beep <person> -- This will send to audible beeps to the person whom you try to beep. Note, however, that they can choose to ignore beeps. bgossip <text> -- Use this channel for all battlefield conversation. battlefield announcements also go over this channel. channel <channel> -- This command will turn on or off a certain channel. ct <text> -- If you are in a clan you can use this command to place whatever text you say onto your clan channel. echo -- Turns off echoing of your statements. gossip <text> -- Places your text on the gossip channel. Everyone tuned in will hear you. Use this channel for any sort of gossip. gtell <text> -- If you are in a group, the text will be sent to everyone in your group, regardless of which room they are in. reply <text> -- Replies to the last person who told you something. report [s|x] -- Tells group members your current status. say <text> -- Everyone in the current room will hear whatever you say. You can also abbreviate say by using just a single quote. This command is by far the most common method of speaking. shout <text> -- This will place whatever text you say onto the shout channel. Anyone on the mud tuned in will hear what you have to say. Use this channel only for emergencies. "I need a SUMMON!!!" for example. talk <person> <text> -- Directs your say to a single person, although all people in the room will be able to hear what you are saying. tell <person> <text> -- Tells the <person> whatever you say. The person does not have to be in the current room. whisper <person> <text> -- Use this whenever you want to whisper a secret to someone. The person must be in the same room as you are. yell <text> -- This command is just like shout except that the text you say will only be heard by others in your zone. Examples: say I'm a jerk. tell joe You are so nice! channel gossip ... You can use the percent symbol (%) at the start of your communication text to use a social across the channel. Note this is not available on all channels. Examples: gossip %thwack fred (this will use the thwack social on Fred over the gossip channel) reply %thank tom (this will reply to Tom's tell thanking him.)NOTE:
|See also:||agossip | ask | auction | beep | bgossip | channel | echo | gossip | gtell | languages | reply | retell | say | shout | socials | speak | tell | whisper | yell|
If you have a small display you might want to use this command. It turns off (or on) the extra newline after output to your screen.
|Syntax:||consent [order|remove|summon|teleport|toss|corpse <name>]|
This command permits you to give your consent on certain items. For example, if you don't give consent to be summoned, you will try to save versus summon.
Giving consent to order means that you will permit your group leader to give you orders when you are grouped.
Consenting to remove permits others to remove your clothing AND weapons.
Consenting to "toss" allows other people to toss you around using the toss command.
If you use the consent corpse <name> option, this will give that person permission to loot your corpse. By default only you can loot your own corpses. To remove corpse consenting permission to someone you've already consented, simply issue the consent corpse <name> option again.
|See also:||found | group | toss|
This command will compare your Level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. (Actually, it's usually an outright lie, please help us fix this, make bug reports :) Consider does _NOT_ take hitpoints/behavior attacks/damage into account.
Consider will also report to you an approximate faction standing with the mobile.
|See also:||faction | glance | look|
|Syntax:||fillet <slice name>|
Anyone who knows the cooking skill can "cook" a slice of meat so as to make it edible and more filling.
WARNING! If you have a taste toward cannibalism, you should be aware that many denizens of Arcane Ages find cannibalism to be repulsive and may act violently toward your person should you be seen acting on your appetite.
|See also:||eat | slice|
|Syntax:||copy <original> [on] <copy> [with] <pen>|
This command can be used to copy a note with something written on it. The note will be copied in whatever language you are currently speaking.
If there is a bulletin board handy, the original can also be a post number, in which case you can copy a bulletin post on to a note.
copy paper 2.paper pen Copies the contents of paper on to 2.paper. copy 3 paper pen Copies post #3 on the bulletin board to paper.
|Syntax:||cpromote <player name>|
If you are a clan leader, you may use this command to appoint someone else to be the leader of your clan. You will no longer be the leader once they are promoted.
The prospective leader must already be in your clan.
|See also:||cappoint | clans|
This is a god-social. Use it to annoy.
|See also:||glow | halo | patronize | snowball|
If you are the leader or the historian of a clan, you may use this command to update the clan's archives.
agenda Records private clan ambitions and goals. history Records a history of the glorious (and not so glorious) deeds of the clan. platform The public record of the clan. All people may read this. Put whatever you want everyone to know about your clan here.
|See also:||clans | cview|
The critical hit skills give a chance of scoring a critical hit. Each additional critical hit skill past "crit hit i" gives a chance of doing greater damage. For example:
crit hit i ... double damage crit hit ii ... triple damage crit hit iii ... quadruple damage crit hit iv ... quintuple damageIn order to land a higher level critical hit, you must successfully land a lower level one. For example, if you successfully land a critical hit i, the mud then checks to see if you land a critical hit ii. If you do, it converts the double damage attack into a triple damage attack instead. If you land a critical hit ii, it then checks to see if you land a critical hit iii. And so on. Therefore, it is very important to master an earlier critical hit skill before learning the later ones.
The critical hit mastery skills each dramatically increase your chance of landing a critical hit on each attack.
Critical Hits are also very important for Cleaving.
|See also:||cleave | fortify|
|Syntax:||croster <clan code>|
This will show the names of everyone who belongs to the specified clan, regardless of whether or not they are currently connected to the mud.
|See also:||clans | cwho|
|Syntax:||ctell [<clan name>] <message>|
If you are a member of a clan, you may use this command to tell all your fellow clanmembers something. It is a kind of intraclan gossip channel.
If you use the optional clan name your comments will only be said to that particlar clan.
|See also:||catell | clans | ctopic|
This command can be used to set a topic for the clan that all players in the clan can see by either entering "ctopic" with no options or whenever they log in.
|See also:||ctell | topic|
<si> cultivate <plant name>
This skill allows the learned individual to cultivate usable parts of various exotic plants for using in the production of various potions or poisons.
|Syntax:||prompt custom [delete|<your custom prompt here>]|
Custom prompts allow you to define your prompt to be exactly how you want it. The mud will replace the following prompt codes with the relevant statistics.
^p*ch Current hit points IMMORTAL ONLY ^pmh Maximum hit points ^p*cm Current mana points ^pz The zone you are in ^pmm Maximum mana points ^pr The room you are in ^p*cv Current vitality points ^pi Your invisibility level ^pmv Maximum vitality points ^ps Whether you are stealthy ^pal Alignment ^pxp Experience needed to level ^pgd Gold on hand ^p*vc Victim's condition ^p*tc Tank's condition ^p*tn Name of most wounded in group ^p*mc Mount's condition ^psp Spells affected by ^pn Your name ^ppl Your placement ^ppo Your posture ^ppp Your position ^ppw Your placement on the wall ^ptm Shows current mud time ^pt[O]r Shows current RL time where 'O' is an optional offset of hours from the mud's time zone. An offset is provided so that you can shift the time into your local time zone. Ex: "^ptr" "^pt5r" "^pt-10r"All asterisks (*) are optional. If present, they will cause the entry to be color coded.
Ex: prompt custom My hit points are at: ^pch My name is: ^pnEnter prompt custom with no parameters to switch to your custom prompt. Enter prompt custom delete to delete your custom prompt. Use the regular prompt variation to set your windowed settings.
TIP: You can use the alias command to keep track of all of your prompts.
alias p1 prompt c H:^pch Tank:^ptc
|See also:||alias | prompt|
|Syntax:||cview [clan name]|
This command will display the specified clan's public platform. If you are a member of the clan, you will also be shown the clan's agenda and history.
The clan name defaults to your current clan.
|See also:||clans | crecord|
|Syntax:||cwho [linkdead] [gods|<clan name>|<level>|<low level> <high level>]|
Lists the people currently in the game who belong to a clan. Some people may choose to remain unseen. If the "gods" parameter is used, a listing of all the active and visible gods will be shown. If the clan name parameter is used, only players in the specified clan will show up on the who list. You can also get a listing of all players that are equal to or higher than "level" or who are between the levels of "low level" and "high level".
The linkdead clause will tell the mud to list people who are linkdead as well. (Normally people who are linkdead do not appear in the who lists...)
|See also:||clans | croster | who|