E


earth-mastery

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

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east

See north

eat

(also DRINK SIP TASTE QUAFF)

If you are hungry or thirsty. Examples:

eat hamburger
drink beer
eat bread
eat sausage
quaff potion
See also: fillet | slice

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echo

Syntax:echo

This command will permit you to toggle whether or not the things you say using say, gossip, auction and so on will get echoed back to you. The default value is on. %g

Extended Syntax for Immortals:

Syntax:echo [color type] <text>

This command sends the text of its argument to everyone in the same room as as the immortal. This command is usually used to try and fool the mortals (and immortals) into thinking that something happened that really didn't. Use your imagination.

In order to properly fool your victims, it is best that you color your echo in the corresponding color that your echo would have been in if it had been for real. Example, if you wanted to fool everyone in your room that it had just started to rain blood, a good echo would be:

echo weather It starts to rain blood.
The default coloring is social.

NOTE
The color <type> keywords can not be abbreviated with this command, i.e., "weather" must be specified as "weather" and not "wea". This is to prevent something that you wanted to be echoed from being misinterpreted as a color type specification.

NOTE
You can use the behavior emote extensions with echo as well. Read help on emote to see what the following example would look like:

echo Warlock has just tried to steal all of %puff's% gold!

See also: color-type | emote

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ego

Some items have "ego". This means that they have a certain amount of willpower of their own. This willpower must be overcome by the player in order for the player to be able to use the item.

The player's

( level + 2*wisdom + intelligence + charisma ) * ( .5 + ( % of max HP ) / 2 )

must be greater than the item's ego in order for the player to use the item.

Example:

Item has an ego of 60.

Players stats are: lev=25, wis=14, int=16, cha=9, hp=20, max hp=40

Max ego the player can overcome is (25 + 2*14 + 16 + 9 ) * (20/40) = 39.

Thus the player would not be able to use the item. If the player was all healed, however, she would have been able to overcome the object.

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electrokinetics

Syntax: electro <ability> <target>
 
Eletrokinesis is the mastery of energy and electricity, allowing
one to control raw power and shape it as one so desires.
(Arc)       With a small amount of energy, a psionicist can electrify a
            foe's nervous system, making it difficult to concentrate on
            magic and fleeing.
(Bolt)      This ability will strike an opponent will several bolts of
            lightning.
(Shockwave) Similar to Bolt, this skill unleashes electrical energy
            around the psionicist, devastating anyone caught within its
            radius.
(Flash)     Focusing their energies into a single entity, psionicists are
            able to blind foes with this intense blast of light.  Due
            to the intensity of this attack, it is more difficult to
            remedy than normal blind spells.

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elements

There are three types of elements in the world of Arcane Ages:

`bENERGY`n

The `benergy`n element can be either positive or negative. Energy is the essence of spirituality, morality, good, evil, and so on. Positive energy is good, or holy. Negative energy is evil, or unholy. Undead are built out of negative energy while living creatures are built out of positive energy.

`bMATTER`n

Matter is broken down into the following elements:

`bfire`n
`bice`n
`bair`n (includes sound)
`blightning`n
`bacid`n
`bCOLOUR`n

The `bcolour`n element represents darkness and light, shadow, and colors both dull and bright. It also encompasses radiation and lasers.

Illusions are made up of colour and air.

See also: elements-and-environments

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elements-and-environments

Elements get a percentage bonus or penalty to damage in certain weather conditions and environments:

-weather------Fire----Ice---Elec----Air--Earth---Acid---
cloudy          -4      4      4    
drizzling       -8      6      8
raining        -12      8     12
downpour       -16     10     16
thunderstorm   -16      8     20
hail           -12      8      4
flurries       -12     14     -2
snowing                20     -4
blizzard               26     -8
-winds--------Fire----Ice---Elec----Air--Earth---Acid---
breeze                                8
windy                                16
gale                                 24
-sector-------Fire----Ice---Elec----Air--Earth---Acid---
city
fields
forest
hills                                        2
mountains                                    4
water-swim      -4                          -4      4
water-noswim    -4                          -4      4
desert
beach
swamp           -4                          -4      4
shallow         -4                          -4      4
air                                  20    -20
canopy                              -10
inside          20                  -10      4
underground     20                   -4      4
underwater     -20                         -20     -8
Winds and weather environmental effects are multiplied by weather-mastery.

See also: elements

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elf

(also ELVEN)

Elven is a race. See races

See also: races

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elven

See elf

emote

Syntax:emote [color type] <text>
: [color type] <text>

This command lets you "fake" socials. Basically, what happens is that a line of text is displayed in the room that consists of your name followed by whatever is in <text>.

Example:

emote thinks the sky is blue
Everyone else in the room would see "Darryl thinks the sky is blue" if your name was darryl.

The [color type] field lets you color your emote in the corresponding color that you pick. This will allow you to better fool your target into thinking that whatever you typed was for real. Example, if you were going to do a social emote, enter "emote social <text>" (but social is the default so that is a bad example). Another example, if you wanted to fake a tell, do:

emote tell tells you 'I love you!'
That way, everyone in the room will see the emote in THEIR "tell" color so that they won't be able to tell that your emote was a fake simply because it is the wrong color. NOTE: You cannot abbreviate the keywords in this case, you must type them exactly as they appear under 'help color-types'.

SMART EMOTE EXTENSION

If, in your text, you include a person's name, the mud will parse your emote differently. An example will best illustrate this:

emote gives %puff% the evil eye.
Puff would see "Darryl gives you the evil eye." everyone else would see "Darryl gives Puff the evil eye." If you use the possessive form, as in:
emote tries to steal %puff's% gold.
Puff would see "Darryl tries to steal your gold." everyone else sees "Darryl tries to steal Puff's gold."

See also: socials

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enchanter

Enchanters are specialized mages who focus at the higher levels at infusing ordinary (and sometimes magical) objects with their own brand of magic. They are not quite as adept at spells as the mage, speaking generally, but no mage can influence the material world as adeptly as they can.

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

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enchanter-and-treasure

Perceived usually as a source of gold by those without the ability to discern, treasures sometimes contain within them innate magic that the enchanter can utilize in some of his spells to permanently enchant objects. Rumor has it these treasures can be found all across the world.

Though highly prized for its ability to enhance ordinary objects, this type of enchantment can ruin an object if not carefully cast.

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energy-mastery

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

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engage

(also ENGAGEMENT)

Syntax:engage <target name>

The engage command can be used to switch targets during combat.

Your success to engage another target is improved by mastering the engagement skill. If your placement is really poor you will only be able to switch to one of your adjacent targets. (A really poor placement is indicative of being surrounded.)

The engagement skill also gives you a chance to use the assist command even if you are already fighting.

You can also use the "hit" and "kill" commands to switch targets once you have learned engagement. You do not need to use the "engage" command itself -- it is just an alias for "hit".

See also: assist | disengage | placement

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engagement

See engage

enter

Syntax:enter [entrance name]

If you type 'enter' while you are outdoors, you will enter any nearby shelter. You can also follow 'enter' with an argument. For example, 'enter window'.

See also: leave

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equipment

When you want to know what armor, weapon, charms etc. you are wearing.

See also: inventory

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ethos

See saving-throws

evaluate

(also #)

Syntax:evaluate <javascript>
`` <javascript>

The evaluate command can be used to enter JavaScript commands in interactively. You do not need to add a semicolon at the end because one will be added automatically. The evaluate command will also print out the most recent value computed.

You can enter "#<name>" to refer to objects or mobiles. For example, the following sets Alus's hit points to 3.

`#alus.hit = 3
The following prints out 8.
`3+5
If the first character is a '#', you can leave off the beginning '`'. For example:

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evasion

People with the Evasion feat are able to use the disruption and confusion present to slip away from their attackers in the thick of combat. Evasion gives an increased chance of being able to flee even if you are completely surrounded.

See also: ditch

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event-spawned

The "spawned" event is similar to the "created" event except that it is only sent when mobiles are spawned by the zone or when the spawn is passed to the Char.invoke() method or Invoker behavior. The spawned event should always be used to load items as created can be resent at certain times - if the mob 'shifts' into another mob for example (changeling etc)

If you load your items on deathblow, be sure to use the JavaScript Char method "isSpawn()" to ensure that only mobiles which were spawned load items.

See also: mud-event

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examine

Syntax:examine <target>

May give you some valuable information about an item, or a monster.

See also: look

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exits

Syntax:exits [on|off]

Gives you a list of the obvious exits from your location. Of course, the less obvious ones will not show up here - you have to THINK in order to locate those. If you use the optional "on" or "off" parameters you can turn the default listing of exits on or off.

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experience

(also XP EXPERIENCE-POINTS)

Whenever you kill a monster, you earn experience points. When enough experience points are earned, you raise a level. Things you should know about experience points:

No XP is awarded for PLAYERKILLING. However, if you kill a player, you can be killed once by any player legally. In addition, the guards will be on the lookout for you. It is therefore usually a bad idea.

See also: aging-bonus | autobalancing | group | pool | quest-points

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experience-points

See experience