The Earth Mastery feats reduces the mana cost and increases the damage of any spells using the "moy" rune.
If you are hungry or thirsty. Examples:
eat hamburger drink beer eat bread eat sausage quaff potion
|See also:||fillet | slice|
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.
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.
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|
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.
( 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.
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.
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.
There are three types of elements in the world of Arcane Ages:
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.
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.
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 -8Winds and weather environmental effects are multiplied by weather-mastery.
Elven is a race. See races
|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>.
emote thinks the sky is blueEveryone 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:||| canons | class | levels | practice | profs | runes | skills | spells|
Though highly prized for its ability to enhance ordinary objects, this type of enchantment can ruin an object if not carefully cast.
The Energy Mastery feats reduces the mana cost and increases the damage of any spells using the "ney" rune.
|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|
|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'.
You can enter "#<name>" to refer to objects or mobiles. For example, the following sets Alus's hit points to 3.
`#alus.hit = 3The following prints out 8.
`3+5If the first character is a '#', you can leave off the beginning '`'. For example:
Back to index.
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.
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)
May give you some valuable information about an item, or a monster.
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.
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|