A "faction" is any political grouping on the mud that may be formed along political, government, racial, gender, class, or skill lines.
Different creatures and denizens in the game are aligned and opposed to various factions. They are said to have a "standing" with a faction. For example, a Mozartian merchant might have a very good standing with the Mozartia faction. In this example, the "Mozartia" faction is a faction that represents the inhabitants of the city of Mozartia.
Players can also have faction which is based off their race, class, how they treat the denizens of the mud, and which quests and items they acquire. For example, if a player were to slay a merchant of Mozartia, they would likely lose some of their faction standing with the Mozartia faction. It is also possible that your faction with the enemies of Mozartia might increase slightly under the reasoning that "the enemy of my enemy is my friend".
Faction is important to players because it can determine how the various denizens of the world react to a player. For example, if you have poor faction with a faction to which a merchant is strongly aligned, it is likely that they will refuse to conduct business with you. Worse, if your faction becomes too low it is likely that you will be attacked on sight by these denizens. Also, some quest givers might require that you have a really good or really bad standings with some factions as a condition of receiving or completing a quest. For example, a drow high priestess might not let you undertake a high level drow quest unless you have worked to gain very poor faction with the surface elves.
|See also:||alignment | consider|
|Syntax:||fcreate <key name>|
The fcreate command is used to create a new faction.
All changes to faction are autosaved. There is no need for faction fold, load, or save commands.
|See also:||faction | fdisplay | fedit|
|Syntax:||fdisplay [<faction name> [standings]]|
The fdisplay command is used to obtain information about the various factions on the mud. If no arguments are supplied, all of the factions on the mud will be displayed.
If a faction key name is supplied, detailed information about that faction will be displayed. If the optional standings argument is supplied as well, the system will provide a list of all the mobiles that have a positive or negative standing with this faction.
|See also:||fcreate | fedit|
|Syntax:||fedit <key name> short <short description>|
This variation is used to edit the short description of a faction.
|Syntax:||fedit <key name> long|
This usage of fedit is used to edit the long description for a faction
|Syntax:||fedit <key name> faction <faction> <standing>|
This alters the faction standing of this faction with another faction. You can remove an existing faction standing by altering the standing to 0, which removes the faction standing from the list of standings for this faction.
You can alter a given mobile's standing with a faction by using the medit command. fedit is used only to edit the standings of a faction itself with other factions.
All changes to faction are autosaved. There is no need for faction fold, load, or
|See also:||faction | fcreate | fdisplay | medit|
The fill command can be used to fill a container at a fountain. For example:
|See also:||drink | pour|
|Syntax:||search <direction> for death traps|
This skill will cause you to examine the area in the direction being searched in an effort to determine whether or not a death trap lies there. Because there is a reasonable chance that this skill will fail (depending upon how well you know it), it is advisable that you still tread carefully even if this skill does not report a death trap.
The Fire Mastery feats reduces the mana cost and increases the damage of any spells using the "fu" rune.
The Flanking skill makes you fight more effectively in situations where multiple attackers are attacking you or when you are working with other attackers to gang up on someone else.
Superior Flanking effectively gives a +2 bonus everywhere Flanking gives a +1 bonus if it is fully learned.
See placement for a more complete discussion of flanking.
If you are in a fight and things are beginning to get a little uncomfortable (maybe you are about to die), just type 'flee', and presto! you are out of harm's way - that is, IF you are still standing and, IF there is a suitable exit nearby, and IF that exit does not simply take you out of the frying pan and into the fire... but then, who wants to live forever?
|See also:||disengage | evasion | mounted-evasion | wimp|
|Syntax:||repair <broken arrow>|all|
The fletching skill will permit you to attempt to fix a broken arrow or crossbow bolt. If you fail to make the repair, however, there is a chance that the item will be permanently damaged.
The `ball`n option will attempt to repair all the arrows in your inventory.
|See also:||archery | marksmanship | shoot|
|Syntax:||follow [name of person to follow]|
If you happen to be going in the same direction as someone else, why not simply follow that person? For example: "Follow joe". If you are following someone and you wish to stop doing that, then all you have to do is follow yourself: "follow <your name>".
|See also:||lose | shadow | spot|
To help protect weaker casters and lower level players, melee characters (especially tanks like paladins, warriors, and barbarians) may form up in a formation around the party so that monsters cannot reach the more vulnerable players. These formations form a "wall" of sorts around the party.
Melee players with the Tactics skills are able to form "walls" very effectively. Placing a wall of force in the room can help as well. Also, fighting in small rooms or tunnels can also make it easier to form walls.
Someone on the wall must have the tactics skill to organize the wall or it cannot be formed.
Players in the center who are protected by the "wall" will be able to cast freely without getting interrupted. Furthermore, players in the center can also cast healing and defensive spells upon their groupmates in the wall without getting blocked.
Players can also backstab from behind the wall by performing sneak attack "hit and runs" (wariness is also reduced by the distraction of the wall).
Use the `bplace`n command to indicate where you would like to stand in the party.
|See also:||groups | place | spell-wall-of-force | tactics|
Adventurers who master the Fortify feat have learned how to fortify their armor to make themselves less susceptible to critical hits.
The Improved Fortify feat further reduces the ability for critical hits to do damage.
|See also:||crit-hit | shot-called|
Use: found [visible|secret] [private|public] [<name of group>]
The "found" command is used for the creation of new groups. A player wishing to start up a new group can enter "found <name of group>" to start a group. Anyone wishing to join the group simply has to follow the founder so that the founder may use the "group <player name>" command. If you don't specify a group name, your group's name will be "Anonymous".
Optional styles of groups may also be specified.
"visible" -- A visible group is one that shows up on the who list from the "whogroups" command. This parameter is a default. "secret" -- This group does _not_ show up on the "whogroups" command. "private" -- A private group is one that requires that a player be specifically "grouped" by the leader. This parameter is a default. "public" -- If a player wishes to join a public group, all they have to do is to enter "follow <leader>" and they will automatically become members of that group.
After a group has been founded, the leader may enter another "found" command to either rename the group or change its "style" WITHOUT losing any of the current group members. To leave a group use the `bdefect`n command.
> found secret The Abyss Newbies
To help find members for your new group, you can see a list of people looking for group by entering "who lfg".
|See also:||accept | appoint | clans | consent | defect | group | gtell | lfg | promote | report | split | who | whogroups | yank|