The paladin is a holy knight serving benevolent gods as a champion of righteousness. 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 paladin" to see a list of the paladin abilities.
|See also:||| class | levels | practice | profs | runes | skills | spells|
|Syntax:||palm <item> [from <container>]|
This skill permits you to take something in a similar manner to the get command. However, if you are successful in your skill check, no one will see that you have picked up something or have gotten something from a container.
This skill allows you to parry some of your opponents attacks. It is a passive skill, which is used automatically. The more strength and dexterity you have, the greater chance of success you will see with this skill. Also, if you are wielding you will get a bonus to your chance of success. If you are also dual wielding, you will get an additional bonus as well.
The Improved Parry skill will increase your chance of parrying.
|See also:||dodge | riposte|
|Syntax:||passwd <new password> <new password>|
This command is used to change your password. You must enter the same password twice to help avoid mistakes.
|Syntax:||perform self|<victim>|none [bodypart <part>] [<type1>] ... [<typeN>]|
The perform command is used to invoke a random social. It is mostly useful for builders who can use the perform command in their mobile scripts. Like social types, the "+" and "-" minus operators can be used on type names. For example:
`bperform`n Performs a social at random. `bperform none chivalrous`n Performs a targetless chivalry social. `bperform cindra no +polite`n Performs a polite no social to Cindra.
|See also:||social-types | socials|
Some pets understand special commands.
normal The pet should fight normally. preserve The pet should focus on staying alive. protect The pet should do whatever it can to protect its master's life. stable Stable a pet. See stable. unstable Unstable a pet. See unstable.You give a pet a command by using the talk command. For example:
talk golem preserveYou can also give pets orders which will tell them to do a particular command.
Note that not all pets understand these commands.
|See also:||dismiss | order|
For picking locks. Not all locks can be picked. Successful lock picking requires the pick locks skill.
pick door pick safe
|See also:||close | dig | lock | open | unlock|
The "pipe" refers to the character "|". The pipe character can be used as a command separator for the mud. For example, if your character enters "n|w|e", she will go north, west, and then east.
(Therefore, the pipe, as used by the mud, does not work in the same fashion as a pipe in UNIX and DOS shells.)
Playerkilling, commonly called "PK", is the act of a human controlled player killing another human controlled player. You do not obtain any experience for playerkilling on this mud. If you should PK another player, you will become wanted by the town guards who will seek you out and attempt to kill you on site.
There are, however, a few situations where PK is legal. If someone has PKed someone else, it then becomes legal to PK the person who has been PKing.
The other area where PKing is legal is with clans. See the help on clans for more information.
|See also:||clans | pvp|
Use this command to specify your placement in a group's formation.
`boutside`n You would like to stand outside the wall on your own. `bwall`n You would like to form up a wall with other members in your group to protect others. `binside`n You would like to stand behind the other people forming up a wall for protection. People inside the wall cannot be engaged or engage in melee combat except for ranged melee attacks like archery and sneak attacks like backstab and circle.See formations for an explanation how walls work. Use the `bgroup`n command to see the status of your group's wall.
|See also:||formations | group | placement|
Placement is an attribute which refers how well a person is situated on the battlefield. For example, a lone orc totally surrounded by six knights on horseback has pretty bad placement. Each of those knights though, has pretty good placement.
The placement of person A is calculated as follows:
+ A's Flanking skill % / 100 + A's Flanking, Superior skill % / 100 + A's Mounted Combat Skill % / 100 if A is mounted + 1 if A is Flying (you do not get a mount bonus if you are flying) - 1 per attacker attacking A - each attacker's Flanking Skill % / 100 who is attacking A - each attacker's Flanking, Superior Skill % / 100 who is attacking A - 1 per attacker attacking A who is grouped with another attacker who is attacking AFor example, that orc being attacked by six knights would have a placement of -16.45 (-6 knights, -5.4 knights who know flanking to 90%, -6 grouped knights, +0.95 for the orc's own flanking at 95%). Each knight would have a placement of 1.8 (if they know Flanking to 90% and Mounted Combat to 90%). (Whichever knight the orc was attacking would have a placement of 1.8-1.95 or -0.15 though.)
To see how placement affects combat, see placement-combat. To see how placement affects casting, see placement-casting. To see how placement affects backstabbing, see backstab. Really bad placement also hurts your chance to flee.Bonuses dealt out are also dependant upon the power level difference between attacker and defender. See placment-bonuses for more information. In addition, being in a poor position will also hurt your ability to benefit from placement (i.e. if one of the knights in the above example were mortally wounded that wounded knight would not adversely impact the orc's placement much).
|See also:||flanking | place | placement-casting | placement-combat | position | posture|
Normally an attacker subtracts from -1 to -4 to the defender's placement based on grouping status and flanking knowledge. However, these modifiers are also modified by the power level difference between the attacker and defender.
For example, if a level 120 warrior (power level 140) attacks a level 100 mobile (power level 100) and knows the flanking skill and isn't grouped, the modifier would be:
- 1 because the warrior counts as one attacker -0.9 because the warrior knows flanking to 90%That total of -1.9 would then be multipled by the power level ratio between attacker and defender:
140/100 * -2 = -2.66So the net modifier to the level 100 mobile's placement would be -2.8.
|See also:||placement | power-levels|
Really bad placement adversely affects casting. If someone has six things attacking them it is more likely that their casting will get disrupted. The formula is:
+ spell skill% + placement * 10% (up to a maximum of -100%) + your Combat Casting skill % * 0.3For example, a mage who tries to cast magic missile and knows the spell at 90%, and who has a placement of -4, would have a 50% chance of casting the spell. If the mage knew Combat Casting at 100%, the mage's chance of success would be increased to 80%. (+90% -4*10% +100%*0.3 = 80%).
Note that Combat Casting will only help overcome a negative placement. It will not help a positive placement. Also, if you keep your skill percentages maxed and learn Combat Casting, you will always have at least a spell skill % - 100% + 30% chance, or about a 20-25% chance of casting even if your character is totally swarmed.
You can also get your pets and melee friends to form a wall around you to make casting even safer.
|See also:||formations | placement | placement-combat|
When figuring out bonuses for attacking due to placement, the formula for determining person A's bonus against B is:
+ 1 per person attacking B + 1 for every person A is grouped with who is attacking B (This is because it is assumed that grouped people are working together to actively outflank their opponents.) + every every person's Flanking skill % / 100 who is attacking B that A is grouped with, including A + every every person's Flanking, Superior skill % / 100 who is attacking B that A is grouped with, including A - 2 because person A doesn't get a bonus for themself - B's Flanking skill % / 100 - B's Flanking, Superior skill % / 100 + ? person A's own placementThe maximum placement combat bonus is based on the level of the attacker.
Mortals 1-19 +0/+0 20-39 +1/+1 40-59 +2/+2 60-79 +3/+3 80-99 +4/+4 Heroes +5/+5 Avatars +6/+6 Celestials +7/+7These modifiers are all modified by the ratio of attacker power levels to defender power levels. See placement-bonuses for more information.
|See also:||flanking | placement | placement-bonuses | power-levels|
Bards can play various songs on their instruments.
The Point Blank Shot feat confers a 50% damage bonus if your target is in the same room with you.
|See also:||archery | marksmanship | melee-shot | power-shot | precise-shot | rapid-shot | thunder-shot | volley-shot|
Ponder is the Avatars' gossip channel.
The ponder command can also be used as a social.
|See also:||commune | dponder | muse | ponder | pray|
Pool is the amount of experience you have accumulated towards gaining the next level. This value only applies to the lowest value of all your classes.
For example, if you are a level 3/2 mage/warrior, the pool values will be for your next warrior level. If you are a 2/3 mage/warrior, the pool values will apply to your next mage level.
|See also:||experience | status|
Your position is whether you are standing, fighting, mounted, sitting, and so on. Position affects how much you get hit for in combat. If you are sitting down in combat you are easier to hit and people will do extra damage to you for example.
|See also:||placement | posture|
|Syntax:||post [note <note>] <subject>|
This command is used to post a message to one of the bulletin boards. Your message will be written to the board in the language you are currently speaking.
If you use the note option, you may post a copy of a pre-written note to the board.
post note paper A copy of my world map
|See also:||copy | write|
The posture command can be used to change your posture, or combat intentions, in combat. By default everyone is in normal posture but you can switch to defensive or offensive postures if you have those skills.
Posture Benefit normal n/a defensive Your stopping is doubled and you get a 5 bonus to AC, but you only get one fourth of your normal number attacks. evasive Large placement, dodge, and AC bonuses, but you get half as many attacks. offensive You get twice as many attacks, but your stopping is reduced to one fourth of its normal levels and you receive a 10 AC penalty.
|See also:||placement | position|
|Syntax:||pound <door name> [direction]|
This command, similar to knock, will cause you to pound as hard as you can, to really get the attention of the people on the other side of the door.
|Syntax:||pour <from container> <to container>|
If you want to pour some liquid from one container to another use this command. For example:
pour vial canteen
|Syntax:||pour <container> out|
Use this variant if you would like to empty a container and pour its contents on the ground.
|See also:||drink | fill|
The Power Attack skill gives you a chance of combining two separate attacks into one attack that does double damage. This has two chief benefits: (a) you get far superior stopping penetration because you only have to go through stopping once, instead of twice, and (b) there is a lot less battle spam if you have lots of attacks.
Thunder Attack is an improvement on Power Attack. If you successfully land a Power Attack you get a chance to convert two Power Attacks into a single Thunder Attack that does 4* normal damage. If you have 8 attacks and land two Thunder Attacks you essentially have to penetrate stopping only twice, instead of eight times.
Hit triggered behaviors on items (eg per hit chance weaponspells) have their chance to trigger multiplied to compensate for the loss in attacks, eg chance is doubled when a power attack is landed and quadrupled when a thunder attack is landed.
Critical hit multipliers are multiplied on top of the results from Power Attack and Thunder Attack. For example, if you land a Thunder Attack *and* a Critical Hit IV, you will do a total of 4*5, or 20* your normal damage. Power Attack and Thunder Attack do not adversely affect your Critical Hit Ability in any way. Furthermore, if you land a Cleave or a Great Cleave on a Power or Thunder Attack, those attacks in turn are also Power or Thunder Attacks respectively. Thunder and Power attacks therefore do not hurt your Cleave ability either.
These skills are automatic.
|See also:||cleave | crit-hit|
To take into account that the levels after level 100 are much harder to get than the levels before, the Power Level scheme has been set up. Many skills and effects work off Power Level instead of regular level. The power level scale is as below:
Level Power Level Level Power Level 1 1 131 173 ... ... 132 176 100 100 133 179 101 102 134 182 102 104 135 185 103 106 136 188 104 108 137 191 105 110 138 194 106 112 139 197 107 114 140 200 108 116 141 204 109 118 142 208 110 120 143 212 111 122 144 216 112 124 145 220 113 126 146 224 114 128 147 228 115 130 148 232 116 132 149 236 117 134 150 240 118 136 151 244 119 138 152 249 120 140 153 254 121 143 154 259 122 146 155 264 123 149 156 269 124 152 157 275 125 155 158 281 126 158 159 287 127 161 160 293 128 164 161 300 129 167 162 307 130 170
The Power Shot feat causes your arrows and bolts to do double damage if you successfully make the skill attempt.
If you successfully make a Power Shot attempt and know the Thunder Shot feat you will have a chance to make a Thunder Shot skill check roll to double your damage again for a total of quadruple damage.
|See also:||archery | marksmanship | melee-shot | point-blank-shot | precise-shot | rapid-shot | volley-shot|
|Syntax:||practice [class name]|
|talk guildmaster practice [skill type] [skill]|
Practice is the way you improve your runes and skills. You must go to your guildmaster to let him/her help you improve (GAIN). If you type practice by itself, you will see which skills you can improve upon, and how good you already are at these.
You can then use talk guildmaster practice <skill type> <skill>, to actually practice the appropriate skill at your guildmaster. You can only practice a certain amount for each level you gain, and you do not have to use this, it can be accumulated. For example:
`btalk guildmaster practice spell bless`n `btalk gm pr s bless`n (abbreviated form)See the status command to see how many practice sessions you have left.
|See also:||gain | guildmaster | levels | mobile-interaction | profs | skills | status|
The pray skill lets you talk to the gods on the wizard channel. You will not be able to listen to the channel however, just place messages on it. If you abuse this skill, you will be gagged however. ;) But that wouldn't happen to YOU.
|Syntax:||prcreate <proficiency type> <name>|
This command can be used to create a new proficiency.
`bproficiency type`n should be one of:
`blanguage`n A new language `brune`n A rune `bskill`n A skill or feat `bspell`n A spell `bspellalias`n A spell alias `bsong`n A song `binstrument`n An instrument `bweapon`n A weapon proficiencyFor example:
`eprcreate spell melt`n
|See also:||prdisplay | predit | prstat|
|Syntax:||prdisplay all|<matching criteria> [<flags>]|
This shows all proficiencies that match the specified criteria. If no criteria is given, all proficiencies are listed.
You can also specify `bflags`n to show only proficiencies that contain those flags -- see proficiency-flags. For example, the following shows all unavailable proficiencies:
`eprdis all unavailable`n
|See also:||predit | prstat|
The Precise Shot feat allows you to fire at a target even if they are surrounded by other attackers.
Precise Shot will also reduce your victim's chances of catching your arrows or bolts.
|See also:||archery | marksmanship | melee-shot | point-blank-shot | power-shot | rapid-shot | thunder-shot | volley-shot|
|Syntax:||predit <proficiency name> <options>|
The `bpredit`n command is used to edit proficiencies on the mud. Proficiencies must be prototyped to be edited -- see prproto. The `bproficiency name`n option is a proficiency name and `boptions`n are one of the following ( 'L' is language, 'R' is rune, 'SA' is spell alias, 'SK' is skill, 'SP' is spell, 'SO' is song, 'IN' is instrument, 'W' is weapon proficiency, '*' is everything):
`epredit backstab flags -guildmaster +ninja-master`n `epredit 'magic missile' cl ma 1 100 easy`n `epredit sparks runes ev xap`n `epredit bladestorm charges prefix bladestorm timer 180 db`n `epredit calm minposition fighting`n `epredit inferno alias hellfire`n
|See also:||prdisplay | proficiency-flags | prproto | prstat | working-with|
Proficiencies are things that your PC can learn. Examples are skills, spells, songs, instruments, weapons, and languages.
Most classes are able to learn certain skills. For example, the fighter class can learns the bash skill while the thief class can learn the backstab skill. In order to learn any particular skill, you must have enough "build points", or skill points. Everytime you advance a level, your character will acquire more build points. If you have any build points available to your character, you must find your guildmaster and use the "practice" command to learn the proficiencies.
Depending upon how hard the skill is to learn, and how intelligent you are, it will take a number of build points to fully master any particular skill. In addition, you will not be able to learn most skills right away. Many skills have a level restriction. For example, you must be at least the fifth level to learn the warrior skill "rescue".
In addition, certain classes may not be able to fully master a certain skill. For example, clerics are only able to learn an extra attack up to 50% ability. Also, there is a 5% penalty for every extra class that you have. For example, a single classed mage can learn the "magic missile" spell up to 95% ability. (Most of this discussion on skills applies to spells as well.) A dual classed mage/warrior can only learn it to 90% ability while a triple classed mage/warrior/thief can only learn it to 85%.
If you would like to see the skills that your class can learn, use the "all" command. Example: "all thief" will show you a list of all the thief proficiencies that you can acquire as well as how good you can get at them and at what levels you get them at.
See profs for a description of the skills command.
|See also:||gain | levels | practice | profs | spells | traits | weapon-proficiencies|
Your Proficiency Experience Level, or PEL, with a proficiency is your current maximum level minus the level you learned the proficiency at.
For example, if you learned the Backstab proficiency at level 100, and you are currently level 120, your PEL with Backstab is 20 (120 - 100).
PELs are often capped to a certain level because it is assumed that after a few levels of working with a proficiency you have mastered it and are not getting much better at it. When a PEL is capped it is written as PEL(cap). For example, a PEL that is capped to 20 is written as PEL(20).
If you get a proficiency so late in the game that you will hit 150 before hitting the cap then the mud assumes that you learned the proficiency at level 150 - cap. For example, if you learned Heal Divine at 135 and the cap is 20, then the mud considers you to have learned Heal Divine at 130 so that by the time you hit 150 you will reach the cap.
where ... is [<class name>|unique|all] [level] ... ... [<name>|<low level> [<high level>]] [<abbrev>]
The profs command will show you all of the skills that the specified class can learn. If you wish to look at just skills, use skills, and similarly for spells and songs. weapons will list the weapon proficiencies available to a class.
If you specify all for a class, this command will list proficiencies for all classes. The unique option shows all proficiencies for all classes but only lists each proficiency once.
If you do not specify a class, only the proficiencies that your character knows will be shown. This is a convenient way to list your abilities.
The "level" option will sort the proficiencies by the level they acquired rather than in alphabetical order.
In the listing, you will see a "MAX" column. This column says how well, percentage-wise, you can learn the skill. (Minus 5% for every class you have.) Read help on DIFFICULTY for help on the "DIFF" column.
skills thief sneak This will show you what level the thief gets sneak at. profs cleric level 10 20 This will show all cleric spells/skills acquired between levels 10 and 20 sorted in order of level.
|See also:||difficulty | levels | races | runes-command | skills | spells-command|
This command will let the leader of a group promote another member of the group to the exalted leadership position.
|See also:||appoint | defect | found | group | gtell | report | split | whogroups | yank|
Where `boptions`n are:
`b<number>`n Sets your prompt to one of the built-in prompts below. `bwindowed`n If you include the option "windowed", your prompt will be displayed at the bottom of the screen while the rest of the text scrolls above it. NOTE: Windowing requires full vt100 emulation from your client. `bblank`n Places a blank line between the prompt and the scroll region for reasons of cleanliness if you prefer it that way. `bnopprompt`n The prompt 'point' will not be displayed. This can significantly reduce your scroll if you are using prompt 1 or any of the windowed prompts. `bcustom <text>`n Defines a custom prompt -- see help on CUSTOM-PROMPT.This will set your prompt to one of the standard prompts depending on the number you choose. A list of prompts follows:
Note: F=Fireshied, I=Invis, S=Sanctuary
0: This switches you to your custom prompt (if any). 1: > 2: H:10 V:50> 3: H:10/15 V:50/55> 4: H:10 M:105 V:50> 5: H:10/15 M:105/120 V:50/55> 6: H:10 V:50 XP:750 C:awful> 7: H:10 M:105 V:50 XP:750 C:awful> 8: H:10/15 M:105/120 V:50/55 XP:750 C:awful> 9: H:10/15 M:105/120 V:50/55 XP:750 C:awful T:awful> 10: (h10/15)(m105/120)(v50/55)(x750)(g500)(awful)(FIS)=> 11: (h10/15)(m105/120)(v50/55)(x750)(g500)(awful)(awful)(FIS)=> 20: [10,105,50,awful]FIS> 21: [H10 V50 Cawful]FIS> 22: [H10 M105 V50 Cawful]FIS> 23: [H:10 V:50 C:awful]FIS> 24: [H:10 M:105 V:50 C:awful]FIS> 30: H:10(15) V:50(55) G:500 XP:750 O:awful> 31: H:10(15) M:105(120) V:50(55) G:500 XP:750 O:awful> 40: 10,50,750,awful> 41: 10,105,50,750,awful>Immortal Prompts:
80: R:1000> 81: H:10 R:1000> 82: R:1000 I:51> 83: R:1000 I:51 S:On> 84: N:Puff R:1000 I:51 S:On> 85: N:Puff Z:54 R:1000 I:51 S:On> 90: (r1000)(i51+)=> 91: (Puff)(r1000)(i51+)=> 92: (Puff)(z54)(r1000)(i51+)=>
|See also:||color | custom-prompt | lines|
Proficiencies must be prototyped before they can be edited to help ensure that proficiencies are not accidentially edited. `bprproto`n will mark a proficiency 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 `bprproto`n with no options will show all of the proficiencies that are currently prototyped.
|See also:||prcreate | prdisplay | predit | prstat|
|Syntax:||prstat <proficiency name> [properties]|
This shows detailed information about the specified proficiency. For example:
|See also:||prdisplay | predit | working-with|
A pulse is 1/4 of a second.
Unit Pulses Seconds 1 pulse 1 pulse 1/4 second 1 round 12 pulses 3 seconds 1 heartbeat 12 pulses 3 seconds 1 turn 30 pulses 7.5 seconds 1 tick 300 pulses 75 seconds / 1.25 real minutes 1 mud hour 300 pulses 75 seconds / 1.25 real minutes 1 mud day 7200 pulses 1800 seconds / 30 real minutes 1 mud month 252000 pulses 63000 seconds / 17.5 real hours 1 mud year 4284000 pulses 1071000 seconds / 12.3 real daysPulse is also a social:
|See also:||round | tick | turn|
|Syntax:||put <item name(s)> [in] <container name>|
This command is used to put items into containers so that carrying around a bunch of items is easier to manage.
put the dagger in the bag put all.bread in bag put 9*bread bag
PvP, short for Player versus Player, refers to combat between players.
PvE, short for Player versus Environment, refers to combat between players and the various monsters of the land. PvE is also sometimes known as PvM, or Player versus Monster/Mobile.
|See also:||mobile | pk|
Syntax: pyro <ability> <target> Pyrokinesis, the ability to call, control and even manipulate fire. (Redsteel) Invoking this ability will heat an opponent's weapon to dangerously high temperatures. As a result, this often causes the victim to drop it. (Flare) This will release a blast of fire at any target. (Fireworks) This will unleash multicoloured firebolts at random attackers. (Flameshower) Flameshower unleashes searing flames all around the area. (Inferno) A skill done by the desperate. It will engulf opponents in a fiery blast that will continue to damage them after combat.