Various monsters belong to various races. For example:
llama and rabbits are of the same race because they are herbivores (cows, horses, etc). dragons are of the same race. orcs, gnolls, ogres, giants are all 'giant class' race. lycanthropes. predators (animals that hunt for food) undead snakes reptiles insects spiders demons devils humans, elves, etc...
Dwarves gain combat bonuses when fighting against giants. This is an innate ability which will automatically come into effect in combat.
Dwarves generally have enjoy robust health and so regain vitality at a slightly accelerated rate.
Being stubborn, sometimes dwarves can force themselves to continue even when completely fatigued. To do so, they can enlist the 'march' command.
Ethereans have the ability to land and fly on command. This is not a magical ability and so can not be dispelled by 'dispel magic' or any other means of magical removal.
To fly or land, use the 'fly' and 'land' commands:
Natives of the elemental plane of air, ethereans are surrounded at all times by gusts of wind, but when excited in battle, their gusts rise up and can even affect combat.
As Ethereans mature, they will eventually gain the ability to 'blink'. Blink is similar to a short range 'teleport with error' usable up to 3 times per day. The Etherean can not control where he blinks to, but it can be useful to get out of a tough spot. To use this ability, use the 'rblink' command:
Due to their aerial composition, Ethereans are slightly more susceptible to blunt attacks, but they are also slightly more resistant to slashing and piercing attacks.
The drow are a race of dark elves, forced to live underground by the other elven races. Due to their living in the darkness of the underground they have learnt quickly how to effectively sneak around when indoors. Having spent most of their years in darkness, they can fight very effectively in the dark, however when they move out into the light, they can be quite restricted in their combat.
Using their ability to control the darkness, the Drow can summon a large sphere of darkness with the 'darksphere' command, which will drain the light out of the room as well as the surrounding area. This darksphere will also blind non Drows' in the same room and prevent them from being able to do many things.
Ethereans' are natives of the elemental plane of ether with innate resistances to the slash and pierce damaage types. However, they also have an innate susceptibility to the blunt damage type. During combat, gusts of wind surround the Etherean knocking its enemies to the ground, using this ability to control air, the Etherean can also 'fly' and 'land' on command.
At higher levels, Ethereans gain an ability to use short range teleporting with the 'rblink' command, this allows them to teleport a short distance away up to three times a day to get away from danger quickly.
|See also:||races | status|
The Gyth are an ancient race descended from humans. They primarily dwell on the astral plane, but have been known to leave the astral plane to make war on other races. Some have even managed to sever ties with their society, and seek permanent residence on the material plane. Gyth are humanoid, and are approximately the same height as humans though are longer limbed, and their features are gaunt in comparison. They appear malnourished to many as they tend to have little, if any fat, and their muscles wrap tightly like woven cords around bone. The color of their skin is very yellowish making them look almost sickly to those unfamiliar with the race. Their ears are pointed similar to elven kind though the backs of which have a serrated appearance to the flesh, and all Gyth have silver hair. Any preconceived notion of weakness that is based solely on their appearance is quickly dismissed by observation of the way they move, and the confidence of their stance. All Gyth have gleaming black eyes that most find disconcerting, causing members of this race to be met with distrust and sometimes open hatred regardless of their chosen profession. This has as much to do with their appearance as knowledge of their racial heritage.
Sweeping generalizations of this race would most likely be that Gyth are both militant and solitary. While these generalizations may not be entirely valid, they are however, reasonably accurate in their overall portrayal. Gyth are socially reclusive as it pertains to dealing with other races. This is partially due to simple xenophobia, and also the simple arrogance that other races offer them little to encourage any social interaction. There are few exceptions that are almost entirely found with a certain few that have chosen to take up a permanent residence on the material plane. Encounters with Gyth, while rare, are generally quite unwelcome. The reason for this is simple, the Gyth are predatory to all that are not Gyth. They have been known to use the astral plane to travel and ambush settlements across the known continents to steal anything they think they can use, magically or otherwise. They have also been known to take slaves from conquered settlements. They will hunt down and kill anything they think might provide them with a good hunt, or anyone who might be a worthy opponent to face in battle. Gyth have inherent racial abilities to help enable them to do so quite effectively.
It is that practice that has caused some members of the race to leave their societies, and search for a different means of existence on the material plane. The social contact had with slaves from other worlds provides unique cultural exposure, and in some cases has caused some Gyth to become curious about what lies outside their society and the astral plane. When close social ties have been made with slaves, some Gyth become openly dismayed by the treatment of the slaves they have gotten close to, and have even been known to free those slaves in their exodus from the astral plane. Some of them are hunted down and brutally killed for their actions of defiance. This makes Gyth on the material plane as distrustful of members of their own race as anyone else who knows of the racial heritage of the Gyth. Others roam the material plane searching for their own conquests, or even merely to learn professions their race can use in open warfare. As a race, they always look for the utilitarian benefits that any type of knowledge or skill can have in battle.
|See also:||| githara | races|
Descending from the far north, the Hibernian are creatures of frost. Originally from the elemental planes, the Hibernian were transformed by the harsh winters into focused and powerful creatures, skilled in ways of magic. While consisting of little more than ice and magical energies, the long winters of the northern lands have imbued the Hibernian with wisdom, patience, realism, and a resilience not to be found often in magical creatures. It is unknown if climate shift or some other event has sparked the emergence of the Hibernian from their collective slumber alongside obstinate glaciers and darkened caverns, but their appearance across the realm cannot be denied.
The frost-born nature of the Hibernian does not limit where their adventures may take them, but cool or icy conditions will improve their regenerative abilities, whilst warmer conditions may hamper their regeneration.
Due to their icy form, fireshield is ineffective on hibernians and the thorns damageshield is also unable to take hold on their form.
Whilst outside and in combat, the reflective form of hibernians greater than level 75 has been known to blind unsuspecting foes as it moves around.
At level 110, the hibernian gains a new natural ability to freeze the ground around them, causing their foes to lose their footing and slip over.
Hibernians will find themselves naturally resistant to cold based attacks and their solid ice form will resist a small amount of piercing damage, however as a counter to this, they will find themselves more easily harmed by fire or blunt attacks.
Minotaurs' are strong and proud, yet bestial and aggressive creatures. Their aggression allows them to ^&cbold&stampede`n their opponents from a distance dealing out a crushing attack. Using this same aggression, they can also put themself into a rage during combt, giving themself some additional bonuses that grow with the Minotaurs' level. This is done with the 'rage' command, beware though, using this does have a penalty.
Higher level Minotaurs also gain the ability to demoralize their opponent during combat, making them feel weaker.
Pyreons' are natives of the elemental plane of fire, surrounded by an innate shield of fire. During combat, the Pyreons' body heat can burn its opponent and also provides innate resistance to fire based attacks. Cold based attacks however can prove quite painful to the Pyreon and its shield of fire will often prevent many of the realms protective spells from functioning on the Pyreon. As the Pyreon ages, its innate shield of fire becomes more potend, dealing out more damage to its opponents, but it may also cause scrolls and potions in the posession of the Pyreon to be destroyed.
Sprites are short little creatures, able to move around very quickly. Because of their size however, they can be easily injured by physical attacks, but their magical nature provides them with resistance to many forms of non-physical damage. Their small size and higher dexterity also gives the Sprite the ability to more easily dodge physical type attacks.
Sprites have the ability to control their flight. With the 'fly' and 'land' commands a Sprite can take off and return to the ground at their own disgression.
whilst in combat and flying, the sprite can let off a magical dust when hit that can do various things to the Sprites' opponent. Different Sprites will have dust which does different things and the effects can vary depending on the Sprites' level.
The sprite can also summon help to assist in battle. Using the 'call sprite' command, the Sprite can call upon their retainers and bring forth several small sprites to assist them in battle. As the Sprite gets higher in level, its retainers will become more powerful.
Sylvan elves, also known as wood elves, are a kindred race of the more common and socially visible high elves. They see with an infravision similar to that of other elven races. Sylvan elves have relatively fair complexions by comparison to other elves with hair color ranging from copper-red to blonde, and eye colors of light brown, light green, and hazel. They also tend to be somewhat larger and stronger being quite muscular by aforementioned comparison to other elven kind. Sylvan elves live particularly in wild untamed lands, and it is not uncommon for them to live their entire lives without any social contact with other racial denizens of the land. Many times they seek out some of the harshest environments to live in simply because it means for them less contact with other races. Through this constant exposure to extremes, they have a tougher skin and have developed a slight resistance to extreme heat and cold, and are often quite comfortable in what many other races would consider to be adverse conditions.
Sylvan Elves don't have the preoccupation with song and poetry as do other elven kind tending to shape their interests towards the utilitarian. This preoccupation coupled with their tendency to live in harsh environments increases their focus on certain skills necessary for their survival making them slightly more adept in comparison to other races. Unlike other elves, they shy away from magical study, but have been known to practice magic via the professions of cleric, druid, and ranger as these professions glean reward by providing a means to have positive relations with the other denizens of the land, and preserve the health and well-being of their people along with the land they inhabit. Though shunning some magic as they do, they have been known to utilize magical artifacts found in their journeys if a practical use can be discerned.
Other elven races view the Sylvan elf to be wild, temperamental, and savage. Sylvan elves, in return, view the other elven races as too driven by power, and try so hard to be logical that they tend to be aloof, self-absorbed, and arrogant. Their tribes' tendency towards the solitary also brings with it the racial tendency towards neutrality concerning world events showing interest primarily with what effects their people directly though this does not presuppose individual alignment. Even with their racial predisposition for tribal solitude, some Sylvan elves do venture away from their tribal societies for a variety of reasons purposefully bringing themselves in contact with other societies. Their reasons can be for simple adventure, a desire to live a different life, or to gain knowledge that could be useful for their people, and return to share this knowledge for the simple utilitarian gain of their perspective tribe.
|See also:||| races|
Trolls are big, nasty beings, forever on the hunt for food. They get hungry and thirsty faster so require regular nourishment, however they regenerate health and vitality at a higher rate.
Their thick skins provide protection against their foes, however fire and acid can cause them great pains and their bulky figures mean they can't sneak as well as some other races, though they can still sneak.
During the night, powerful trolls can accept the spirit of the Bogeyman and gain combat bonuses for a limited period of time. Due to the strain placed on the troll's body, he can not often become the Bogeyman. The Bogeyman is afraid of light, and can be destroyed by it, but in the deepest darkness, he is an unparalleled killing machine. To become the Bogeyman, use the 'bogeyman' command.
Trolls have the ability to smash an opponent. When smashed, an opponent will be groggy and will fight back less effectively until he shakes off the effects. In addition to being dazed by the attack, the opponent will take some degree of damage. An opponent who is suffering from the effects of a troll's smash can be smashed again, but the effects are not cumulative. This ability is available to trolls of level 50 or higher. To use this ability, use the 'smash' command while in combat. As it is a very short-ranged attack, it can only be used on the troll's immediate opponent.
Tytans' are the largest of all humanoid creatures and hold extreme power. Their tough skins give them resistance to most types of damage and their size allows them to take a lot of pain before falling, however their size also restricts their mobility making them an easier target. Though intelligent, the Tytan is a poor spellcaster, relying instead on its innate protections and strength to guide it through combat.
Tytans' posess an innate magical protection, however due to this, many types of external protective magics are rendered ineffective on the tytan.
The Tytans' size often restricts where it can move through the realm, however their innate magic allows them to periodically ^&cbold&shrink`n themselves allowing a more free movement.
A native of the elemental plane of earth, the vishnebish is an extremely strong creature with very tough, stony skin. This tough skin provides a resistance to blunt and weapon attacks, however also make s them susceptible to acid based attacks.
At higher levels, the Vishnebish can grow thorns from its stony hide during c ombat and also can do ever increasing amounts of damage, especially whilst unarm ed. Their power combined with their clumsyness often causes the Vishnebish to frequently damage equipment worn on its upper limbs.
Due to its size, the Vishnebish can not move through smaller areas of the rea lm, however at higher levels, they gain an innate ability to turn their forms in to mud.
On some terrain, the Vishnebish will regenerate quicker but on others, they m ay regenerate slower.
The Zerthimar is a magically adept race that primarily resides on the plane of Limbo. Their settlements on Limbo are usually very large, and some cities have even been known to reach a population in the millions. Their appearance is difficult to discern from the average human Caucasian, and has the same range of variances with the exception they all have bright golden eyes. Through constant practice of the voluminous arts of magic, they have developed a racial magic resistance that rivals even the mighty tytans. However, the physical stature of the Zerthimar, when compared to that of humans, could almost be called effeminate with its predominance of delicate features found even with the male counterparts of the race. This being due to the concentration of focus and reliance on magic to not only extend the already vast knowledge of those arts found within their societies, but to also perform the most basic of daily tasks rather than being due to any physical limitations racially speaking.
The Zerthimar frequent the material plane along with several others via a magical means through artifact construction they learned to bridge the planar barriers. These journeys are almost always a quest to learn something new about the magical arts they hold so dear. Because of this, they can be very socially interactive with other races to share magical knowledge. The Zerthimar will only provide knowledge they deem of a like level to that which they wish to attain, and generally keep close guard over their most powerful of magical secrets. This is due primarily to keep them safe from other more-menacing races bent on conquest. Zerthimar have an unexplainable hindrance to forming bonds with multiple followers which may be partially due to their own racial resistance to magic, and they resist using followers except in the rarest of circumstances. Some say this is simply due to an egotistical belief in their own magical prowess.
Some Zerthimar have been known to leave their ancestral home on the plane of Limbo to take permanent residence on the material plane. This can be due to a love for another civilization, or just the preoccupation of their studies in one magical art or another. As a whole, members of their race are generally met with a more positive and open-minded approach in social relations though some can find them somewhat arrogant. Zerthimar must be as wary as any other for they are seen as walking warehouses of magical knowledge that others can find valuable, and worth the taking of a prisoner. Others greet Zerthimar with a sense of distrust and fear due to the race's inherent magical resistance which many times accompanies great magical prowess. Zerthimar will most often take up magical professions, but there have been rare exceptions of them taking on more physical endeavors.
|See also:||| races|
|Syntax:||races [race name]|
This command will tell you more information about the various races that inhabit the world. In particular, it will tell you what skills and/or languages that these races start with, and other helpful information.
If you specify an optional race name, only information relevant to that particular race will be looked up.
|See also:||class-combos | profs|
This command can be used to create a new race. For example:
|See also:||radisplay | raedit | rastat|
|Syntax:||radisplay all|invalid|<matching criteria> [<flags>]|
This shows all races that match the specified criteria. If no criteria is given, all races are listed.
You can also specify `binvalid`n which will show all characters and mobiles that are currently set to an invalid race.
You can also specify `bflags`n to show only races that contain those flags -- see race-flags. For example, the following shows all races that have a head:
`eradis all has-head`n
|See also:||raedit | rastat|
|Syntax:||raedit <race name> <options>|
The `braedit`n command is used to edit races on the mud. Races must be prototyped to be edited -- see raproto. The `brace name`n option is a race name and `boptions`n are one of the following:
`ename <name>`n Changes the name of the race. `emediumDesc <name>`n Changes the medium description of the race. `eflags <flags>`n Turns flags for this race on/off. See race-flags. `eclasses <flags>`n Modifies which classes this race can take. `enataffected <flags>`n Modifies which innate affects this race has. See affectedflags. `eac <amount>`n Sets the innate AC for this race. `estopping <amount>`n Sets the innate stopping for this race. `estr <amount>`n Sets the innate strength for this race. `eint <amount>`n Sets the innate intelligence for this race. `ewis <amount>`n Sets the innate wisdom for this race. `edex <amount>`n Sets the innate dexterity for this race. `econ <amount>`n Sets the innate constitution for this race. `echa <amount>`n Sets the innate charisma for this race. `egain <h> <m> <v>`n Sets the `bh`n (hit), `bm`n (mana), and `bv`n (vitality) gain multiplier for this race. `emaleweight <l> <h>`n Sets the range of weight for males. (`bl`n is low, `bh`n is high.) `emaleheight <l> <h>`n Sets the range of height for males. `efemaleweight <l> <h>`n Sets the range of weight for females. `efemaleheight <l> <h>`n Sets the range of height for females. `ehometown normal|<r#>`n Sets the hometown for this race to be either the default ("normal") or a specific room #. This is useful if you want players of different races to start out in a different place. `eaddaura <aura>`n Adds an aura that PCs playing this race will get when they first start. (Mobiles will NOT get these auras!) `eremaura <aura>`n Removes an aura from this race. `e<type> <pr> <s> <m>`n Sets an innate proficiency for this race. `btype`n is a proficiency type (skill, spell, rune, and so on), `bpr`n is a proficiency name, `bs`n is the starting skill %, and `bm`n is how much easier it is for this race to learn the specified skill. If you omit the starting and modifier, the proficiency will be removed if it already exists.For example:
`eraedit elven flags humanoid`n `eraedit troll stopping 10`n `eraedit sprite maleweight 30 40`n `eraedit elven lang elven 100 0`n `eraedit sprite lang elven`n (removes elvish from sprites) `eraedit drow spell darkness 50 0`n `eraedit elven gain 1.1 1.2 1.1`n
|See also:||race-flags | radisplay | raproto | rastat | working-with|
|Syntax:||raise <head name>|
Perhaps you want to show off your trophy? The raise command will also permit you to raise thy eyebrows in question.
Rangers are warriors atuned to the wilderness and druidic magic. They are fair fighters and obtain a number of druid spells.
Type "profs ranger" to see a list of the ranger abilities.
|See also:||class | levels | practice | profs | runes | skills | spells|
|Syntax:||rank [player [reverse] [<player name>]|clan [reverse] [<clan name>]]|
If no player or clan option is specified, this command will display the current rankings of players if the Ranking rule is active.
If the "player" option is specified it will show players sorted by their ranking in terms of kills scored.
If the "clan" option is specified it will show clans sorted by their ranking in terms of kills scored.
|See also:||rules | status|
The Rapid Shot feat halves the delay time usually involved after firing a ranged weapon.
|See also:||archery | marksmanship | melee-shot | point-blank-shot | power-shot | precise-shot | thunder-shot | volley-shot|
Races must be prototyped before they can be edited to help ensure that races are not accidentially edited. `braproto`n will mark a race 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 `braproto`n with no options will show all of the races that are currently prototyped.
|See also:||racreate | radisplay | raedit | rastat|
|Syntax:||rastat <race name> [properties]|
This shows detailed information about the specified race. For example:
|See also:||radisplay | raedit | working-with|
When you want to read something.
|Syntax:||rear [victim name]|
This command attempts to get your mount to rear up and attack the specified victim. If no victim name is provided, your mount will attack whoever you are fighting.
The mounted combat skill will make you and your mount fight better as a team.
|See also:||mount | mounted-combat|
Read magic is a skill which allows the learned adventurer to read scrolls and recite their effects onto themselves or an optional target, either friend or foe.
Ex: recite recall recite firebolt ogre
|Syntax:||remove <equipment name> [[from] <victim>]|
If you tire of wearing some armor or wielding a weapon. This command will remove an item from your equipment list and place it in your inventory.
You must have a victim's consent to remove their clothing and equipment.
|See also:||consent | drop | wear | wield|
For use in the receptions of inns. The command 'offer' will make the innkeeper tell you the cost of storing your carried items for one day. 'rent' will store the items and make you leave the game. The next time you enter, you will start out in the reception where you left.
While your items are in rent, the Inn will charge rent for each day that you store your items there. Therefore, you may return to find that you have no items left if you ran out of money to pay your rent. We have reduced rent rates considerably from what they used to be, however, so the rates should be manageable.
If you wish to just set your recall point to be with a receptionist and don't wish to actually rent out, you can use the 'register' option.
|See also:||inn | quit|
|Syntax:||talk <repairer's name> fix <item>|
Combat is hard on you... and on your equipment. From time to time, you may find that your equipment gets damaged. Don't despair! You may find a mobile that can repair your weapon, for a nominal fee, of course. To repair, simply talk to the mob and ask it to 'fix <item>'.
You can also repair arrows using the fletching skill. See fletching for more information.
|See also:||buy | fletching | mobile-interaction | repair | sell|
The `bretell`n and `breply`n commands work similarly. The retell command sends a tell to the person you most recently sent a tell to. The reply command is similar except that it sends a tell to the most recent person that you telled to OR who telled to you.
Retell is useful for maintaining a conversion with someone while reply is useful for short replies or to reply to someone you cannot see (which makes conversations with invisibles considerably easier). You can also use "rt" or ".." as shortcuts for retell. Example:
`e..What side should I go to?`n
|See also:||channel | communications | tell|
The report command, used without any parameters will report your total hit, mana, and vitality points to everyone in your current party. This is very handy to let others know when you are getting mauled in combat and would prefer someone else to tank or if others are waiting for you to restore your hit or mana points.
The optional parameter "x" displays the same info as above with the addition of the number of experience points you need to gain your next level.
The parameter "s" will report your ability scores to everyone in the room.
|See also:||glance | group|
|Syntax:||rescue <target name>|
A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly useful when playing in groups.
|See also:||ditch | savior|
The follow values indicate types of attacks or damage that a mobile, character, or item can be resistant or susceptible to.
fire Fire based attacks. cold Cold based attacks. electricity Electricity based atttacks. energy Energy based attacks. colour Illusion based attacks. air Air based attacks. blunt Blunt attacks (blows, and so on...). pierce Piercing attacks. slash Slashing attacks. acid Acidic based attacks. poison Poisonous attacks. drain Draining attacks. sleep Attacks attempting to put one to sleep. charm Charm-based attacks. hold Hold-based attacks/spells. weapon Resists non-magical weapons. Every +1 on a weapon's hitroll will counteract this resistance by 20%.
The baker has a small selection of bread. His shop is west of Market Square.
There is a pub in the south section of the city off of Emerald Avenue where you can buy beer (if you're over 21) and food.
This command will return yourself, if no argument is given, or a victim back to their normal shape. If you do not have the Power to return others, you will not be permitted to use the optional target name.
The Returned Shot feat allows you to dweomer your arrows with a magical returning ability. This gives them a percentage chance to be returned automatically to you after they have struck their foes.
|See also:||archery | marksmanship|
The Riposte skill gives you attacks of opportunities when you are attacked. In particular, after parrying a blow you will be awarded an above average change of riposting though it is possible to riposte after any attack.
You will have a small chance of riposting after parrying even without the skill but it will be a much rarer occurrence.
A round is 12 pulses (3 seconds).
Hit, mana, and vitality regeneration rate occurs four times faster.
Players less than level 100 cannot engage in PvP -- they cannot attack or be attacked.
|See also:||rule-children-of-the-gods | rules|
With Blood Feud clan members will do double damage to any clan they are at war with.
This disables wimpy settings (i.e. you will have to manually flee).
When Bonded Artifacts is active you will not drop a corpse when you die (all your items will still be on you when you respawn).
Ranged combat (bows, throwing daggers, and so on) does quadruple damage.
Players less than level 100 get a (100 - level)% damage absorption shield when being attacked by other players more than twice their level.
|See also:||rule-blessed-child | rules|
All players and mobiles can fly at will.
When Commentary is active a message will be displayed whenever a player engages or disengages in pvp combat. Commentary is displayed to the arena channel which can be turned off if you do not wish to see commentary.
Death Traps take one fourth of the gold, experience points, and items that they normally do and do not leave corpses. In addition, no death trap will take more than 20% of your equipment.
Players recieve four times their normal maximum vitality, mana, and hit points.
When Divine Intervention is active you will not gain or lose either experience points or gold in combat. Energy Drain and Imprison are also not allowed.
When Divine Sanctuary is active all damage is halved.
The longest living players who are involved in pvp (players in war clans or anyone if Mayhem or Divine Intervention is on) get bonuses to regeneration and damage.
Items take double damage.
The player online the longest (at the bottom of the default who list) gets an additional 50% experience points. The secondmost player gets a 25% bonus and the thirdmost player gets a 12.5% bonus.
Random item generators have an improved chance of generating better items.
Mana regenereates at 8x normal rate.
All teleportation, gate, and summoning spells do not function.
Normally the mud gives out listed experience for a mobile if the mobile is level levels lower than you. If the mobile is lower or higher than 10 levels below you a penalty or bonus is awarded. This is designed to reward people for fighting more difficult monsters. The penalty/bonus works like the following:
... and so on ... 12 levels lower ... -2% penalty 11 levels lower ... -1% penalty 10 levels lower ... 0% 9 levels lower ... 2% bonus 8 levels lower ... 4% bonus ... and so on ...However, with the Flat Experience rule, all exp handed out is the listed exp, regardless of your level compared to their level.
Exits are obscured and scrying is rendered useless.
When Free Rent is active the mud will not charge rent on equipment.
50% additional gold dropped from mobiles.
Movement costs are multiplied by 4.
When in direct sunlight, you take -800% of your normal hit point gain and -400% of your normal hit point gain when in partial sunlight.
Scribe and recite commands fail to function.
When Invincible Artifacts is active items will not be scrapped.
Like Early Bird except that only war clan members may qualify and the bonuses are higher. (All players qualify under either Mayhem or Divine Intervention.)
Normally the mud prevents illegal PKing. With Lawlessness active, you may illegal PK someone else. However, you will still get a kill flag, they will still lose experience, and the PK is still illegal. Lawlessness DOES NOT making PKing legal when it is on.
The lock rule prevents the rules from being changed except by very high level immortals.
When Mayhem is active, any player may PK another player without getting a K flag. No experience points will be lost from pvp and no items can be scrapped or looted while this rule is in effect. It is also not possible for a player to energy drain or imprison another player.
All grouping restrictions are lifted when this rule is in effect. This means level 150s can group with level 1s.
Anyone below 25% health does quad damage.
Everything is considered to be undead.
When Nightmare mode is active, all damage done to mobiles is halved.
This switches the mud to real-time combat instead of turn-based combat.
When Nowhere to Hide is active all peaceful rooms are no longer peaceful.
All mobiles are meta-aggressive.
Zones on a timer respawn twice as fast.
Mobiles drop half their normal gold.
50% experience point bonus.
When Quad Damage is active all damage done is quadrupled.
Quick and the Dead increases PvP damage by 50%.
|See also:||rule-war-of-attrition | rules|
The mud will keep track of a pvp score for each player. Enter the Rank command to see the current results.
Players are fully restored upon dying.
When Tanking is on high level players no longer receive their innate damage reduction due to level. However, they do receive far more hit points in compensation. Sanctuary and stopping still function normally.
This prevents you from fleeing.
This rule encourages you to fight free-for-all. Grouping or allying up with your clannies can be hazardous.
Zones on a timer respawn four times as slow.
Like Mayhem except that only members of war clans may legally kill or be killed.
War of Attrition decreases PvP damage by 50%.
|See also:||rule-quick-and-the-dead | rules|
This command will display the rules that are currently active. A rule is a set of gameplay changes which changes how the game works. Rules can either be active or inactive. The following is a list of rules:
children of the gods
fog of war
king of the hill
never say die
night of the living dead
nowhere to hide
quick and the dead
rise of the phoenix
to the death
war of attrition
See RULE-<rule name> for more information. For example, see "help rule-quad-damage" for information on rule "QUAD DAMAGE".
|See also:|| arena | battlefield | >name> | pk | pvp | rank | rule-|
|Syntax:||ruleset [timer <minutes>] <rule name>|random|clear|announce <message>|
This command may be used to enable or disable various rules that are currently active on the mud. The clear option will clear all rules. The timer option is used to specify how long the rule or rules following the timer should be active for (or how many minutes till the rule should be activated if it is not already active). You can specify dice arguments for the timer (i.e. 4d4+2). The random option specifies that a rule should be picked randomly. The announce option allows you to specify a message to go along with the rules. Be sure to use quotes around the message. Enter "announce clear" to clear the current announcement.
You can specify multiple rules on the same line. Example:
`bruleset clear 'no hesitation' adren timer 2d3+2 prod timer 2 random`nAll rules are cleared, no hesitation and adrenaline rush are active indefinitely, prodigy is active for 2d3+2 minutes, and some rule picked at random is active for 2 minutes.
A rune is a component of a magical spell, a magical "word," where the effects of a spell would be the "sentence." All spells are composed of a number of runes. The runes function together as a patterned whole to provide a completed spell.
Runes can be referred to either by their name (e.g. "Fire") or their glyph (e.g. "fu").
There are two main types of runes, bonded runes and shaping runes.
A list of runes can be had with the runes command. See RUNES-COMMAND for information on that command.
|See also:||bonded-runes | canons | magic-system | profs | runes-command | shaping-runes | spells|
|Syntax:||runes [<class>|all] [<name>|<low level> [<high level>]] [<abbrev>]|
The runes command is used to discern information about runes. Simply entering "runes" with no parameters, it will list all of the runes that you currently know. If you specify a class name, all the runes that the specified class can learn will be listed. If you specify all for a class name, this command will list runes for all classes. If you use the level parameters, only runes learned between the specified levels will be listed. Finally, you may enter an abbreviation of the runes you would like to see.
Runes that have an asterisk (*) in front of them are shaping runes. See shaping-runes for more information.
In the listing, you will see a "Diff" column. This column says how well, percentage-wise, you can learn the rune. (Minus 5% for every class you have.) Also see help on DIFFICULTY for a description of the "DIFF" column.
runes a List runes you know that begin with the letter "a". runes cleric List runes that clerics can learn. runes all List all runes for all classes (long list!!!). runes mage do List runes that mages can learn that begin with "do".
|See also:||difficulty | runes | spells-command|