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AC

AC is your avoidance class, it is defined roughly as follows:

 10 Very easy to hit
  0 Fairly hard to hit
-10 Very hard to hit

Any AC above 10 is evaluated as 10, and any AC below -10 is evaluated as -10.

AC is your chance of AVOIDING being hit, it does not directly lessen the amount of damage that you take upon being hit. If you are actually hit, then your armor's STOPPING value comes into play. The AC value used to determine whether or not you are hit is the sum of your ALL-AC (any AC that affects your whole body) and the AC given by the item(s) worn on the area of your body that was attacked.

NOTE: AC is NOT "armour class" but "avoidance class" !!!

See also: AC-AREAS · ITEM-OBJECT · STOPPING · STOPPING-AREAS

AC-AREAS

Armor is now divided into areas of your body. Specifically, HEAD, BODY, RIGHT-ARM, LEFT-ARM, RIGHT-LEG, and LEFT-LEG. These areas will contribute to the realism and the playing experience of the mud, making it much more real. This means that you can be hit in specific areas of your body, so damage taken is directly related to the properties of the item(s) worn on that area, if any.

This means that different areas of your body will have different levels of protection, depending on the items you have. If an item has AC, then the AC on it is local just to that area. If the item has ALL-AC, then your _total_ AC will be adjusted accordingly, for all areas of your body. The actual amount of AC on a particular area of your body is the sum of the area AC for the item(s) worn on that area, and your ALL-AC, which is the AC that affects your whole body. (such as from the 'Armor' spell)

For example, if you are attacked in the HEAD area: The AC that the hitroll must pass will be the sum of your ALL-AC and and the AC of the item(s) being worn on your head. Damage incurred will be lessened by the sum of your ALL-STOPPING and the STOPPING of the item(s) being worn on your head. Resists, immunities, and susceptibilities that affect the item(s) OR your whole body are also taken into account.

HINT: Shields give ALL-AC, making their coverage global.

See also: AC · ITEM-OBJECT · STOPPING · STOPPING-AREAS

ACCEPT

Syntax:

accept <player name>

If you are the leader of a group, you may add and remove players to your group with this command.

If you "accept" a player that is already in your group, they will be removed from your group. Players can remove themselves from your group with the defect command.

Mobiles can join groups if they are following the leader.

See also: GROUPS

ACID-BLAST

A blast of acid hits your opponent, doing significant acid damage.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

ACID-BURST

A blast of very strong acid hits your opponent, doing intense acid damage.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

ACID-RAIN

Heavy duty acid rains down on all your opponents.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

ACID-SPRAY

Acid rains down upon your opponents.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

ACTIONS

See SOCIALS

AFK

Syntax:

afk [<reason why you will be AFK>]

Use this command whenever you are going to be away from the keyboard for a bit. Anyone who tries to tell you something will be permitted to do so, but they will also be informed that you are AFK so that they don't get the false impression that you are ignoring them which has been known to lead to bad feelings here and there. If you would like, you can specify a reason for why you are going to be afk.

As soon as you enter anything, you will be out of AFK mode.

For example:

afk
afk at lunch

NOTE: AFK = "Away From Keyboard"

AGOSSIP

Syntax:

agossip <text>

This text whenever you want to root for a player in the arena or ask people in the arena questions. Basically, anything to do with the arena should go over this channel. In addition, notices about the opening and closing of the arena will go over this channel too.

See also: AUCTION · BGOSSIP · CHANNEL · COMMUNICATIONS · GOSSIP · SHOUT · YELL

AID

Syntax:

aid <target name>

This skill will permit you to bring someone who is about to die (i.e., below zero hit points) back up to zero hit points so that they can be healed at a later. It is only a temporary measure intended to prevent immediate death.

In addition, aid will let you revive people who were stunned for some reason or another (like being stunned right after summoning someone).

AIRY-WATER

This spell radiate a sphere of airy water about your group, so that they can breathe under water.

See also: PROFS · SPELLS

ALCHEMY

See BREW

ALIAS

Syntax:

alias [<alias> <definition>]

This command allows you to define an aliases for commonly entered commands for convenience purposes. For example:

alias cfire cast 'fireball'

After defining that alias, whenever you enter 'cfire' the mud will enter "cast 'fireball'" for you.

Entering alias without any options will list all of the aliases you have defined.

The ampersand (&) character has a special meaning in aliases. An ampersand followed by a number means "insert argument number <number>" here. An ampersand followed by a '*' means "include the rest of the entered line here".

Example: in "test how are you???",

&0 = "test", &1 = "how", &2 = "are", &3 = "you???", &* = "how are you???", and && = "&".

alias cburn cast 'burning hands' &*
alias gg give &1 coins to &2

See also: SHELL · UNALIAS

ANIMAL

See CHARM

ANIMALSHIFT

See SHAPESHIFT

ANIMATE-DEAD

Syntax:

cast <spell> corpse
cast <spell> dust
order zombie <command>

This somewhat evil necromatic spell takes the corpse or dust of a dead creature and animates it into a mindless subservient zombie. This undead creature will follow you around and perform simple commands. The power of the zombie will depend on the level of the spellcaster. The higher the spellcaster, the more powerful the zombie.

See also: ORDER · RESURRECT

ANSI

Syntax:

ansi

This command tells the mud that you would like to use ANSI color options. It will clear your current color settins if you are using VT100 mode, setting your coloring scheme to Ocean Blues.

See also: COLORS · VT100

ANTI-PALADIN

The anti-paladin is the anti-thesis of the paladin. They seek to bring evil and despair in the world. They have a mix of many different skills, and do not specialize in any one area.

Type "profs anti-paladin" to see a list of the anti-paladin abilities.

See also: CLASS · LEVELS · PRACTICE · PROFS · RUNES · SKILLS · SPELLS

APPOINT

(also TREASURER)

Syntax:

appoint <player>

This command lets the leader of a group appoint a treasurer from among the ranks of the party. A treasurer will automatically loot all corpses that a party member killed. A running total of the gold that has been lotted will be kept. When the group feels that it is time to distribute the funds, the treasurer need only enter "split" to divide up the party's gold (the mud keeps track of how much gold needs to be divided up).

See also: FOUND · GROUP · PROMOTE · SPLIT

APPRAISE

Syntax:

appraise <object>|<character>

This skill lets you examine a person or object in an effort to glean some information about it.

ARCHERY

Syntax:

shoot <direction> [at] <victim>

The archery skill will permit you to fire short and long bows at your victims. The range of a long bow is up to five rooms away and the range for the short bow is four rooms. In order to properly use a bow, you must have wielded both the bow AND a suitable arrow.

See also: CATCH · FLETCHING · MARKSMANSHIP · SHOOT · SLING

AREAS

Enter news areas for more information about areas. Also be sure to stop by the cartographer's guild for a map of some of the areas accessible on this mud.

See also: NEWS

ARENA

Syntax:

arena

Type 'arena' whenever you would like to enter an open arena and partake in the bloodletting. There are two different "arenas" accessable. The other arena is accessed by the battlefield command.

NOTE: You will NOT lose equipment or experience while in the arena. If you "die" in the arena you will be saved at the last moment and returned to the temple -- FULLY RESTORED. In addition, equipment does not get damaged in the arena either.

See also: ARENASETUP · AGOSSIP · BATTLEFIELD · CHANNEL · Gods · see

ARMOR

The Armor spell will improve your ALL-AC avoidance class by 20 points.

See also: AC · AC-AREAS

ASK

Syntax:

ask <person> <text>

Use this command if you want to ask someone in the room a question. People in the room will be aware that you asked that person a question, but will not know what you asked.

Example: ask puff Are you for real?

See also: COMMUNICATIONS · WHISPER

ASSASSINATE

See ASSASSINATION

ASSASSINATION

(also ASSASSINATE)

Syntax:

assassinate <target name>

This dark skill involves the knowledge of how to dispatch a foe quickly, by using attack methods that quickly cut the life out of your foe. In order to successfully assassinate, your character must wield a piercing weapon and surprise your foe (you cannot attempt an assassination once combat has begun). If you fail the assassination, you will either do no damage, get the equivalent of one attack, or get a full backstab.

ASSIST

Syntax:

assist <character name>

This command will set you to fight the same foe that <character name> is fighting.

ASSIST is similar to RESCUE except the <player> continues fighting. It is better than KILL in many cases because you do not have to choose between 1.golem and 2.golem (or 1.lamia that just entered the room). Even though monsters of the same type assist each other in combat, ASSIST is better because you will eliminate one aggressor much faster.

See also: GUARD · KILL · RESCUE

AUCTION

Syntax:

auction <text>

Use this command whenever you want to auction off one of your possessions or when you would like to place a bid on an item that is up for auction. Also, if you are looking for items, feel free to place any requests on this channel as well.

NOTE: Everyone on the mud who is listening to this channel will hear you.

See also: BGOSSIP · CHANNEL · COMMUNICATIONS · GOSSIP · SHOUT · YELL

AUTOLOOT

See LOOT

AVALANCHE

This spell causes the surrounding rocks to break loose and fall down upon your foes. This spell must be cast in the mountains to have any effect.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

AVATAR-ABILITIES

Once your character becomes an Avatar, you will begin to gain additional abilities as you gain in level.

Level    Additional Benefits
100      1.01 regen, 5% damage, resist drain
101      1.02 regen, 8% damage
102      1.03 regen, 11% damage
103      1.05 regen, 14% damage
104      1.07 regen, 17% damage, -1 saving
105      1.09 regen, 20% damage
106      1.12 regen, 23% damage
107      1.15 regen, 26% damage
108      1.18 regen, 29% damage, -2 saving
109      1.22 regen, 32% damage
110      1.26 regen, 35% damage
111      1.30 regen, 38% damage
112      1.35 regen, 41% damage, -3 saving
113      1.40 regen, 44% damage
114      1.45 regen, 47% damage
115      1.50 regen, 50% damage
116      2.0 regen, 53% damage, -4 saving, resist fire
117      2.1 regen, 56% damage, resist cold
118      2.2 regen, 59% damage, resist elec
119      2.3 regen, 62% damage, resist acid
120      2.4 regen, 65% damage, -5 saving, resist hold
121      2.5 regen, 68% damage, resist plus1
122      2.7 regen, 71% damage, resist plus2
123      3.0 regen, 74% damage, resist plus3
124      3.4 regen, 77% damage, -6 saving, resist plus4
125      3.8 regen, 80% damage, resist slash
126      4.3 regen, 83% damage, resist pierce
127      5.0 regen, 86% damage, resist blunt

See also: AVATARS

AVATARS

See IMMORTALS

AVHELP

Syntax:

avhelp [<level>] [<matching abbreviation>]

List the privileged commands available to you. Can only be used by avatars and gods. Using the "level" option will permit you to see the commands gained at a particular level. If the optional matching abbreviation is specified, only avatar commands that match the abbreviation specified will be listed.

See also: COMMANDS · SOCIALS

AXE-THROWING

Syntax:

throw <direction> [at] <victim>

The axe throwing skill will let you throw throwable axes at a victim in a room up to three rooms away.

See also: CATCH · DAGGER · DART · HAMMER · SPEAR · STAR · THROW · THROWING · TOSS


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