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ICE-BLAST

Shards of cold ice fly into your opponent, doing significant damage.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

ILLUSIONIST

The illusionist is a master of shadows and illusion. They are weak in hand-to-hand combat, however.

Best Canon: Air, Dark, Illusion, Light, Psychomancy

Type "profs illusionist" to see a list of the illusionist abilities.

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

IMMORTALS

(also AVATARS)

Syntax:

immortals
avatars

The immortals command will display a listing of all of the immortals on the mud. Similarily, the avatars command will provide a listing of all of the avatars.

If a given immortal or avatar is connected, their name will appear in bold.

An avatar is any character who is between levels 100 and 115, while an immortal is any character level 116 or higher.

See also: AVATAR-ABILITIES · WHO

IMPLEMENTOR

These high level immortals mainly handle high level mud administration tasks. If a lower level immortal is on, it is usually best to bother them with questions and general help.

IMPRISONMENT

This spell will send thy foe to a far off land deep below the surface of the realms from which they will be unable to escape. This spell requires a successful touch for it to have effect.

INFERNO

Tremendously hot fire will severely burn all of you opponents by casting this powerful fire spell.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

INFORM

Syntax:

inform [note <note>] <subject>

This very important command permits you to report a problem or an idea of yours to the mud administration. Whenever you find a bug, a typo, or just have an idea of how to improve the mud, use this command to report the idea to mud administration in a convenient manner.

Often times, mud administration is not aware of problems that players encounter, so it is very much appreciated when mortals report problems to administration.

Thank you!

You can use the note option to submit a copy of a note to the mud administration.

See also: WRITE

INFORMATION

avatars, commands, consider, credits, days, exits, glance, help, immortals, languages, laston, levels, look, months, news, offer, passwd, practice, profs, races, skills, socials, spells, songs, status, time, uptime, weather, who, whoarena, whobattlefield, whogroups, whozone

See also: <information> · command · <name>

INFRA

(also INFRAVISION)

Infravision is a spell that allows you to see heat sources in otherwise dark conditions. It does not allow you to read scrolls, or find items. In addition, usage of spells which create large amounts of heat may cause temporary blindness in Infravision-affected players and monsters.

Some races (Dwarves, Trolls, and Sprites) are lucky enough to have infravision as a natural ability.

INFRAVISION

See INFRA

INN

(also INNS)

Inns are places where the weary traveler may rest while the innkeeper looks after his equipment and treasure. Specifically, you may use inns to store your gathered equipment while you are not playing the game (we all have to sleep sometimes, there is no shame in that).

See also: QUIT · RENT

INNS

See INN

INVENTORY

If you are uncertain about what you are carrying, or simply want to check that no thieves have pilfered from your backpack.

See also: EQUIPMENT

INVISIBILITY

Self Explanatory. Attacking while invisible will immediately break the spell.

See also: DETECT-INVISIBILITY

ITEM

(also OBJECT)

Items have undergone radical changes. Items now have individual immunities, susceptibilites, resistances, item hitpoints, and item maxhitpoints. Items also only affect certain parts of your body, rather than your whole body. (In most cases -- there are of course exceptions.)

Item hitpoints (and maxhitpoints) are the new way of keeping track of how damaged an object is. This replaces the old system of AC-APPLY, which reduced an item's hit-dice/ac as it was damaged. If an item is damaged, it may or may not continue to function normally until it is repaired. If an item has its hitpoints equal to its maxhitpoints, the item is in excellent condition and will work normally.

Item immunities, susceptibilities, and resistances make the items themselves immune/susceptible/resistant to certain kinds of attacks. For example, if you have a wooden shield, that shield would be resistant to crushing attacks (from clubs, maces, etc) but would be susceptible towards fire or cleaving attacks. (fire-based spells, axes, etc) Red Dragon Platemail would logically be immune to fire, etc. You get the idea. Immunities are considered to be infinite STOPPING against that attack. If an item is attacked with something it is resistant to, it has double STOPPING, and likewise an attack to which it is susceptible, it has half STOPPING.

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


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