#HELPS 0 0 19 abandoned village~ .So long dead that none but a few remember its name, a fishing village lies abandoned far north on the Elhanni. Its people lived on the fringe of starvation, never having enough to eat except what they took from the river. Then, one day, they were gone. Few who have investigated the matter have returned, though it is said an old fisherman knows the tale... ~ .~ 0 0 8 Abilities~ .@IThere are four types of abilities: weapon, language, spell, and physical. You may see what abilities you possess and your current skill in them by typing @Eabil <w|l|s|p>@n, where <w|l|s|p> stand for weapon, language, spell, and physical respectively; eg, "abil s" will list all the spells available to whatever class you belong. @ITo show them for another class, the syntax is @Eabil <w|l|s|p> <class>@n; eg, "abil s cl" will list all the spells of a cleric to anyone of any class. @ITo practice an ability you need to find a trainer. There are several in most towns - just type prac when in a room with a mob to see if it is a trainer. Practicing uses up practice points. You receive a certain amount of practice points every time you level. The amount depends on your intelligence and wisdom. @IAbilities have prerequistes - skills you need to know to acquire them. For example before you can learn second attack you must learn kick and punch. The number next to the prerequiste is the level at which you must have the prerequiste before getting the next skill. @IMin levels for skills will be taken out once we have sufficient skills to fill out the system. ~ .~ 131072 0 25 AC~ . level cost per ac 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- UnderLayer 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 Mage/Monk 3 4 5 5 6 7 8 8 9 10 11 11 12 13 14 14 15 16 Cleric/Thief 5 6 7 8 8 9 10 11 12 12 13 14 15 16 16 17 18 19 Ranger 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 Warrior/Paladin 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 ~ .~ 16777216 0 0 accounts~ .@C@bSYNTAX@n account <player> : shows all players created from a particular account account -s <sitename> : shows all accounts created from a particular site @C@bFLAGS@n s : searches for accounts by site d : searches for accounts which have donated p : searches based on player name only P : displays all characters with same password as entered character. @C@bDESCRIPTION@n This command is used to show all of the players that have been created from the account in question. Using the -s flag will show all of the accounts from a particular site and -d will show all accounts which have donated. Having the same account and being logged on at the same time does not necessarily mean the player is multiplaying, but is a good start when attempting to catch a player doing so. example: account -s .sg See also: user ~ .~ 0 0 1 acid blast~ . This spell enables a mage to send a spray of burning acid directly at their victim. Although far from a low-level spell, it is the most basic of the acid damage chain. ~ .~ 0 0 1 acid storm~ .This high-level mage spell enables the caster to shoot a storm of acid directly at their victim, showering them with thousands of acid drops. Victims with low resistance to acid will find themselves dissolved very quickly. ~ .~ 0 0 3 Acnt_Bad_Pwd~ . Account password does not match entered text. If you have forgotten your password choose option 1 of the main menu and then option 4 to request the account password is emailed to you. [ Press return for main menu ] ~ .~ 0 0 3 Acnt_Cancel~ . Confirmation not received. Cancelling account request. Please reenter the information if you wish to start an account with TFE. [ Press return for main menu ] ~ .~ 0 0 3 Acnt_Check~ . Please verify that the following information is correct. You are only allowed to start one account per email address so make sure to write your password down or remember it. If you do not enter yes you will be returned to the main menu and the account will be canceled. ~ .~ 0 0 3 Acnt_Check_Pwd~ . Please enter the account's password. ~ .~ 0 0 3 Acnt_Done~ . An account has been created and email has been set to the address given. The message will include a confirmation code. Once you have received this message, please create a new character using option 2 of the main menu. At this point, you will be prompted for your account name and confirmation code. After this, the confirmation code will never be needed again. [Press enter to continue] ~ .~ 0 0 3 Acnt_Email~ . Please enter the email address where you wish the confirmation code to be sent. This will occur immediately, so once done you should be able to read it momentarily. Once you have recieved the message and learned your code, you may use it to create a character. If you enter an invalid email address the message will just bounce and you will not be able to create a new character due to lack of confirmation code. ~ .~ 0 0 3 Acnt_Menu~ . -- ACCOUNT MENU -- [1] Create a new account [2] Change an account's email address [3] Verify a change of email address. [4] Request character list ~ .~ 0 0 3 Acnt_No_Email~ .There is no account listed for that email address. You need to either create one using option 1 of the previous menu or reenter the email address - this time correctly. [ Press return to continue to main menu ] ~ .~ 0 0 3 Acnt_Pwd~ . Please enter a password for the account. This will be the default for all characters created under this account. ~ .~ 0 0 0 Acnt_Request~ . This option is used to request that characters on an account and the passwords associated with them are emailed to the account address. ~ .~ 0 0 0 Acnt_Sent~ .Email was sent to the address given listing the associated account name, passwords and players on the account. [ Press return to continue to main menu ] ~ .~ 4194304 0 16 Acode~ .@CSYNTAX@n acode( room, anum ) @b@WPARAMETERS:@n room - pointer to room structure anum - integer action number to trigger @b@W@CDESCRIPTION@n:@n Triggers the action in the room specified. @b@WEXAMPLES:@n acode( find_room( 10 ), 1 ); // Triggers action #1 in room #10 ~ .~ 16 0 2 Act_area~ .See "help act_functions". ~ .~ 16 0 2 Act_functions(~ .@CSYNTAX@n act_func( string, char1, object, char2 ) @b@WPARAMETERS:@n string - Text to display (can be literal string or reference to data string) char1 - Pointer to char, primary target of text display object - Pointer to object, needed if string contains $p referrence char2 - Pointer to char, needed if referrence to another char is used @b@W@CDESCRIPTION@n:@n The act_func() functions display text to various targets. Unlike the send_to_() functions, these can evaluate color_codes and variables. act_area - All chars in same area as char1 act_room - All chars in same room as char1 includeing char1 act_notchar - All chars in same room as char1 except char1 act_notvict - All chars in same room as char1 except victim of char1 act_tochar - Only to char1, no matter what room they currently are in act_neither - All chars in same room as char1 except victim of char1 & char1 @b@WRETURNS:@n none @b@WEXAMPLES:@n act_area( "You hear thunder crashing", ch ); act_room( #text, ch ); act_notchar( "$n opens $p in the presence of $N", ch, obj, mob ); ~ .~ 16 0 2 Act_neither~ .See "help act_functions". ~ .~ 16 0 2 Act_notchar~ .See "help act_functions". ~ .~ 16 0 2 Act_notvict~ .See "help act_functions". ~ .~ 16 0 2 Act_room~ .See "help act_functions". ~ .~ 16 0 2 Act_tochar~ .See "help act_functions". ~ .~ 0 0 8 Actions~ . @bActions@n are the handy things that allow us to do things like 'open gate' or 'push stone'. ~ .~ 4194304 0 16 adata~ .@C@bSYNTAX@n adata : lists the adatas associated with the current action adata new <word> : creates a new adata adata # <word> : renames an adata adata # : sets adata to editting that text adata exit : reverts adata to acting on the list of adatas @C@bDESCRIPTION@n See also: aedit, aflag, acode, redit ~ .~ 16 0 0 Advance~ .@CSYNTAX@n advance <player> <level> @CDESCRIPTION@n Immortals with this skill change the <players> level to <level>. It doesn't raise it. Just changes it to the target <level>. Only an Imp can raise a player to immortal status. ~ .~ 0 0 18 Advertisement~ .Forest's Edge is a medieval/magic based mud. It has existed for several years now and has 20-40 players on most of the time. A valid email address is required by the automated login sequence and the mud has a policy of no swearing or abusive language. Through the use of code we try to encourage role playing as much as possible. The address is forestsedge.com 23. Some of the features ... * Introduction code where you remember who you have been introed to. * Reagent based magic systems where spells take a few turns to cast and spells can be leeched. * Automated auction. * Shop customs which allow keepers to create items from ingredients. * Skinnable mob corpses. * Body-part based combat system. * Chat/Gtell/etc have a scrollback ability. * Sized equipment. * Get 2*loaf treated correctly - i.e. you get two loaves of bread. * Objects appear differently before/after identification. a brown cloak -> a cloak of protection +2 * Complex internal scripting language allowing levers that open gates, gravesites you can dig, etc. * All areas are completely from scratch. ~ .~ 4194304 0 16 Aedit~ .@C@bSYNTAX@n aedit : lists actions in room aedit new : creates a new action in room aedit # : edits an action aedit delete # : deletes an action @C@bDESCRIPTION@n This is the command to specify what action you are editting. An action is a mud script associated with a room. See also: adata, acode, aflag, aset ~ .~ 16 0 4 Affect Flags~ .Armor - armor spell. ~ .~ 16 0 25 Affect Summary~ .This file contains the basic costs for affects, check help position affects to see if an item can carry the affects you want to put on the object. level cost per ac 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- UnderLayer 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 Mage/Monk 3 4 5 5 6 7 8 8 9 10 11 11 12 13 14 14 15 16 Cleric/Thief 5 6 7 8 8 9 10 11 12 12 13 14 15 16 16 17 18 19 Ranger 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 Warrior/Paladin 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 Stat +1 +2 Modifiers for +2 based on class ------------------------------------- hit 5 20 -- dam 15 45 -- str 15 45 -5 War, Mon, Thi int 20 60 -5 Cle, Mag wis 20 60 -5 Cle, Mag, Pal dex 25 60 -5 Mon, Thi, Ran con 25 60 -5 War, Pal, Ran Category levels per +1 maxes additional costs -------- ------------- ----- ---------------- Hp 1 30 +5 levels > 20 Ep 1 30 +5 levels > 20 Mv 1 30 +5 levels > 20 Hp Reg 2 30 +5 levels > 20 Ep Reg 2 30 c/m 20 other +5 levels > 20 Mv Reg 1 30 +5 levels > 20 Resist 2 20 +5 levels > 10 Poison Res 1 30 +5 levels > 20 Negative Modifers: Any negatives you have can count for 1/2 their posative value towards the item. Negative values should be used with some common sense, only values which are meaningful to the player likely to use the item should count as negatives. Resistences are often good to use as negative values, however you should not get any offset value from the use of negative resistences. You may also reduce the item by 5 levels if it's good or evil only. Oflags: Oflags may be put in items to relieve the caster of the leech. It should be valued at half the leech of knowing the spell to 1. If only those who can cast it can use it. It also must be as high a level as the skill. Oflags may also be used on affects that can be cast on other players. If a spell can be cast on another player, it should add about 10 levels + the spell level. Detection spells may also be put on items at the same expense. Oflags may only be placed on Neck (base, top), finger (Base), and body (over). ~ .~ 0 0 11 Affects~ .@C@bSYNTAX@n affects : lists the affects which currently are in effect @C@bDESCRIPTION@n This command will give you a list of effects, both magical and mundane, which are presently exerting their influence upon you. ~ .@C@bIMMORTAL NOTES@n Affect -l will list the duration and level of non-permanent affects on your character. ~ 4194304 0 16 Aflag~ .@C@bSYNTAX@n aflag <direction> aflag @C@bDESCRIPTION@n This is used in conjunction with entering/leaving triggers in acode, etc. You flag the direction which you want it to kick in. For example, you create an action with a leaving trigger, and you flag the 'north' option. When someone leaves the room via the north exit, that action will be triggered. Leaving via other exits will not trigger the action. ~ .~ 0 0 7 Algesa~ .@IThe goddess of lawfulness, @EAlgesa@n, is represented most often as a tall, strong warrioress. She wears shining armor made of polished platinum, and wields a slim sword of the purest gold. She is a neutral god, favoring good nor evil, rather she favors order over chaos. Her judgement is not unlike the thunderbolt; swift, sure, and powerful. ~ .~ 0 0 8 Alias~ .@b@CSYNTAX@n alias : lists your aliases alias <abbrev> <subst> : create a new alias alias <abbrev> : deletes the alias @b@CDESCRIPTION@n This command allows you to replace a commonly used phrase by a shortened version. Anywhere you type the abbreviation it replaces it with the substitution. If the first letter of the abbreviation is a * then the alias only takes affect if the first word on the line. @EExamples@n: alias df drink fountain : to drink from a fountain, type df. alias df : deletes df alias. Preceding an alias with an * makes the alias only take effect if it is the first thing typed on a line. @EExample@n: alias *ef eat food : to eat food, type ef, and it will only occur if typed at the beginning of the line. ~ .~ 0 0 20 align2~ .The following is a listing of the nine alignments. Definitions and examples are contained therein. @bLawful Good@n - Characters of this alignment believe that when people respect society's laws and try to help one another, society as a whole prospers. Player's of this alignment believe that by following the Law, they will do the most Good, and will follow rules and laws even if they may personally feel that a particular law or rule is wrong. (An extreme example of this conflict might be a samurai, who follows his Lord's command, EVEN if he thinks its wrong, then commits seppuku afterwards to display his personal protest.) Lawful good players would most likely gravitate to clans of like mind, believing them to be first and best (perhaps only) way to do the most good. @bLawful Neutral@n - As long as there are laws and rules, this character will follow them with no hesitation. The people that the Law has put in charge of the character know better than the character what is right or wrong. The player 'knows' this, because the Law put those people in charge, and the Law is always right. Therefore, such a player will follow all orders without question, and believe themselves to be doing the right thing, because following the rules will eventually make everything work out. @bLawful Evil@n - This character believes in using laws and rules for his own gain. Even if the character is on the bottom rung of the ladder, they will follow the rules, and learn to use the rules to benefit themselves and 'get ahead'. A lawful evil being would be an iron-fisted tyrant (like Hitler), part of the tyrants regime (a Nazi) or a devious individual who uses the rules to get what they want (perhaps a lawyer working for the mob, or someone willfully using laws to protect their own unethical behavior.) Lawful evil character's would join a clan whose rigid structure could be used to benefit themselves, or whose iron control of resources would make him or her powerful by association. @bNeutral Good@n - This character sees the need for good. He or she uses laws and rules when they will do good, and ignores them when they seem to be causing harm. They do what they think is right at the time. A lord who violates orders from his king to destroy something he sees as evil would be considered neutral good. A player of this alignment might join a good clan if it seems that clan might allow them to accomplish the most good (or might _not_ join a clan for the same reason), but unlike a lawful good character, the NG character might still go against certain decisions of the clan (covertly or overtly), if they thought the decision or rule was wrong. @bTrue Neutral@n - True neutral characters dont much care for good or evil, prefering to stay on the sidelines. As long as the law doesnt intrude upon their goals, they abide by it -- when it doesn't, they ignore it. A mercenary who fights only for the coin, caring nothing for either side, would be truly neutral. They might join a clan if they stood a good chance of gain without becoming entangled in 'causes'. @bNeutral Evil@n - The only interest of this character is getting ahead. Whether its by means that are legal or questionable, they take advantage of it. They don't have the every-man-for-himself quality of a chaotic evil, but they have been known to betray friends to the authorities for personal gain. They might join a clan if that would benefit them the most, but would leave if the benefits they perceived faded or did not develop as planned. @bChaotic Good@n - Strongly independent, these individuals have no use for any law or rule. Their own moral code guides their actions and doing good is a personal thing. Any means justifies the end result if that result is goodness. A vigilante is an example of chaotic good. Chaotic good characters usually think that rules and laws hurt more than they help... they may agree with everything the laws stand for, but they think setting down laws is the first step toward ruining the cause. Laws are part of the problem, not the solution, and as such, this character would rarely join an order or organization, though they might if the the clan represented a very loose alliance or shared philosophy. A group of characters who acted independantly of each other most of the time and follow their own individual sets of morals, but who do work towards a common goal and share information and support when possible, without a strict set of rules might be a good example of a clan a chaotic good player would join, as would a clan dedicated simply to 'acquiring and protecting knowledge'. @bChaotic Neutral@n - These people tend to follow whatever whim strikes them at the moment. There is no order or reason to their actions, as laws and rules mean nothing to them -- many change their mind on a whim. Good and evil do not affect their decisions. If they cant decide on a course of action, they might flip a coin -- heads, give the child a toy; tails, burn the child's house down for sport. Chaotic neutrals almost never join a clan, as they don't commit to any cause for more than a few days before becoming bored. @bChaotic Evil@n - Chaotic evil characters see nothing wrong with taking whatever they want how ever they can. Laws and rules are for the weak. The strong have the right to take what they want. Bloodthirsty bandits or a rampaging monster would be chaotic evil. Chaotic evils might form temporary groups (perhaps to destroy and loot a small town), but would never join a long term clan. ~ .~ 0 0 20 Align3~ .@bGood:@n @ICreatures of a good alignment work to maximize the good of society as a whole, benevolently putting the interests of others above, or equal to, their own. @bNeutral:@n @IThose of a neutral alignment are not overly concerned with the interests of others, preferring to work toward their own goals. However, harming others in the process is not acceptable to them. @bEvil:@n @IConcerned solely with themselves, evil beings will do whatever is necessary to acheive their goals, regardless of the harm done to those who get in their way. @IThe following categories are personal beliefs. They reflect how you live your life within your alignment and society. There is no right or wrong, only the way your character feels is the best way to acheive the goals they desire. @bLawful:@n @ILawful characters follow the laws of their society and try to uphold them. Order and organization are his two favorite things. @bNeutral:@n @IA neutral person will abide by the laws of his society but he makes no effort to uphold or encourage them. @bChaotic:@n @IChaotic people care nothing for the laws and happily flaunt them every chance they get. @bNote:@n A lawful evil character is one who cheerfully backstabs his fellows if this seems an advantageous action but who believes the best method of gaining personal happiness is through being in an organization with his fellows. He respects the increase in plunder and pillage from being with other plunderers and pillagers. ~ .~ 16 0 2 align_values~ .These values are to be used in the find_stat( ch, align ) function: lawful good = 0 lawful neutral = 1 lawful evil = 2 neutral good = 3 pure neutral = 4 neutral evil = 5 chaotic good = 6 chaotic neutral = 7 chaotic evil = 8 See also: class_values, find_stat ~ .~ 0 2 7 Alignment~ .This is a help area designed to give builders a better general understanding of the religions and the alignments construed therein. The two first tier gods, Algesa and Ulthi, are very dissimilar, which has already been stated, but here is a simple attempt to clarify these two religious figures. Algesa, the goddess of order, has an alignment I call lawful-neutral. This means that she actively seeks order in the universe, but cares not for the stsruggle between good and evil. Ulthi is without a doubt chaotic-evil, meaning he takes the side of disorder and favors evil over good. The second-tier gods, Taranth, Kerog, and Meriada have more subtle lines of alignment. Taranth is somewhat clear, being definately lawful, seeking order, and good rather than evil. Meriada's alignment is true neutral, favoring neither good nor evil, order or disorder. Meriada furthermore actively seeks to maintain the balance between the forces. Kerog's alignment could also be construed as true neutral, but he leans to both the sides of lawful and evil, seeking the justice that comes with revenge, and also the atrocities of bloody war. The third-tier gods, Cynnis, Kantos, and Osse, are even more obscure in their direction. Cynnis, goddess of nature, is for the most part neutral, but leans ever-so-slightly toward the good, as her true creatures are never evil at heart. Kantos also is mainly neutral, and yet just as the cold turning of the earth stops for no mortal, Kantos' alignment swings slightly toward evil, and also lawful. Osse is also a neutral god, but just as the sea is whimsical and without order, Osse's alignment swings slightly toward chaotic. Morr and Temohpab are currently very debateable figures. Morr, the god of death and keeper of the dead has no emotion, no swing from neutral. Temohpab, whose realm is not yet known, has an order all his own, and is also most definately in the favor of evil. ~ .~ 0 0 0 alignment_change~ .So, you want an alignment change. Well..... NO!!! All kidding aside, the truth of the matter is you probably aren't going to get one. I'll lay down the basics for you so you'll understand where matters lie. @bRule #1@n: NO ONE gets to change alignment between Good - Neutral - Evil. This may have happened in the past, but it is unequivocally not going to happen now. Policy stands. That means no good to neutral, no neutral to good. No neutral to evil, and no evil to neutral, and absolutely no good to evil or vice-versa. Let me clarify good, neutral and evil. They are the 3 base alignments. Good = lawful good, neutral good, chaotic good. Neutral = lawful neutral, pure neutral, chaotic neutral. Evil = lawful evil, neutral evil, chaotic evil. In other words... Neutral Good means you are of "good" alignment, NOT "neutral". In any alignment where neutral is the first word, it means neutrality of law and chaos, not neutrality of good and evil alignment. Ok, hopefully we have that little bit of confusion straightened out. The last part seems to confuse so many people, and a thorough understanding of it can save both your and our lives a great deal of mental sparring over a pointless debate. @bRule #2@n: You can not change from lawful to chaotic or chaotic to lawful. Pretty straightforward I think. @bRule #3@n: Even if you manage the nearly impossible feat of earning an alignment change once, it will NOT happen again. For example, if you start as chaotic good, the best you can ever hope for is neutral good. In truth, you probably won't even get that. Its not that we don't think people can change, we even used to do them occassionally, but the problem is almost all the time it is for reasons that are not realistic (realistic being used with some artisic license, as it means real within the little fantasy realm we have created here). In the end, it wasn't worth altering 100 people because 1 person in the group had a good reason and bothered to follow role playing restrictions anyhow. Most people who want one haven't bothered role playing their alignment in the first place. The only reason they're asking is to join a clan or use equipment they can't currently. So, how can you get one of these rare alterations of your personna? My suggestions are as follows... First, ask an imm if they'll even consider doing it. (After all the hassle, and policy stating we wont we still have the same 100 people trying to argue to change because "they're reason should be allowed, even though they understand why no one else's should.") If they say no, don't argue about it. This is about the only time asking another imm might work. Asking an imm after one has told you no we won't allow you only gets you in trouble because we post such things. If they said no because they are tired of the whining (and most of it is whining) then they'll probably just say no and hope you leave them alone. Arguing will only make them mad and work against you. Second, be prepared to make a commitment. I tell them to role play their current alignment for about a month. post notes showing that they are playing that alignment, at least 1 well-written, well-role-played note on stories a week. Then, over the next month role play the gradual change of character and post notes on how that's going too. At the end, if you've impressed me suitably that you are, in fact, role playing and have some concept about what the alignment you are and are changing to entails, I'll probably change you. A little side-note about the posted notes. A well-written note may be short, but more often then not you aren't going to be able to write out all you need to place (atmosphere, setting, drama, what have you) in a single paragraph. Such a note should be posted on stories board, as this is the story of your character's current life. (The only exception to these rules may be characters under level 3 who are just learning mudding and role playing for the first time. After that, all rules stand. If it really means that much to your character, its more often a better show of devotion to just delete and start over as a sign of your true change of heart as well as comitment to the change. Otherwise, it probably wasn't that important to you. The last stands for a level 80 as much as it does for a level 10 character.) ~ .~ 0 0 21 Allegiance~ .@C@bSYNTAX@n allegiance <person> : swears allegiance to a clan allegiance none : revokes allegiance @C@bDESCRIPTION@n See also: clans ~ .~ 0 0 1 Amnesia~ .This spell causes the player to forget all skills learned. The practice points used to gain those skills will be returned so that you can relearn new ones. ~ .~ 16 0 2 and~ .and( integer && integer ); adds the two integers. Examples: if( and( find_stat( ch, str) && find_stat( ch, con ) ) > 30 ) returns 1 if ch's str+con is greater than 30. phnote: don't work ~ .~ 0 0 1 Animate Clay~ .An extremely potent spell, Animate Clay allows a cleric to call upon the powers of his or her deity to create a spirit to assist the cleric in his or her worldly duties. A cleric may have but one such servant at a time, and the casting of such a spell is a difficult and costly cast. Nevertheless, Clay Golems are tireless followers and fearsome opponents. Indeed, certain clerics have been known to use them as bodyguards and guardians of sacred shrines or treasures. ~ .~ 0 0 1 Animate Dead~ .With their intimate knowledge of the spells which restore life, clerics can call on the power of their gods to reanimate a corpse to the caster's will. This corpse will remain under the caster's will only so long as the caster's power is infused into it. It is fearless of its wounds, though it lacks the ability to recover from them. This is an evil spell, favored generally by those to whom involvement with the dead is no great moral quandry. All undead created in this fashion are chaotic evil. Infer what you will. ~ .~ 0 0 19 Anthills~ .The grasslands east of Chiiron have long had a problem with a colony of giant ants. These ants, which are rumored to often be the size of large dogs, have a series of tunnels which several adventurers have reported lead deep beneath the earth. Somewhere in there must live the ant queen as the colony shows no signs of dying. ~ .~ 0 0 14 Appearance~ .@eSYNTAX@n @Gappearance@n <text> : sets your appearance @eDESCRIPTION@n @I Characters that you have never met before are described by their physical appearance. Only after a player @Eintroduces@n themselves to you will you see their name. This appearance can be set by the player. The commands to do so are appearance and @Ekeywords@n. @e*@nAppearances do not need to start with "a"/"an." The game does this for you. You do not need a "." at the end. @I Your appearance should show those physical characteristics that another person would first notice when looking at you. It should not show emotion or how someone might react to your appearance. Avoid words that would be assumed for your race already (i.e. short, stocky dwarf or tall, thin vyan). Appearances should also not include actions such as hiding (a thief skill) or things that assume how you are clothed. @eDO NOT PUT YOUR CLASS IN YOUR APPEARANCE!@n Your race *should* be included ( disguses do not, as such, exist right now, so appearances such as 'mysterious figure cloaked in darkest samite' are not acceptable.) References to your race should not be capitalized. And if you wish to use a number in your appearance, please spell it out. Your keywords should include every word from your appearance, including race, separated by spaces, not commas. Slang such as "buff, ripped, butch, cool, etc" is not acceptable and will not be approved. Lastly. you need to set a description. This is done with the command @Edescription@n. After you have set appearance, keywords and description ask politely over the OOC channel for any avatar or god to approve you. It is mandatory that you be approved to gain any level past 5th. There are a great many players these days, and it is a good idea to try to come up with keywords, and a part of your appearance that are unique. An example of an unacceptable appearance or two: @I a Jedi Knight @I a mysterious figure @I a two-headed Chaos Troll, crackling with eldrich energy @I a tall, dark, thin vyan @I a tall elf radiating a bright aura of goodness @I a short, stock dwarf with a beard @I a short green guy @I a 15 foot tall Ogre picking his teeth Some examples of acceptable appearances: @I a red-bearded dwarf with an axe-shaped tattoo @I a silver-eyed, graceful elven maiden @I a warty, slack-jawed troll covered in tribal scars @I a bandy-legged goblin with crooked teeth @I a balding orc with bright-red tufts of hair @I a lice-infested, one-eyed ogre @e @e ~ .~ 0 0 0 appearance2~ .@eSYNTAX@n @Gappearance@n <text> : sets your appearance @eDESCRIPTION@n @I Characters that you have never met before are described by their physical appearance. Only after a player @Eintroduces@n themselves to you will you see their name. This appearance can be set by the player. The commands to do so are appearance and @Ekeywords@n. Appearances ALWAYS start with "a"/"an" and do NOT need a "." at the end. @I Your appearance should show those physical characteristics that another person would first notice when looking at you. It should not show emotion or how someone might react to your appearance. Avoid words that would be assumed for your race already (i.e. short, stocky dwarf or tall, thin vyan). Appearances should also not include actions such as hiding( a thief skill) or things that assume how you are clothed. @YDO NOT INCLUDE-- @I@IDo not include your class @I@IDo not include clothing @I@IDo not include actions (hiding, sneaking, thinking) @I@IDo not include auras @I@IDo not include glowing eyes @I@IDo not include states of being (un/holy, good/evil) @I@IDo not tell people what they think/conclude. @I@IDo not say average/normal, describe to us average and normal @I@IDo not include disguises @I@I@I(So a mysteriously cloaked figure is unnacceptable) @I@IDo not include emotions @I@IDo not include positions of carriage (striding, standing, sitting) @I@INo half-breeds. If we had half-breeds, they'd be a race option at creation @I@IDo not use the appearance/description of a mob that exists already @GDO INCLUDE-- @G@I@IDo include your race. @I@I@I(races are NOT capitalized) @I@IIf you use a number, spell it out @n Your keywords should include every word from your appearance, including race, separated by spaces, not commas. Lastly. you need to set a description. This is done with the command @Edescription@n. After you have set appearance, keywords and description ask politely over the OOC channel for any avatar or god to approve you. It is mandatory that you be approved to gain any level past 5th. There are a great many players these days, and it is a good idea to try to come up with keywords, and a part of your appearance that are unique. An example of an unacceptable appearance or two: @I A Jedi Knight @I A two headed Chaos Troll, crackling with eldrich energy @I a tall, dark, thin vyan @I a tall elf radiating a bright aura of goodness @I a short, stock dwarf with a beard @I a short green guy @I a 15 foot tall Ogre picking his teeth Some examples of acceptable appearances: @I a red-bearded dwarf with an axe-shaped tattoo @I a silver-eyed, graceful elven maiden with flaxen hair @I a warty, slack-jawed troll covered in tribal scars @I a bandy-legged goblin with crooked teeth @I a balding orc with bright-red tufts of hair @I a lice-infested, one-eyed ogre @e @e ~ .~ 0 0 6 Appraise~ .@C@bSYNTAX@n @Gappraise@n <item> : assesses the value of an item @C@bDESCRIPTION@n @I This skill used mostly by thieves allows you to assess the value of an item. The higher your skill, the more expensive items you can appraise. ~ .~ 0 0 20 Approvals~ .To be approve by an Immortal or an Avatar, you need to complete @b@Eall@n of the following: An appearance - see help @b@BAppearance@n. A list of keywords - see help @b@BKeywords@n. A description - see help @b@BDescription@n. (The identity command, with its verification fields, might prove helpful in crafting your appearance). All three need to be done at the same time, and before level @E5@n. You are responsible for reading @b@Eall@n these help files and following their directions before asking and Immortal or Avatar to approve you. Approvals are very time consuming and we ask for your cooperation. When you are ready for approval, try @Grequest ava approval@n for requesting an avatar's assistance in helping you get approved. You can type "who" and see AV next to the Avatars currently online. If no Avatars are online, use @Grequest imm <approval>@n for an immortal's assistance. Finally, your appearance and descripion should save, so take you time, read the help files that govern how appearances and descriptions should look, and come up with one that knocks people's woolen socks off. ~ .~ 8 0 0 approve~ .@C@bSYNTAX@n @Gapprove <player>@n : displays the appearance of a player @Gapprove -p <player>@n : allows you to edit player's description @Gapprove -s <player>@n : sets the appearance/keywords as approved @Gapprove -f <player>@n : checks the "approved" flag so they can level @Gapprove -r <player>@n : revokes approval of a player @Gapprove -l @n : lists unapproved players @C@bDESCRIPTION@n Approve is used to set a characters appearance as approved. Character appearances should desribe what they look like . Before approving a character you should make sure they have an appearance, keywords and a description and that everything is spelled correctly. @b@RPlease@n read "help appearance" and "help keywords" for guidelines regarding what is acceptable. If a player is being difficult or not understanding what you want, contact an Immortal so they can assist you. @eNOTE:@n Approve -f is not to be used for regular approvals. In the event that this command needs to be used, you will be notified. Last revised: 5.23.98 ~ .~ 1024 0 16 Area help files~ .Please refer to help @chedit@n, @rhset@n, @mhdesc@n, and @brset@n files for additional help. Here are the steps that you should follow when creating a help file for an area: I. Type hedit new <area help file name> to create a new help file. II. Type hset cat areas to set the help file under the areas category. III. Using hdesc, edit the area help file. IV. Type write help to save the help file when done. V. Goto the area that the area help file refers. VI. Type rset help <area help file name> to connect the area to the area help file. VII. Make sure that you rset an approximate level for the area. The area help file will only be shown under the areas command once the area is rset to 'open'. ~ .~ 0 0 9 areas~ .@eSYNTAX@n areas : lists areas areas <area> : displays description of area @eDESCRIPTION@n @I This command lists some of the open areas along with a description of the area which often includes hints to its location. Not all areas are listed by any means and the level is only a guideline which may very well be wrong. ~ .@eIMMORTAL NOTES@n @I Command 'areas summary' lists all areas by status and room number. The status of an area may be changed with rset area. An entry in areas may be created by making a help file with the areas name. Hsetting its category to areas and then from within the area typing rset help <helpfile>. The level/creator shown are also set with rset. *note that the area must be set to open as well. ~ 0 0 1 Armor~ .This spell calls upon the gods to protect the target. An unseen aura of sorts englobes the target, and for the duration of the spell, the target's armor class is lowered, blunting some of the damage taken from attacks. Of course, the gods have many followers and cannot mollycoddle every one of them, so this spell, while useful, will not make the beneficiary of the spell invulnerable. ~ .~ 0 0 14 Ask~ .@CSYNTAX@n ask <mob> <topic> : askes the mob about the topic OR ask <mob> about <topic> @CDESCRIPTION@n Ask is used if you want to ask a mob about a subject. For example, in Chiiron you would ask the bartender about the boulder to the east of town, by typing 'ask barkeep boulder'. ~ .~ 0 0 24 Assassinate~ . The tool of the master thief, the @Massassinate@n skill inflicts terrible damage upon an unsuspecting victim. It is more difficult to perform with success than its lesser sibling, @Mbackstab@n, and demands, like backstab, that the thief be proficient in hiding and sneaking. Noisy items, metal armor, or a burdened status will also negatively affect success rates. More skills of this variety are planned. [ Note : This skill is a recent addition and is still under development. ] ~ .~ 524288 0 2 Assign_quest~ .See "help quest_functions". ~ .~ 0 0 1 astral gate~ .This spell enables a mid-level mage to create an astral portal from their current location to one of several specific locations spread around the globe. Any number of players as well as their pets can enter either end of the portal and travel to the other side during the door's brief life. ~ .~ 0 0 14 atalk~ .@CSYNTAX@n @Gatalk@n : displays atalk channel history. @Gatalk@n @cmessage@n : sends message to global atalk channel. @CDESCRIPTION@n This global channel, which costs 10 gossip points, is to be used exclusively for auction related chat. It isn't a forum to give out stats on items but rather a place to ask for items to be auctioned and such. Persons who @edo@n decide to give out object stats on this channel can reasonably expect to have their gossip points reduced. See also: auction, bid, option, iflag ~ .~ 16 0 2 Attack~ .@CSYNTAX@n attack( char1, char2, dam, dam_text ) @b@WPARAMETERS:@n char1 - Pointer to character doing attack char2 - Pointer to character recieving attack (victim) dam - Integer amount of damage to do (can be die roll value) dam_text - String to display as doing damage @b@W@CDESCRIPTION@n:@n Causes a single attack to be done by char1 to char2. If char1 is not currently fighting char2, an attack will be initiated. @b@WRETURNS:@n 0 if attack failed 1 if attack succeded @b@WEXAMPLES:@n attack( mob, ch, 4d4+10, "giant claw" ); NOTE: If mob is a lizard, character ch will see the string: "the lizard's giant claw decimates you" ~ .~ 16 0 2 Attack_room~ .@CSYNTAX@n attack_room( char, dam, string ) @b@WPARAMETERS:@n char - Pointer to character attacking dam - Integer amount of damage to do (can be die roll value) string - String to display as doing damage @CDESCRIPTION@n Causes a single attack to be done to all char's in the room. Great for huge tail swings and the like. @b@WRETURNS:@n none @b@WEXAMPLES:@n attack_room( mob, 8d8+10, "swinging tail" ); ~ .~ 48 0 2 attack_weapon~ .@CSYNTAX@n attack_weapon( char1, char2, dam, dam_text ) @b@WPARAMETERS:@n char1 - Pointer to character doing attack char2 - Pointer to character recieving attack (victim) dam - Integer amount of damage to do (can be die roll value) dam_text - String to display as doing damage @CDESCRIPTION@n Causes a single attack to be done by char1 to char2. If char1 is not currently fighting char2, an attack will be initiated. If char1 is holding a weapon, damage will be determined by the weapon, but if they are disarmed or not holding a weapon, the dam value will be used. Make sure you use dam values that are significantly lower than thier weapon so that the disarm skill has use. If you make it higher, the mob will become tougher once disarmed and that is unreasonable. @b@WEXAMPLES:@n attack_weapon( mob, victim, 2d4+0, "punch" ); ~ .~ 16 0 4 Attacks~ .An outline of the various classes, the number of attacks available to them, and at what level each skill may be acquired: Warrior: 2nd at 10, 3rd at 25, 4th at 50, 5th at 70, Off at 40, 2nd Off at 80. Paladin: 2nd at 15, 3rd at 45, 4th at 70. Ranger: 2nd at 15, 3rd at 35, 4th at 60, Off at 45. Cleric: 2nd at 20, 3rd at 60. Monk: 2nd at 15, 3rd at 35, 4th at 60. Mage: 2nd at 45. Psionic: 2nd at 45. Thief: 2nd at 20, 3rd at 50. Bard: 2nd at 20, 3rd at 50, Off at 40. ~ .~ 0 0 20 attributes~ .STRENGTH :: This stat reflects how strong your characters is. How much he can carry, how hard he can swing a weapon, and how heavy a weapon he can wield are all factors determined by strength. INTELLIGENCE :: This stat affects how much you can learn, and how much energy your mind has. Essentially, it is the 'smarts' of your character. WISDOM :: Wisdom here represents your ability to learn from past mistakes. It is a factor in the range of your success in many skills. DEXTERITY :: Dexterity is essentially the agility and speed of your character. Your skill at avoiding attacks, how many times you can swing your weapon in a round, and your movement are dependent on this attribute. CONSTITUTION :: Your character's toughness depends on this stats. Your hitpoints, how fast you heal, and essentially everything about your health is controlled by this attribute. ~ .~ 0 0 14 Auction~ .@eSYNTAX@n @Gauction@n : lists items for sale @Gauction@n <item> <min_bid> : places an item on the @Gauction@n block @Gauction@n undo [slot] : removes an item placed on the auction block @eDESCRIPTION@n @I Auction places an item on the @Gauction@n block. At this point a timer is started. Players may bid on an item using the bid command. To place a bid you must have sufficent funds in your bank account. At the end of the time whoever has placed the highest bid receives the item. If noone has bid on the item it is returned to the seller. If either seller or buyer has quit the game the transaction still occurs with the player file being modified as appropriate. Gold is only transfered between bank accounts so if an item is sold the seller's bank account will be credited with the bid price (minus the daemon'e fee) and the buyer's debited. The auction undo command removes an item from the block assuming it is issued shortly after the item is auctioned. @I You may set how much information you receive over the info channel about auction with iflag auction. Level 1 means you only receive a message when an item is placed on the block. Level 2 adds messages for the selling of items. Level 3 is all messages including bids on items. The abbreviations listed under condition are described below: wls = worthless dmg = damaged vwn = very worn wrn = worn vsc = very scratch scr = scratched rea = reasonable goo = good vgo = very good exc = excellent See also: bid, iflag, atalk ~ .~ 0 0 1 augury~ .Augury is a special spell used to identify the rightful owner of an object. ~ .~ 0 0 0 Avatar~ .An avatar is a mortal with the ability to approve descriptions. The reason for their existence is to reduce the workload on the immortals and to have people that newbies can turn to when confused. Clan leaders will not be considered for becoming avatars as selecting them could be seen as showing bias to their clan. ~ .~ 8 0 0 Avatar_Guidelines~ .This is a list of a few guidelines all avatars should follow. @I@C*@nAll names must be consistent with the midieval fantasy atmosphere of this mud. Do not approve any person with a name that does not fit this requirement. (See help names, and help names2 when in doubt.) @I@C*@nAll appearances must contain the race of the character. The race should NOT be capitalized. The character's class must NOT be in the character's appearance. @I@C*@nKeywords must contain all the words in a character's appearance, except conjunctions and prepositions. Unique keywords must be from the character's desc, or an IC characteristic. Anachronistic words should not be approved. The character's class does not need to be in the keywords. @I@C*@nAll descriptions must be formatted using desc 1-100. They must be at least five lines long. They may contain no removable items, with the exceptions of earrings, noserings, items braided into hair, etc. ~ .~ 0 0 24 Backstab~ .@b@CSYNTAX@n backstab <target> @b@CDESCRIPTION@n A skill associated with thieves and thugs. With their skills at sneaking and hiding, they get behind a target, and useing a piercing type weapon, stab it into very damaging parts of the body. You don't actually have to try and sneak and hide to use the skill, but be aware it takes you a few moments to recover from the attack. Damage depends on several factors - these include: level, dex, if victim can see you, and how noisy your armor is. You have a very good chance to hit a sleeping or unconcious victim, but an alert victim who can see you is very difficult to successfully backstab. ~ .~ 0 0 3 Bad_Confirm~ . That does not match the code that was sent to the email address entered. Please try again, and remember that passwords are case-sensitive. ~ .~ 0 0 0 Bad_Name~ . For one of several reasons, the name you have chosen has been deemed inappropriate. The administrators of The Forest's Edge ask that player names not be offensive or anachronistic. Neither should the name be mythological or religious in background, nor the name of a well-known literary character or historical figure. ~ .~ 0 0 1 balm~ .This is the most basic of the ranger's healing skills. The ranger is able to gather the herbs from their natural habitat, and apply them to ailing members of their party as well as themselves. The ranger requires peace and quiet for the herbs to work effectively. ~ .~ 512 0 0 Bamfin~ .@CSYNTAX@n bamfin <text> @CDESCRIPTION@n This sets the message other players and NPCs will read when you use the command @b"goto"@n to enter a room. Your name is automatically tacked on to the front, so don't bother putting your name anywhere in there at all. ~ .~ 512 0 0 Bamfout~ .@CSYNTAX@n bamfout <text> @CDESCRIPTION@n This sets the message other players and NPCs will read when you use the command @b"goto"@n to leave a room. ~ .~ 16777216 0 0 Ban~ .@C@bSYNTAX@n ban : lists banned accounts ban -s : lists banned sites ban -s <site> : bans a site ban -n : lists disallowed names ban -n <name> : bans a name from being used ban <player> <time>: bans a player for a set amount of time @C@bFLAGS@n r : reverses the affect of ban @C@bDESCRIPTION@n This command bans a site, stopping a site from making new characters. It DOES NOT stop already created characters from connecting from a site. To get the address of a player use the command users. Only the last letters of a site need to match an entry in the ban list for new character connection to be refused. For example banning .edu would stop anyone connecting from a site ending in .edu. Durations are: ban <player> 1 day ban <player> forever ban <player> 1 minute See also: Freeze, Imprison, Users, Deny ~ .~ 0 0 17 Bandage~ .@C@bSYNTAX@n bandage <victim> : @C@bDESCRIPTION@n This skill allows you to bandage the wounds of someone who is mortally wounded so that they do not die. It requires the possession of a bandage or tourniquet. These can be bought at most provision shops. ~ .~ 0 0 1 Banishment~ . This cleric spell is an improved version of the @b@YTurn Undead@n spell. [ This spell is still under development. ] ~ .~ 0 0 8 Bank~ .@CSYNTAX@n deposit <amount> balance withdraw <amount> @CDESCRIPTION@n The banking system provides a convenient mechanism for storing and retireving money. The bank performs all transactions in units of copper pieces, and returns to you the correct distribution between all coin types. Your money in the bank is not insured. While there is currently no mechanism in place to rob a bank, there will likely be a way in the future. Additionally, the bank does not provide interest to its account holders. @IOther help files that may be useful include help @Gmoney@n. ~ .~ 0 0 3 Banned_Acnt~ . That account has been banned. This is probably due to one of the characters under this account misbehaving. If you feel the banning is unjust, you may send email explaining the situation to tfe@@forestsedge.com. ~ .~ 0 0 0 Banned_Connection~ .@C@bSYNTAX@n @C@bDESCRIPTION@n ~ .~ 0 0 0 Banned_Site~ .@C@bSYNTAX@n @C@bDESCRIPTION@n ~ .~ 0 0 19 Barbarian Camp~ .For many ages past, a nomadic tribe of human barbarians have roamed the northern regions of the realm, hunting reindeer and other game. They survived many global weather catastrophes and bitter wars with dwarves and elves. Many ancient elves and dwarves can attest to their deft hunting skills and fighting prowess. Recently, a small band of dwarven explorers have uncovered their current settlement, somewhere to the northwest of Kha-da beyond an old mage tower. Generally hostile to outsiders, the barbarians should be regarded as a possible threat to civilizations around the area, warn the explorers. ~ .~ 0 0 15 Bard~ .Bards are master musicians and adventurers. The are able to create mystical effects with their music that no-one can explain. Bards are able to learn an odd assortment of skills. They know some thief skills, warrior skills, as well some useful mage spells. [At the moment we are working on music so i would not play a bard.] ~ .~ 0 0 1 Barkskin~ .This spell hardens the flesh of the caster, making it significantly more resilient. As a result, damage taken from a physical means is cut by this spell by a significant margin. The white birch bark required by this spell makes the caster more susceptible to fire. ~ .~ 0 0 12 Bash~ .@C@bSYNTAX@n @Gbash@n : attempts to knock a foe off their feet @C@bDESCRIPTION@n This skill is dexterity and weight dependant. If successful your victim is knocked flying disturbing any spell they are casting. It does minimal damage but is very valuable vs spell-casters. Remember, if a mob is bigger than you, it gets much tougher to knock them over. (Change from previous format, targeting does not work. You can't initiate combat with bash nor will bash <target> work, simply type bash after combat is initated.) ~ .~ 0 0 19 Beach at Sea of Stars~ .@eDESCRIPTION@n East of Chiiron is a beach filled with golden sand. The region is teeming with wildlife, and some of the sea creatures there are highly regarded for the tasty food they can provide. The beach makes for both a good hunting ground for new adventurers, as well as a pleasant place to relax and soak in the atmosphere. ~ .~ 0 0 5 Bear Grasp~ . A powerful throttling attack, @Mbear grasp@n is a skill available exclusively to monks. Upon a successful hit, a monk's grasp becomes as ironclad as the greatest of bears; the slightest tightening around a victim inflicts great damage through the monks' focusing of his or her inner will and advanced training. ~ .~ 0 0 10 beard rings~ .@CDwarven beard rings and their signifigance@n The diminutive race of peoples know collectively as the race of dwarves share several common traits that mark their race as a whole. Among these traits are their shorter stature than that of most other races, a hearty endurance, generally a strong work ethic, and the ever-present beard found on both sexes. While some races generally find facial hair to be repugnant, the dwarves all take their beards quite seriously. To the dwarven peoples the loss of a beard to mishap is nearly viewed as being more heinous to the individual than even the loss of a limb. The dwarf who chooses to shave off his beard risks becoming an outcast among his or her own people who will wonder what is fundamentally wrong with the individual. Needless to say, that among such strong feelings about their beards, beard fashion would tend to become a subject of interest. An early forerunner in the beard fashion parade was, and remains the twin braids. Among other schools of thought single braids, multiple braids, unbraided, and countless cuts and styles are also popular. One underlying precept that took hold early on, and continues to be a highly esteemed practice among the dwarven peoples is the fashion of the beard ring. Having taken a strong hold as a consistent fashion statement, the upper eschelon of dwarves managed to orchestrate the whims of fashion to serve a practical purpose. Over centuries fashion became custom and the plain unmarked rings have become symbols of ones status within dwarven society. Though the dwarves talk little of it to outsiders, considering it something of personal matter, outsiders have learned the following things. There are seven metal types used to mark the various levels of achievement: bronze, copper, silver, gold, platinum, steel, and mithril. Young dwarves are not permitted to wear the rings at all until they have proven themselves by act and deed. Once proven experienced enough to be a member of society, the dwarven individual is permitted to wear the bronze rings. As individuals earn honor and achievement they are permitted to purchase rings that mark the gaining of prestige among their kindred. Most dwarves eagerly await the day when they can purchase their first set of rings and strives to improve their standing every day of their life. Only a select few have ever been accorded the honor to wear the mithril rings, and there is even a dwarven legend of one great dwarven warrior who so embodied the dwarven ethic and achievement that he was accorded a set of adamantite beard rings. ~ .~ 16777216 0 0 Beep~ .@CSYNTAX@n beep <player> @CDESCRIPTION@n Ring the bell on <player>'s computer to get his/her attention. ~ .~ 0 0 14 Befriend~ .@C@bSYNTAX@n befriend : lists all players whom you have befriended befriend <player> : toggles that player on/off as a "friend" @C@bDESCRIPTION@n When you befriend someone, you grant them access to your corpse in the event that you should die. Those characters on your befriend list may get your corpse, and remove items from it. Those not on your befriend list may not loot or move your corpse. *Be careful whom you befriend.* Typing befriend without any arguments displays a list of characters whom you have befriended, and typing befriend <name> where <name> is a character on your list removes that character's 'friend' status. ~ .~ 0 0 20 Begin~ .@bWelcome to the Forest's Edge.@n This is a quick-start file designed to help you get going as fast as possible. You will start in one of two main towns. If you are a member of the evil races (orcs, gobins, ogres, trolls, or vyans) you will begin in the evil town of @bVoaleth@n. All other race types start in the good town of @bChiiron@n. It is probably in your best interests to stay close to town until you get a feel for the mud. You You may get a map of your settlement by typing 'help Voaleth' or 'help Chiiron' respectively. It is a good idea to wander about town and learn your way around. Go into shops and type 'list' to see what each sells, 'custom' to see if the shop offers to make any custom-made items, and 'practice' to see what skills you may practice in a location. It is not wise to kill shopkeepers, start with rabbits and frogs outside of town and work your way up from there. There is a being in each starting town who will answer many questions posed to it. In Chiiron it is the weary elf, In Voaleth the aged troll - a good way to start is by going up to it and styping @b'ask elf advice'@n or @b'ask troll advice'@n as the case may be. To get @bhelp@n on a topic, type help <keyword>. You might also want to try out the @bindex@n, which you can begin using by simply typing @bindex@n and following the instructions. For starting XP in Chiiron, try killing the frogs north of town or the rabbits outside the west and east gates near town. If you are starting in Voaleth seek out the tunnel worms east of town or the screech bats north and east of town. Remember to use the @bconsider@n command before you attack a mob - this can tell you, very roughly, how tough a mob is to fight. Some mobs, such as rabbits and screech bats, may be skinned. You may then sell their skins to raise money. (See help @bskin@n). Important commands which you should learn to check frequently are @bscore@n, @binventory@n, @bleech@n, @bidentity@n, and@b reputation@n. To learn how @bcustom@n items work, check out help custom. For information on skills, type help @babilities@n. Other useful files which you might wish to read include help @bnewbie@n and help @bstarting@n. If you are a member of class that casts spells, read help @bleech@n and help @bprepare@n. Before you reach level 5, you will need to get your character @bapproved.@n See help @bapprovals@n and follow the directions therein when you get the opportunity. The global/public channels here are @bchat@n, @bgossip@n, @booc@n (out-of-character),, and @bauction@n. Immortals generally only listen to gossip. If you have a question, feel free to ask for help on chat - the other players will be very friendly if you identify yourself as a newbie. To learn more about mud policies, type help @bpolicies@n. When you get a chance, type "reputation" to learn why you shouldn't attack shopkeepers or guards - people remember you and your past deeds. ~ .~ 0 0 12 Berserk~ .@C@bSYNTAX@n berserk : incite yourself into a furious battle rage @C@bDESCRIPTION@n This is a skill, exclusively available to warriors, which increases the amount of damage inflicted with each successful hit. The amount of additional damage depends upon skill, level, and while so enraged a player is incapable of ANY type of flight, and may find himself tired (but alive) following combat. ~ .~ 0 0 14 Bid~ .@C@bSYNTAX@n @GBid@n <slot> <price> : bids on an item on the auction block @GBid@n <slot> <price> <max> : bids on item and includes a raise by proxy @C@bDESCRIPTION@n This command allows you to bid on an item on the auction block. You must have amount you wish to bid in your bank account for the bid to be accepted. Once you have bid on an item the funds are locked in your account and can not be withdrawn until someone makes a higher bid or you buy the item. You may not bid on your own items. Including an amount for max means you will automatically match any bid up to that amount. See also: Auction ~ .~ 0 0 12 bite~ .@GSYNTAX@n bite <victim> : You bite your <victim>. @GDESCRIPTION@n Lizardmen and goblins, being two races who have extremely small but sharp teeth are able to bite their opponents. Though the attack does little damage, being similar to a punch or a kick, it nonetheless is enough to enrage their victims into combat. ~ .~ 0 0 8 Blank~ .@eSYNTAX@n @eDESCRIPTION@n ~ .~ 0 0 1 Bless~ .This cleric spell, learned very early in one's career, invokes the blessing of the cleric's deities upon the target of the spell, whether that target be the cleric himself or some other ally of the cleric. The blessing, while in effect, will increase the chance that one has to hit one's enemies while in physical combat. ~ .~ 0 0 1 Blind~ .This immensely useful spell will magically blind the unfortunate victim, thus reducing the victim's combat effectiveness. Time, if the victim of the blindness spell has enough, will cure the blindness, or a cleric who has the knowledge can cure the magical affliction. ~ .~ 0 0 5 Blind Fighting~ .This skill allows monks to sense their opponent using more than just their sense of sight. The result of this is that they are able to hit their opponents more accurately and with more power. This skill is automatic, and is so ingrained in the monks repertoire they are not aware of it in action. ~ .~ 0 0 1 Blinding Light~ .This spell produces a very brief, but very intense, flash of light. Anyone in the room (save the caster) may be affected by this spell. ~ .~ 0 0 1 Blink~ .A powerful spell said to be the creation of a group of Vyan magi who dabbled in arts best left untouched. This spell, however, was one of their more successful creations and did not bring about their ultimate (and quite painful) demise. When cast, Blink "teleports" the caster away from his present position to a nearby locale. The proficiency of the caster determines the distance of the transfer, with the most powerful of magi able to use this spell to move several areas away from an enemy or potential harm. ~ .~ 0 0 0 board~ .@C@bSYNTAX@n *** NONEXISTANT *** @C@bDESCRIPTION@n *** NONEXISTANT *** Right now, help board doesn't work. Please go back and see @bhelp note@n 15 again or check @bhelp bulletin board@n. ~ .~ 0 0 19 bugbear~ .Bugbears, a tall humanoid race of carnivors are known to dwell in the caves that riddle the ground between Chiiron and Kha-Da. In past times they would sweep out of the caves and raid the village of Chiiron, carrying off the unwary to be placed in the soup-pots. A hardy band of adventurers claims to have solved the problem, stating that with some luck the bugbears will soon die of starvation, unable to escape the predicament the adventurers left them in. Should you come across a bugbear, be extremely cautious as they will be hungry and have no compunctions about eating you. ~ .~ 16 0 8 Bugs~ . Don't delete this first line. - Turn undead is a tad too strong. Also, it's giving full exp. 20% would be better. Also, i would think that it would check align and not work if they arn't good. Also, consider a seperate skill for evil paladins (Anti-Paladins), similar, but can subdue the undead and search the AP. - If a mob is aggr, and kills a party member, he doesn't attack anyone else after. I think it only check when someone enters? Feral is an example. He'll assassinate a member of a group, kill him/her, but then doesn't attack someone else, when he's aggr... - Turn undead cannot be targeted, it goes after the 1st mob in the room, it does check for the 1st undead mob. - Greyclaw, you stated you might be able to get around to fixing the hanging of books and signing of book at entrance to castle which starts in room 33339 - the lock function for keys doesn't seem to be working properly, it unlocks, but doesn't lock - Combat will stop if another person not in group casts web on your target. May restart after mob breaks out, but for something like a rabbit, that takes a _long_ time. - modify_mana( victim, -10 ) adds 10 to the victim each time. modify_mana( victim, 10 ) does nothing. - The random trigger on objects never kicks in. - mload() doesn't trigger a mobs reset trigger. - A high wait like wait( 30 ); fail to ever happen. - Modify_move() with a negative number doesn't work. ~ .~ 0 0 14 Bulletin Boards~ .@CSYNTAX@n note <board_name>@I@I@I: eg, 'note bug', will shift the board that will be read @I@I@I@I@I@I@I@I@I@I@I@I to the bugs board. note@I@I@I@I@I@I@I@I@I : this allows you to list the notes on one type of board. note <#>@I@I@I@I@I@I@I : this will let you read a specific note. note <title> @I@I@I@I@I: this creates a new note with the given title, to @I@I@I@I@I@I@I@I@I@I@I@I be posted later on the board you are flagged to read. note post @I@I@I@I@I@I : posts the note you have just completed onto the board. note delete @I@I@I@I@I : deletes the note that you have been editing. note delete <#> @I@I@I : if you were the writer of that posted note, you @I@I@I@I@I@I@I@I@I@I@I@I can delete it with this command. note title <new_title> : this allows you to change the title of the note @I@I@I@I@I@I@I@I@I@I@I@I in progress. note edit <text> @I@I@I: allows you to edit a note already posted @I@I@I@I@I@I@I@I@I@I@I@I (to exit this mode, 'note delete'). @CDESCRIPTION@n @IThere are eight boards which can be read by mortals. They are not located at any specific area. Rather, you can read them at any place, awake or asleep. The boards are titled General, Ideas, Bugs, Information, Code, Stories, Wanted, and Announcements. Should you wish to read any board, type 'note <board_name>'. To list the notes on that board, simply type 'note' by itself. To read an actual note on a board, type 'note <# of the note to be read> . To write a note, please see @Ehelp editor@n. @IOther help files which may be useful include help @Enoteboard@n. ~ .~ 0 0 19 Bumble Bees~ .In the far reaches of the Medienne Forest, a fallen tree partially covers a large hole. Rumors abound involving giant, flying insects which make loud buzzing noises. ~ .~ 0 0 1 Burning hands~ .An offensive spell much like Shock, it is easy to cast and gets off fast. It uses fire to damage the foe as opposed to electricity. Some creatures are affected better or worse from different affects. ~ .~ 0 0 6 Buy~ .@CSYNTAX@n @Gbuy@n <object> : purchases that object @Gbuy@n x*<object> : purchases x number of that object @CDESCRIPTION@n @I If you have enough money, and you are or are above the minimum level, then you will buy the object from the @Elist@n. If you buy x*object, you will buy x many of that object only if there are that many in stock. (also see @Esyntax@n) Buying several of the same object before the shop has time to restock will cause an increase in that object's price, and some objects are not useable by certain classes/races. With the @Ehaggle@n skill, items can be bought for significantly less money. ~ .~ 0 0 0 calculate~ .@eSYNTAX@n calculate <expression> : calculates the value of the given expression @eDESCRIPTION@n ~ .~ 0 0 9 Calendar~ .@bThe Calander@n --- -------- @IThis is intended to outline all things relating to the calendar. @bDays:@n(8 total) @bAnerday@n @bIrasday@n @bOuniday@n @bMonths:@n(8 total - by Valyrn) @bSeasons:@n @YFall@n @bWinter@n @b@GSpring@n @GSummer@n @bMoons:@n @BElaryn@n - Closer of the two, appears bluish in color in the night sky. @RValyrn@n - Reddish in color, appears smaller than @BElaryn@n. @bStars:@n(Several of the closest stars) @GThe Dawnstar@n - The last star visible before the sun rises in the eastern skies. Some rather bold and stranges sages have claimed that this star is actually another world because of it's green color. This rumor is widely put down and ridiculed however. @bConstelations:@n @BTarafas@n - Visible most often near dawn in the western skies. Consists of a varying number of stars, it always is seen with @GThe Dawnstar@n at the peak. ~ .~ 0 0 1 call lightning~ .This powerful spell of higher level clerics allows them to call down the wrath of their deity in the form of a bolt of lightning. This spell only works outside, for this force cannot be tapped unless under the heavens. ~ .~ 0 0 1 Calm~ .This simple, utilitarian spell is actually a form of hypnosis. By speaking an ancient phrase in a soothing voice while holding out one's hands in a gesture of amicability, many attacking monsters will stop attacking. Some monsters, though, will realize that the caster is attempting to trick them into relaxing, and refuse to succumb to the charm. ~ .~ 0 0 17 Camouflage~ .This advanced skill allows thieves and rangers to completely blend in with their surroundings. No mere mortals are able see those who are camouflaged, though some magical creatures of great experience are able to detect someone even when they are so well hidden. ~ .~ 16 0 2 Can_fly~ .@CSYNTAX@n can_fly( char ) @b@WPARAMETERS:@n char - Pointer to character to test @b@W@CDESCRIPTION@n:@n Used to check if the character (only can return true on mobs) can fly. @b@WRETURNS:@n 0 if the character cannot fly 1 if the character can @b@WEXAMPLES:@n if( can_fly( ch ) ) { ~ .~ 0 0 11 Cast~ . To cast a spell, the format is: cast <spell name> <target> Note that there are no quotes around the spell name, or anything else for that matter. See also @bhelp magic@n. ~ .~ 16 0 2 Cast_spell~ .@CSYNTAX@n cast_spell( spell, char1, char2 ) @b@WPARAMETERS:@n spell - Name of spell to cast char1 - Pointer to character casting spell char2 - Pointer to character who is the target of the spell @b@W@CDESCRIPTION@n:@n Causes char1 to cast spell on char2. @b@WRETURNS:@n none @b@WEXAMPLES:@n cast_spell( slay, mob, victim ); // Causes mob to cast slay spell on victim ~ .~ 0 0 1 Cause critical~ .A strong spell, this causes the channeled power of your god to rip open wounds on the target. If the victim fails a save vs magic they will take a good amount of damage. ~ .~ 0 0 1 Cause light~ .A minor spell, this causes the channeled power of your god to rip open wounds on the target. If the victim fails a save vs magic they will take some damage. ~ .~ 0 0 1 Cause Serious~ .A median spell, this causes the channeled power of your god to rip open wounds on the target. If the victim fails a save vs magic they will take a fair amount damage. ~ .~ 0 0 0 CE_AccountName~ . Please enter the account name of the account for which you wish to change the email address. ~ .~ 0 0 0 CE_code~ .Please enter the confirmation code which was sent to your email address: ~ .~ 0 2 21 Cedit~ .@eSYNTAX@n @gcedit new <title>@n : creates a new title @gcedit # <title> <new title>@n : changes the name of an existing title @gcedit # <+flag>@n : sets a permission flag for that position @gcedit # holder <name>@n : sets the holder of a title @eFLAGS@n F : May set flags on other title holders C : May edit the clan's charter N : may edit the clan's noteboard R : may recruit members @eDESCRIPTION@n ~ .~ 16 0 16 Cflags~ .@CList of Cflags and what they are used for@n 0 : chiiron elf offered advice 1 : newbie helper in vaasa greets 3 : failed quest 11, bandaging elven cleric. 4 : solved taranth quest and is going to the priestess 5 : talked to bedraggled old man for Taranth quest 6 : yet another for taranth quest 7 : talked to witch, going to find reagents 8 : given rabbit ear to witch 9 : given rats intestines to witch 10 : given deer toe to witch 11 : is ok to join Cynnis 12 : spoke to the ranger(in med. forest) about the seeds of life 13 : spoke to alslaad about cynnis quest 14 : planted the valerian seed(Cynnis). 15 : finished quest 25 16 : finished quest 26 17 : starting lag quest at gardener 18 : returns amulet to old lizardman 19 : Prince of Castle Lag dilemma 20 : bested blind swordmaster 21 : has had strength drained by ghost of a monk 22 : old gwendolyn offered advice 23 : corahnin's hunt for the raiders 24 : been warned by the valley warder 25 : warned about crossing gorge 26 : witch has given red ring 27 : ruby slippers found 30 : has received sapphire diamond from sultan 31 : Tiercen's search for elven long sword ingredients 32 : has been turned invisible 33 : player has aquired some of ingredients for elven long sword 34 : player has aquired most of ingredients for elven long sword 35 : player has collected all of ingredients for elven longsword 36 : Has seen the gleam of the old battered lantern. 37 : has gotten advice from Voaleth troll 38 : has had the vaasa prisoner pit action started on him. 39 : has used weights in mangit compound 40 : Person is about to be kicked out of Shuvanaguard. 41 : One of the atonements for the quiet elf city. 42 : One of the atonements for the quiet elf city. 43 : One of the atonements for the quiet elf city. 44 : One of the atonements for the quiet elf city. 45 : Attempting to catch a tear from the weeping willow. 46 : Has been given permission to enter the secluded grove. 47 : Has seen something in the snow. 48 : Has proven themself to Brithbarad. 49 : Has not accepted Myranos' offer. 50 : Begining Prenslie's scavenger hunt. 51 : Middle of Prenslie's scavenger hunt. 52 : End of Prenslie's scavenger hunt. 53 : Has gotten the eagle feather for Prenslie scavenger hunt 54 : Has collected the parchment for Prenslie's scroll quest. 55 : Has collected the ink for Prenslie's scroll quest. 56 : Has collected the quill for Prenslie's scroll quest. 57 : Has been taught the ability to disbelieve. 58 : Has fought the alternate entrance for the Pyramid. 59 : Has spoken to Argith Axehand 60 : Has seen the Maiden at the Blackened Forest 61 : Is temporarily banned from Medienne Temple for theft. 62 : Has been offered ticket information at Theatre in Hills. 63 : Has been referred to bartender by Bennis for Theatre Quest. 64 : Has seen Garth the barkeep and received the envelope. 65 : Has accepted the Ancient Treant's quest. 66 : Able to cast the incantation to enter the Oracle. 67 : Has been given the temple key by brother thomas 68 : Player too busy to leave the room. 69 : Player too busy to sleep right now. 70 : Player is current Lord of Darkhaven. 71 - Player has currectly exhausted Bread Basket. 72 : Has received the phial of twilight from the robed man. 73 : Has seen the ghost of Darin Silveryblade and gained quest hint. 74 : Has slain the priestess of Morkith and finished part (a) of quest. 75 : Has released the spirit of Darin Silveryblade and gained item. 76 - Has sanctified the bones of the ghostly woodcutter. (Quest 48) 77 : Has received an ivory coffer 78 : Has incurred Aurelia's wrath 79 : Pillaged Tomb of Harand-Da 80 : Has eaten too many gingerbread men. 81 : Has received sword of glory/staff of valor 82 : Has fled once while possessing a ring of courage. 83 : Has had the Chiiron Bandit quest assigned 84 : Has spoken to the sage about the Age of Demons. 85 : Player is affected adversely by poison ivy. 86 : Has given Relanya, Jarin's bloody tunic. 87 : Got to the witch without killing her veggies. 88 : Has given Relanya, the crystal of Seeing. 89 : Has killed emaciated man. 90 : Has aquired exoskeleton for Tiercen. 91 : Has been blessed to recover the starwater. 92 : Has been rewarded by the Chiiron Priestess for clearing graveyard. 93 : Is a member of the Brigade of Light (Shadybrook) 94 : Has given the letter from Shadybrook to Lord Richard. 95 : Has received a letter from Pennan to Deliver to Shadybrook. @R@b**Make sure when you use a Cflag in wont conflict with another in use. And add any cflags to this file that are in use and where(if possible).**@n ----- cflag See also: set_cflag, remove_cflag ~ .~ 0 0 1 Chain lightning~ .An even more advanced spell than @b@Ylightning bolt@n, chain lightning harnesses a greater amount of electrical energy to a more hazardous, and even less predictable, effect. When discharged, chain lightning looses itself upon an area, and may strike anything or anyone present in the immediate area, including the very caster of the spell! Needless to say, a weapon harnessed with care and by only the most powerful of wizards. ~ .~ 0 0 19 Chamber of Nordun~ .@ILong ago it is rumored that there was a kingdom in the north named Ridania, its history a long and prosperous one. Friends of the dwarves that lived nearby in the mountains and powerful allies of the White Oak Monastery, the land flourished under the strong blood of human kings. The ancient kings ruled for many generations until one day a powerful sorceror named Norzan the Black arrived at the kingdom. Disguised in the robes of a cleric, he offered his services to the king of the day, named Nordun. The King refused, for he already had a cleric at his side. Norzan, whose plan it was to use his black arts to destroy the kingdom, put a curse upon the King and his followers. The King's own personal magician, Varconel, challenged Nordun, but was feebly defeated. However, Varconel was able to capture that which Norzan had valued most, a beautiful shimmering orb which greatly empowered him. Norzan fled the kingdom, pursued by other powerful, close kin of Nordun. But before he had left, he summoned ancient, dark magics and buried the land in a great earthquake. King Nordun himself had been changed into an evil dragon, and many of his closest advisors were trapped within the earth with the cursed king. While his advisors were able to avoid the dragon, who was buried deep in his bedchambers, they slowly died from lack of food and water. Some say the whistling wind on the northern mountain roads sometimes carry the sound of their wailing voices, still buried under the rock. ~ .~ 0 0 0 ChangeEmail_Sent~ . A confirmation code has been sent to the given address. ~ .~ 0 0 0 Changes_Disclaimer~ .EDIT CHANGES_DISCLAIMER ~ .~ 0 0 14 Channels~ .@CChannels:@n @Gauction@n : for the auctioning of equipment and services @Gchant@n : for speaking with fellow members of your religion @Gchat@n : for talking about In Character issues, divided by light/dark races. @Ggossip@n : for talk about In Character issues across all alignments. Also used for contacting Immortals. @Gooc@n : out of character talk and general real life stuff @Gatalk@n : for asking for stuff to be auctioned. Swearing is @b@Rnot@n allowed on @b@Rany@n global channels, so please, be considerate. We cannot monitor all channels so all players are responsible for their own behavior and that of their fellows. If someone offends you, it is up to you to speak up or contact an imm. We try but cannot be everywhere at once, so be warned. Using languages other than english on the channels will result in lost gossip points. @BFor more information see:@n @ehelp@n <channel> ~ .~ 0 0 7 Chant~ .@CSYNTAX@n @Gchant@n <message> : send <message> to all those of your same religion @Gchant@n : toggle the chant channel on/off @CDESCRIPTION@n @IUse this channel to speak with only those of your religion. @BSee also:@n @Ehelp channels@n ~ .~ 0 0 22 Chaotic Evil~ .Chaotic evil is the manifestation of pure self interest and refusal to be subjected to the laws of society. Few chaotic evil people survive for long as they tend to be loners of the nastiest sort. Unfortunately for them, however, they suffer several disadvantages due to their beliefs. There are no gods which would aid a chaotic evil player as any god of this alignment isn't someone you would call on for aid. This removes the option of prayer and the classes of cleric and paladin from their options. No civilized town would ever let a player of this alignment pass their gates. ~ .~ 16 0 2 Char_in_room~ .@CSYNTAX@n char_in_room( char, room ) @b@WPARAMETERS:@n char - Pointer to char room - Pointer to room @b@W@CDESCRIPTION@n:@n Checks to see if char is in room. @b@WRETURNS:@n 0 if char is NOT in room 1 if they are @b@WEXAMPLES:@n if( char_in_room( ch, find_room( 10 ) ) { // Is ch in room #10? ~ .~ 0 0 12 Charge~ .It is only the most seasoned of warriors who are able to enter the fray of battle with a @Rcharge@n at their foe! Although the strong may benefit by increasing the power of a successful blow, the clumsy or stupid of course may completely miss their target. ~ .~ 0 0 14 Chat~ .@CSYNTAX@n @Gchat@n <message> : send <message> to the mud general chatter channel @Gchat@n <on|off> : turn chat on or off @Gchat@n : display last 5 chats @CDESCRIPTION@n @I Use this channel for idle talk about anything you want, but please stay in character, of course. If trying to get the attention of an immortal use @bgossip@n. Use of this channel requires gossip points; it costs one gossip point per use of chat. These points accumulate over time, and non-use of any channel. To see how many points your character has accumulated, type "score"; the points are listed under Gsp_points. See also: channels, score ~ .~ 0 0 9 Chiiron~ . @bVILLAGE OF CHIIRON@n +----***----+ | | | | | | +-----------+ +-------+---+ | | | | | | Bank Magic Lab| | [Garnie] Shop | | | [Lane] | | | +-----------+-----------+-----------+ +-------+---+-----------+ | | | | | | | | Alchemist | Leather | Grocery | | Trading | Tower | | Shop | Shop | Shop | | Post | Room | | | | | | | | +---- ----+---- ----+---- ----+ +---- ----+----===----+ | | | [Trader road] Village * | Square * | | +---- ----+---- ----+---- ----+ +---- ----+-----------+ | | | | | | | Empty | Weapon | Fighting | Small | Fur | | | Shop | Ferret | Altar | Trader | | | | | | | +-----------+-----------+-----------+---- ----+-----------+ | | | Chapel | | | +-----------+ ~ .@CNPCs of Chiiron include:@n @GJac@n -GT- @Mgrocer@n -F- @RPeter@n -S- @Galchemist@n -R- @MAlslaad@n -AT- @RTrenhm@n -WT- @GPrenslie@n -MT- @Mweary elf@n -I- @Rbedraggled old man@n -I- @Gbartender@n -BI- @Mrobed priestess@n -T- @RLocksmith@n -T- @Y---------------------------------------------------------------------------@n @CLegend:@n @GW = weaponshop@n @MS = fur shop@n @GA = armorshop@n @MF = food @GT = trainer@n @MI = info giver@n @GM = magic shop@n @MB = bar ~ 0 0 19 Chiiron Bandits~ .Like all centers of wealth and prosperity, Chiiron has attracted its share of those that would prey upon those who have wealth and happiness. Bandits have taken refuge in the hills to the south of Chiiron. The reports of their numbers and strength vary, and the Guardsmen and Mages are unable to devote time to tracking them down. ~ .~ 0 0 19 Chiiron Cemetery~ .Located to the northeast of Chiiron lies a burial ground for the citizens of Chiiron. It has been rumored that the site has been infected by a powerful curse where evil has now overtaken the area. Danger lurks in the form of giant creatures and legions of undead. ~ .~ 0 0 1 chilling touch~ .The most basic of all cold attack spells, the caster holds out a hand, palm upright, and using a few words of power forces the air between the palm and the caster's opponent to became painfully, destructively cold. The victim can suffer intense pain and damage from the chilling touch if the caster is proficient enough in the nature of the spell. ~ .~ 0 0 19 citadel of the black dragon~ .Near the war-ravaged city of Medienne, deep in the heart of its darkest woods, rises a citadel of evil. A dark mist shrouds the tower from afar, while up close it is evident that a mighty thunderstorm rages atop the dark granite walls of the citadel. A great dark shape can sometimes be seen in the sky, but if that is fact or rumor no one knows for certain. A small force of dark knights, clerics, and wizards guard the secrets of the citadel. Not many lost adventurers who find themselves within the citadel return to see the light of day. It is said that the guardians of the citadel possess the power of its chief evil, as if it possesses each of them. ~ .~ 0 0 21 Clans~ .@C@bSYNTAX@n @Gclans@n : lists all publicly known clans @Gclans -f <acronym>@n : Starts a new clan @Gclans <name>@n : lists charter/members of a listed clan @Gclans -o <option>@n : toggles clan options assuming permission @Gclans -n <name>@n : sets the full name of clan @Gclans -c@n : edits the clan charter @Gclans -a <abbrev>@n : changes the clan abbreviation @Gclans expell <name>@n : expells a member from the clan @C@bDESCRIPTION@n To start a clan you must recruit people to swear allegiance to you and your cause. @eYou must also be at least level 20.@n A starting fee of 20pp is required to begin a new clan. Clans will require a charter that states your clan's ideals or purpose, and at least ten members to be approved and receive the benefits of a codified institution. A clan may choose its members according to its charter within a few simple guidelines. @I@b*@nClans may have good members or evil members, but not both. Good/neutral and evil/neutral are allowed. (In the instance of a heavily role-played clan, this rule may be overlooked.) @I@b*@nCertain races may not be in a clan together. (For instance, vyans and elves would not be in the same clan.) In the instance of a clan that takes its members from but a single alignment, racial barriers may be crossed. @I@b*@nThose who have chosen to follow a chaotic evil alignment may not join a clan. Chaotic evil characters are motivated solely by the desire for personal gain and pleasure. Since the interests of others are utterly meaningless to them, they are unlikely to be attracted to the unity of ideals found in a clan. Clans will have the option of remaining unknown. If you do not wish your clan to be seen on the public clan list, you may toggle the option Exist.Known. If you want your charter publicly displayed without your members showing, you may toggle the option Members.Known. Once your options are set and your clan charter is in place, an immortal will look it over and set your clan as approved. Also, the minimum level for each clan must be level 10. You may apply for a lower level, but it is extremely unlikely it will be approved. ~ .@C@bIMMORTAL NOTES@n The command to delete a clan is clans delete <clan_name>. ~ 0 0 21 Clans2~ .Plan A: Can be alignment based clan. Either good or evil. Good clans seek to sort out the world and evil clans seek to reap as much profit as possible. Such a clan can accept any race. Plan B: Cause based clan. This takes more argument. They can choose between good/neutral or neutral/evil but never good and evil in the same clan. Restrictions Good/Evil cannot be accepted in same clan. If lawful is accepted you may not mix elves/dwarves/gnomes/lizards with orcs/trolls/ogres/goblins Chaotic evil may not be in any clan. ~ .~ 16 0 2 Class~ .@eSYNTAX@n class( char ) @ePARAMETERS@n char - Pointer to character @eDESCRIPTION@n Retrieves the class of a character char @eRETURNS@n Class value of char (mage, cleric, ranger, thief, warrior, paladin, monk, psionic, bard) @eEXAMPLES@n if( class( ch ) == mage ) @lact_tochar( "You are a mage", ch ); See also find_stat, find_clan, race, find_skill ~ .~ 16 0 4 Class Damage~ .An outline of the damage dice and damage 'ceiling' per attack that will be available to each class at various levels. Level 1: (Extant weapons and conditions - leave basically as is, damage ceiling ranging around 10-15 hp/attack). Level 10: (Similar to level 1, but ceiling rising to about 20 points max per attack for warrior classes). (Monk at this level: 2x2= max 24 hp/strike). Level 25: Warrior: 5d5, 25 hp ceiling Cleric: 5d4, 20 hp Mage: 4d4, 16 hp Thief: 4d5, 20 hp (Monks: 2d8x2, 32) Level 40: Warrior: 7d5, 42 Cleric: 5d6, 30 Mage: 5d4, 20 Thief: 5d5, 25 (Monks: 2d10x3, 60) Level 50: Warrior: 10d5, 50 Cleric: 8d5, 40 Mage: 5d6, 30 Thief: 6d6, 36 (Monks: 3d8x3, 72) Level 65: Warrior: 10d8, 80 Cleric: 6d10, 60 Mage: 4d10, 40 Thief: 5d10, 50 (Monks: 6d5x4, 120) Level 80: Warrior: 10d10, 100 Cleric: 7d10, 70 Mage: 5d10, 50 Thief: 6d10, 60 (Monks: 7d5x4, 140) Level 85: Warrior 20d5, 100 ~ .~ 16 0 0 class_standards~ .FIGHTERS: lvl 5: 10 hp dam per round lvl 15: 20-25 hp dam per round lvl 25: 30-35 hp dam per round lvl 25: 40-45 hp dam per round MAGES: lvl 5: 20-25 hp dam per round lvl 15: 25-35 hp dam per round lvl 25: 40-45 hp dam per round lvl 35: 50-60 hp dam per round MONKS: lvl 5: 15-20 hp dam per round lvl 15: 25-30 hp dam per round lvl 25: 35-40 hp dam per round lvl 35: 45-50 hp dam per round THIEVES: ?????? Perhaps damage should increase more exponentially rather than simple linear progression. ~ .~ 16 0 2 Class_values~ .These values are to be used in find_stat( ch, class ) function: mage = 0 cleric = 1 thief = 2 warrior = 3 paladin = 4 ranger = 5 psionic = 6 monk = 7 bard = 8 NOTE: These values have been superceded by the class( ch ) function. ~ .~ 0 0 15 Classes~ . There are currently the following, supported, classes in the mud at the moment: Cleric Mage Monk Paladin Ranger Thief Warrior To see more general information about each class, type @Ehelp <class>@n. To find out more specific information, type @Ehelp abilities@n. ~ .~ 0 0 15 Cleric~ .@IClerics are devotees to a god or religion, and their piety brings them much reward. Channeling the power of a deity through themselves, clerics have the ability to perform miracles of the curative and protective type. Other powerful spells learned by these magic users do include harmful ones, as they can bring down a god's holy wrath upon a foe with @Eharm@n and @Eslay@n spells. @IWith these spells alone, a cleric is a useful addition to a group, but with the added spells of the creation type and the special @Eprotect life@n spell, Clerics become a unique and powerful class required by all in any successful endeavor. @IClerics may not use weapons which shed blood due to religious vows, but nonetheless manage to have a wide selection of weapons and armor available to them. @IFor a listing of the spells and abilities available to Clerics, please see the help file on @EAbilities@n. Other help files that may be useful include @Espell@n, @Emagic@n, and @Eleech@n. ~ .~ 0 0 19 Cliff of Eagles~ .This vertical cliff is a series of nearly impossible climbs to the perches and nests of various eagles. Rumors of a giant gold-feathered bird which have come from those who frequent the area around the cliff insist it is as large as a dragon and can carry off horses with ease. But as with all rumors, who knows how reliable this one may be? ~ .~ 0 0 13 Climb~ .Climb is a skill used many places in the mud to determine whether you successful climb an object or fail. Failing can have nasty consequences and being able to climb allows you to enter parts of the mud unavailable without it. It is very needed to traverse the Great Vaasa. ~ .~ 16 0 2 Close~ .@eSYNTAX@n close( room, dir ); @eDESCRIPTION@n Closes exit in a particular direction. @eEXAMPLES@n close( room, north ); // closes north exit in current room. ~ .~ 48 0 2 Code~ .See "help functions". ~ .~ 32 0 0 Code_examples~ .What follows are the <vnum>'s of a number of rooms, objects and mobs as examples of how to write mud-programs. They're all taken from what I've done but please feel free to add any extra's - particulary as new code is written by GC. - Karn #27002 - aedit 1, a gate opener, checks for clan. - aedit 2,3 entering and leaving room sends messages to another location. #27003 - some simple levers and something to look at their current status. #27005 - no action code, instead this was my first quest, check out qedit 5, and the objects in the room, use 'reset' to find what resets in the room. Note - that you can't see one of objects. (be carefull this can be a nightmare to edit) Oh, the quest is first given to a player by the mob Lampster - vnum 245 #27545 - This is one of my more complicated rooms. Basically the first two actions (stand inside, stand outside) set a 'condition' which the last program uses and the third action (leaving room) cleans up the status flags. The nasty program is the last one which basically either sends the player to a 'hell' if they've stuffed up the instructions or randomly gates in a Demon for the player -from which they need some reagents to complete the quest. #218 - Complex use of reset0 and reset1. ~ .~ 16 0 2 Coin_value~ .@CSYNTAX@n coin_value( object ) @b@WPARAMETERS:@n object - Pointer to object @b@W@CDESCRIPTION@n:@n Determines if an object is a coin or not. @b@WRETURNS:@n 0 if object is not a coin actual coin value of object (i.e. 2*cp == 2 -or- 3*gp == 300) @b@WEXAMPLES:@n if( coin_value( obj ) > 0 ) { // If obj is any number of any coins ~ .~ 0 0 8 Color~ .@CSYNTAX@n color : display settings and options color <term_type> : sets terminal type color <item> <format> : sets color of different items color lines <# lines> : sets size of window @CDESCRIPTION@n So to set your terminal to ansi type 'color ansi' then to make room names appear in bold type 'color room_name bold'. To have a status bar type 'option status'. Note though for any of the colors to work you need to have your term_type set to something other than dumb. The possible formats for the various groups are listed by typing just 'color'. The colors such as red/green/yellow only work in ansi mode as vt100 does not support these colors. @CColor Options:@n default : the color of your default text. room.name : the color the room name is displayed in. tell : the color you will receive tells in. say : the color you will see what people say in. gossip : the color you will receive gossips in. players : mobs : objects : unused : (think about it) titles : are titles... on score, who, etc. ctell : clan tell color. chat : color you will see chat in. gtell : color you will see group tells in. auction : color you will see auction information in. info : color info (logins/deaths/etc, see help info) is in. to.self : color you see when mob does damage to you. to.group : color you see when group member takes dmg. by.self : color you see when doing dmg to a mob. by.group : color you see dmg done to mob by group members. mild.emphasis : for the @@e setting in help color_codes strong.emphasis : for the @@E setting in color_codes black : what color you will view black text as. red : what color you will view red text as. green : what color you will view green text as. yellow : what color you will view yellow text as. blue : what color you will view blue text as. megenta : what color you will see magenta text as. cyan : what color you will see cyan text as. white : what color you will view white text as. Several of the more common settings can be reviewed by viewing help color_code. ~ .~ 0 0 8 Color_codes~ .Color Codes for @CDESCRIPTION@ns/attacks and what not All colors are pretty self explaintory: @n@@R - @Rred @n@@r - @rred @n@@B - @Bblue @n@@b - @bblue @n@@W - @Wwhite @n@@C - @Ccyan @n@@c - @ccyan @n@@G - @Ggreen @n@@g - @ggreen @n@@M - @Mmagenta @n@@m - @mmagenta @n@@Y - @Yyellow @n@@y - @yyellow @n Lowercase codes are color1 in your color preferences. Uppercase codes are color2 in your color preferences. Bold Highlight and Underline: @@e - @emild emphasis@n @@h - @hhighlight@n @@u - @uunderline@n @@E - @Estrong emphasis@n Use the colors with emphasis, highlight, and underline (if it works) for other colors/effects. Use @@n to return the text to normal. @I@@I will indent the text as on done this line. ~ .~ 0 0 8 Commands~ .@C@bSYNTAX@n @Gcommands@n : lists all command categories @Gcommands@n <category> : lists all commands in the category @Gcommands@n -p <permission_flag> : lists commands requiring that flag @C@bDESCRIPTION@n This displays all commands divided by logical category or by permission flag. Most players only have the none permission flag so the second option is irrelevant to most. See also: Index ~ .~ 0 0 6 Compare~ .@C@bSYNTAX@n compare <item1> <item2> @C@bFLAGS@n s : specifies that item1 is from the shop you are in S : same as s but for item2 @C@bDESCRIPTION@n Compare allows you to compare two items of a similar type and give you a reasonably accurate judgment on which of the two seems "better" to you. Note that for the command to work, both items must be unequipped, in your inventory, and of the same type as one another. ~ .~ 0 0 20 configure~ .To configure your TFE environment for optimum playability, use the various option systems: @I Message :: a list of various messages you will get for different @I occurences. @I Iflag :: toggles your info messages. To turn off all messages, just @I type info. @I Option :: your options to configure your play. @I Color :: you can set your terminal type with this, and associate @I different colours for different events based on your personal @I preference. ~ .~ 0 0 3 Confirm_Acnt~ . To use this account, you must supply the proper confirmation code. This was previously mailed to the address given. ~ .~ 0 0 1 Conflagration~ .When a mage casts this, the culmination of their fire spells, a raging inferno errupts and consumes those unfortunate enough to be the target. The speed and ferocity of this spell is unsurpassed. Its very power drains the mage significantly, often requiring rest after casting this spell. ~ .~ 0 0 1 Confuse~ .This spell, born of the lesser hallucinating type magics, delves deeper and affects another level of the mind. A victim of this spell will find himself out of control, literally frothing at the mouth. Those nearby should get away quickly, as what the person may do is completely unpredictable. ~ .~ 0 0 0 Conjuration and Summoning Spells~ .@eDESCRIPTION@n @G These two categories of spells, conjuration and summoning, usually depend upon casting a given spell over a particular reagent. Lesser Summoning, Find Familiar, Request Ally, Find Mount, Conjure Elemental, and Construct Golem are such spells. The degree to which you know the spell has a direct determination on its rate of success. Some reagents are more rare than other, so pay heed and study the spell to your fullest capability before casting one of these spells on an extremely rare reagent. @n ~ .~ 0 0 1 conjure elemental~ .Though mages deal with the intricacies of channeling the energy about them into forces they can use, rangers are the only ones, being so close to nature, that understand the elements enough to bring allies from the elemental planes. While only a seasoned ranger strong in the ways of nature may call upon such an ally, their loyalty is oft more than a mere animal might provide. To conjure an elemental, a ranger must invoke the spell over a reagent somehow linked to the elemental type they wish to summon. Rangers are limited by their alignment to what planes they may contact for allies. Rangers of neutrality may contact the elemental planes of earth, air, fire and water while rangers of good conjure elementals from the quasi-elemental planes. The para-elemental planes are the only ones open to evil rangers. Quasi-elementals Elementals Para-elementals ---------------- ---------- --------------- @YSteam Elemental @GWater Elemental @CIce Elemental @YAsh Elemental @GFire Elemental @CMagma Elemental @YVacuum Elemental @GAir Elemental @CSmoke Elemental @YDust Elemental @GEarth Elemental @COoze Elemental @YLightning Elemental @GWater Elemental Lord @CIce Elemental Lord @YMineral Elemental @GFire Elemental Lord @CMagma Elemental Lord @YSalt Elemental @GAir Elemental Lord @CSmoke Elemental Lord @YRadiance Elemental @GEarth Elemental Lord @COoze Elemental Lord @YQuasi-elem. Guardian@n @GElemental Guardian@n @CPara-elem. Guardian@n @YQuasi-elem. Savant@n @GElemental Savant@n @CPara-elem. Savant@n ~ .~ 0 0 11 Consent~ .@C@bSYNTAX@n consent <player name> : stop resisting target player's spells consent <player name again> : remove that player from consent list consent : to view a list of people whose spells you are not resisting @C@bDESCRIPTION@n The consent command is used to allow other players to cast spells on you. If you don't consent to their spells, you will try to resist their magical efforts. Be careful whom you lower your defenses to and trust. ~ .~ 0 0 14 Consider~ .@b@CSYNTAX@n consider <mob> @b@CDESCRIPTION@n This compares you and the monster to see which would most likely win a fight. Use it to avoid hopeless battles. Also, keep in mind there are many many variables to combat here, such as special attacks, so this is a very rough and frequently unreliable idea of an opponent's strength. Below is a list of the possible messages in logical order. @b@CMESSAGES@n An unworthy opponent. Should be an easy kill. You shouldn't have much difficulty. It looks like a fair fight. It will be a tough fight. With luck on your side you might prevail. You'll need a lot of help. You don't have much of a hope. You would require divine intervention Attacking and suicide are equivalent. ~ .~ 0 0 1 Construct Golem~ .By casting this spell over a prepared reagent that has been molded into the basic shape of the golem type being sought after, a cleric is able to infuse the molded spell component with enough energy so that it takes on 'life.' In addition, the spell forces the golem to grow in size significantly from its sculpted, doll-like form. Though incapable of independant thought, the golems constructed by this spell follow the orders of their cleric without question. The golems known to be constructed by this spell are: @CGood Golems@n @GNeutral Golems@n @REvil Golems@n @W-----------@n @W--------------@n @W-----------@n @CCopper Golem @GClay Golem @RAsh Golem @CBrass Golem @GSand Golem @RStraw Golem @CLead Golem @GGlass Golem @RBamboo Golem @CBronze Golem @GObsidian Golem @RSeaweed Golem @CPlatinum Golem @GStone Golem @RVine Golem @CIron Golem @GQuartz Golem @RWood Golem @CSteel Golem @GTopaz Golem @RBone Golem @CMithril Golem @GCorundum Golem @RBlood Golem @CElectrum Golem @GDiamond Golem @RChitin Golem @CAdamantium Golem @GStarite Golem @RFlesh Golem ~ .~ 0 0 1 Continual light~ .This spell is used to supply power continually to balls of light created with @bcreate light@n. It only serves any purpose if you are holding a ball of light otherwise the power drained by it is lost. ~ .~ 16 0 25 Costs~ .level range cost range ----------- ----------- 1-9 1-2000 10-19 2000-5000 20-29 5000-9000 30-39 9000-14000 40-49 14000-20000 50-59 20000-27000 60-69 27000-35000 70-79 35000-44000 80-89 44000-54000 ~ .~ 0 0 17 Cover tracks~ .@CSYNTAX@n @CDESCRIPTION@n <This skill not coded.> ~ .~ 0 0 19 Crabman Catacombs~ .Below the windy sands of the red desert lie a mass of catacombs, used by the crabman people to bury their dead. But something has been amiss lately. The King has not heard from the catacomb guards in several months and worse yet, a couple of people have reported strange sightings and even a kidnapping. ~ .~ 0 0 1 Create Food~ .This spell magically creates an edible object. The standing of the caster will also determine the quality of the food produced. Some say the food is not necessarily created, but moved from somewhere in the world to you. The 'goody' clerics vehemently deny this, so perhaps it depends on the patron deity. ~ .~ 0 0 1 Create Light~ .This quick and simple spell is taught to all tyros pursuing the magical arts, as it is a very useful spell for adventuring. Originally it was developed by a mage in the northern mountains several centuries ago as a focus exercise for his young students. As a reward for the correct casting of the spell, they then had a light by which to study without wasting the time meddling with a lamp or other mundane light source. ~ .~ 0 0 1 Create Water~ .Create water will magically fill a drink container. It does require a container to do any good, as it does not create anything to hold the water. The level of the caster determines how large a container can be filled. ~ .~ 0 0 3 Create_Account~ . -- Welcome to Forest's Edge! -- To play here, all players are required to create an account via email registration. This is done in order to keep track of our growing player base. The belief is that it will encourage a friendly atmosphere conducive toward our common goal - fun. Please choose a name for your account. Virtually anything will do, so long as it is between 5 and 20 characters in length and contains no spaces. We recommend using a last name. Despite this intimidating introduction, the mud is free to all and new players are more than welcome to join the game. ~ .~ 0 0 7 Creation~ .@bThe Beginning@n The All is everything, everlasting, and inscrutible. It is beyond time or limit. From the immeasurable ether of the All devolve the Two, the principal components of everything, Darkness and Light. [NOTE: Darkness and Light are not moral entities here; they are not to be confused with "Good" and "Evil".] The Two Are. They exist in an exactly equal proportion with one another, each being one half of the All. Each defines the other's limits. Considered alone, both Darkness and Light are lacking, each a mere fragment of something infinte and incomprehensible. Yet Darkness and Light are anathema to one another. Each is a dynamic quantity, which seeks to become what it cannot - the all, by itself, without its sole foil and polar opposite. This, then, is the fundamental conflict which undergirds the universe of The Forest's Edge. @bTime@n The Two knew Time, or that which always was, always is, and always will be. Time is indifferent to all, being above struggle, and inscrutable even to both Darkness and Light. @bEarth@n Sensing themselves, one another, and that they were not without limit, Darkness and Light Named the ether which enveloped them, and called it "Sky." Finding it without substance, each of the Two imparted some of their own essences to a bit of it and gave it Substance. This they termed "Earth." ~ .~ 0 0 18 Credits~ . @G@bTHE FOREST'S EDGE @n This entire world is ultimately a product of Greyclaw's hard work and vision. To him we owe an immeasureable debt. Thanks also to Devlin Smit and DigitalNation for their generosity and the fine site which they provide for our use. Finally, thanks to our players for their constant patience and feedback, without which the mud would not be the same. @bThe Immortals: @n Greyclaw, Object, Merior, Talis, Phule, Marek, Caer, Terek, Orb, Derna, Void, Rue, Nivel, Florian, Fenlyn, Sign, Finius, Starshine, Olah, Slip, Khisanth, Oculus, Phobos, Adakar. @bPast Immortals :@n Sprout, Amon, Tempus, Padraig, Mylar, Belroth, Ruthler, Zargon, Chaser, Earthstone, Cromm, Karn, Aurelian, Adder, Rodric, Ra'Kath, Dobro, Ssstra, Nightshade, Serth, Gun, Rowf, Ashkai, Azikiar, Shatterstar, Hragnii, Clangidan, Mithrandir, Darkstorm, Synergyn, Galen, Poe, Vulcan, Merlin, Havoc, Becca, Sssar, Ender, K'Kard, Tarlyn, Talona, Kalabash, kabashira, Kevona, Kreel, S'ynn, Jeril, Pandor, Gramp, Kiian, Dragos, Athyle, Mange, Kaylen, Kaos, Ravyn. ...and to all those whose names are omitted due to nothing more than unfortunate oversight on our part. The value of their contributions, as well as our immense gratitude to them for their constant time and effort remains undiminished. ~ .~ 16 0 18 Crimes~ .This is a file describing some of the standard problems we encounter (Suggestion is to create a helpfile 'offenders' where a master list of who has been warned etc. is kept). The criteria need to be general enough to allow for some amount of flexibility, as these things vary on case by case basis. * Swearing on Public Channels * First offense a warning and a lose of 100 gossip points. Repeated offenses - msetting of gsp_points to -100. * Multiplaying * First offense - warning Repeated - Denying of all but one of the characters Violation of 5-minute rule will be considered multiplaying, but should be dealt with in a somewhat more lenient manner. * Bug exploitation * First offense - warning and possible sanction Second offense - severe sanction, possible purge *Pkilling before the system is in * First offense - warning and apology to player killed * Accepting inappropriate help from an immortal * First offense - warning, 1 death and removal of help ~ .~ 0 0 5 Critical hit~ .@ICritical hit is a monk skill which allows them to precisely aim their blows to do great damage. Each time a monk scores a successful hit with a body part he has a chance to score a critical hit. If the monk succeeds, the damage done by the blow is significantly greater than normal. A critical hit only be done using an attack or weapon with which the monk has familiarity; in other words, a monk will never critical hit with a sword. @INote that this skill is automatic; there is no need to type in any command to attempt a critical hit. ~ .~ 0 0 1 Cure blindness~ .This minor cantrip can prove very effective and useful to the lone cleric or the cleric who assists allies in battle, for with this simple charm the cleric uses the power of his deities to remove all forms of affliction to the sight which may oppress either himself or a party member. ~ .~ 0 0 1 Cure critical~ .This penultimate healing spell channels the strength of one's gods through the cleric and into the recipient of the spell, if the spell is intended for another. This is the final stage before learning the spell of heal. ~ .~ 0 0 1 cure disease~ .By means of this spell, the caster is able to purge his or her target of disease. One of the most common diseases this spell counteracts is the plague. @R*Note*@n@G Even after the plague has been cured, 'quitting' and 're-entering the game' is the only way for its affects to reach their maximum potential at this time. ~ .~ 0 0 1 Cure light~ .Cure light is the first of all the healing spells. It will heal minor wounds and save dying players but in most cases will not heal massive amounts of damage. It is taught to young clerics and paladins so that they may heal small wounds on themselves or on their companions. Learning this spell is essential, though, to learning the spells which heal more damage. ~ .~ 0 0 1 Cure poison~ .Attempts to remove the affects of poison from the target. ~ .~ 0 0 1 Cure serious~ .Cure serious, as the name implies, cures serious wounds and is rumored to be able to cure up to four times as much damage as that cured by the preceding spell. ~ .~ 0 0 1 Curse~ .An unseen globe of disfavor follows the victim. In battle things just don't go for them, and they find it much harder to land blows and such. ~ .~ 0 0 6 Custom~ .@eSYNTAX@n @Gcustom@n : lists items shopkeeper can make @Gcustom@n <item> : hands shopkeeper ingredients and requests item @eDESCRIPTION@n @I Some shopkeepers are able to manufacture rare, special items that often have magical properties. To see if this is possible in any given @Eshop@n type "custom". If you see an item there you want, you will need to find the required ingredients. Then have them in your inventory and type "custom <item>" at the shop, and the item will be created for you. ~ .@eIMMORTAL NOTES@n See shcustom to edit shop customs. ~ 0 0 19 cyclops/pixies~ .The ancient battle between good and evil exists near a mystical waterfall hidden within the Cairn Mountains. The cyclops have their haunt within their dark caverns, while the pixies frolic amidst an enchanted forest. The small strip of forest and mountainside which separate them have been the battlegrounds for many a struggle over the ages, with the all-powerful shaman of the cyclops leading his hordes against the magics of the pixie high sorceress. While the smallest pixies might fall victim to lesser fighters and mages, only the strongest, boldest, and most foolhardy adventurers had best venture into the den of the cyclops. ~ .~ 0 0 7 Cynnis~ .@ICynnis is the goddess of the woods, often appearing as a green-eyed elf or a sleek grey wolf, although her true nature is not known. While not as powerful as gods such as Taranth or Kerog, Cynnis possesses a power over nature that she shares to a certain extent with her followers. One such benifit is that when someone is in a forest, especially near a shrine to her, she extends a hedge of protection over them that includes protection from being attacked by other players. Also, a follower of Cynnis can easily ask the aid of an animal during battle, or even call upon Cynnis to lend them strength in time of need. Only those of good or neutral alignment may follow Cynnis, as the evil-hearted are known to be too cruel for her gentle ways. Any class or race is permitted, and rangers that follow Cynnis receive a special ability to heal animals. She blesses each of her followers as well. However, her followers are forbidden to wear steel, as the production of the metal often has adverse effects on creatures of her domain. @IThe symbol of Cynnis depicts a wolf under a blanket of snow-covered trees, howling at a quarter moon with a naked female llewyrr stretching to complete its diameter. ~ .~ 16 0 2 Dam_message~ .@CSYNTAX@n dam_message( char, dam, string ) @b@WPARAMETERS:@n char - Pointer to character being damaged dam - Integer value of damage to be translated into damage string string - String to display as cause of damage @b@W@CDESCRIPTION@n:@n Displays a message to the room describing damage done to char. This function does no actual damage, it only gives notice that damage was done (See "help inflict("). @b@WRETURNS:@n none @b@WEXAMPLES:@n dam_message( ch, i, "the crushing rock" ); Would display to ch: "the crushing rock mauls you" Would display to everyone else in room: "the crushing rock mauls whomever" ~ .~ 16 0 8 Damage_given~ .These are the strings used for damage generated: Value Damage word ---------------------- 0 misses 1 scratches 2 grazes 3 - 4 hits 5 - 6 injures 7 - 10 wounds 11 - 15 mauls 16 - 21 decimates 22 - 28 devastates 29 - 34 maims 35 - 44 SAVAGES 45 - 56 MUTILATES 57 - 70 DISEMBOWELS 71 - 86 EVISCERATES 87 - 105 * MASSACRES * 106 - 120 * PULVERIZES * 121 - 150 ** DEMOLISHES ** 151 - 200 ** OBLITERATES ** 201+ *** ANNIHILATES *** ~ .~ 0 0 8 Damage_taken~ .These are the indicators of your opponents health in order: perfect health slightly scratched few bruises some cuts several wounds badly wounded many nasty wounds bleeding freely covered in blood leaking guts mostly dead dying dead ~ .~ 16 0 19 Darken Woods~ .@C@bDESCRIPTION@n Long ago, in times so far distant that history itself holds little memory of it, the area now known as Darken Wood was home to a small village and a quiet people. For as long as anyone can remember, however, the valley south of the haunted wizard's tower near Kha-da has been the festering, warped reflection of a healthy forest. There are rumors the forest is also home to great treasures, but few have survived exploration and returned to confirm the tales. ~ .~ 0 0 9 Darkhaven~ . @M _____ | | | | _____|_ _|_____ | | | | | @b@RTEMPLE of MORR@n @M | |_____|_ _|_____| | | | | |__@b@R*@n@M__| _____ | | |@b@GGmblr@n@M| | | @Y? @M| @b@GDen @M| _________________|_ _|________@b@R*@M__|_ _| | @b@GD@M | | @b@GS H A D O W S T R E E T @M| |_ ____________ @b@GA @M ___________ @b@G D@M _|_____ @M|@b@GQual.@M| |@b@GPrem.@M| |@b@GB.U. @M|@b@GDark@M | @b@GA@M |@b@GMagic@M| |@b@GArmor@M| |@b@Gweap G @b@R* @b@GTvrn Alc.@M|@b@G R Shop@M| |_____| |_____|_ _|_____|_____|_ @b@GK@M _|_____| | @b@GG@M | |@b@GThves@M| | @Y? @b@R* * @b@G Den@M | @b@G S@M | _____ _____ _____|_@b@G E @M_|_____|_____|_@b@G T@M _|_____ |@b@GJwrly@M|@b@GPelt@M |@b@GGen.@M | |@b@GBank@M | | @b@GO @M|@b@GAlch.@M| | @b@GShop@M| @b@GShop@M|@b@GStor. R @M | | @b@G R Shop@M| |_ _|_ _|_____|_ _|_____|_____|_ @b@GM@M _|_____| | |@b@GGroc.@M| | @b@G D A R K S T O R M L A N E Shop@M| |__________________ _ ____________|_____| | |@b@GSta- @M| | | @b@Gbles@M| _____|_ _|_____| @b@G To West@M |@b@CU@M | | @b@C U@M| @b@GTo East Guard Tower @M| @b@R* * @M | @b@GGuard Tower@M |_____|_@b@R***@M_|_____| @b@GSouth Gate ~ .~ 0 0 20 death~ .@IWhen you are overcome in battle and you die, your soul is taken to the paths of death. Death, in his infinite wisdom, will grant you another chance to achieve your life's goals at the small price of 1/4 of your life's experience. However, when you are returned to the realms, you are weak, and disoriented. This does pass after a short time, and you will soon be at your maximum capacity once more. ~ .~ 0 0 5 Death strike~ . @CDESCRIPTION@n With this special attack the monk uses an ancient technique that allows the monk to tap directly into into the shadow world and channel that energy into their attacks causing massive damage. This technique is extremely dangerous and only taught to the most highly skilled of monks. ~ .~ 0 0 19 Decrepit House~ .Strange tales of frog like creatures concealed in a new stronghold to the south-east of Lag are being whispered by merchants and travellers alike. Merchants now refuse to travel near the place due to their carts being ransacked and merchants devoured by these monsters. Allegations of these powerful beings having journeyed from distant lands, seeking new nations to be conquered. As time goes by the creatures have time to grow in strength and number and to spread across the land like a plague. ~ .~ 4194304 0 16 dedit~ .@C@bSYNTAX@n @Gdedit@n <direction> : sets which exit you are editting @Gdedit@n delete <direction> : deletes an exit @Gdedit@n new <direction> [vnum] : creates a new exit @C@bFLAGS@n 1 : specifies to only delete or create one side of a door @C@bDESCRIPTION@n This is the command to create, destroy and specify which door you are editting. Requires permission to edit the room the door goes to and from. If you include no vnum when creating a door a new room will be created. Examples: dedit -1 delete north will delete only this side of the north exit. dedit -1 new west will create a one-way exit heading west. See also: dset, dstat, redit ~ .~ 0 0 8 define~ .@C@bSYNTAX@n @Gdefine@N : lists the categories available @C@bDESCRIPTION@n @IThis command lists the categories of damage (and several miscellaneous items). By typing @Gdefine <category>@n, you are able to see the damage spectrum of that particular category. ~ .~ 0 0 7 Deities~ .@EDieties@n ~ .~ 0 0 0 delete~ .@b@CSYNTAX@n delete <password> : deletes your character @b@CDESCRIPTION@n This command is used to delete you character. Use this command with extreme caution. Once deleted, your character CANNOT be retreived. NOTE: This command is only available to players under level 5. Players of higher levels who are unhappy with their character may seek a high level Immortal's attention to try and get their character deleted if absolutely necessary. Inactive characters shall be deleted automatically after a certain amount of time, roughly equivalent to 3(weeks)*level < 10th level. Higher level players spamming deaths to get down to level 5 will have their accounts banned. See also: password, save, quit ~ .~ 0 0 5 Demon slash~ .This skill is coded, but as of yet, it's damage is unknown. At the least, it promises to be a better version of dragon strike.... At least, one does hope so. ~ .~ 0 0 9 Denab-Knur~ .@GTo the Gateway@n @Y^@n @Y|@n _ @Y|@n _ _____ _____ _____ |@Gnear@n | | | @GD@n | |@Ggate@n @GR@n | |_ _|_____|_____|_ @GA@n _|_________ | @GT@n @GEmpty@n| | @GG@n @GButcher@n | | @GU@n |_____| | @GO@n |_____|___| _____ _____ |_@GN@n _|_____ |_ @GT@n _| ____ | |@GSanc-@n| | @GN U@n |@GEmpty@n| | @GH@n || | | @Gtuary@n| | @GE N@n _____| |@GW@n ||_ _| |_ _|_____| ____ |_@GL D@n_|___________|_ @GA@n _|__||_______ _____ | | ____ | || @GE@n | | | @GY@n| |@GScav.@n| | | | ||_ _| |_ _|| @GR R@n | @GDenab-Knur Sqaure@n @GShop@n_| |_ _| __|_ _|__||_ _____ _||__|_@GU@n _|_____|_ _|_ _|_ _|________ _| |_ | | | | | | @GI@n | | | | | | | | @R*@n | @GT E M P L E@n @GN@n @GRuined Ave.@n @BFount.@n @GRuined Ave @R*@n |__|_ _|__ _|_____|_____|_@GS@n _|_____|_ _|_ _|_ _|__|__|__|_____@R*@n | | _||_ | | @CU@n| || @GBar@n| | | |_____ @Gto@n | ||____| | @GFoyer@n ||_ _|@GDenab-Knur Square@n @GHrax.@n| @Y--->@n |_ _|_____ |___|_____|_ _|__||_|_ _|_ _|_ _|_____| @GGreat North@n | | | | | @CU@n| || @GD@n |@GGork.@n| @GPass@n | @GCell@n | | @R*@n || @GR@n |@GSlav.@n| |_____|_____| _____|_ _|_____|____||_ @GA@n _|_____| | | | | ____| @GG@n |____ | @GA R E N A@n ||@GAlgo. @GO@n @GArm-@n| |_ _|_@GO F@n_|_ _||@GArms@n|_ @GT@n _|@Gorer@n| | | | ||____| @GH@n |____| | @GH O N O R@n | | @GWAY@n | |_____|_____|_____| |_____| ~ .~ 0 0 14 Description~ .@ESYNTAX@n @I This command uses the standard editor - see @Ehelp editor@n for a list and description of how to write a description for yourself. NOTE: @EDescription@n does not use many of the commands that are unique to @Enote@n and @Email@n, such as send, post, and delete. @EDESCRIPTION@n @I Description allows you to write a message of who your character is. It is displayed either when someone looks at you, or uses the @Eqlook@n command. Your description should include what your character looks like as well as any other information you feel someone could gather from your appearance. It does not include emotions or anything which another player could not realistically gather from merely looking at you. Please note that a description is generally at least one paragraph of at least a half-dozen or so sentences in length. Writing your description, @Eappearance@n and @Ekeywords@n is @bmandatory@n for advancing beyond the fifth level of experience. @EGUIDELINES@n * Should be at least five complete sentences. * The same rules as to what doesn't go for @Eappearance@n applies here as well. (no auras, abnormal things like two-heads, etc) * Do not include your name or class in your description. * Do not force the judgement of the viewer; i.e., "You become afraid," "you get hungry just looking at...," you want to beat his head in." * Do not include actions; i.e., "As you watch, his hair turns pink," "He grabs a tree and uproots it." * Do not include clothing or other removeable objects. Tattoos, items braided into hair/beard, and scars are fine, though. * Do not capitalize race in your description or appearance. * @EDo@n include things such as eyecolor, hair color, height, race (flaunt those elf ears and troll warts), and other physical characteristics. ~ .~ 0 0 19 Desert of the Four Sands~ .Endurus, a gnomen geomancer, recently returned from the far west. While looking for his father, an adventurer who disappeared over two hundred years ago, Endurus was trapped in a landslide. Once he freed himself, he soon discovered a path which led through a twisting canyon into a vast desert. Excited that he had finally found the Desert of the Four Sands, Endurus, like his father before him, struck out on a mission of exploration, leaving his magical studies behind for a time. Sadly, when Endurus returned from the desert, he returned with little additional knowledge about his father's disappearance. However, Endurus did discover that what his father called the 'Desert of the Four Sands' was truly the Naraki Desert. Apparently a minor earthquake had sealed it off from the rest of the main continent. Endurus also learned why his father's journals spoke of the Naraki as having four sands. For indeed, within the Naraki Desert, a barren land caught within a series of twisted canyons, Endurus found that the desert soils were of four different colors. Each, Endurus discovered, had its own secrets and mysteries that need be unearthed. But the most spectacular thing about his visit, he has been heard to remark, was the giant stone structure situated in the middle of the desert. Though he could find no way into the structure, Endurus has vowed one day to return. Perhaps, within it, lie clues to his father's whereabouts. ~ .~ 0 0 19 Desert Ogre Caves~ .Centuries ago when the land of Tarik Nor was being invaded by the demons of the Abyss, several bands of ogres fled into underground caverns to escape their wrath. To the ogres surprise the demons found them; however, before the demons had a chance to slay them, the band of desert ogres stepped forth and offered them a deal. It is said that in exchange for god-like powers and their lives the desert ogres would seek out anything that was good left in the land and slay them. Legends tell that the demons accepted the deal and granted the ogres incredible strength, agility and weapons of great power to further their cause. Recently a band of adventurers surveying the Black Wastes came across a cave in which they found the legendary ogres. Very few escaped with their lives but those who did tell of the horrors found within the caves. They also spoke of the riches which the ogres accumulated over the years. ~ .~ 0 0 19 Desert Scarabs~ . @IBuried under the sand in the heart of the Naraki desert, a colony of desert scarabs lives in their sandy tunnels. Led by their crystalline queen, the beetles work and dig, doing what busy beetles do. However, these busy beetles are the size of a halfling, or a gnome. Generally oblivious to the intrusions of adventurers, the beetles will defend their lair if challenged... or if someone looks like they would be a tasty dinner. ~ .~ 0 0 1 Detect evil~ .As long as this spell is working, you will be able to see if any person or creature is aligned as evil. ~ .~ 0 0 1 Detect good~ .As long as this spell is working, you will be able to see if any person or creature is aligned as good. ~ .~ 0 0 1 Detect hidden~ .There are magics to defeat other people using magic to hide themselves but, sometimes an opponent is using just good old fashioned-skill. This can be troublesome, and so this spell was developed. It allows the user to 'see' vibrations of anything moving near you. You can't tell exactly what it is sometimes, but you will at least see that it is there. ~ .~ 0 0 1 detect invisible~ .This spell enables the caster to see, or at least sense, things that are invisible to the unaided eye. ~ .~ 0 0 1 Detect Magic~ . This spell, a fundamental part of any mage's repetoire, heightens his or her senses to the point where the mage may detect whether a magical aura exists around a particular item or [soon] location. ~ .~ 4194304 0 16 Dflag~ .@CSYNTAX@n dflag : displays the flags for a door dflag <flag> : toggles the specified flag @CDESCRIPTION@n This is used to set a door to secret, locked and similar. No_show can not be found by searching while secret will sometimes be noticed by the player. To specify door for dflag to act on use dedit. ~ .~ 16 0 2 Dice~ .@CSYNTAX@n dice( numdie, diesides, extra ) @b@WPARAMETERS:@n numdie - Integer number of die to roll diesides - Integer number of sides each die has extra - Integer number to be added to final roll value @b@W@CDESCRIPTION@n:@n This function performs a standard AD&D dice roll (This function has been replaced by the ability to use dice roll strings as parameters that require integers). @b@WRETURNS:@n Number generated by roll @b@WEXAMPLES:@n i = dice( 3, 5, 10 ); // Returns roll total of 3 5-sided die +10 i = 3d5+10; // New format, replaces dice() function ~ .~ 0 0 3 Digitalnation_1~ . --* DIGITALNATION *-- digitalNATION is a rapidly growing widely recognized online service which is provided free of charge to its almost fifteen thousand users from across the country and around the world. digitalNATION users can access more than three hundred thousand files online at a speed of up to 28,800 bps. Additionally, Internet mail privileges and Internet newsgroups are offered to all users. digitalNATION offers a state-of-the-art graphical interface for Macintosh and Windows callers, and it supports calls from any VT100-compatible telecommunications software. This flexibility allows users of any computer to access digitalNATION with no compatibility issues. digitalNATION's graphical interface is extremely fast. Using the digitalNATION Client application (currently available for Macintosh and Windows), users can multi-task while on-line. Uploading, downloading, composing messages, reading messages and chatting - activities which used to take up all of a modem's time - can be done simultaneously with no noticeable speed degradation. [Please press return for next page] ~ .~ 0 0 3 Digitalnation_2~ . o Full 28,800 bps access with no surcharge o No connect-time charges! o Full graphical interface for both Macintosh and PC Windows users o File libraries: Macintosh, Windows, DOS, OS/2, Silicon Graphics, Apple II and more! o Internet email and newsgroups o digitalNATION news and information services If you are interested in digitalNATION, call Lori Waldack at 703.642.2800 (9:00am - 5:00pm EST), fax to 703.642.3747, or leave e-mail for Lori Waldack. (Lori@csgi.com) ------------------------------------------------------------------------------- digitalNATION is kind enough to donate the site that this mud runs on. They supply modem lines in the Baltimore and Miami areas. Since the mud is located on one of their machines using their service would give you the quickest possible connection. The rate for 80 hours/month is $150/year or $24.95/month. If you live in one of these areas please consider using them. Their WWW address is http://WWW.csgi.com/cgi-bin/index.prl. [Please press return for title screen] ~ .~ 16 0 16 Directions~ .The direction codes that a few commands use are as follows. north : 0 up : 4 east : 1 down : 5 south : 2 any : -1 west : 3 ~ .~ 0 0 12 Disarm~ .@CSYNTAX@n disarm <victim> @CDESCRIPTION@n Knocks your enemies weapon out of it's hand. The weapon will not fall to the ground, but stay on the mob. ~ .~ 16777216 0 0 Disconnect~ .@CSYNTAX@n disconnect <player> @CDESCRIPTION@n disconnect <player> - Disconnect <player> from the game. ~ .~ 0 0 8 Diseases~ .Diseases Poison - drains hp until time is up or player is dead Plague - Drains 1 con until player is dead at con of 3 or cured with spell - small chance of player giving it to anyone else when in same room Tomb Rot - eats away the flesh draining hp until death or cured with spell Ly?? - difficult to code well ~ .~ 0 0 13 Dismount~ .@b@C@bSYNTAX@n dismount : get off your mount @b@C@bDESCRIPTION@n This command is used to get down from the back of your mount (mule, horse, whatever). To get back up, use the @bmount@n command. ~ .~ 0 0 1 Displace~ .The target of this spell has his 'lines' blurred and smeared, with the effect that it's difficult to see him or her precisely. As the person moves, there is an afterimage, and this combined with the confusing outlines can cause opponents to strike at wispy afterimages. ~ .~ 16 0 2 Do_spell~ .@CSYNTAX@n do_spell( spell, char1, char2 ) @b@WPARAMETERS:@n spell - Name of spell to cast char1 - Pointer to character casting spell char2 - Pointer to character who is the target of spell @b@W@CDESCRIPTION@n:@n Places a spell on a character (Is like cast_spell() however the ritual of casting is eliminated). It is instantaneous and will always succeed. The source of the cast is only used internally (mainly for exp calculation in the case of a mob attack program). @b@WRETURNS:@n none @b@WEXAMPLES:@n do_spell( confuse, mob, ch ); // Causes ch to become confused ~ .~ 0 0 12 Dodge~ .This skill is very useful for nimble characters. It allows you to dodge enemy blows. The chance of success is dependant upon dex and your comparative level to your opponents. This is a passive skill, in that there is no need to type in any command for an attempt at dodging. ~ .~ 16 0 2 Doing_quest~ .See "help quest_functions". ~ .~ 0 0 0 Donate~ .A lot of time and effort have gone into creating this mud. Although donations are not required to play the mud, they do show that a player appreciates the work that is done on the game. It is difficult to put many hours of work (some of it not particularly enjoyable) into a project without getting compensated for it. The request is $20 per student and $30 per non-students per year. Any character you create will be flagged as having donated, which will let immortals know that you do care about the mud surviving and will help cover expenses. The method of payment is to mail a check to the following address. US currency is preferred. Alan Button 1630 Nottingham Dr Hummelstown, PA 17036 USA I do not make a profit off this mud and right now expenses are way above donations so complaints about this request will be forwarded to /dev/null. ~ .~ 16 0 2 Done_quest~ .See "help quest_functions". ~ .~ 0 0 5 Dragon strike~ .Dragon strike is a monk ability very similar to tiger paw but more powerful. A monk will use this skill automatically when in battle and unarmed. The damage by a dragon strike is equivalent to the best of weapons. ~ .~ 0 0 19 Dragonspire Glacier~ .Deep in the Dragonspires lies an ancient and forgotten glacier. Myths and legends tell of a race of ice warriors that dwell in the glacier but no reports have confirmed this. Many travellers have attempted to venture into the glacier and have never been heard from again. Some who have returned from the glacier to tell of a marvelous city of ice and also the beasts that protect it. For those brave enough to venture to the glacier will find many challenges and the possibility of unheard fortunes. All those that do attempt the trek are warned to proceed with caution as no one knows what truly lies along the path. ~ .~ 0 0 1 Drain life~ .This spell harnesses dangerous forces and it is rumored strange things have occurred to clerics who cast it. The spell steals some of the life from the victim reducing their vitality and thus their hit points. It is a very useful spell when used by an experienced cleric. ~ .~ 16 0 2 Drain_exp~ .@CSYNTAX@n drain_exp( char, value ) @b@WPARAMETERS:@n char - Pointer to character to drain value - Integer amount of exp to drain @b@W@CDESCRIPTION@n:@n Permanently remove experience points from a character. @b@WRETURNS:@n none @b@WEXAMPLES:@n drain_exp( ch, 30 ); drain_exp( ch, 2d10+30 ); ~ .~ 16 0 2 Drain_stat~ .Topic: drain_stat @CSYNTAX@n drain_stat( char, stat, time, int ) char - Pointer to character to drain stat - Stat to drain (str,int,wis,dex,con) time - Integer number of minutes effect lasts int - Integer either -1 or 1 for ammount to drain. @CDESCRIPTION@n Despite the name, this can now be used to both drain a stat and add to a stat. The affect is temporary and determined by the time integer. (Please note that drain_stat does not affect Immortals) @CEXAMPLES@n drain_stat( ch, wis, 2, -1 ) // Drains ch's wis by a point for 2 minutes. drain_stat( ch, str, 3, 1 ) // Raises ch's str by 1 for 3 minutes. ~ .~ 4194304 0 16 Dset~ .@C@bSYNTAX@n dset : display exit statistics dset <field> <value> : sets the field to the given value Allowed Fields = { name, keywords, strength, key, strength, size } @C@bFLAGS@n 1 : Currently does nothing @C@bDESCRIPTION@n @I This is the command to set the various values on an exit. The name field should be obvious. The keywords are additional words that can be used to reference the exit. The direction of the door and the name of the door are by default checked. The key is key used to unlock the door. The strength is a number from 1 to 10 describing how resistant to being broken down the door is. Ten implies the door is completely impossible to batter down. A value of 3 would be a flimsy wooden door and a value of 7 would be a very sturdy wooden door. See also: dflag, dedit, dstat ~ .~ 4194304 0 16 Dstat~ .@CSYNTAX@n dstat <direction> : displays stats for exit @CDESCRIPTION@n This should be self-evident. ~ .~ 0 0 19 Dump~ .@C@bDESCRIPTION@n A wonderous collection of trash is piled up in the Terr'kaa's Dump south of Medienne. Some say that while walking through the piles you can hear the faint crazed mumblings of the caretaker of the dump, Terr'kaa himself. But beware of the horrors that sit waiting behind the iron barred gates, for it has eaten its share of daring adventurers. ~ .~ 131088 0 25 Durabilities~ .What follows are suggested max values for mundane items made from various metals and materials. Durabilities on any item over the suggested max for its material type should increase the base cost of the item by 1% per point of durability over the suggested max. Glass/Cryst. : 100-300 Light Cloth : 300 Heavy Cloth : 400 Soft Leather : 500 Obsid. Armor : 550 Hard Leather : 600 Wood Weapons : 650 Leath/Metal : 650-700 *studded to ringmail*bone items here* G/S/C/P : 700-750 *non-solid to solid* Bronze/Elec : 750-800 *non-solid to solid* Iron : 850-900 *non-solid to solid* Steel/Kryn. : 950-1000 *non-solid to solid* Mithril : 1050-1100 *non-solid to solid* Adamantine : 1150-1200 *non-solid to solid* ~ .~ 0 0 10 dwarves~ .@GAverage Statistics for Dwarves@n Height: male and female about 3'6" - 4'6" Hair: primarily black to dark brown, lighter brown and blond are rare. Gray in old age. ALL DWARVES (male and female) HAVE BEARDS. Eyes: Black, brown, gray, green, and rarely blue iris. White around the iris, though the iris is large. Affiliation: Dwarves are a light race. Appearance: Dwarves are noted primarily for two traits. First, dwarves are shorter than humans and have broad shoulders. Second, all dwarves have beards. While you could possibly shave every day, every other dwarf is encouraged to shun, taunt and torment beardless dwarves at every given opportunity. Dwarves tend to have hearty, strong appearances and are generally adapted to living in the harsh conditions of the northern Cairn mountains. They frequently have dusky, leathery looking skin that protects them from both chill wind, glaring sun and rugged terrain. @GOptional Advice on Role Playing a Dwarf@n Dwarves come from a culture that cherishes two things above all others. Family and work. Most dwarves will place family and clan above friends. Sure, a human makes a good aquaintence, but if it came to a choice of friends of family, family will win hands down every time. Since family is rarely threatened, except maybe by orc or goblin raids in the mountains, outsiders more often see the dwarven work ethic come into play. A pride in work done, most often with the hands. In many cases this means well cared for equipment, fine smithing (one of major exports of the main dwarven citadel, Kha-da) and a belief that a job worth doing is worth doing right. Most other races will see dwarves as obstinate and gruff. These are more realisticly just the visual appearance of their ethics. If something falls into a category their ethics already cover, it takes little thought and there is almost no chance of changing a dwarf's mind once its made up on such a basis. @yRacial Relations:@n Dwarves prize other dwarves above all else, making for a pretty gruff appearance at best to outsiders they do like, let alone ones they don't. Dwarves have an undying hatred for several races - among them goblins, orcs, trolls and ogres. Of these all, dwarves can not stand goblins who are, to them, less than worthless theives who should be burried under the next collapsed tunnel. Vyans are perceived as a particularly sinister threat due to their obvious intelligence and particularly vile brand of evil. Elves are viewed with a measure of skepticism, at times bordering on contempt. Severe differences in dwarven and elven attitude make elves seem capricious and frivolous, something no self-respecting dwarf would find desirable (see notes on dwarven work ethic). Humans, on the whole, are seen as unnecessarily volatile and a race which really hasn't finished its adolesence, grown up, or figured out what it wants to do with itself. Lizardmen are considered somewhat of a boggle for dwarves, sharing no common territories of cultural ideologies that would bring them closer together or further apart. Gnomes are considered to be most agreeable, sensible folks closest to dwarves in attitude and demeaner. Halflings are considered somewhat reliable if a bit too care-free and are viewed somewhere between gnomes and humans. While they can be sensible folk when it comes to settling down and tilling the earth or working, and they don't just rush into things, they are just so darned merry all the time even when there's no good reason to be. ~ .~ 0 0 5 Eagle Claw~ .A monk strikes out with speed and great damage when they use @Geagle claw@n. Their fingers become talon-like, and cause great harm to those against whom they fight. ~ .~ 0 0 1 Eagle eye~ .A spell that uses many of the same principles that See Invisible uses, it is different in that it quickly bypasses the space/time dimension. No physical object is required for this spell, merely the name of the creature that you seek information about. It continues to prove that there is much power that lies in a name. Once the spell is complete, the caster receives a vision of the area where the target is located. ~ .~ 128 0 0 Echo~ .@CSYNTAX@n echo <text> @CDESCRIPTION@n echo <text> - <text> is sent to each char on the mud (players and mobs, though this doesn't normally affect mobs) exactly as if it were a message from the server. ~ .~ 0 0 8 Editor~ .@ESYNTAX@n <subj> : displays subject being editted <subj> # : delete the specified line number <subj> <text> : writes text at bottom of note/letter/desc <subj> <even #> : inserts blank line here <subj> <even #> <text> : inserts text between lines here <subj> #-# : formats lines in the specified range <subj> ? <word1> <word2> : searches and replaces word1 with word2 <subj> ? '<phr1>' <phr2> : searches and replaces phrase1 with phrase2 (be careful with search and replaces...editor will replace ALL cases it finds) <subj> undo : copies the last editted text into the current buffer @EDESCRIPTION@n @I It is often simplest to write your message one sentence at a time etc.. This is so that you can insert lines of text between what you have already written (use even line numbers for this) and format it afterwards, using <subj> #-#, which will make your sentences into organized paragraphs. @E!NOTE!@n @I <subj> is any one of the following: note, mail, or desc. There are some editor functions that only work for a specific subject, so make sure to read the help on @Enote@n, @Email@n, and @Edesc@n before going much further, if you haven't already. Example : Typing "Desc 1 This is a test" would add "This is a test" as the first line of your description. ~ .~ 16 0 19 Eerie Caverns~ .The trails around Kha-da have become much more dangerous to travel recently. While the dwarves have always had skirmishes with the goblins around the area, something far more sinister seems to be hunting the high mountain tracks. While larger groups have been left unmolested, smaller groups have disappeared entirely, often without a trace as if they had been snatched from the ground. Rumors abound about what could be happening, and even ancient myths of a dragon that once prowled the icy peaks are being dicussed hushedly by the concerned folk of Kha-da. Perhaps because of this, goblin activity in the area has increased. The goblins have taken advantage of the dwarves attention being focused elsewhere, and have begun to multiply and grow stronger. Some goblins have been seen by patrols wearing dwarf armor, and once or twice have even dared to attack the dwarves. With the kobolds, goblins, and whatever is causing these mysterious disappearances, Kha-da is under considerable stress. Perhaps a brave band of adventurers can discover and crush whoever or whatever is behind the problems plaguing the beleagered dwarves of Kha-da. ~ .~ 0 0 9 Eleint~ .See help @bElves@n. ~ .~ 0 0 10 elves~ .@GAverage Statistics for Elves@n Height: males about 4'8"-5'8" females about 4'6"-5'6" Hair: typically straight. Light colors (white/blond) to a darkish brown. Very rarely black. Elves have no facial hair. Eyes: Almond-shaped / up-slanted eyes in colors of primarily brown or blue, though other colors such as amber, lavender or other light colors are not wholely uncommon. Affiliation: Elves are a light race. Appearance: Elves look much like humans though they generally have a smaller, slenderer build than humans. Elves tend to have smooth, unblemished skin ranging in all normal human skin tones and what humans would refer to as an ethereal beauty. Their skin tone is almost always touched by the healthy glow of sunlight or the silver sheen akin of moonlight. Their appearance often gives them an air of regal grace and their stoic appearance gives them a haughty, uncaring appearance. Elves age extremely slowly. You probably won't see wrinkles before they reach at least a good 500-600 years old, and even then it would be very faint and hard to notice them for a few hundred more years. Elven hair typically does not turn gray or white from age until they reach about a thousand years of age, if at all. Elves have ears that are upswept and pointed. @GOptional Advice on Role Playing an Elf@n Elves refer to themselves not as elves, but as llewyrr; elf being a term humans devised. All elves on ForestsEdge originated from the Vaasa, whether that means they were born there, their parent were, or at the most their grandparents were. The elves of the Vaasa share a very strong sense of cohesiveness, primarily due to their status as an elder race in tune with all the forces of nature. For this reason the elves of the Vaasa consider any elf kindred, even if that elf was born outside the Vaasa and knows nothing of it. Elves tend to hold themselves aloof from all races save other elves and occasionally ents. Long years of dealing with dark races followed by long years of miscommunication between humans and elves (resulting in several wars, the most recent of which nearly destroyed Medienne and only ended a scant few decades ago) has caused the elves as a race to become withdrawn from other races. Elves tend to prefer nature colors of green and brown that helps them blend in to the surrounding forest. Many elves born outside the Vaasa prefer to wear other colors chosen to display their ethereal beauty to its best advantage, another trait Vaasa born elves tend to eschew as much as calling themselves elves. @yRacial Relations:@n After centuries of dealing with the hostile invasions of outsides elves are quite withdrawn. They view only elves and ents as trusted insiders. Elves consider halflings a joy of the world and view them as one might a cute child, though they offer them the respect due their age. After losing the whole of the Medienne wood, once a part of the Vaasa, to the humans and years of warfare humans and elves have only recently begun to trust one another again. Elves consider humans a goodly race, though once betrayed are quite willing to hunt down humans on an individual basis. Elves treat lizardfolk, dwarves and gnomes with caution having little understanding of what drives them nor reason to distrust them. As they serve the light they make good allies in a pinch and, at the least, they are less mercurial than humans. Elves hate all races that serve the dark (goblins, orcs, ogres, and trolls) but they especially loathe their close kin the Vyans. Vyans are quite obviously related to elves though a distant schism between the two races has caused an enmity that has become the typical embodiment of light versus dark. ~ .~ 0 0 0 Email_changed~ .Your email address has been changed. ~ .~ 0 0 14 Emote~ .@CSYNTAX@n emote <text> @CDESCRIPTION@n @ISometimes the socials available (see @Ehelp socials@n) do not contain that very special action you wish to perform in front of others. To tailor your expressive feelings, you can use the emote command. An example: typing 'emote wails like a banshee', will have other players in the room see <your name> wails like a banshee. Note: Emote is NOT to be used as a means of circumventing language barriers. ~ .~ 0 0 19 Enchanted Garden~ .It is said that many years ago, a young woman fled the horrors of the war ravaged Medienne. After travelling through the forest, she found a quiet spot and began living a life of solitude. Loneliness eventually began to affect her mind, and rather then turn outwards for companionship, she decided to create them. A brave traveller exploring Medienne Forest has told a tale of meeting an old woman who dwells near a wondrous garden. Whether she is the woman of legend remains to be seen. ~ .~ 0 0 3 Enter_Acnt~ . Please enter the name of the account you have created on this server. If you have not created one, relogin and choose option 1 of the main menu to get the account menu and then option 1 to create an account. If you have an account but have forgotten the name/password, use option 4 of the account menu to request that information be emailed to you. ~ .~ 0 0 10 Ents~ .@GAverage Statistics for Ents@n Height: males about 6'6" - 7'6" females about 6'10" - 8' tall. Hair: Bristly or "twiggy" in earthy tones Primarily dark to light browns, red-brown, sandy-blond and shades of gray and sometimes black. Most ents, but not all, including females have bristly/twiggy beards. Eyes: Also in earthy colors. Blacks, grays, browns and greens predominate though silver and gold are not unheard of. Their iris extends to the edge of the eye (no white exposed). Affiliation: Ents are a light race. Appearance: Ents have craggy, tough skin that is usually a dark brown and looks surprisingly like troll skin (only without the warts, bristly hair, or slime). Ents have wide feet with seven toes on each foot but ents still only have 5 fingers on each hand. Ents tend to have bulky physical forms (unless you've given your character a very low strength and constitution). Ents are not treants and do not have bark, sap or leaves. @GOptional Advice on Role Playing an Ent@n The ent is the largest of the humanoids that tends towards the side of light and goodness and, as such, most are slow to anger realizing their great size and strength can cause great devastation and they would not want to cause undue harm to innocents by mistake. Somewhere in the time-shrouded past ents became the primary caretakers of the plants of the ancient forests, primarily the Vaasa, and they usually live peacefully among the elves of the wood. Most ents are slow to speak or act as they have long life-spans and have lived so long tending the great and ancient plants of the Vaasa that they have become accustomed to the slow pace of life, having time to consider without rash action. @yRacial Relations:@n After long association with the elves of the Vaasa, ents consider them good friends. Somewhere in the past ents and halfling met and each seem to share stories about the other race and consider each other good folk. Ents find great amusement in watching the apparantly hasty, but good-natured doings of halflings. Ents deal fairly with gnomes and dwarves as they are usually known to serve the forces of light and goodness, though ents tend to readily admit they do not understand these ground-dwelling races. Ents deal with humans and lizardfolk fairly as well and more frequently than gnomes and dwarves. Most often humans and lizardfolk are dealt with on a case by case basis as both races seem to fall squarely in the middle of the matter of light versus dark. Being a race that so whole-heartedly accepted the tenets of light, ents typically abhor any race that serves the dark (goblins, orcs, ogres, trolls and vyans) and would be hard-pressed to come to simple terms with one who professed to have a goodly nature. In time, perhaps, a member of the dark races could prove themselves to an ent, but far too frequently such tactics have been little more than ploys to wreak more havoc upon ents or elves. ~ .~ 0 0 19 Ethereal Efreets~ .A poor lost soul has stumbled across a powerful item, an artifact which was never meant to be touched by human hands. The power of magick of the artifact, the ethergem, drove the man to madness, and he began using the power of the gem to create a portal to the ethereal plane from out own world. Once He had found his way across the dimensional barrier, his madness only grew worse. Coming to another great barrier, that of the ends of the ethereal plane itself, he summoned hordes of terrible efreets to guard him as he worked on a way to break down the final barrier. In the five hundred years since his sanity left him, he has not found a way to cross the final threshhold into the unknown beyond. Nor has he given up his mad quest. In the end, should he succeed, the poor madman could possibly destroy the material plane as we know it. It is said that the gateway can be found across a hidden stream on a hidden trail in the southeast. ~ .~ 0 0 3 Existing_Acnt~ . An account with that or a similar name already exists. Please try again using a different account name. ~ .~ 0 0 3 Existing_Email~ . An account has already been registered for this email address. Since their is no advantage to having more than one account per email address other than deception this is forbidden. [ Press return to contine ] ~ .~ 0 0 24 Eye Gouge~ .The most nimble and dexterous of thieves, after years of experience stabbing their opponents, have perfected their aim, and are able to gouge out their foe's eyes, rendering them blind for the duration of their lives. Of course, even the most practiced can miss, and will be punished for their clumsiness. In order to perform this correctly, the thief need only type 'gouge' followed by the name of their foe. ~ .~ 0 0 8 Faction~ .@CSYNTAX@n factions recruit <person> expell <person> fcreate <faction name> @CDESCRIPTION@n The faction system here provides a means for players to band together in a semi-permanent group for any number of purposes. [THIS AREA UNDER CONSTRUCTION] ~ .~ 0 0 0 Factions~ .Factions will work as follows: Player is born into a @bClan@n. This is based on the character's assume place of origin/nationality. ~ .~ 0 0 1 Faerie fire~ .Faerie fire surrounds the victim with a glowing aura which makes them easier to hit. ~ .~ 0 0 0 fame~ .@C@bSYNTAX@n identity :: one of several categories listed is your character's fame. @C@bDESCRIPTION@n Fame is determined by the experience you gain per kill. To see the fame spectrum, type define fame. The following is a list of the orders of fame: unknown, obscure, marginal, familiar, known, famous, renowned, legendary. ~ .~ 0 0 11 Familiars~ .Familiars are magical pets which are available only to mages. Through the use of the spell @EFind Familiar@n, a wizard magically bonds himself with a creature in a symbiotic relationship. A mage may only have one familiar per level. While generally not very strong fighters, familiars offer other advantages to their masters. Through the use of the @Eswitch@n command, a mage may 'see' Through the eyes of his or her familiar. [In playing terms, you can operate the familiar, moving about and such as if you actually were the familiar.] This can make familiars excellent scouts, or guards for a wounded mage, and some familiars have special abilities or resistances. See also the @EPet@n command on naming your familiar, and Option @EPet Assist@n for information on whether or not you wish your familiar to assist you in battle. ~ .~ 0 0 1 fear~ .Powerful magicians are able to instill fear in their opponents, despite their relatively unintimidating appearance. This spell, when successful, causes their foe to cringe in fear and lose an attack, when unsuccessful, an ordinarily peaceful creature will attack. ~ .~ 0 0 3 Features_1~ . *** Welcome to The Forest's Edge *** Forest's Edge is a medieval/magic based multi-user dungeon. In it you will find elves, goblins, dragons and many other mysterious beasts. For players who are accustomed to muds a list of features is given below to aid in determining if entering the game is of interest to them. * All areas are unique to this mud. * Settable aliases. * Automated auction. * All items/pets save and there is no rent. * Introduction/Befriend Commands with no internal limits to how many people you can know. * Mail System. * Reagent based magic system with spells that can be leeched. * Shops can customize items given the correct ingredients. * Hierarchy based skill system where skills improve with use. * Multiple items treated correctly, i.e. 2*loaf = two loaves of bread. * Races which make a difference - trolls can eat corpses, etc. * Banks which can store gold as well as equipment. [Enter a return for next page] ~ .~ 0 0 3 Features_2~ .-- This page is still under construction. -- [Press enter to continue] ~ .~ 16 0 18 Felons~ .A list of players who have incurred the wrath of an imm, and why: Phule - general miscreant and all-around goodfernothing. should be ignored at all costs. Have banned site superior.ccs.carleton.ca -- same person (juen fie highest ranked, at least two different accounts) was trading equipment with himself, etc.) Mercury.np.ac.sg has been banned for multiple problems, including multiplaying. Existing players have been warned not to multiplay again at risk of account purge. Also included are other .sg sites and 137.132.254.51, which are the same players' alternate sites. As of 10/21/96 I personally (Kaos) have had three of these players admit to me that they were doubleplaying when caught. Please keep a good eye on these people. Goldust and Kelly seem to be multying. They have same address but different accounts. Lu bu (superior.ccs.carleton.ca): spams deaths =) His site was banned already, so I've also banned him and froze him in jail just to be safe. <<Caer>> banned delmair and all his other names for being caught multi-ing and killing mobs for his other self Banned Feilong (yet another mercury.whatever.sg player) for logging on as Sasani, dropping all of his equipment on Swiftie (a friend), then logging on as Feilong and getting the equipment from Swiftie. I asked him if he realized that was against the rules and he began arguing. He said he know doing it from character to character was wrong but didn't understand that THAT is what he did. He said he's been warned by an Imm before, so I saw no reason to refrain from banning him. <<Caer>> --Addendum: Lifted the ban temporarily. If he attempts this again, I'm all for account deletion :P Martcan/Gabool/Gandolf/ad nauseum -- Has been warned about 5 minute rule re: multiplaying. He's a known multiplayer with mucho attitudo. Will ban him next time he fails to observe time limits b/c I'm not sure at all he's not dropping eq in out-of-the-way places. <<Caer>> CAUGHT HIM 2/1/97 *dance* -- merior Banned Dragonball/Wufan/Wukong for multiplaying. Told him to knock it off, and after a lot of wrangling Wufan finally logged out. Logged on a couple of minutes later when he thought no one was looking. Logged out again when I showed up. When he came back the third time, I banned the account. 2-14-97. <Kreel> Banned Siphus moore for assigning his familiar to follow people and steal skins from new kills. Have had multiple problems with him/his account since he first logged on, as GC can attest. Friend of Siphus came on and claimed he got no warning, etc, which is - of course - false. 2/16/97.<<Caer>> Banned account of Author-Ax. Renamed him twice in 5 minutes and returned to waste yet more of my and Kreel's time. Kaos Celar had problem with pkill, was evil and killed. Was informed I would be right there, when I was not quick enough, Celar promptly gossiped a quite inappropriate statement. I deducted half Celar's gsp_points and warned them not to do it again. Set Celar to alignment neutral so he'd leave off about pkill. Please don't switch him to anything else now Requem/Lorst is from Chebutco banned sight. Ban was lifted so he can make an accountm, was oked. If he asks for password to Lorst, or wants to the character, tell him no. If he begins causing trouble, he was warned.. if he gets banned, he gets no more chances. Watch out for Goldust and Feilong. Feilong asked Terek a question, then went link dead. He logged on a moment later, then Goldust told Terek "This is Feilong. Can I ask you a question?" Made *me* laugh. Banned account of porno. If that isn't reason enough, he told me to fuck off when I asked him to change the name of his character PUNKER. <Kreel> Banned Karuz. Caught him trading eq between Karuz and Adventus. Warned him and made him return eq. He then gave all the Adventus eq to Randy, who later gave it all to Karuz. Warned Assamit in Caer's presence about auctioning eq for one of his other chars who logged in and bid on it. He has been warned and knows he will be banned if it should happen again. *Fen* ~ .~ 0 0 12 Fifth Attack~ .This skill gives another chance to attack in a round. Only monks and warriors are able to achieve this level of fighting skill. ~ .~ 0 0 8 Fill~ .@C@bSYNTAX@n fill <container> <source> @C@bDESCRIPTION@n Fill is used to top off half-empty waterskins, or in the transferral of a liquid from If you have a half-empty waterskin, or wish to transfer a liquid from one one container to another. Some examples: fill waterskin fountain : fills your waterskin from the local fountain fill cup waterskin : would fill a cup with the contents of a waterskin ~ .~ 0 0 14 Filter~ .@eSYNTAX@n filter <name> : start/stop filtering a person filter : display list of people whom you are filtering @eDESCRIPTION@n Filter blocks both tells and messages on the global channels by a person from being seen. ~ .~ 0 0 1 Find familiar~ .Find familiar is the mid-level spell which allows a mage to find just the perfect beast to meld with. It can be successfully cast once per the mage's level and a mage can only have one familiar at any given time. The familiar must be attracted by a specific type of reagent, and vary based upon the mage's alignment. Familiars are not always as strong as many pets, but the mage has the ability to view and act through it's eyes, making them good scouts. can also be used to get into small areas. Also, some familiars are highly magical, and bestow magical abilities upon their master, when with them. To switch into your famliar, the command is @Gswitch@n. To return to your body, the command is @Greturn@n. Possible familiars for good-aligned mages are: ulannu jays, giant white rabbits, white cats, fades, white riding horses, woodworm adults, war dogs, mother eagles, white stags, and motes. Neutral mages may bond with moose, giant brown rabbits, tabby cats, brown bears, grey wolves, riding horses, psuedo-dragons, giant preying mantises, adult white-tailed eagles, and stags. Evil-aligned mages may choose from twisted foxes, wasps, bone bears, twisted wolves, black riding horses, screech owls, mountain lions, giant bats, rabid dogs, or ornacs. By the time a mage reaches the level of being able to find their perfect familiar, they should know these beasts well enough to know what is likely to attract them. ~ .~ 0 0 1 Find Mount~ .Paladins are long accustomed to fighting with the aid of a mount. After many, many years of buying and training these special companions, a very skilled paladin is able to use their bond with their god to summon just the right mount. Although a number of different reagents can be used to summon their ideal mount, a wise paladin selects the correct one without error. From ancient lore kept by bards, the following mounts have been known to serve paladins when called upon: Good Mounts Evil Mounts ----------- ----------- @YHippocampus @RThundermare @YTrained War Stallion @RStallion of Flame @YBattle Lion @RShadow Stallion @YMistmare @RRed Wyvern @YCopper Dragon @RBattle Panther @YAndrosphinx @RHydrosphinx @YPegacorn @RBlue Dragon @YSpirit Horse @RVampiric Erguroth @YSilvery @YPegasus @RNightmare @YGolden Griffon @RBlack Griffon ~ .~ 16 0 2 Find_clan~ .@CSYNTAX@n find_clan( char ) @b@WPARAMETERS:@n char - Pointer to character @b@W@CDESCRIPTION@n:@n Retrieves the clan of character char. @b@WRETURNS:@n clan value of char (secomber,eleint,stahl,outcasts,elemental,monk,etc) @b@WEXAMPLES:@n if( find_clan( ch ) == Immortal ) send_to_char( "You are a god", ch ); ~ .~ 16 0 2 Find_room~ .@CSYNTAX@n find_room( rnum ) @b@WPARAMETERS:@n rnum - Integer number of room @b@W@CDESCRIPTION@n:@n Retrieves a pointer to a room. Remember that any functions requiring a room value needs a pointer, not a room number. Thus, you will have to use find_room() to get the pointer for the room you indend to act on. @b@WRETURNS:@n Pointer to room @b@WEXAMPLES:@n send_to_room( "Hello", find_room( 10 ) ); // sends message to room #10 room = find_room( 101 ); open( room, east ); // opens east exit in room #101 ~ .~ 16 0 2 Find_skill~ .@CSYNTAX@n find_skill( char, skill ) @b@WPARAMETERS:@n char - Pointer to character to get skill value skill - Name of skill (This includes any skill on abil p, w, l, or s.) @b@W@CDESCRIPTION@n:@n Retrieves the skill level a character has in specified skill. @b@WRETURNS:@n integer skill level of character's specified skill @b@WEXAMPLES:@n if( find_skill( ch, climb ) > random( 13, 18 ) ) { if( find_skill( ch, sneak ) < 15 ) { ~ .~ 16 0 2 Find_stat~ .@CSYNTAX@n find_stat( char, stat ) @b@WPARAMETERS:@n char - Pointer to character to get skill value stat - Name of stat (str, wis, int, dex, con, level, align ) [ to find class was changed to class( ch ), race is race( ch ) ] @b@W@CDESCRIPTION@n:@n Retrieves char's stat value for the specified stat. For alignment, 0 == lawful good, 8 == chaotic evil. (see align_values) @b@WRETURNS:@n integer value of specified stat @b@WEXAMPLES:@n if( find_stat( ch, dex ) > 13 ) send_to_char( "Your pretty quick", ch ); @bSee also: class_values, align_values@n ~ .~ 0 0 19 Fire Newts~ .Brithbarad has been abustle about rumors of an underground cavern located somewhere north of the city. Several orcs have come home with fiery lacerations on their bodies, but they are silent about it and only curse their luck at not finding the treasures believed to have been there. Reports of strange, red lizards have been the talk of the town as well, and many believe these creatures responsible for an orc chieftain who was found dead from burning scars just outside the rumoured area. ~ .~ 0 0 1 Fire shield~ .A potent spell, recently arrived to the continent from distant lands. The target of this enchantment becomes engulfed in leaping flames of burning blue and white-hot amethyst. While he himself cannot feel the raging heat give off by this globe of crackling flame, those which try to do damage to his person must penetrate the flames in order to reach him. ~ .~ 0 0 1 Fireball~ .A potent spell which harnesses the unpredictable energies of magical fire. Some flint is used as a trigger for the spell. The spell creates a very small sphere of oscillating yellow-white which drifts almost lazily from the caster's fingertip. At a completing word of power, the sphere explodes. Some of the more powerful magi have been known to channel enough energy through the gate, that things are actually blown out of the room. ~ .~ 0 0 1 flame strike~ .More than just a more powerful version of fireball, this high level mage spell unleashes elemental fire upon its target. The mage draws in the power of his or her surroundings and unleashes that power in the form of a streak of white-hot flame which engulfs the victim. ~ .~ 0 0 12 Flee~ .@eSYNTAX@n flee : attempts to make you flee from current battle flee <direction> : attempts to flee from battle in a specified direction @eDESCRIPTION@n This command is very useful when you find that you are in a losing battle situation. You lose some experience points for fleeing with amount loss dependent on how powerful and badly hurt the foe is. However, the amount loss is usually minimal compared to the amount loss from death. So sometimes it may be better to flee to live to fight another day, rather than be brave and die today. NOTE: This command is not fail proof, and you may sometimes not be able to flee due to lack of movement points, being bashed, bad luck, or whatever. See also help wimpy and help pray. ~ .~ 0 0 1 float~ .This spell gives one the power to float an inch or two above the ground, often costing them less moves then ordinarily required. It is still possible to trip or fall over obstacles that are well above the surface. ~ .~ 16 0 0 Force~ .@CSYNTAX@n force <char> <command> @CDESCRIPTION@n force <char> <command> - Forces <char> to execute <command>, just as if they had typed it. ~ .~ 0 0 19 Forgotten Tombs~ .Long before cities were established, the races were barbaric and scattered across the realm. Some met and traded basic goods, but others were not even this advanced. Nearly all of these peoples lived in tribes and clans. One such clan was the Clan of the Wolf, who took shelter in caverns and hunted for their food. What is known about this clan of primitive humans has only recently been discovered. By sheer chance, the caverns they resided in have been discovered and partly explored. Found just north of the present day city of Chiiron, the secrets remaining within the Wolf Clan's caverns and tombs are currently unknown. ~ .~ 0 0 12 Fourth Attack~ .Only Rangers, Paladins, Monks, and Warriors can reach this level of skill. It allows for the possibility of another attack per round. Finding a teacher for this skill is difficult. ~ .~ 16 0 1 Freeze~ . The older sibling of the @b@Bchilling touch@n spell, freeze acts upon but a single target. It does, however, inflict a great deal of bitterly-cold damage upon the unfortunate victim. ~ .~ 16 0 0 freeze_cmd~ .@CSYNTAX@n @gfreeze@n <char> : Disables/enables a character's ability to play. @CDESCRIPTION@n Using the freeze command disables any input from the player's keyboard. This is a command used for primarily bad little mortals who go psycho, but it can also be used when people don't stop emoting during weddings. Caer was very fond of this. Use this command very sparingly. ~ .~ 0 0 12 Frenzy~ .It is not uncommon in the heat of a battle, when a warrior has voluntarily gone berserk, to suddenly go into an additional moment of frenzy, doing even more damage to their foe. ~ .~ 0 0 7 Freylia~ .@WName:@n @YFreylia Lightfoot@n @WAlignment:@n @YNeutral Good@n @WSymbol:@n @YWhite rose etched into a blood-red shield.@n @WWorshippers:@n @YHalflings and those who enjoy festivals.@n @WAppearance:@n @YA muscular female halfling with braided snow-white hair and a red rose tattoo on her brow.@n @W-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-@n Freylia is the the patron diety of halflings and when she visits them she appears in the form of a muscular female with braided snow-white hair. Her domain is that of festivals and parties which halflings enjoy more than than any other race in the realms. Although being the goddess of festivals Freylia is also the halfling diety of battle and courage. Many a foe has made the mistake of thinking Freylia is a frail being and paid the ultimate price, for when she is angered, her wrath is devastating. Most of the time though Freylia enjoys frolicking amidst her people and has been known to make her presence known by throwing wild parties which tend to last several days long. Those who worship the goddess are known to pay tribute in her home temple in Shadybrook by offering large quantities of tarts and other fine pastries. Those whom come to her for battle prayers bring their weapons and many a halfling has said to have left with a masterfully crafted shield bearing her mark. Although Freylia is the patron to halflings she welcomes all races with open arms except for those whom walk the path of evil, who she views as nothing more than destructive peons whom will eventually fight themselves to extinction. ~ .~ 16 0 2 Functions~ .The functions command displays a list of all functions available. Help on individual functions can be gotten as well. If you are unable to get help on a function due to a name conflict with other help files, tack a '(' character on the end of the function name, for example to get help on the attack function type "help attack(". @bINDENTING@n To automatically indent code, type '<code> indent' where code is the type of coding you are working on. For example, 'acode indent', 'mpcode indent', etc. NOTE: Indenting will not work unless the code is spaced correctly, and all {}'s are in the proper place. Loops and if statements are particularly choosy about this. Statements not found with the function command: @b@Wcontinue;@n Stops execution of code and allows parser to continue evaluating the command line. Note that by default, an action over-rides the command processor, so if you want (for instance) a leaving trigger to allow the triggerer to leave, you must use continue;, otherwise they will stay put. @b@Wend;@n Stops execution of code. @b@Wif( expression ) { < statment(s) > }@n @b@Welse { <statment(s) > }@n If expression evaluates to TRUE (non-zero), the statement (no {}'s) or statements (needs {}'s) are executed. Else statment (no {}'s) or statements (needs {}'s) are executed. @b@W!@n The ! symbol can be used to invert the expression (i.e. 0 becomes 1 or non-zero becomes 0 as in if( !rflag( reset0, room ) )). @b@W==@n is equal to @b@W!=@n is NOT equal to @b@W>@n is greater than @b@W>=@n is greater than or equal to @b@W<@n is less than @b@W<=@n is less than or equal to @b@Wloop( macro ) { < statement(s) > }@n See "help loop(". @CAlso see help AND, OR. ~ .~ 0 0 8 fyi~ .As a player, you are responsible for your own actions and your own account. If you give your password out or share your account with someone else and they cuase trouble and get your account banned, then it is as much your fault as theirs. You will be held just as accountable as they are. You are responsible for following the @Cpolicies@n. You are also responsible for keeping up with the changes of the mud. Look before you leap. All major/important changes are posted on either the @Cmotd@n, which you see on log in or can read through help, or on the @Cannouncements noteboard@n. If you charge into combat, only to find some command vital to your success has changed, odds are it was posted and there will be no reimbursements of death for it. The exception to this rule is mobs. Sometimes (rarely) a mob may change a little. If it is found that a mob is extremely susceptable to some new skill, they may be granted something to compensate. It is always a good idea to @Cconsider@n a mob before attacking it. Look before you leap. See also: help policies. ~ .~ 0 0 0 Game_Wizlocked~ .>>> >>> TFE closed to players. >>> ~ .~ 0 0 3 Gamedesc_1~ . W E L C O M E ------------- This game is a role-playing adventure. In it, you will experience many joys, adventures, perils, and quite possibly face death. We have worked hard to convey to you our image of this world, and ask that in your decision to join it you take a few things into consideration. First, in this world, it behooves you to chose a character style and follow it throughout your lifespan - people do not recognize you by name, and must therefore become familiar with your style of speech and manner of of actions. The setting of this game is a parallel universe to ours in a time equivalent to our Dark Ages. Second, we emphasize realism in this game. This means that times are quite tough for all players. There are thieves and murderers, corrupt guards and officials, and demonic cults. By the same token, however, there are an equal number of valiant knights and their vassals, holy clerics, and wise mages. Beware to treat all in such a manner that you wish to be treated, and do not be gracious with trust - trust should be earned, not given. ~ .~ 0 0 3 Gamedesc_2~ .Third, we have a policy which states that the immortals of this mud shall not interfere in player disputes. Should you and a fellow player find yourselves at odds, then find an appropriate means to deal with it. Ask a passerby to moderate your discussion, ignore each other, have it out in battle, start a war between your clans, etc. Perhaps you may even wish to pray to your chosen deity for guidance. Fourth, much adventure lies in the completion of campaigns. You will be required to complete numerous campaigns throughout your lifespan here. It is our policy that players not share information regarding campaigns with other players. We actively enforce this by modifying campaigns on a per- character basis, so that no two campaigns are ever exactly the same. Additionally, we are working on an extensive faction system, whereby players are brought into the game belonging to no faction, and may be recruited into a faction once playing. The factions will have a loosely defined power structure which will will be as volatile as the members of the faction. It is not uncommon for a faction leader to be unseated by a an underling, nor is it unheard of to find that two factions have merged to become more powerful. Factions are both tools of strategic importance and means of safety for their members. Take great care in your decisions. ~ .~ 0 0 8 gates~ .@C@bSYNTAX@n pull lever - Will usually open a city gate for you from the inside. knock gate - Will usually open a city gate for you from the outside. @C@bDESCRIPTION@n Some city entrances may vary. When in doubt, read the room descriptions, or examine the items in the room to figure out the syntax for opening doors, gates, items, hidden entrances and etc. ~ .~ 16 0 2 get_size~ .@C@bSYNTAX@n get_size( character ) PARAMETERS: character - pointer to person whose size is being checked @C@bDESCRIPTION@n returns a value for the character's size. Useful for making small holes and such, that allow only sprites or rats through, etc. size values are as follows: Ant - 0 Rat - 1 Dog - 2 Gnome - 3 Human - 4 Ogre - 5 Horse - 6 Giant - 7 Elephant - 8 Dinosaur - 9 EXAMPLES: if( get_size( ch ) < 6 ) // checks to see if character is smaller than a horse. If so, procede with plans. ~ .~ 0 0 1 gift of tongues~ .This spell enables the person it is cast upon to understand and speak in all the languages used by mortals who populate this realm. High-level clerics are able to cast it upon themselves in order to better spread the word of their god amongst their followers; others may occasionally find an item to help them temporarily communicate with others. ~ .~ 0 0 19 Glory Hole Mine~ .@I Stories are often told of a great mine that yielded vast quantities of gems and other wealth to the gnomes. The mine was called the Glory Hole, and for centuries it brought great wealth to the gnomes of Orlumber. The gnomes delved deep into the earth in search of wealth, and it seemed to some that the Glory Hole would never run out of riches. A steady stream of gems and precious metals came from the mine. @I Some tales say that something sinister happened in the mine, that the gnomes came upon and loosed a great evil deep within the bowels of the earth. Others merely say that the mine stopped producing and was abandoned. The truth may never be known. ~ .~ 0 0 10 gnomes~ .@GAverage Statistics for Gnomes@n Height: males about 3'6" - 4'6" females about 3'4" - 4'4" Hair: most commonly darker shades of black or brown though shades of blond and grey are not unheard of. A dusky red is, at best, quite rare. Eyes: Brown, Blue, Green, Grey (usually dark) and black. large pupils centered in large irises surrounded by white. Affiliation: gnomes are a light race. Appearance: Gnomes are shorter than humans, typically more slender than halflings, and less broad than a dwarf. Though gnomish skin tones run through all normal human ranges, they tend more frequently toward duskier hues. Gnomes frequently have large facial features that stand out by human standards. Large noses or ears and, of course, their big eyes, making them look a bit unusual by human standards. Gnomes are typically not what a human would term cute, though there are plenty of gnomes that do look very much like simple, short humans. @GOptional Advice on Role Playing a Gnome@n Gnomes are considered to be small, industrious workers and are known to produce excellent spell-casters. In temperament they are indeed industrious as well as curious. They tend to have an innate curiosity about how things work and want to disassemble, study and reassemble anything that can be taken apart, fixed or improved. It is this curiosity, coupled with their tendency to study the most minute details to death, that has lead to the fame of many a gnome wizard or inventor. Gnomes are most comfortable living in an underground city or burrow, or in a small home on a rolling hill in some bucolic country setting. In the past, most gnomes lived around their great underground city of Orlumber and conducted trade with humans in both Pennan and Narak and the dwarves of Kha-da. Since the destruction of Orlumber by vyans the gnomes have moved to wherever the manage to feel comfortable. @yRacial Relations:@n Sharing a number of traits with them, gnomes tend to get along best with dwarves and mix well in settings suited to both races, though not without the occasional misunderstanding or cross-cultural problem. To gnomes, the elves are a complete mystery. Elven behavior is considered inexplicable, mystifying and frustrating to most gnomes. Their most redeeming quality is the fact that they typically serve the light, and thus, oppose those races that most often like to prey on gnomes. Gnomes have an even less positive contact with vyans, the dark elves, who in past times have appeared out of nowhere to ravage and destroy the works of the gnomes (including Orlumber). Orcs, ogres, trolls and goblins come just behind vyans on the gnomes' list of least favorite peoples. Gnomes have a particular distaste for goblins and categorically deny all claims that there is any similarity between the two races. Much like elves, gnomes are hard-pressed to understand the motives of lizardfolk thus the dealings between the two races are infrequent and cautious. Having insinuated themselves into human culture, gnomes have managed to come to an easy peace with most humans and deal well with them. After all, humans travel wide and far and often manage to bring back information and interesting things that gnomes just love to study. ~ .~ 0 0 19 Gnomish Picnic~ .A family of peaceful gnomes is out for for a nice picnic. They've brought their blanket and everything. It's a beautiful day. But the children have started to wander out of control... ~ .~ 0 0 10 Goblins~ .@GAverage Statistics for Goblins@n Height: males and females about 3'6" - 4'4" Hair: Not all goblins have hair, in fact, many have none at all. When they do have hair it is usually black or brown and is usually caked in muck and filth. Goblins have no facial hair. Eyes: Like most of the dark races, goblins have eyes that are usually black and beady, though some have turned up with shades of dark brown, reddish brown, or a muddy-amber color. The iris extends to the edge of the eye with a pupil that dilates between a pinprick in size to large circle as lighting permits. Affiliation: goblins are a dark race. Appearance: goblins have wrinkled, carggy skin or smooth, greasy skin in colors of greens and browns or patchy/mottled earth tone mixes. Though they have fewer warts and protuberances than orcs, ogres and trolls, they are not completely free of them as a race. Goblins tend to have sharp teeth, though they are small and would not be called fangs by any stretch of the imagination. @GOptional Advice on Role Playing a Goblin@n Goblins are a tough and wily breed known for their extreme tolerance of situations that would drive out most other races. Their resistance to disease and infection as well as their tendency to reproduce in great numbers make them about as impossible to be rid of as cockroaches. Most often the truth of the matter is that the larger races goblins hang around are better at digging out tunnels and caves and cast off more than ample resources to provide goblins with all they need to survive. Unfortunately for the larger races this means that the goblins also have free time to explore and be a general nuisance. Goblins really could care less about wasting time on hygiene and actually enjoy the feel of cool, slimy muck squishing between toes, fingers and any other joint. Their greatest joys in life are exploring everywhere, everything, and gathering as many things as they can. To most other races this comes across as intrusion and theft, however, the goblins seem to be one of the few peoples who truly understand and are happy with the rule stating that possession is 9/10ths of the law. Though goblins have pervaded everywhere there are generally only two varieties to be found. The more common is the typical small, smelly green goblin. The rarer white goblin is found only in the northern Cairn mountains and have a tendency to be a bit larger and more organized than their smaller cousins. Though more organized, the white goblins seem to be more like small orcs and tend to make poor spell casters. Of the two varieties, green goblins tend to make the better thieves and explorers while white goblins tend to make better warriors and know how to dig in and occupy an area. @yRacial Relations:@n Goblins are a very communal people and love to chatter away at each other, though much of the conversation usually consists of "mine, mine, mine!" Trolls and ogres are considered dangerous and insufferable because they tend to use their superior size and strength to boss around the goblins. The only thing that makes being near them tolerable is the sheer amount of useful goods they leave just lying around or cast off. Orcs as bad as ogres and trolls, only what they lack in comparative strength they make up for in organization and intellect. Fortunately any goblin can point out just why goblins are still the superior intelligence of the four races. Goblins will avoid dwarves when possible due to a long-standing dwarven crusade to destroy all goblins. Unfortunately they are all too good at that task as goblins have learned. Dwarves are the goblins most hated of all races and any jab they can inflict on the race is worth getting in. Elves are almost as bad as dwarves, though if it has been amply demonstrated that if you leave them alone they will usually leave you alone. Vyans are an odd lot and, for those interested in attempting to wheedle it out of them, are an excellent source one can learn magic from. Everything an elf could be is brought forth in what the vyans are. Unfortunately it also comes at the price of more insufferably bullying, and with their swords and magic the vyans are quick to back up any threats. Still, they make excellent allies. Gnomes, strangely, are a puzzle to goblins who figure that somehow the races must be related, with gnomes the lesser relation in need of goblin help, of course. Why gnomes can't seem to learn to take orders and continue to associate with races like dwarves is a source of constant frustration to the goblins who would desperately like a new ally (or, better yet, someone they could actually bully around). Humans are a source of never-ending amazement, so long as you don't hang out with the goody-goody ones that just want to kill you. They build dwellings almost everywhere, travel more than any other race and return with so many neat things for goblins to appropriate. Not to mention they make the most amusing faces when they are forced to deal with goblins. Halflings, as far as goblins are concerned, are just another race of humans only shorter and more likely to be easier to boss around. Unfortunately they aren't quite as productive when it comes to travelling and acquiring new things for goblins to appropriate. Ents are a bit of a mystery. They may look a bit like trolls but they are neither as blatantly hostile nor as pleasing to the eye. No slime, no warts, and their skin almost looks more like bark than the nice texture common to trolls. Fortunately they do have the most interesting responses when you uproot small plants or set larger ones on fire. ~ .~ 0 0 14 Gossip~ .@CSYNTAX@n @Ggossip@n <message> : send <message> to the global gossip chat channel @Ggossip@n : toggle the gossip channel on/off @CDESCRIPTION@n @IUse this channel for talking about mud related topics @bin character@n. Use of this channel also requires gossip points. It costs ten gossip points to gossip once. The points accumulate over time, and unuse of the gossip channel. To see how many gossip points your character has accumulated, type "score" (see @Ehelp score@n); the points are listed under Gsp_points . @BSee also@N: @Ehelp channels@n ~ .~ 512 0 0 Goto~ .@CSYNTAX@n goto <location> @CDESCRIPTION@n goto <location> - Go to <location>. <location> can be a room name, a room number, a player name or a mob name. (See `bamfin' and `bamfout' for more information.) ~ .~ 0 0 19 Graveyard of Castle Lag~ .(Isn't fully open butwill be) ~ .~ 262144 0 19 Great Ice Plain~ .Located deep within the bowels of the Dragonspires, it is rumored that great winged ice demons reside, led by a powerful ice priestess and an ice lord unmatched in battle prowess. ~ .~ 0 0 19 Great Snowy Plain~ .Located deep within the bowels of the Dragonspires, in an icy cavern riddled with frost, it is believed that powerful ice demons reside there. While only legend, many tell a strange tale of a dwarven army that attempted to destroy the foul beasts but failed; only one such dwarf is rumored to have survived. These demons, supposedly led by a powerful duo of sorcerors, have been recently 'sighted,' with some even venturing to believing the sightings as a warning of the prophecied 'Age of Frost.' ~ .~ 0 0 1 greater animation~ .Calling upon the casters greater understanding of life and death and the means by which corpses can be reanimated, this spell can be used to reanimate a corpse with even greater power. The corpses flesh will rot away leaving behind a grisly skeleton that will be harder to hit and more dangerous than its zombie counterpart. Like its lesser zombie form, it is slave to the caster's will, remains under the casters control only so long as his or her power infuses it, and it is unable to heal from its wounds. This is an evil spell, favored generally by those to whom involvement with the dead is no great moral quandary. All undead created in this fashion are chaotic evil. Infer what you will. ~ .~ 0 0 3 Greeting~ . ------------------------------------------------------------------------------- Thanks to Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. For many ideas and starting us down this twisting road of imagination. ------------------------------------------------------------------------------- _____ _ _____ _ _ _____ _ |_ _| |__ ___ | ___|__ _ __ ___ ___| |_( )___ | ____|__| | __ _ ___ | | | '_ \ / _ \ | |_ / _ \| '__/ _ \/ __| __|// __| | _| / _` |/ _` |/ _ \ | | | | | | __/ | _| (_) | | | __/\__ \ |_ \__ \ | |__| (_| | (_| | __/ |_| |_| |_|\___| |_| \___/|_| \___||___/\__| |___/ |_____\__,_|\__, |\___| |___/ [1] Account Menu [2] Start a new character [3] See feature list [4] Read Policies [5] DigitalNation [6] Help with Connection Problems --* Or enter the name of an already existing character. *-- ~ .~ 0 0 8 Group~ .@C@bSYNTAX@n @Ggroup@n <player> : add/remove <player> to current group @Ggroup@n all : groups everyone following you @Ggroup@n : display the group you are in @C@bDESCRIPTION@n @ITo add a player to your group have them @bfollow@n you then @bgroup@n <player>. When in a group you share xp with the other members of the group, also when you have the @bauto_assist option@n on you will automaticly assist those in your group in battle. ~ .~ 0 0 1 group serious~ .After many years of healing the hurt, clerics and paladins become more proficient at their task, and find themselves able to heal more then one person at a time. Please note that the same restrictions regarding healing those of other alignments apply to this as for one-on-one healing spells. ~ .~ 0 0 0 Gsp_points~ .Gossip points are a method to limit the amount a player uses the global channels. The desire for this is due to some players having a tendency to be rather loquacious if not somehow muffled. A player begins the game with a small amount which slowly increases to a maximum of 1000 with time. Using chat or OOC costs 1 gossip point, gossip requires 10 and shout requires 500. Minor swearing invokes a penalty of 50 gossip points. The number of gossip points your character has is displayed on score. See also: chat, gossip, shout, ooc ~ .~ 0 0 14 Gtell~ .@C@bSYNTAX@n gtell <message> : tell <message> to all members of your group gtell : list last five gtells you have received @C@bDESCRIPTION@n Gtell, or "group tell", functions much the same as the conventional @btell@n command, with the general exception that the message is shared with everyone in your group. ~ .~ 0 0 12 Guard~ . This skill lets those with advanced fighting skills prevent damage from attacks by 'guarding' themselves. Much like parry, this skill is automatic. ~ .~ 16 0 4 Guidelines~ .A list of basic guidelines and proper form for building: @bRoom Names@n - Are similar to titles and should be capitalized as such. @bRbugs@n - Use these. If you no_mob a room, make it safe, or set an unusual rflag, add a permanent rbug. It saves time later in case of problems. @bMob treasure/items@n - Mobs should have logical eq and treasure. A rabid dog, or a shambling mound should not reset with coins, for example. Think of what a mob would logically use, and not just what would be a 'neat' item, when doing resets. Helps the realism angle. @bArea Layout@n - Long and unrealistic strings of rooms are *bad*. Ideally, players ought to be able to move in all directions at all times. If you don't want to build something to the north, come up with a legitimate (or semi-legitimate, at least) reason why they cannot move in a direction - a rushing river, a steep cliff, a thick wall of brambles, *something*. In any case, avoid long awkward paths - these will become deathtraps once pkill is in. @bAnachronisms@n - Anything which undermines the illusion of this world should be avoided. Cutsey jokes may be funny the first time, but after a while they lose their humor and just detract from the roleplaying environment. Jokes that are in-character are better than good, but comments about real life are out of place and time and therefore inappropriate. @bItem Resets@n - Do not reset items of any significant value on the floor of rooms. Even if guarded, eventually someone will be able to kill the mob, quit, wait for repop, and repeat the process over and over to get multiples of the item. @bOriginality@n - No ripping off others' ideas. Period. We want all original ideas, and while we're operating within a genre which owes a lot to certain sources, let's not parrot back what's already been done. Be inspired by something, but take it somewhere new. 'Nuff said. @bShopkeepers@n - These should be HIGH level, and have a summon function with at least a 50% chance of summon each turn. They should be able to see invisible, detect hidden, and be resistant to poison and sleep in order to foil players' constant attempts at larceny. Armor shops should not reset above studded leather, with the exception of banded armor in Kha-Da, and weapons shops' stocks should be comprised of bronze weapons, with a few bits of iron and NO steel or + weapons. This is an adventure game, not an excursion to the mall. Good items should be rare and found in out-of-the way places, thereby giving incentive for players to explore and take risks to get them. @bProprietary Items@n - Certain items can only be found in certain places in certain areas, and players have to go on a mini-search for them. Be careful not to reset such items elsewhere. Before you reset an item, make sure you know where else it is found, and whether your reset would undercut a previously designed area. When in doubt, post on the imm board. @bRepair levels@n - set these on items. Make them > 3 unless you want players repairing the item once the repair skill is implemented. ~ .~ 0 0 8 Guilds~ .The Forest's Edge has no guilds per se. Instead any mob can be a teacher of any skill. Most skills are taught by shopkeepers and a few dedicated trainers. To see if any mob in the room can teach any skills to you type @hprac@n. If there is a trainer in the room you will be told there is nothing they can teach you or will be given a list of what they can teach you and how much everything costs. See also: @hhelp prac@n @hhelp abil@n ~ .~ 0 0 6 Haggle~ .The art of buying and trading. With this skill you can talk item prices down in shops, or get more for items you bring in to sell. A must-have for any thief worth his coin. This skill is automatic. ~ .~ 0 0 10 Halflings~ .@GAverage Statistics for Halflings@n Height: males about 3'2" - 4' females about 3'2" - 3'10" Hair: Mostly shades of brown, some blond or red, rarely black. Facial hair is rare at best. Eyes: Tending towards all natural human shades. Affiliation: Halflings are a light race. Appearance: Halflings look quite like human children until they reach maturity. They do develop wrinkles, graying hair and other human attributes, only they retain their shorter stature. Halflings most often develop a stout build, some say due to the minimum of 5 meals a day they tend to enjoy as opposed to the 3 a day most other races attend. For those with prior role playing experience; halflings are not hobbits. We aren't going to ban you for having hairy feet, but realize, it is not the norm. @GOptional Advice on Role Playing a Halfling@n Halflings are typically good natured, care-free folk who are more interested in settling down and enjoying life rather than adventuring. Since the idea of the game is to adventure, this means you are most probably playing a halfling that is not quite that normal. A normal "adventuring" halfling is one who still values the good things in life: good meals, good company, and cheerful surroundings. Halflings are so steeped in the realm of light and goodness (they can be no alignment but good) that they tend to brighten any place they can go with a desire to bring simple goodness with them. The ideal adventure for your typical non-adventuring halfling would be settingling down with friends in a nice tavern to tell tales and discuss adventures while sharing food and drink. Your average adventuring halfling, while finding the same pursuit equally exciting, tends to want to go see these places for themselves as well as talk about them. @yRacial Relations:@n Halflings, though typically shy around non-halflings, are found quite frequently among dwarven and human settlements having insinuated themselves quite merrily into both cultures. Halflings tend to view elves with some awe, seeing in them their goodness and ethereal beauty. The fact that elves treat halflings as cheerful little icons of goodness doesn't hurt either. Gnomes are viewed as distant cousins as many of the same living environments have been shared over time and few quarrels have resulted over it. Halflings detest goblins and orcs, the former race being nothing more than a disruptive nuisance and the latter treating them no better than they tend to treat goblin slaves. Confrontations between these races tends to be short and bloody. Ogres tend to avoid halflings as the small race tends to annoy the large, slow ogres. Halflings tend to avoid trolls, as they look like a nice feast to most trolls. Lizardfolk are viewed with as a curiosity, halflings having rare contact with them and no basis for understanding the culture at all. ~ .~ 0 0 1 Hallucinate~ .Quite the nasty spell to use on your enemies. The victim of such spell sees things with an aura of life different from one moment to the next. One second he'll think you're an elf, and the next he'll be thinking you're a treant, and the like. Things get very confusing very fast. ~ .~ 0 0 19 Hark's Finger~ .A solitary rock finger reaches high into the sky, piercing the rolling green skyline of the Vaasa. This ancient place of power, know as Hark's Finger to the Llewyrr, has become the home of a band of stone giants who occasionally roam the woods nearby capturing the unwary. The stench of death and the carnage of slaughter, both animal and sentient beings, litters the ground near the home of these vicious giants. Should you happen upon their lair alone, you would be wise to retreat as fast as possible lest they add you to their stew pots. ~ .~ 0 0 1 Harm~ .This damaging spell is a more powerful version of the cause spells, but less powerful then the slay spell. ~ .~ 16 0 2 Has_obj~ .@CSYNTAX@n has_obj( onum, char ) @b@WPARAMETERS:@n onum - Integer vnum of object to test for char - Pointer to character to test @b@W@CDESCRIPTION@n:@n Checks character to see if they are holding/wearing object. @b@WRETURNS:@n Pointer to object, if they have it NULL if they dont @b@WEXAMPLES:@n if( has_obj( 23, ch ) ) { // TRUE if they have object #23 junk_obj( has_obj( 47, ch ) ); // removes obj #47 from char if has it ~ .~ 16 0 2 Has_quest~ .See "help quest_functions". ~ .~ 0 0 1 haste~ .Haste is a very powerful mage spell which causes the mage to complete actions more quickly then normal. A mage can only cast this spell on themself; they will be able to cast spells more quickly in battle as well as hit their opponent. ~ .~ 0 0 1 hawks view~ .After spending much time in the wilderness, rangers oft become accustomed to the ways of the animals and beasts within. By means of this spell, rangers are able to unite their consciousness for the briefest of moments with a hawk to search the land for a person while the hawk searches for its prey. ~ .~ 1024 0 16 Hdesc~ .@C@bSyntax@n This command uses the standard editor - type help @Eeditor@n for more information. @C@bDESCRIPTION@n @I Hdesc is the command to edit help files. When editting you should follow the standard format - see help appearance or help custom for examples. See also: hedit, hset, index ~ .~ 0 0 1 Heal~ .Pinnacle of a cleric's early career, this spell heals great amounts of damage. By calling of the power of the cleric's god or gods, the cleric can, with the aid of water blessed by a deity, channel the power of those deity or deities through himself, healing himself or an ally. ~ .~ 16 0 2 Heal_function~ .@CSYNTAX@n heal( char, amount ) @b@WPARAMETERS:@n char - Pointer to character to heal amount - Integer number of hit points to restore @b@W@CDESCRIPTION@n:@n Restores amount hit points to character char. Will never increase their total to more than their max. @b@WRETURNS:@n none @b@WEXAMPLES:@n heal( ch, 20 ); // restores 20 hp's to ch heal( ch, 3d3+2 ); // restores 3d3+2 hp's to ch ~ .~ 1024 0 16 Hedit~ .@C@bSYNTAX@n hedit hedit delete # hedit new <subject> hedit <subject> @C@bDESCRIPTION@n This is the command to create and delete help subjects. It also allows you to specify which help hdesc acts on. To set level on a help catagory see help hset. See also: hbug, hdesc, hset, index ~ .~ 0 0 8 Help~ .@CSYNTAX@n help <topic_name> @CDESCRIPTION@n help <topic_name> - This will print out an information file for the given topic. The following is some information which will help you understand the format the help files are written in: When you see the "#" symbol, insert a number in its place. When you see an item in "<>", do not type the characters "<>", but insert a word or item in its plce. i.e. <topic_name> is asking you type in a word like language or race. Anything not in "<>" or the "#" should be typed literally. i.e. "#-#" should be typed as 1-3. PC is short for player character NPC is short for non-player character The "|" symbol represents the word "or" i.e. <object|PC|mob> is asking you to insert the name of an object, a PC or a mob. ~ .~ 0 0 0 Herbal reagents~ .This information is free for all Imms to use when working on charms and/or spells. Everything contained here is based upon traditional uses of these reagents. @CBASIC USES@n amaranth (cockscomb) - repair a broken heart apples - healing and love basil - love, wealth, protection bay - wisdom, protection, psychic powers birch - cleansing carnation - protection and healing catnip - cat magic =) cedar - purification and healing cinnamon - spirituality, healing, cleansing clove - money, protection, cleansing clover - money, love, luck cornflower - psychism garlic - protection and healing ginger - money, success, power holly - dream magick and balance iris - wisdom ivy - protection and healing lilac - protection, beauty, love margold - dreams, business or legal affairs marjoram - protection, love, healing mint - money, luck, travel mistletoe - protection, fertility, healing, psychism orris root - divination rose - love, psychic, power, divination rosemary - love, power, healing, sleep sage - protection and wisdom thyme - healing and psychic powers willow - love and divination ~ .~ 0 0 17 Hide~ .You have to actively try to hide. If you succeed, you will remain hidden from normal visual senses. Even if you leave the room, ppl will only be able to hear you leave. You need to type it again to stop doing it. ~ .~ 0 0 8 high score~ .@C@bSYNTAX@n high : displays the high score list high # : displays the high score list starting with that # high <class> : sorts by class high <race> : sorts by race high <class> <race> : sorts by class and race @C@bDESCRIPTION@n The high score list allows you to compare your level of experience with other players. The command displays two columns of lists. On the left, the top ten characters in the entire mud will be listed, while the right column displays your current position and the players nearest your level of experience. Entering "high #" will have the list start at that number. It will display that number and the next 19 characters in order of experience. Any players who have the @bincognito@n option set appear as ??? in the lists, thereby preserving their anonymity. ~ .~ 0 0 19 Hill Giants Cave~ .@C@bDESCRIPTION@n @IThe folks of Kha-da and its out lying settlements have lately been troubled by marauding giants. Huge, brown-haired hill giants, dressed only in loincloths, ambush caravans, plunder small villages and generally destroy things. The dwarves are massing to destroy them, though, so far, their efforts have had minimal affect; the giants simply retreat to their lair and close the massive boulder behind them. Many treasure-hunting thieves have ventured into the lair after the spoils of the raiding giants, though none has ever returned to tell the tale. ~ .~ 0 0 19 Hills of Pennan~ .Around the Greened Way west of Pennan lies many hills that overlook the verdant valley of Pennan. Rich with wildlife, this area also provides fertile ground for domesticated animals to feed upon. The region is also famous for legendary monsters as well as wandering thieves and cutthroats. Hobgoblin Outpost (Level 15): Somewhere off the end of the Greened Way lies a once abandoned guard outpost, now taken over by a fiercely xenophobic tribe of hobgoblins. Larger than their cousins, the goblins, these creatures are about similar in height to humans but are considerably heavier. Not known to raid towns, the hobgoblins are, however, famous for their cruelty and torture of those unfortunate enough to stumble into their lair. Those who consider venturing into the outpost are advised to proceed with caution as the hobgoblins boast very capable warriors, as well as magical aid from their incantrix. The Silent Pines (Level 15): South of the Greened Way lies a thick cluster of pine trees. Tales of great danger and mystery surround this area, which some say is draped with gauze-like webs. Those who have explored this region swear that the pines themselves are sentient and resentful towards intruders. The Chamber of the Aspects (Level 40): Deep within the northern parts of the Pennan hills lies a place of great mystery and secrets. Tales from adventurous wanderers claim that great powers roam beyond a dark and sinister cavern. They also claim that some devout followers of a strange religion reside within, fiercely guarding those powers. ~ .~ 0 0 1 Holy wrath~ .Holy wrath incites a character into a righteous rage increasing their ability to inflict damage on their enemies. The caster can only successfully incite someone who is of the same alignment. The skill level of the caster determines the duration, and might later determine the strength. ~ .~ 16 0 0 Holylight~ .@CSYNTAX@n holylight @CDESCRIPTION@n holylight - This toggles on and off holylight mode. Holylight lets you see invisible and hidden objects. ~ .~ 0 0 8 Homepage~ .@CSYNTAX@n homepage <url> @CDESCRIPTION@n The homepage command is used to change the URL of your homepage as displayed using the WHOIS command. Example: homepage http://www.whatever.com/mypage/ To clear the homepage field from whois, you can type "homepage none." ~ .~ 1024 0 16 hset~ .@C@bSYNTAX@n hset level <flag> : sets perm flags to allow reading of file hset name <name> : changes name of help file hset cat <cat> : sets category for index command @C@bDESCRIPTION@n See also: hbug, hdesc, hedit, index ~ .~ 0 0 10 Humans~ .@GAverage Statistics for Humans@n (on ForestsEdge) Humans are the benchmark by which all other races are measured so that we, the players, might have a means of comprehending the fantasy cultures that should be so alien to us. Height: males about 5'2"-6' females about 5'-5'10" Hair: Ranging in colors primarily of blond, brown, black and red. (rarely white or gray unless elderly) Eyes: Brown, Blue, Green or (rarely) Gray iris White around the iris. Affiliation: light or dark based on alignment / how you role-play it. Appearance: Humans on TFE look and act just like you and I would if we lived in a fantasy realm wherein also lived fantastic creatures, magic, and danger all wrapped in the cocoon of a more-or-less medieval setting. @GOptional Advice for Role Playing a Human@n This is basically the essence of role playing in a nutshell. You created your character, gave them form with statistics (the numbers that define your strength and wisdom, dexterity and heartiness), and determined what your occupation in this life will be. Now it is time to breathe life into this character. Not just by stepping forth and killing anything that gets in your way (though if you choose to do this is certainly your choice), but by figuring out what this persona you've created is like. Are they exactly like you? Or are they braver or more timid than you? What is their favorite food? What do they like to do when they aren't saving the world from the invading forces of darkness (or wreaking havoc upon the weak-minded fools if you are evil). Think of all these things and what your character would be like if you met them. Now try and portray these things by your actions and words. Want to impress someone with your role playing savvy? Don't just walk up and say "lets go kill some ants", unless of course you already know them and are in a hurry, rather consider what you might really do. If you ran into a total stranger in the real world dressed as a priest, would you greet him/her the same way you would greet a total stranger wearing a full military outfit? Would you just walk up to a complete stranger in a nun's habit and say "Hey, want to go shoot some hoops at the local gym"? (If you answered yes to either of these, you might wish to seek counseling). In most cases the answer should be no. Neither would most characters do that. How would you're character handle the situation? That's the basic essence of role playing. Create not just a character, but a personality to go with it. Then take that personality and play it. Do it consistently and you'll find situations begin to arise that you have to muddle through and you'll see your character evolving. Now, if you're just looking for a good hack-and-slash environment we can offer that too. Just head right out and find the nearest things to kill. I'd advise using the consider command frequently in either case. Its also a pretty bad idea to start killing townsfolk as the guards in town are a bit touchy about that sort of thing. @yRacial Relations:@n Humans have perhaps the greatest chance to meet and greet all the races as a race for they, among all the races present on TFE have the greatest variance of alignment and tendency to be good or evil. Humans get along best with halflings and gnomes having shared close living space with them for some time. Humans get along fairly well with dwarves and lizardfolk, though do not profess to understand them overly well as both other races are relatively secluded from the human perspective. Humans and elves only recently developed a stable relationship, having been at war off and on in the past. Many humans still distrust the elves owing to so many years of ambushes, raids, and general mistrust that developed throughout a war that very nearly destroyed the largest human settlement, Medienne. Throughout all this there have always been other humans willing to trust the elves for their ethereal beauty and grace that seems to set them above humans, even as others found these traits alien and frightening. Ents are considered a curiosity, sought by many as few are rarely seen. Soon after humans tend to lose interest in ents finding their slow, deliberate ways too drawn out for their tastes. Humans have peculiar dealings with orcs, with most contact between the races occurring through dealing of a very mercenary nature. Orcs aren't the most cohesive of races and humans have had to deal with dozens of various orc tribes whose only constant factor has been a tendency towards brutish strength and barbaric vulgarity from a human perspective. Despite these social faux pas, orcs have been considered both allies and enemies from time to time. Likewise, humans have had similar dealings with ogres. While ogres are typically considered more dangerous and more predictable only because you can only count on two things (that an ogre will be bigger than you are and more disagreeable) humans have, on occasion, hired ogres as guards or workers when their appetites for violence and food can be sated. Humans tend to avoid trolls and goblins, finding the former race too ready to eat humans regardless of how you handle them and the latter race too capricious and filthy to be trusted. In either case the races are best avoided or pushed elsewhere to let others deal with them. Vyans, primarily because they look so much like elves, are treated with the same cautiousness if at all. Typically only humans steeped in the darker aspects of evil culture have any dealing at all with vyans. Those humans that lean towards the light not only distrust the vyans for their elf-like appearance, but more so for the utter acts of evil purported to be their doings. ~ .~ 0 0 1 ice lance~ .By using this spell, a mage is able to direct a spear of ice directly at their foes' heart, creating a powerful weapon of damage for that attack. Its extreme power and swiftness to cast makes it an extremely potent weapon against some of the realm's strongest creatures. ~ .~ 0 0 1 Ice Storm~ . A powerful storm of freezing cold winds, snow, sleet and hail engulfs the area designated by the caster, causing great harm to all unlucky to be there. ~ .~ 16 0 16 Ideas~ .Bugs ---- Offhand Usage Hide/Sneak Steal Simple ------ Add a mimic flag Plague Contagious Gems as method of storing money No_Mob flags on doors Have food rot Reasonable ---------- Chairs, Beds, etc you can sleep, sit in Sort out metals, corroding, rusting, whatever Complex ------- Add method for mpcodes to use fire, electricity Redo Resets to include tables Throw oil at Guard Remort Traps and Thieves ~ .~ 16 0 1 Identify~ .With this spell you can divine and probe the enchantments (if there are any), upon an object. Many times it can accuratly define attributes of said object. It is not perfect though, and some ancient or very powerful magics may block this spell, or avoid the spell altogether. In this way, magic can be a royal pain in the butt. ~ .~ 0 0 8 identity~ .@C@bSYNTAX@n identity : gives a table of information about your character. @C@BDESCRIPTION@n Piety : roughly, the position of favor you hold with the gods. A more pious person is more likely to receive aid when in need of it. ~ .~ 0 0 14 Iflags~ .@C@bSYNTAX@n iflag : displays the settings of your iflags iflag <flag name> : turns a info sub-channel off iflag <flag name> <setting> : sets an iflag to a given level @C@bDESCRIPTION@n @I Iflags are a method to control how much information about various happens on the mud is conveyed to you. Iflags can range from level 0 to level 3 where level 0 is off and level 3 is most verbose. See also: message, info, options ~ .~ 0 0 1 Ignite Weapon~ .This potent mage spell will cause the target weapon to burst into flames. This will increase the damage inflicted by a weapon, but may adversely affect the weapon's condition, especially if it is made from a flammable material. ~ .~ 0 0 19 Iguana Lair~ .The villagers of Sos-Kul tell a fable of how the lizardman's town was once overrun by a kingdom of Iguanas. In an effort to take their village back, the lizardmen warred for years with the Iguanas until the Iguana monarchy was driven into the K'ssk swamp. Rumor has it that the Iguanas might have settled to the south of Sos-Kul where they were driven. ~ .~ 0 0 0 Imm Policies~ .@bCommon Sense@n If you are reading this, you should know intuitively what you should and should not do. No dispensing of untoward favors, giving out items, information, using your immortal status to help others, etc. If you have a question about whether you may or may not do something *ask beforehand*. @bPlayer Assistance@n Player assistance is only to be give by Imms level 94 and over. Imms below 94 should keep player interaction at a minimum, and try to remain invis to players. Apprentices (level 92) should always remain invisible, and should have no interaction save in emergency situations. Those qualified to do approvals may do so should no avatars be present. Player assistance is only allowed for players at or lower than level 2. The types of assistance you may give are giving food or drink when they are starving or thirsty, removing the plague, sending them to a safe town if they have locked themselves in a very aggressive area, etc. You may NOT load equipment for the player or give him items other than the basic necessities for his problem. @bPlayer Reimbursement@n Player reimbursement can only be given by Imms level 93 or higher. No reimbursments may be given to players whom an imm knows in real life. Player reimbursements are only given if they lost their equipment directly due to a MUD bug. They will only be reimbursed for equipment in their backup files. Backups are made every couple days, so they could have lost equipment that they gained in the last day or two. At the same time, they might gain equipment that broke in battle, etc. We do not reimburse due to crashes or lag. Equipment on corpses 'created' immediately before crashes will reappear on the body when the mud returns. @bPlayer Renaming@n All imms and avatars may politely ask players to change their names. If a player insists on keeping it, only a level 93 or higher may force him to change it. Players are asked to pick names that fit both their character and the medieval time period. If the player's name does not meet these requirements, we will politely ask them to pick a more fitting name. If a player is below level 3, only insist that they change the name if it is extremely offensive or inappropriate. i.e. Dickhead or Mickey Mouse Otherwise, let the player experience the mud for a couple of levels. If he stays to level 3, then politely ask him to change his name. The same type of interaction applies to interactions regarding player approvals. Players who are not responsive to avatar requests should be referred to a high level immortal. @bPenalties@n Penalties for violation of policies are as follows: 1st time: warning, level loss, possible purge 2nd time: automatic level loss, possible purge 3rd time: automatic purge Punishment is at the discretion of the senior Imms. @bImmortal Identities@n If you play a mortal, keep things separate. Do @bNOT@n give out your identity, and let players find out that character X is played by an immortal. Fairness is critical for the mud, and any appearance of favoritism or impropriety is damaging. Extremely so. This cannot be emphasized too much. (Also remember that you are an imm first now and a player second.) @bArea Design@n Before an area can be created, it must be approved by Merior. Please send her a description of the area, why it exists, what types of mobs will be there, etc. If it doesn't have a rationale don't waste your time building. Themes are important. @bArea Opening@n Before an area can be opened it must be checked by at least one other . Send a request for review to Merior and Starshine. It may not be opened until both have given you permission. @bPlayer Interaction@n As previously stated, apprentices (level 92's) do not exist as far as players are concerned. All other imms may be visible at their own discretion. They are expected to be courteous to all mortals, but should provide no assistance other then that described above. Immortals should not load ANY items for mortals, no matter how innocuous, except during bug reimbursements as described above. Immortals obviously should not join clans or participate in other mortal activities. Participation in OOC activities should be limited to keep immortals from seeming too mortal. This type of interaction, of course, may be done by mortal alternates. @bImmortal Knowledge@n Immortals are expected not to use their powers to gain knowledge useful in day-to-day playing. Area authors are expected not to take leadership roles in groups in their own areas, so as not to reveal any secrets. Those immortals who, through the course of routine work, become privy to information not available to players, are required to keep this to themselves. Those abusing their powers will be dealt with by Greyclaw and/or Merior. ~ .~ 16 0 0 Imm_Requests~ .Xanth/Temp Ceris Mantispid Norcimo ~ .~ 16 0 0 immfyi~ .A list of really odd querries that come up and their answers: (this'll expand over time as more come up) When lowering people's gossip points for chating stats, do they see they lost points? no, nor do they see who lowered it. Cflags 68 and 69 can be used as temporary cflags to prevent characters from leaving or sleeping once a task is started. Techincally, you can use either flag or either (or both) tasks, but they are worded in help cflag as they are for those people who need the structuring to help understand it. ~ .~ 16 0 0 Immortals~ .List of Immortals and E-mail Addresses ---- -- --------- --- ------ --------- Object - elitman@@nxstep.com Greyclaw - abutton@@umich.edu Phule - sdb@@purdue.edu Talis - talisariande@@geocities.com Merior - usbg@@clark.net Caer -- MUDmail her for it. Orb -- laurie@@deceased.net Fenlyn -- BradK@@Bayou.UH.EDU Florian -- st5b3@@Bayou.UH.EDU Rue -- matt@@cruelty.com Sign -- sltyd@@cc.usu.edu Terek -- storme@@mindspring.com Olah -- qan5y@@avery.med.virginia.edu Adakar -- schaillou@@yahoo.com Nivel - bwiley@@expert.cc.purdue.edu Khisanth -- jennifer.toth@@ihs-inc.com Jimbalaya -- sneaky@@wwa.com ~ .~ 16 0 0 Immquests~ .HOW TO MAKE GOOD QUESTS A.) A Bill of Player's Rights Perhaps the most important point about designing quests is to think as a player and not as a designer, the least a playerdeserves is: a1) Not to be killed without warning a2)Not to be given horribly unclear hints. a3) To be able to win without the experience of past lives a4) To be able to win without knowledge of future events a5) Not to have the game closed off without warning, i.e. no one way dead ends a6) Not to need to do unlikely things a7) Not to need to do boring things for the sake of it , i.e. lets make sense a8) Not to have to type exactly the right verb a9) To be allowed reasonable synonyms a10) To have reasonable freedom of action a11) Not to have to depend on luck a12) To be able to understand a problem once it is solved a13) Not to be given too many red herrings a14) To have a good reason why something is impossible a15) Not to need to be American to understand hints a16) To know how the game is getting on ~ .~ 2048 0 0 Immtalk~ .@CSYNTAX@n immtalk <message> OR :<message> @CDESCRIPTION@n immtalk <message> - Send <message> to all immortals currently logged in. ~ .~ 4194320 0 0 Imotd~ .***YOUR FRIENDLY IMOTD MESSAGE(S) OF THE WEEK OR SO*** This is the only site now. Keep on revising and fixing, and don't worry about the mortals - shove them out of the way. More seriously - if you are revising old areas, please rset status to pending to keep them out. please no reimbs in gremlins area ~ .~ 0 0 8 Incognito~ .@CSYNTAX@n @Goption incognito #@n : sets your incognito level to a value between 0-3. @CDESCRIPTION@n opt incog 0 : you are visible on whois and your race/class/level are visible on the who listing. opt incog 1 : You're only visible to clan members. opt incog 2 : You're only visible to clan members (again). opt incog 3 : You are totally incognito. ~ .~ 0 0 8 Index~ .@eSYNTAX@n index : displays the list of help file categories index <category> : displays the list of help files within the category @eDESCRIPTION@n This command lists the help files in a categorical basis. ~ .~ 16 0 2 Inflict~ .@CSYNTAX@n inflict( char, mob, dam, string ); @b@WPARAMETERS:@n char - Pointer to character recieving damage mob - Pointer to character or mob receiving credit dam - Integer number of hit points to remove from char string - String to use in INFO display if damage kills them @b@W@CDESCRIPTION@n:@n Removes dam number hit points from char (damages them). If death occurs as a result of this damage, the string will be used to describe their death in the info message. @b@WRETURNS:@n none @b@WEXAMPLES:@n i = 6d6+10; dam_message( ch, i, "the rockslide" ); inflict( ch, mob, i, "falling debris" ); If the player is killed by this damage in the room "The Courtyard", the info message would look as follows: "Info :: Player has been killed by falling debris at The Courtyard" ~ .~ 0 0 0 info~ .@C@bSYNTAX@n info : displays last 5 info entries of every type info <on|off> : turns info globally on or off info <type> : displays last 20 info entries for the specified type @C@bDESCRIPTION@n See also: auction, iflag, messages, options ~ .~ 0 0 9 information~ .Many things require that you obtain knowledge from different parts of the game. This can be done through a variety of ways. Using the 'to' command and asking NPCS about different things is a great way to learn. Usually, starting such conversations with 'hi' OR asking them about something they might know about is the first place you can start. Often NPCS will make it obvious about what they want to talk about. Taverns, Inns, and Bars are also a good source of information. Everyday travelers resting in these types of places often have a lot to say - if you just listen in. Traveling minstrels and bards sometimes frequent these places. In addition to the above, there are several depositories of knowledge scattered about the world, from musty old libraries to abandoned mage towers filled with old scrolls. ~ .@BIMMORTAL NOTES@n @GLibraries include:@n Voaleth(20073), Medienne(264), Desert(48003), Castle Lag(33447) @GBars/Rumors include: @n Chiiron(912), Medienne(147&138), Voaleth(20028) Kha-Da(27030), Vaasa(19021), Darkhaven(30015), Pennan(37053), Denab-Knur(30392), Voaleth(20071), Shadybrook(76824&76825) @GNPC Libraries@n minstrel(2196), hierophant(2209) ~ 0 0 1 Infravision~ .The target of this spell has his or her eyes magically enhanced to see not only the color spectrum, but also the infrared spectrum. This pertains to the visible waves given off from heat. Most of the time, you can make out a room, from the warmth of it's walls and furniture as opposed to it's air. But there is a limit, and many things will obviously not give off any irregular heat. ~ .~ 0 0 0 Ingots~ .Ingots are used to make a variety of custom armors. They are very small rings that you must collect to construct these armors, or make by melting down pieces of metal which you collect. ~ .~ 0 0 17 Inspect~ .@C@bSYNTAX@n inspect <container> : checks for traps on a container @C@bDESCRIPTION@n This thief skill is used to determine if a container is trapped or not. You are allowed to inspect containers even if you do not have the skill but it is unlikely to do you much good. ~ .~ 16 0 2 Interpret~ .@CSYNTAX@n interpret( char, string ) @b@WPARAMETERS:@n char - Pointer to character to manipulate string - String command to make character execute @b@W@CDESCRIPTION@n:@n Is similar to using force to make a character do something. It essentially causes them to "type" the string. @b@WRETURNS:@n none @b@WEXAMPLES:@n mob = mob_in_room( 444, room ); if( mob ) interpret( mob, "close door" ); // makes mob do "close door" ~ .~ 0 0 14 Introduce~ .@CSYNTAX@n intro <char> : introduces yourself to <char> @CDESCRIPTION@n @I This command allows you to introduce yourself to another player. From then on they will see you real name instead of your @Eappearance@n. This mud strongly encourages roleplaying. @bYou do NOT have to introduce to a character if you do not want to. @n This feature is to foster a roleplaying environment, and bugging someone who will not introduce to you is out of line. ~ .~ 0 0 23 Introduction~ .You are about to find yourself in the world of the Forests Edge. If you have chosen a 'light' race (human, elf, dwarf, halfling, gnome, or ent ) you will begin in Chiiron; other races will begin in Voaleth. Both cities have trainers to help you learn your basic skills, and shops to provide you with essentials. There are many help files available to you, including help starting and help newbie. Please read these and other files thoroughly before asking others for help. While you are reading, begin to think about your character and their history; you will need to have an appearance, keywords, and description approved by an Avatar before you can progress past level 5. Now, press return, and see what wonders there are awaiting you. ~ .~ 0 0 3 Invalid_Acnt_Name~ . Accounts names must be at least 5 characters and less than 20. No spaces or punctuation is allowed. The name you chose was tagged as invalid. Please choose one that conforms to the above restrictions. ~ .~ 0 0 3 Invalid_Email~ . Email addresses must be of the format user@site. Anything else is rejected out of hand. Please enter a valid email address. If you receive this message when entering a serious email address please send mail to tfe@forestsedge.com and the problem will be handled promptly. ~ .~ 16 0 0 Invis~ .@CSYNTAX@n invis invis <number> @CDESCRIPTION@n invis - Toggle invisible mode. You are only invisible to those of lower or equal level. invis <number> - Sets your invisibility level so when you go invisible, only those of that level and higher can see you. 'invis 91' allows avatars and ip's to see you. ~ .~ 0 0 1 Invisibility~ .This type of invisibility is passive. Light is actually 'bent' around the target. When you 'see', you are actually viewing rebounding light, so those that see this way, see nothing. Be warned, those creatures that see with other means or which have other senses that are very strong, will be able to 'see' you. ~ .~ 0 0 1 invulnerability~ .Mages and clerics are generally at great risk from damage during battles against high-level foes. This spell allows them to protect themselves better from area attacks by creating a sphere of invulnerability. ~ .~ 0 0 1 ion shield~ .This high-level spell enables a skilled mage to create a shield of eletric sparks around themselves or another player. The target is not injured by the charge, but their opponent receives quite a jolt in battle. ~ .~ 16 0 2 Is_fighting~ .See "help is_functions". ~ .~ 16 0 2 Is_follower~ .See "help is_functions". ~ .~ 16 0 2 Is_functions(~ .@CSYNTAX@n is_func( char ) @b@WPARAMETERS:@n char - Pointer to character to test @b@W@CDESCRIPTION@n:@n These functions are self-explanatory tests. is_fighting - is char in battle? is_follower - is char following someone? is_mounted - is char riding a mount? is_player - is char a player (as opposed to a mob)? is_resting - is char resting? @b@WRETURNS:@n 0 if FALSE 1 if TRUE @b@WEXAMPLES:@n if( is_mounted( ch ) ) send_to_char( "You can't do that while mounted!", ch ); ~ .~ 16 0 2 Is_mounted~ .See "help is_functions". ~ .~ 16 0 2 Is_name~ .@CSYNTAX@n is_name( string1, string2 ) @b@WPARAMETERS:@n string1 - string to look for string2 - string to check in @b@W@CDESCRIPTION@n:@n Uses the parser to check if string2 is equal to string1. @b@WRETURNS:@n 0 if not equal 1 if they are @b@WEXAMPLES:@n if( is_name( arg, "chiiron" ) ) { // arg = target string in code is_name( "hel", "hello" ) is TRUE is_name( "helo", "hello" ) is FALSE is_name( "hellos", "hello" ) is FALSE ~ .~ 32 0 2 Is_open~ .@CSYNTAX@n is_open( room, dir ) @b@WPARAMETERS:@n room - Pointer to room to check dir - Direction of exit to check (north, south, east, west, up, down) @b@W@CDESCRIPTION@n:@n Test whether of not specified exit is open. @b@WRETURNS:@n 0 if closed 1 if open @b@WEXAMPLES:@n if( is_open( room, east ) ) { // is east door in room open? if( !is_open( room, east ) ) { // is east door in room closed? ~ .~ 32 0 2 Is_player~ .See "help is_functions". ~ .~ 32 0 2 Is_resting~ .See "help is_functions". ~ .~ 0 0 0 Item Reset Rates~ .@eSYNTAX@n @eDESCRIPTION@n ~ .~ 16 0 0 item_values~ .@BDESCRIPTION@n @GThe following is a temporary file, listing the defintions of item type valeus, value0, value1, value2, and value3. @n @BItem type@n @CValue0 Value1 Value2 Value3@n ___________________________________________________________ armor | enchantment | armor value | bracer ac | unused | arrow | unused | damdice | damside | unused | bandage | unused | unused | unused | unused | boat | unused | unused | unused | unused | body_part | unused | unused | unused | unused | bounty | unused | unused | unused | unused | chair | seats | unused | unused | unused | container | capacity |contain.flags| key vnum | unused | corpse_nc | unused | unused | unused | unused | corpse_pc | unused | unused | unused | unused | cross | unused | unused | unused | unused | drink_con | capacity | contains | liquid |poisn -1| food | food value | cooked?@R*@n | unused |poisn -1| @R*@n@c( value1 --> [-1 = not raw 1 = cooked 0 = raw] )@n fountain | -1 always | contains | liquid |poisn -1| gem | hardness | unused | unused | unused | furniture | unused | unused | unused | unused | gate | lifetime | unused | unused | unused | key | unused | unused | unused | unused | key_ring | unused | unused | unused | unused | light_per | unused | unused | lifetime | unused | lock pick |pick modifier| unused | lifetime | unused | money | unused | unused | unused | unused | other | unused | unused | unused | unused | potion | spell | level | duration | unused | reagent | charges | unused | unused | unused | scroll | spell | level | duration | unused | skin | unused | unused | unused | unused | spellbook | unused | unused | unused | unused | staff | unused | unused | unused | unused | trap | trap flags | damdice | damside | unused | trash | unused | unused | unused | unused | treasure | unused | unused | unused | unused | wands | spell | level | duration |charges | weapon | enchantment | damdice | damside |weap.cls| ------------------------------------------------------------ ~ .~ 0 0 8 Junk~ .@C@bSYNTAX@n junk <object> : junks an object in your inventory junk undo : reloads what you just junked. @C@bDESCRIPTION@n A junked item is utterly destroyed and gone forever. Use this command to remove a useless item from the game, but use it with care. Example: Junk core : junks an apple core in your inventory. WARNING: If you junk something by accident we will NOT reimburse you. ~ .~ 16 0 2 Junk_mob~ .@CSYNTAX@n junk_mob( char ) @b@WPARAMETERS:@n char - Pointer to character (mob) to remove @b@W@CDESCRIPTION@n:@n Removes char from existence. If char points to a character other than a mob, it will do nothing. @b@WRETURNS:@n none @b@WEXAMPLES:@n junk_mob( mob_in_room( 2, room ) ); // removes mob #2 if in room mob = mload( 23, room ); junk_mob( mob ); // removes mob just loaded ~ .~ 32 0 2 Junk_obj~ .Topic: junk_obj @CSYNTAX@n @b@Gjunk_obj@n( object ) @Gobject@n - Pointer to object to remove @Ginteger@n - Optional number of objects you want deleted @CDESCRIPTION@n Removes an object from the game. The number is optional but if not specified it will junk all of that type whereever it is. So normal usage is junk_obj( obj, 1 ). ~ .~ 0 0 7 Kantos~ .@I @EKantos@n, the God of Mountains and Earth, is a very stoic God. From His mountain of power in the frigid north, He desires nothing more for His followers than that they should find the balance and peace that He offers. He has only two requirements for service to Him and what He represents, the first being one of power. He does not care in what form this power should manifest itself: might of sword-arm or magic matters not, but the aspirant should have gained at least the 11th rank of power before seeking to follow @EKantos@n. The only other requirement is that the aspirant should either naturally be, or come to understand and embrace, the philosophies which mark one as part of the neutral alignment, as this suits @EKantos@n' will and aims most aptly. The @CSymbol@n of @EKantos@n is a brown equilateral triangle which is situated so that only one point is lowermost. Halfway down the triangle's height, a line bisects the triangle horizontally. Followers of @EKantos@n gain the stamina of this stolid, earthy God, and when in travelling over earthly terrain their movement cost is halved, but when travelling in watery areas, their movement cost is doubled. Also, to help them discriminate between those of different ethos, and thus know who might be a mortal foe or valiant ally, @EKantos@n' worshippers gain permanent detect evil and detect good. But as @EKantos@n' philosophy is so earthly his followers lose the ability to detect magic, or indeed, to ever gain that skill. ~ .~ 0 0 7 Kerog~ .Kerog is the god of fury. He often appears as a tall half-human half-ogre, though he has no real affinity for any race. Due to the disposition of dwarves many do worship Kerog. His followers are sworn to a life of battle. It is unknown what can drive a person to follow Kerog but many of them have personal vendettas that they ask his aid in. Kerog demands his followers to have honor in battle. This honor forbids them from attacking the Unaligned or the followers of Taranth. It also makes them pay a heavy fee for fleeing from battle. To aid his disciple's Kerog grants them permament holy wrath and increases their resistance to mind attacks as their fury blocks many of these spells. Only evil and neutral players may follow Kerog as his untamed temper does not have the control of good. Mages and psionics may not follow Kerog as he despises their weakness. Likewise Kerog would never approve of a thief due to their unhonorable ways of battle. You need to be level 10 before Kerog would ever accept you. Due to the solitary ways of Kerog his followers do not have a chant channel. ----- ~ .~ 0 0 14 Keywords~ .@C@bSYNTAX@n keyword <list of words> : set your keywords (no commas) @C@bDESCRIPTION@n @I This command is used to set the words which the player can be referenced by. They are only checked if the player is unrecognized and thus should not include the player's name. See help @Eappearance@n for more detail. Players should give themselves at least @bfour@n or @bfive@n keywords to avoid confusion. Keywords should include your race and everything in your appearance, except prepositions and conjunctions. Keywords should not be separated by commas, just spaces. Example: @CKeyword slim elf hazel eyes@n That would set the keywords for an elf mage whose description and appearance describe him or her as 'a slim elf with hazel eyes.' Pretty straightforward, eh? @eAny unique keywords must be taken from your description, or from an IC characteristic of your character. Anachronistic words will not be approved. ~ .~ 0 0 9 Kha-da~ . CITY OF KHA-DA ^^^^^^^^^^^^^^ +-------+ [Main Square Level] | | | [Bank]| +------+--------+------+ | + | |Stair |Gawn's |Hot | | + | +-------+-==---|General |Rocks +---------+ +--+++--+ |Gaol | +--: :---+-: :--+ House | | | | | of Food | ++ ++ +--==-| +---------+ | | |Guard | | | | | {fountain} | +-----+ +-+ ---+-----+ | | | O V Port- +----------+ | U V cullis Temple | T V +----------+ | ---+-----+ [anvils] | | | +------------------+--==--+ +-----------+ |Lifter| +------+ [Diamond Way Level] +------+--------+------+ |Stair |Harkin's|Glond | +-----+-+-==---|Weapons |Armor +----------+ | Pub | +--: :---+-: :--+ Y.D.C.A. | | | | +--==-| +------------------+ +----------+ |Quzar | | | Damon | | | | | Hill | +------+-----+ | | | -Jeweller| |Murder|Winch| | | +----------+ |Room +Room + | | | Bounty | | +------------------+ Office | +------+-----+ | | +-------+----: :--+--==--+---------+ |Marander's|Lifter| |Cut Price +------+ |Armor | +----------+ ~ .~ 0 0 12 Kick~ .@CSYNTAX@n kick <victim> : attempts to kick a foe @CDESCRIPTION@n Kick is a skill available to most classes. It causes your character to attempt to kick someone or something. It does more damage than bash or punch. ~ .~ 16 0 0 Known_liquid~ .If set the source produces something recognizeable by name. ~ .~ 0 0 19 kobolds~ .A race of small humanoids with dog-like heads, the kobolds are a major nuisance to the dwarves. The vile little creatures breed and grow at an obnoxious rate, providing a nearly limitless army of adversaries for any who try to dwell in the northern mountains. A kobold den of significant size exists somewhat to the west of the dwarven citidel of Kha-Da. Travellers in the area are advised to use caution as these kobolds are rumored to be better equipped and trained than most. If you plan on touring the northern mountains, it might be wise to talk to a few dwarves first and find out what you can about the kobolds first, just in case you should come across them. ~ .~ 0 0 8 label~ .@eSYNTAX@n label <obj> as <label> : adds a label to an object label <obj> : removes a label @eDESCRIPTION@n This command adds a label to a container. Useful when carrying multiple bags. An example is label bag as Reagents would make a canvas bag appear as a canvas bag labeled Reagents. ~ .~ 0 0 8 Lag~ .@C@bSYNTAX@n @Glag@n <command> : lists cpu usage for a command @C@bFLAGS@n h : displays lag in histogram format r : displays the 20 most time consuming commands @C@bDESCRIPTION@n The purpose of this command is to help implementors reduce the cpu usage of the mud and satisfy general player curiousity. See also: memory, ps, system ~ .~ 0 0 14 Languages~ .@CSYNTAX@n langauage <language_name> abil l @CDESCRIPTION@n . Languages are an integral part of the culture of each race. Every distinct race has its own language, and there are ten total. In order for a member of one race to communicate with another, both the speaker and listener of the chosen language must have a good working knowledge of the language. A lack of language ability on either the speaker's or the listener's part will make communications difficult if not impossible. language <language_name> - Chooses the language you will currently speak. abil l - Lists how well you know (in percentages) the languages. ~ .~ 16 0 25 Large Stat Affects~ .Category levels per +1 maxes additional costs -------- ------------- ----- ---------------- Hp 1 30 +5 levels > 20 Ep 1 30 +5 levels > 20 Mv 1 30 +5 levels > 20 Hp Reg 2 30 +5 levels > 20 Ep Reg 2 30 c/m 20 other +5 levels > 20 Mv Reg 1 30 +5 levels > 20 Resist 2 20 +5 levels > 10 Poison Res 1 30 +5 levels > 20 ~ .~ 0 0 8 Last~ .@CSYNTAX@n last immortal : lists all immortals last avatar : lists all avatars last <name> : lists all players matching name ~ .~ 0 0 17 Lay hands~ .@CSYNTAX@n hand <player> @b@W@CDESCRIPTION@n:@n This paladin only skill heals the target player after battle. The amount of energy used and hit points restored varies depending upon the level of the skill. ~ .~ 131072 0 0 layer~ .(started by phule, PLEASE finish this) THE OFFICIAL LIST OF LAYERS FOR EACH BODY PART: @I @C HEAD @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C NECK @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C BODY @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C ARMS @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C WRISTS @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C HANDS @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C FINGERS @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C WAIST @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C LEGS @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: @I @C FEET @n @I @I top : @I @I over : @I @I base : @I @I under : @I @I bottom: ~ .~ 0 0 0 leach~ .These aquatic parasites suck the blood of their victems to survive. Perhaps you were looking for help leech? ~ .~ 536875008 0 0 Ledit~ .@C@bSYNTAX@n @Gledit@n : displays all lists @Gledit@n <list> : sets list for lset, lstat to operate on @C@bDESCRIPTION@n See all: lset, lists, lstat ~ .~ 0 0 11 Leech~ .@C@bSYNTAX@n leech: This shows the status of your spells. leech #: This stops the spell from leaching power from you. @C@bDESCRIPTION@n Some spells have no set duration but will continue until the spellcaster stops them by cutting off the power going to the spell. LEECH is the command that allows him to do this. Typing leech alone will bring up a list of all the spells that the spellcaster has running. The 'Max Mana: xxx (yyy max)' is your maximum amount of mana the xxx part is the maximum available and the yyy part is your total amount of mana. the 'Regen. Rate: xx (yy) is how fast you will regain your energy once again the xx is your current regen and the yy is your total. The 'Num' column is the spell number, this is the number that you would use to stop the spell from drawing energy from you. The 'Spell' column is the name of the spell. The 'Regen' column shows the amount that the spell is draining from your Regen. Rate. The 'Max' column is the amount of mana a spell drains from your max mana. And the 'Character' column shows who the spell is cast on. @C@bEXAMPLES@N Leech or leech 1 ~ .~ 0 0 1 lesser summoning~ .This is the most basic of the mage's spells designed to help them find a familiar suited to their disposition. It can only be cast once per level, and a mage, of course, can have only one familiar at a time. The success of all of these spells requires that the mage have a reagent designed to attract a specific type of animal. A mage can use their familiar as an aide in battle, but it is more important in its use as a scout and confidant. A mage may @Gswitch@n to take over the body of their familiar and @Greturn@n to return to their own body. Exactly what each familiar can do is based upon the specific animal. Good-aligned Familiars/Reagent white rabbit - carrot chipmunk - acorn small bird - worm brown squirrel - walnut brown duck - fish fillet fawn - blade of grass tree sprite - talonwood leaf mouse - crumb bear cub - lily deer - corn Neutral-aligned Familiars/Reagent rabbit - carrot pond frog - lily pad small bird - worm fly - crumb dragonfly - lily gray squirrel - acorn robin - blade of grass dew sprite - talonwood leaf lobster - fish fillet deer - corn Evil-aligned Familiars/Reagent harrier hawk - worm twisted squirrel - acorn twisted rabbit - carrot chicken - biscuit tan snake - blade of grass toad - lily pad crab - fish fillet cockroach - crumb deer fly - lily quasit - chicken wing ~ .~ 0 0 8 Level~ .@CSYNTAX@n level : gives you the experience needed to gain the next level. @ENote@n: at this point, quest points are not needed to level. Also, in order to find out how much experience you have scored already, as opposed to how much you need to level, simply group yourself, and then type 'group'. Other help files that may be useful include help @Escore@n, and @Egroup@n. ~ .~ 0 0 1 Levitation~ .This spell allows the caster to levitate a few inches off the ground. Movement cost is then unaffected by terrain. This spell does not have any effect on battle; it only means that the caster needs to use fewer movement points travelling over difficult terrains. ~ .~ 0 0 1 Lightning Bolt~ .A very potent, damaging spell useable by only the more experienced of magi. This spell builds upon a mage's knowledge of the electrical forces gained through use of the @b@Yshock@n spell. While lightning tends to be a bit unpredictable, this potent spell is raw and known for its capacity to inflicting incredible harm. ~ .~ 0 0 6 List~ .@CSYNTAX@n @Glist@n : lists all objects a shopkeeper has to sell @Glist@n <item> : lists items matching argument @CDESCRIPTION@n @I List gives you a table of all the objects a shopkeeper has, and their respective costs, levels, number, and condition. The cost is always listed in copper pieces, and is based on the @Evalue@n of the object and how many are in stock. The level is the minimum level needed to use the object, and is often low, although the more powerful items tend to have high levels. @I The number is the amount of a particular item that the shopkeeper currently has. As it varies, the amount that the item is sold for varies as well; the more items he has, the less they will cost, and the less items he has, the more they will cost. @I The condition tells the status of the object. A @Eshop@n always sells items in excellent condition, unless an item in need of @Erepair@n has been sold to it by a player. @I If an argument is specified it uses the same input as buy so it can be used to verify you are buying what you think you are. Thus to see a list of all shields in a shop you would use list all.shield. @I*** in the level portion of the list means that either your race, class, or alignment forbids your use of the item. ~ .~ 16 0 0 Lists~ .@bLevels@n - Sets the level at which an immortal can edit a list. @bPermissions@n - Changes the internal permissions for various tasks. @bCreate Food@n - The spell create food loops though item = random( 0,2*level-1 ) until it finds a real item on this list. @bG/N/E Familiars@n - The spell find familiar uses these lists depending on the alignment of caster. It chooses the familiar with the formula species = 4+level+random( -5,5 ). ~ .~ 0 0 10 lizardmen lizardfolk~ .@GAverage Statistics for Lizardfolk@n Height: male and female 5'6" - 6'2" Hair: (you're kidding right?) Lizardfolk don't grow hair. Eyes: Reptilian eyes, vertically slit pupils surrounded by an all-enveloping iris in shades from red to amber to yellow. Affiliation: more or less neutral with light tendencies. Appearance: Lacking hair for a description, lizardfolk often employ the description of various colors depicted by their scales. Much the way a snake's scales form interesting patterns, many lizardfolk also develop patterns. Most often patterns are recurrent in clan members and are the primary identifying mark of a particular tribe, clan or familial group of lizardfolk. Lizardfolk skin/scales are typically soft and smooth like a snakes, though wet, fish-like skin and raspy crocodile-like skin has been noted before as well. Lizardfolk have sharp claws that sometimes make grasping and manipulation a little difficult, but which prove quite useful in unarmed combat. Lizardfolk are also lacking lips and can not whistle and must improvise when calling pets. Lizardfolk, as a whole, live solely in regions of swampland. Serpentmen, a distant relative, tend to prefer the more arid desert climates. Lizardmen are not serpentmen, there is a difference. @GOption Advice for Role Playing Lizardfolk@n Lizardfolk are typically a fierce yet contemplative people who are withdrawn in dealings with any other race then their own. They prefer the solitude of their own kind whenever possible, but will work alongside others in times of need. Within almost every lizardperson a war is raged at all times between the hot-headed violent nature of brute survival against the contemplative wisdom of peace. Most often it is the youths who are the fighters and warriors of a tribe, their easy anger reigned in by the wiser, older lizardfolk who act as elder guides. It is with time and age that true wisdom and peace are acquired, quenching the rage within though never stilling the fierce strength that came with it. Lizardfolk come from a tribal background where many small tribes fought with each other over territory. It was not until two tribes managed to absorb many others and, after a fierce struggle, finally came to terms with each other and joined as one large clan that their only city of Sos-kul was built in the Kissk swamp. Though most have formed into one homogenized clan, the scale-markings that typically identified various tribes and familial groups are still pretty pure and a developing caste system indicates that they will remain distinguishing characteristics for some time yet. @yRacial Relations:@n Lizardfolk are generally a reclusive race preferring to stick to their own kind. Despite their misgivings, however, they have come to find that they can get along well with humans who share the same tendency towards the balance of light and dark. Though contact is quite sparse, nearly being on the other side of the known world from lizardfolk, they do get along fairly well with gnomes when contact does occur. Lizardfolk do not get along very well with dwarves due to several cross-cultural differences and misunderstandings despite the faith they both place in gnomes. Lizardfolk do not mix well with elves at all. Some speculate that this stems from a past misunderstanding of temporal importance while others argue that the conflict's roots relate to religious matters. Lizardfolk have even less tolerance of the elves dark cousins, the vyans. Several wars have been fought between vyans and lizardfolk in the past. Similarly, Lizardfolk do not get along well with orcs, ogres or trolls. Continued raids on lizardfolk settlements by these peoples has resulted in a strong hatred for these races by most lizardfolk. Lizardfolk do not tolerate the presence of goblins, considering them nothing more than useless vermin and thieves most notable for their theft of lizardfolk eggs which they sell to vyans to be trained as slaves when they hatch. ~ .~ 0 0 9 Llewyrr~ . The Llewyrr live in the Mighty Vaasa, which lies over a range of mountains to the northeast of Medienna. The Vaasa is the mightiest forest known, and dwarfs all others in its size, age, and grandeur. Llewyrr tend to dress in forest colors and have straight hair running from dark browns to blonds. Elven eyes are always striking, and come in more shades and varieties than even those of human. . The Llewyrr have come to have very distinct characteristics which have come to depict them, and them only. Their general attitude towards life deviates from that of many others; they believe in the sacredness that all things: elven, human, animal, plant, rock, or soil. Only those who kill or destroy out of reasons other than necessity of survival are considered lessers. Over the years, however, there has come to be a large generalization that all races other than elven kill needlessly and destroy nature, and so are lessers. Several radical factions of Llewyrr have been known to massacare humans and other nearby races for seemingly no reason. . Often it is possible to tell the specific beliefs followed by a Llewyrr by the beads woven into his or her hair. This is definately not true for all though, as many simply choose their own path to follow. ~ .~ 0 0 0 Locations~ .fire resistance - 7 ~ .~ 0 0 2 lock~ .@CSyntax@n @b@Glock( room, dir )@n @Groom - Pointer to room@n @Gdir - Direction of exit to lock ( north, west, south, east, up, down )@n @CDESCRIPTION@n This function locks an exit. @CEXAMPLES@n lock( room, west ); //Locks the west exit in the room ~ .~ 0 0 5 Locust Kick~ . A more advanced and damaging version of kick, available only to monks. [ Note : this skill is still new. ] ~ .~ 0 0 1 Locust swarm~ .A crushed bamboo shoot brings the insects; thousands of them... They swarm into the area in a great cloud of biting damage, and begin eating all they find. They will remain for a short while, and then will dissipate. Some other things may cause them to disperse earlier. ~ .~ 0 0 0 Login.Display~ .Forest's Edge supports the ANSI or VT52 display modes. Ansi allows color, while VT52 is solely black and white. Select whatever is appropriate to your system. ~ .~ 0 0 3 Login_alignment~ .There are nine possible alignments for a character. They are lawful good, lawful neutral, lawful evil, neutral good, pure neutral, neutral evil, chaotic good, chaotic neutral, and chaotic evil. ~ .~ 0 0 3 Login_classes~ .The following classes (professions) are available. Mage: controls the mystical elements Cleric: a priest, a follower of a god and worker of "miracles" Thief: steals, backstabs, and robs the blind Warrior: skillful at the art of war Paladin: a warrior dedicated to god Ranger: an outdoorsman, skillful in hunting and tracking Monk: dedicated to god, skilled in unarmed combat ~ .~ 0 0 3 Login_features~ .Welcome to The Forest's Edge! This realm is unlike any you've seen. Choose one of our many classes with thier unique abilities: RANGERS, whose tame spell enables them to call on the help of animals in battle; MAGES, who can see and act through their familiars; MONKS, with their unique skills such as tiger paw, dragon strike, and demon slash; WARRIORS, with their ability to use a weapon in their off-hand; THIEVES, with their ability to backstab; PALADINS, whose skill of laying hands can restore hit points up to 50% of their total energy level; CLERICS, with their unique spells of protect life and summon. Other unique features of The Forest's Edge include: a magic system that requires you to prepare reagents to cast many spells a skill system similar to Civilization pets that save shops that can make custom items trees to climb, bookcases to push, graves to dig many complex puzzles to solve and assigned quests to perform extensive religions granting special abils to adherents of the gods Like what you see?...wait 'til ya get inside...WELCOME TO TFE! [Enter a return to go back to options page] ~ .~ 0 0 3 Login_new_name~ . Welcome, new adventurer! The Forest's Edge has a highly developed, unique fantasy role-playing environment. Please choose a name appropriate to such a setting. Original names are best. Characters with anachronistic, well known rip-off names (like Gandalf or Bilbo), or otherwise inappropriate names will be asked by an immortal to think of a more apt name. Obscene or offensive names will cause the imms to hunt you down, rip out your heart, and feed it to our pet lag beast. Oh, you will also get banned. ~ .~ 0 0 3 Login_new_name2~ . Here are some examples of what NOT to pick for a name: Names of inanimate objects, particularly those that frequent the mud Names of animals: (Rabbit, Deer, Two-headed flundarph) Names of Famous people, real or fictional: (Bob Hope, Bob Barker) Names of Comic Books heroes: (Superman, Batman) Names that are vulgar or offensive (you get the idea). Names which are best avoided: (Satan, Jesus, God) Names of anachronistic (things that should not exist in this setting) items Names with titles: (King Richard, Sir Gawain) Anything that requires an article (a, an, the, etc): Names based on actions: (Slasher, Mauler) Names based on your occupation or race: (Ranger Bob) Names that are variants of names that won't pass: (Joan d'Arc) Names that are not names: (Bignstupid, Jackofclubs) ~ .~ 0 0 3 Login_password~ . Please choose a password of at least five (5) characters in length. We recommend that you select a combination of characters which is difficult to guess. We also recommend that you do not give out your password, or let others use your account, unless you are quite sure that you may trust them. ~ .~ 0 0 3 Login_races~ .elves' dark cousins following races exist in the world. Human: As you or I Elf: Quick, intelligent, slender and light Ogre: Large, Strong, but not bright Gnome: Small, devious, agile Dwarf: Short, stocky, cautious Troll: Regenerates quickly but slow Lizardman: Strong, wise but not very bright Orcs: Strong, but slow and dumb Goblins: Quick and tough little squirts Vyans: Evil cousins of the elves Halflings: Small, smart, agile Ents: Big, slow, strong ~ .~ 0 0 3 Login_sex~ .You will now be asked several questions about the character you wish to create. There are no right and no wrong answers. As in the real world, you may be one of two sexes. This choice does not affect your character's abilities in any way. ~ .~ 0 0 3 Login_stats~ .You determine your own stats given a set number of "points." Stats can range from 3 to 21 with higher being better. To raise a stat type +C where C is the first letter of the stat name. Similarly to lower a stat type -C. You may also raise or lower it more than one step by typing "-2C or +2C." When you are done (you are advised to have close to zero points left) type "done" to continue. Also, wisdom here represents your ability to learn from past mistakes. It is a factor in the range of your success in many skills. ~ .~ 0 0 14 Look~ .@C@bSYNTAX@n look : shows room description look <thing> : shows related description --- See also: glance, peek, qlook, scan ~ .~ 16 0 2 Loop~ .@CSYNTAX@n loop( macro ) { < statement(s) > } @b@WPARAMETERS:@n macro values are: all_in_room - Loops through each char/mob found in current room followers - Loops through each char/mob following the char @b@W@CDESCRIPTION@n:@n The loop() function executes statement (no {}'s) or statements (needs {}'s) for as many times as specified by macro. The variable rch (type pointer to char) is set each iteration of the loop to a new character. @b@WEXAMPLES:@n loop( all_in_room ) inflict( rch, mob, 5d8+10, "earthquake" ); // inflicts damage on all in room loop( all_in_room ) { if( rch != ch ) { i = 4d6+0; dam_message( rch, i, "the fireball" ); inflict( rch, mob, i, "fireball" ); // hurts everyone except ch } } ~ .~ 4096 0 0 Lset~ .@C@bSYNTAX@n @Glset@n : lists the values for list being editted @Glset@n <name|#> <#> : sets the value of a list index @C@bDESCRIPTION@n See also: ledit, lists, lstat ~ .~ 536870913 0 0 Lstat~ .@C@bSYNTAX@n @Glstat@n : lists the values for list being editted @C@bDESCRIPTION@n See also: lists, ledit, lset ~ .~ 0 0 1 maelstrom~ .This spell uses some gravel, and allows a mid-level mage to spread a rain of magic missiles at all of their opponents. ~ .~ 0 0 15 Mage~ .@IA mage is an individual whose intellectual curiousity leads him to ask questions perhaps better left unconsidered. Mages typically possess tremendous mental abilities, and spend a great deal of time in research and in conducting their experiments. This generally leaves them with feeble physical skills. From their magical training, they learn the mystical nature of the world around them, and having learned how to shape this force, they bend the physical world around them to suit their whim and will. @IWhile mages tend to start slowly, they are important to any group because they have such diverse effects. Simple spells can create water, food, and light, while more powerful spells can harness natural forces into bolts of lightning and sheets of fire. Protective spells, detection spells, and spells to enhance physical abilities are all learned by a mage, and with the additional unique and extremely useful @Espell@n of @Efind@n @Efamiliar@n, a mage is indeed a powerful class. Mages' spells are adversely affected by metal, and the more metal a mage wears the more difficult it is to cast spells. @ITo see a listing of the spells available to Mages, see the help file on @GAbilities@n. @IOther help files that may be useful include help @Emagic@n, @Espell@n, @Eleech@n, and @Eprepare@n. ~ .~ 0 0 11 Magic~ .Magic in this realm is different from what you might be used to. Reagents are required for most all spells in addition to the appropriate gestures. To see what spells you can learn at your level, type "abil s". If you are a spell-caster you should have at least one spell. The word next to the spell describes your profiency at casting that spell. This will increase the more you cast the spell. To find out more about a particular spell, type @b"spell <spell's name>"@n. This will give you the lowdown on the spell, listing its reagents, description, casting time, etc. To find reagents for a spell, look around in the wild or visit various shops scattered across the realms. Some are commonplace and widely available, and some are quite expensive and/or difficult to find. To cast a spell, type @b"cast <spell name> <target>".@n This requires that you have the proper reagents in your inventory, know the spell at at least level 1, and have enough energy to cast it. @bEnergy@n is listed under the prompt next to the 'e'. It slowly regenerates up to some max that increases with level and intelligence. To see your current max, type "score". When you successful cast a spell you will begin to perform the necessary gestures. This can take from 1-5 turns. For mages (and eventually other delvers in the mystical arts), the amount of metal worn on one's body affects the casting cost of spells in terms of energy. This is due to how metal interferes with the magical fields and forces necessary for the proper casting of spells. If your spells suddenly jump in their casting costs, check your @binventory@n; you're most likely wearing something metal that is to blame. When spell casters are @bbashed@n (in addition to some other commands) by mobs or other players, a spell might be disrupted. Beware. Some spells are @bleech@n spells, and will remain active until you stop feeding them energy off of your max. Type @bleech@n and @bhelp leech@n to find out more about this. To find out the specific spells available to a class, type help @EAbilities@n. Additional help files that may be useful include @Espell@n, and @Eleech@n. ~ .~ 0 0 1 Magic mapping~ .Displays a map of the surrounding area. ~ .~ 0 0 1 Magic missile~ .This is probably the first, and certainly the most basic offensive spell a young spellcaster learns. With a great deal of concentration, the caster uses the substance of a pebble to form a missile of pure energy, which can then be hurled at an opponent to do some substantial damage. This spell is often used to train apprentices to focus their power, and the experience gained from this can lead to more complex, powerful spells. ~ .~ 0 0 14 Mail~ .@C@bSYNTAX@n @I The mail function uses the standard editor commands to write letters. See @C@bhelp editor@n for the list and description of these. In addition to the standard editor commands, mail also uses : mail # : either displays that letter (if not editting), inserts/deletes that line. (See help editor) mail <subject> : begins editting new letter with subject <subject> mail send <name> : sends the mail being editted to <name> mail delete : erases the letter being editted mail delete # : erases that message mail delete all : deletes all mail messages mail cc <name> : sends a copy of mail being edited to <name>, but you continue to edit it. mail edit # : copies the specified message to the mail buffer @C@bDESCRIPTION@n @I Mail is used to send a message to a specific person. You do not have to be introduced to that person; only their name is required to send a letter. See also: note, tell ~ .~ 0 0 1 major enchantment~ .This spell is used to enchant a weapon, increasing the damage it does and improving its chances of hitting the target or armor, increasing its protective qualities. The effect is permanent. Unlike minor enchantment, this spell will not destroy the object, but it can fail. ~ .~ 8208 0 16 map~ .@C@bSYNTAX@n map : draws map of surrounding rooms @C@bFLAGS@n l : sets size to 120x40 characters v : sets size to 160x60 characters @C@bDESCRIPTION@n This commands draws a map of the surrounding terrain. Is called by the magic mapping scroll. Rooms should not overlap. ~ .~ 32768 0 16 Marmor~ .@CSYNTAX@n marmor : lists armor parts for mobile marmor # <chance> <ac> <part_name> : assigns values for a body part @CDESCRIPTION@n . Marmor is used to assign armor to non-humanoid monsters. Each mobile can have up to 5 different body parts. For every hit on the mobile the fight routine rolls a number from 0 to 1000. It starts on body part 1 - if the chance for that part is greater or equal to the roll, the hit occurs on that body part. If not it then compares the roll to the chance for the next part. Therefore the last body part should always have a chance of 1000. Ac is the armor value for the body part - if a hit occurs on the given part, 0-Ac points of damage are absorbed. For humanoid monsters set mflag humanoid which causes a default list of body parts to be used. . Body parts with two words looks much better than just one word. Example: warty leg. Don't make the area name too long. ~ .~ 0 0 9 Medienne~ . _____ @b@R*@n = door or gate |@b@MTempl@n| @b@C:@n = threshold or |@b@Maltar@n| entrance |__@b@R*@n__| | @b@GN.@n| ____| |____ |@b@MArm.@n| @b@GT@n |@b@MWeap@n| | @b@C:@n @b@GE@n @n@C:@n | _@b@R*@n_ |____| @b@GM@n |____| ____ ____ ____ _@b@R*@n_________ | | |@b@Mjewl@n| @b@GP@n |@b@Mgro-@n| |@b@MBak-@n|@b@MLux.@n|@MSpin@n| | @b@MGuard HQ@n| @b@R*@n @b@R*@n |@b@Mshp@n @b@C:@n @b@GL@n @b@C:@n@b@Mcery@n| | @b@Mery@n|@b@Mshop@n|@MCoin@n| @b@R*@n |_______@b@R*@n _____| |_____|____| @b@GE@n |____|_____| _| _|_ |____| | |@GAlley@n @b@GMedienne Avenue@n @b@R*@n |_____ __________ _________ _ __ __ ______ | | @GC@n | |@b@MCrackd@n| @b@GR@n |@b@MBlack-@n| || | | | | | | @GE@n | | @b@MCrown@n@b@C:@n @b@GO@n @b@C:@n @b@Msmith@n@b@C:@n__||@b@MMagc@n|@b@MTrad@n|@b@MOld@n | | @b@R*@n @b@R*@n @GL@n @b@R*@n |______| @b@GA@n |______| |@b@Mshop@n|@b@Mpost@n|@b@MBank@n| | | | @GE@n | | @b@GD@n | |____|____|____| | | __| @GM@n | ___| |____ ____ ____ ____ | | | @b@C:@n @GN@n | |@b@MMer@n| |@b@MCndy@n| |@b@MOld@n | |@b@MLthr@n| | | |__| | |@b@MShp@n@b@R*@n @c:@n @b@MShp@n| | @b@MInn@n| |@b@MShop@n| | @b@R*@n _____| |______|___| |____|_____| _|____| _|____| |____ @b@R*@n@b@GWest East@n@b@R*@n @b@R*@n@b@GGate M A I N S T R E E T Gate@n@R*@n @n@R*@n_____ _____ ____ ____ _____ _______________ ____@b@R*@n | | |@b@MRsty@n| |@b@MAlch@n| |@b@MPet@n | | | @b@R*@n | @b@R*@n @b@MNl@n @b@C:@n @b@C:@n | |@b@MShop@n| | | __| |__ |____| |____| |____| ___| | | @b@C:@n @b@C:@n | | |@b@MBlks@n| | | |__|___|__| | @b@R*@n @b@Mjwl@n| |_______| |___|____| ~ .~ 262144 0 19 Medienne Cemetery/Starkadder Crypt~ .@eDESCRIPTION@n The gate swings slowly open in a rusty screech of contempt. A spectre rises up before you! The spectre says, "Know this:" @e "The earth beyond this gate is sworn by blood to a dark power... "Mortals are not welcome here, except as sacrifice. "Enter at your peril." @n The Medienne Cemetery has not served its original purpose in years. Now, with the Starkadder Crypt lying at it's center like a black heart, the graveyard is nothing less than an armed camp. Though a huge, sprawling area, rumors and tales of veteran adventurers claim that the crypt beneath the Cemetery is larger and yet more deadly as it descends into the earth, connecting to both ancient catacombs that predate Medienne itself, and the lair of the greatest Archimage to ever live, Croazner the Undying. ~ .~ 0 0 19 medienne forest~ .A large expanse of woods lies between the human city of Medienne and the Dragonspire Mountains. It is well known for both its capacity as a good hunting ground and its ability to lose entire parties of hunters. If you plan to leave the trail, be sure to bring along someone experienced in woodlore and exploring. For the avid hunter, the woods have produced everything from quaint little squirrels to ferocious grizzlies. Among the hunters' favorites are the agile stags that populate the forest. ~ .~ 0 0 19 Medienne Sewer~ .@eDESCRIPTION@n The human city of Medienne has an extensive sewer system located beneath its streets. Parents often threaten their misbehaving children with scary stories of strange, dangerous beasts, such as alligators and evil humanoid rats, that inhabit the foul-smelling sewers and will creep up and abduct them. How much of it is fact or fiction is not known, but some brave (or insane) adventurers who have explored the area claim that indeed many of the tales are true. ~ .~ 32768 0 16 Medit~ .@CSYNTAX@n medit new <name> : creates a new mob with name as given medit new <vnum> <name> : makes a new mob copying an old mob medit <mob|char> : specifies mob to start editting medit # : specifies mob to edit by vnum medit delete : genocides the mob you are editting medit replace <v1> <v2> : replaces all resets using v1 with v2 @CDESCRIPTION@n Medit specifies what character or species mstat, mset, marmor, mpedit, mpcode, mpdata, mreset, mflag ... act upon. ~ .~ 0 0 5 Meditate~ .@C@bSYNTAX@n meditate : changes your character position to meditating @C@bDESCRIPTION@n Meditate allows monks to relax their bodies and, through the grace of their gods, cure their wounds much quicker than normal. Doing this requires magical energy though. To stop meditating, simply stand. See also: trance ~ .~ 0 0 12 Melee~ .Melee, literally a fight between several people, is a skill brought to a new dimension by the armed knights of the realm. They are able, once in battle, to engage more then one foe simultaneously, moving quickly and furiously to damage each one during that round. ~ .~ 0 0 7 Meriada~ .@I Meriada, god of wisdom and time, is one of the gods from a previous epoch, and is ageless. Most commonly portrayed by artists around the realm as an old man, with white hair and a beard of the same color which hangs to his feet, Meriada is the most ancient of the gods. He is also most often shown as walking away from the viewer, holding a large hourglass in the hand closet. However, despite the calm and passive demeanor the god takes, Meriada does, in actuality, passionately take steps to preserve the delicate balance between order and chaos that he favors. There is a temple to Meriada in Narak. ~ .~ 0 0 14 Message~ .@C@bSYNTAX@n message : lists the message flags and their settings message <name> : toggles message flag on/off @C@bDESCRIPTION@n This is used to toggle certain familiar messages on/off - removing the max_mana message for warriors, etc. @bMESSAGES AND MEANINGS@n Autosave : lets you see when autosave occurs. Bleeding : alerts you when you are badly hurt and bleeding. Damage.Mobs : gives info when players damage mobs. Damage.Players : gives info when mobs damage players. Followers : shows followers when the group leader moves. Hungry : alerts you when you are hungry. Max.Hit : alerts you when you are at maximum hit points. Max.Energy : alerts you when you are at maximum energy. Max_move : alerts you when you are at maximum moves. Misses : lets you see misses in combat. Queue : shows when things are queued. Spell.Counter : lets you know how many spells are prepared each time you prepare a new spell. Thirsty : alerts you when you are thirsty. Weather : alerts you to changes in the weather. (not implemented) Multiple.Items : lets you see a list of items or simply "gets several @I@I@I@I@I@I@I@I items." Long.Names : lets you see the appearance and name of players See also @biflag@n and @boptions@n. ~ .~ 0 0 8 Metals~ .@C@bMETALS OF THE REALM@n @bCopper@n A soft, abundant, easily mined metal, copper is cheapest coin of the realm. @bSilver@n Soft and gleaming, silver is rarer and more valuable than copper. One piece of silver is worth ten pieces of copper. @bGold@n Most of the gold of the realm comes from the mines of the industrious Dwarves of Kha-Da. Gold is a rare, extremely heavy metal. One piece of gold equal ten pieces of silver. @bPlatinum@n Earlier finders of platinum condemned it as "false silver" and threw it into the ocean. They came to learn the value of the hard, light metal, however. Platinum is silver-white, is very rare, and quite expensive. One platinum piece equals ten pieces of gold. @bBronze@n Soft, malleable, and plentiful, bronze was the first metal used by mortals for making weapons and armor. The practice of using bronze has not gone out of style, however, because bronze is inexpensive and easily replaceable. Bronze is usually impure, thus bronze weapons and armor are inordinately heavy. Also, because the metal is so soft, it tends to blunt easily. Bronze tends to be easy to enchant. @bIron@n A heavy, hard metal, iron is the most prominent material used in weapon making. It can be forged by even apprentice blacksmiths, and is abundant enough to be relatively cheap. Found deep in the earth, iron tends to be impure, and is therefore heavy. It does not blunt readily as bronze, however, so consqeuently is ideal for armor and edged weapons. Iron is fairly easy to enchant. @bSteel@n Steel is iron which has been super-heated to boil out impurities. Extremely hard, steel is surprisingly light-weight. Steel weapons will keep their edges, and steel armor will not dent easily. Because only experienced blacksmiths can work with steel, it is quite expensive. The Dwarves generally claim to have discovered steel, as only their mighty forges could have produced enough heat to draw steel from iron. Steel is very disruptive to mage spells, and it tends to resist enchantment. @bElectrum@n A rare alloy consisting of gold, silver and copper, electrum is silver-gold in color, is lighter than gold, and is quite soft. Therefore, it tends not to last when forged into weapons and armor. However, ancient mages discovered that electrum is extremely receptive to magic, so much so that it does not hinder a mage's spell-casting ability. @bMithril@n The process of creating mithril is one of the most guarded secrets of the elves, whose ancients were said to have worn suits of enchanted mithril chainmail. However, though no outsiders know how to create mithril, many know how to forge it. Several master blacksmiths claim to have learned the secret of shaping the incredibly hard, lighweight metal. Mithril is a bright, almost white, glimmering silver color. Among metals, it is second only to adamantite in hardness. Unlike adamantite, however, mithril is easier to enchant, although it does hinder a mage's spell casting ability. @bKrynite@n Rumors abound concerning the origins of the strange, dark purple metal. The most popular of these rumors is that the metal came from an ancient race of godlings, whose weapons of krynite sank into the ground of the battlefield where they destroyed themselves in a terrifying war. Whatever its origins, krynite is undoubtedly magic in nature. All krynite exudes a soft, pallid glow, which fades as the metal gets fatigued. However, because every pore of the metal is infused with magic, it will always resist infusions of further energy, such as enchantment. Krynite will not interfere with a mage's spell casting ability. The metal is incredibly expensive, and so difficult to work with that only a genius could ever hope to forge it. @bAdamantite@n Almost nothing is known about this rare, dull-gray metal. It is said that those who discovered and could forge the metal have all died. Another rumor holds that adamantite is so hard that it can be forged only with the combination of a giant's strength and archmage's magic. Adamantite is second only to diamond in hardness. A warrior's metal, adamantite makes incalculably valuable weapons and armor. It is extremely difficult to enchant, and is, for mages, the most disruptive material known. ~ .~ 0 0 1 meteor swarm~ .The fiery terror of this spell is unmatched in nature. When cast, fragments of fire rain down from the sky, hitting all opponents unlucky enough to be caught under its onsalught. ~ .~ 32768 0 16 Mfind~ .@eSYNTAX@n mfind -<flag> <word> ... : searches database for matching mobs @eFLAGS@n a : affect c : creator g : group n : name r : race f : act flag w : wear part N : nation T : trigger @eDESCRIPTION@n @I Command is used to find matching mobs. Any number of flag/name sequences are allowed. For example mfind -n ant -f can_tame would list all mobs with the word ant in their name which are also tamable. Using mfind -n ant -f !can_tame would list all non-tamable ants. See also: medit, mstat, marmor, mpedit, exp ~ .~ 32768 0 16 Mflag~ .@CSYNTAX@n mflag <flag> @CDESCRIPTION@n mflag <flag> toggles the value of <flag> for the mob or character being edited. Here are some of the mflag effects. Has_skeleton means that the mob can be raised as a zombie. Can_tame means the mob can be tamed. Can_carry means the mob can have items in its inventory - a no for animals Has_eyes means the mob can be blinded. Sentinel means the mob will stay in the room it is loaded into. Stay_area means the mob will stay in the area it was loaded into. Humanoid turns the mob into a humanoid, and you no longer use marmor for that mob. ~ .~ 16 0 4 Mflag_act_list~ .@bAct Mflags:@n Sentinel: Mob does not wander from the spot of its reset. Scavenger: Mob loots corpses. Can_Tame: Mob can be tamed by Rangers. Aggressive: attacks players on sight. Stay_area: for a non-sentinel, means mob will not wander out of area of its reset. Wimpy: flees from combat when badly wounded. (?) Humanoid: mob uses the default marm settings for humanoids (legs, armrms, head, etc.) If this is not flagged an marmor (see "help marmor" MUST be set for the mob). Warm-blooded: is warm-blooded and there detectable via infravision. Summonable: responds to a clan member's cry for assistance. Assist_clan: will defend a clan_member in the same room. Can_Fly: flies. Can_Swim: swims. Mount: Is a mount and can be ridden by players. Can_climb: climbs when necessary. Can_carry: can have items in its inventory, usually only for humanoid mobs. Has_eeyes: able to be blinded by blind spell. (blinding light as well?) Has_Skeleton: Is 'animate dead-able' - not that this does not just mean that the mob leaves a skeleton behind after it dies! Ghost: fades out of existence when killed. Zero_Regen: doesn't regenerate (a la some golems). Slithers : is a snake ~ .~ 0 0 1 Mind blade~ .The premier attack spell of the psionic. ~ .~ 0 0 1 Minor enchantment~ .This spell is used to enchant a weapon increasing the damage it does and improving its chance of striking a target, or armor, increasing its protective qualities. The effect is permament. There is a small chance with this spell that something will go wrong and the object will be destroyed in the process. ~ .~ 0 0 19 Mist-filled Marsh~ .Long ago, Khutek, the hedge wizard, was practicing a powerful spell involving calming mists. Being an inexperienced mageling at the time, the spell failed, and disastrous environmental consequences occurred in the marsh where he had been training. Khutek chucked it up as a learning experience and moved on. The enchanted mists still envelop the region south of the Elhanni River today. Numerous rumors abound of mysterious creatures that now inhabit the region, mutated by the magic that Khutek unleashed years ago. ~ .~ 0 0 1 Mists of sleep~ .A more complicated and draining spell than Sleep, this one is greater in that it conjures forth mists of dizzing light and scintillating colors. From this the spell can insinuate itself into the minds of many more targets in the area. ~ .~ 32768 0 16 Mload~ .@CSYNTAX@n mload( mnum, room ) @b@WPARAMETERS:@n mnum - Integer vnum of mob to load room - Pointer to room to load mob in @b@W@CDESCRIPTION@n:@n Loads a mob into a room. @b@WRETURNS:@n pointer to mob just loaded @b@WEXAMPLES:@n mob = mload( 23, room ); // loads mob #23 into room ~ .~ 0 0 16 Mob_check_list~ .@CSYNTAX@n no syntax, this is just an informal help file for newbie immortals :) ubj = "Use Best Judgement" @CDESCRIPTION@n Following will be a short check list of things to check as you go through your mobs, to make sure they are complete... level : make sure level is appropriate for area (must be determined first) look at similar mobs and set to same level - ubj hitdice : should equal level (check "help standards" )...fyi, hitdice is the HP on a mob or player(damage player can take) sex : use best judgement clan : if mob is meant to be killed unlike human shopkeepers, townfolk or whomever, the they should not be set to secomber...i.e., (if killing mob is considered murder in RL, set to secomber) race : check similar mobs or use best judgement size : use best judgement alignment : usually if aggressive, set to evil (but not always...ubj) mvdice : you don't need to set for a regular mob (horse or such...yes) coins : look at similar mobs, most mobs won't give much (or any) coins stats : compare to other mobs, ubj or ask another imm. resistances : there is a help file, but compare to other mobs (or ubj) long desc. : use your imagination (but don't make too long) keywords : if you see unique words in long desc. add them here main desc. : aim for at least 3 lines long...the longer the better :) mflag sentinel : stay in room mflag stay_area : if not sentinel, then have this flagged mflag summonable : makes mob capable of being summoned by a fellow clan member who has "summon" in their mpcode mflag has_skel : determines whether the corpse is 'animate dead'-able mflag wimpy : do you want it to flee during fight? mflag can_tame : most mobs won't be tameable, ask upper imm. mflag humanoid : if looks like human (else, see marmor) mflag aggressive : will this mob attack player when they enter room...ubj mflag warm_b : if you don't know, ask another immortal mflag all others : use best judgement (don't go overboard on affects) marmor : see help file on it... mpcode : look at my "help standards" file...fyi, mpcode is the attack code the mob "performs" on players otherwise, that should be enough, if i left something out...then ask around...if you follow this, your mob should be fine...although the first players to kill it won't get experience points until the mob has been killed a few times. Hope this helps! Enjoy - Dragos ~ .~ 48 0 2 Mob_in_room~ .@CSYNTAX@n mob_in_room( mnum, room ) @b@WPARAMETERS:@n mnum - Integer vnum of mob to test for room - Pointer to room to check in @b@W@CDESCRIPTION@n:@n Looks in room to see if mob is there. @b@WRETURNS:@n pointer to mob if there NULL if not @b@WEXAMPLES:@n if( mob_in_room( 333, room ) ) { // TRUE if mob #333 is in room junk_mob( mob_in_room( 333, room ) ); // removes mob #333 if in room ~ .~ 16 0 4 Mobs~ .Following will be an ongoing list of standards for whatever: 1) hitdice for mobs: leveld10+10*level ------------------------------------------------------------------------- - i.e. for a level 2 mob........2d10+20 - i.e. for a level 15 mob......15d10+150 - Course 50d10+500 is pretty abusive to cpu. When too many die-rolls are wanted, 0d0+1000, or 10d25+750, for example, might be better. ------------------------------------------------------------------------- #2) mpcode damage attacks for mobs: 5x for lower level mobs and 3x for upper level mobs(plus an additional 20% random special attack totaling 2x.) This is minimal work. The higher the mobs, the more mpcode they tend to need. Look at the well known high level mobs for examples. ------------------------------------------------------------------------- - i.e. 2nd mob...mpcode 1 attack( mob, victim, 2d4+2, "punch" ); - where you get 5x or 5(2) = 10 and 2*4+2 = 10 - i.e. 15th mob...mpcode 1 attack( mob, victim, 2d4+2, "right hand" ); - mpcode 3 attack( mob, victim, 2d4+2, "left hand" ); - mpcode 5 attack( mob, victim, 3d5+0, "spin-kick" ); - mpcode 7 if( random( 1, 10 ) < 3 ) - mpcode 9 attack( mob, victim, 3d10+0, "sonic wail" ); - thus...3x or 3(15) + 2x or 2(15) = 75 = 2*4+2 + 2*4+2 + 3*5 + 3*10 - where the 3d10+0 equals the special attack at the 20% random for 2x in - the formula ------------------------------------------------------------------------- let me know if you think we need a standard for anything else for mobs... ~ .~ 0 0 8 mobs_vs_players~ .Far too often we see notes on the bugs, general, and ideas board asking why mob skills that mimic player skills are better than player skills, or even demanding that the mobs be better balanced as they have better skills than the players. This extends to things such as... My level 10 warrior can only have 2 attacks, so why can the mob I'm obviously better than have 3 attacks? ...Why can this mage I'm fighting cast a fireball every round yet it take me several rounds? ...How can this mob cast lightning bolts at me and manage to claw me twice at the same time? ...How can this mob is using a sword like a fighter, spin kicking me like a monk, and casting a fireball at me like a mage? Trust me, the mobs ARE balanced to the players. The experience on a mob is automatically determined by several factors, which include how much damage the mob generally does and how long it lives. This leaves only a few options open to us to keep the mobs of TFE interesting to the players. - Either we give every mob you come across the same types of armor the players have, meaning almost everything would have a hodgepodge of +1, and +2 armor with every slot filled with something. This would greatly devalue the cost of equipment and one of the things that we strive for is to have value placed on valuable equipment, so this is not an option. - Or we modify their attacks. Even here a balance must be struck. Since there must be higher lever, more powerful mobs for the more experienced players to fight they must be able to do enough damage to provide a threat to people wearing the kind of armor and defensive spells our high level players use. To this end TFE has a set of standards to which the builders adhere when creating mobs. When a mob is assigned its level, the standards determine how much life the mob has as well as how much damage it must have the capacity to deal. To preserve the value of equipment, and insure everyone isn't pulling Flaming Mithril Swords of Death +3 off of the kobolds, this means we modify them and give them special attacks. Sometimes this means we will give them a few extra attacks in the round with mundane weapons, or modify the damage so they tend to be doing more damage with a mundane weapon then it normally deals. For all you know, they are just better trained to use it. Spells... Not every spell you see a mob cast is exactly what the players have. The damaging effects of spells are also a part of the damage covered under our standards. If a mob is able to cast a fireball every round, faster than you, it is only doing the damage it is supposed to and its experience reward will reflect that. Perhaps they just cast it differently and had a better teacher or perhaps they have a better inate ability to focus magic. Deal with it. We do try to keep them sensible, but we can not apply the same rules to the mobs that apply to the players. Otherwise there would probably only be a handful of mobs on the mud yielding over 5000 experience. Even if that seems like a lot to you now, it won't later. Later on, when you need a million exp, or even just a few hundred thousand, and you need to be killing mobs that yield 10,000 or more exp at a time having mobs whose skills and equipment are the same as players that yield only a 5000 exp tops will seem quite boring. How fun do you think it'd be to kill a million rabbits over several hours and still not level? So bear with us, play, have fun... But most of all enjoy it. Shade and sweet water, Talis ~ .~ 16 0 2 Modify_mana~ .@CSYNTAX@n int @b@Gmodify_mana@n( @Bchar@n, @Gvalue@n ) @Bchar@n - Pointer to character to modify @Gvalue@n - Integer amount to reduce/increase char's mana @Rreturns@n - 1 if able to remove energy - 0 if player was below 0 @b@W@CDESCRIPTION@n:@n Modifies the char's current energy level. @b@WEXAMPLES:@n modify_mana( ch, -10 ); // decrease ch's energy by 10 modify_mana( ch, 10 ); // increase ch's energy by 10 ~ .~ 0 0 2 Modify_move~ .@CSYNTAX@n int @b@Gmodify_move( @Bchar@n, @Gvalue@n ) @Bchar@n - Pointer to character to modify @Gvalue@n - Integer amount to reduce/increase char's move @Rreturns@n - 1 if able to remove energy - 0 if player was below 0 @CDESCRIPTION@n Self-explanitory. ~ .~ 0 0 8 Money~ .The money system here contains four types of coins: Copper Silver = 10 copper Gold = 10 silver Platinum = 10 gold In order to give coins to another pc, type: @Igive <number_of_coins>*<coin_type> <pc_name> @I@Ieg, give 3*gold greyclaw To drop coins, simply type: @Idrop <number_of_coins>*<coin_type> @I@I eg, drop 2*copper Note: using the abbreviations: cp, sp, gp, pp, will not work. @IOther help files that may be useful include help @EBank@n. ~ .~ 16 0 4 Monk~ .A working file designed to bring the Monk Class back into some sort of balance. Realignment of skills and their abilites as follows: Critical Hit - level 1, damage multiplied x2 Meditate, 10 Tiger Paw - 10, 2d6 Shadow Dance, 15 Lion Claw? - 25, 2d8 Spin Kick, 30 "Nerve Twist", 40, damage multiplied by x3 Dragon Strike, 40, 2d10 Scissor Kick, 45, 10d2? Demon Slash, 50, 3d8 Stun, 55, tone down some Spirit Focus, 60, mobs attack others in group "Withering Blow", 65, damage multiplied by x4 Quivering Palm, 65, 6d5 Flip Kick, 75, spin kick but low % to knock multiple mobs in room to ground Eye Strike, 75, % to blind opponent Death Slash, 80, 7d5 Ki Whip, 85, Room attack (damages monk and uses mana as well) A comparison of the monks' damage dealing capabilities will demonstrate that a monk's average damage will be somewhat lower than warriors under this system, but the maximum done per blow will generally be appx. 1/3 higher than a warrior of similar level. Issues of item repair and further skill balance still must be dealt with, but this is a start. ~ .~ 0 0 15 Monks~ .@IMonks are extremely deadly fighters specializing in unarmed combat. As The Forest's Edge is not set in an Asian-type setting monks are not necessarily analogous to 'traditional' monks, but instead represent experts at individual, unarmed combat. Included in their plethora of physical abilities are the skills of @Etiger paw@n, @Edragon strike@n, and @Ecritical hit@n, which multiply the damage done on a strike. Higher level monks attain the abilities of @Edeath strike@n, and @Edemon slash@n. Unable to use armor better than hard leather, monks rely upon defensive skills such as @Edodge@n, @Eparry@n, and @Eshadow dance@n to provide them with protection. @IWhile very weak at lower levels, monks are indispensible to any group seeking to battle any powerful foe, because their ability to inflict massive damage is required for victorious combat. @IFor a listing of the skills available to Monks, please see the help file on @EAbilities@n. ~ .~ 0 0 7 Morkith~ .Morkith is a major god of darkness, his power riveling that of Morr himself. Few have known of this god and even less practice his art of evil as the requirements to become a dark cleric of Morkith have sent many an evil cleric to his or her grave. Morkith is known as the "ever watching", as it is said that at any time in any place where a supreme act of evil is taking place, the god himself is watching over it. Myths and legends claim that Morkith is the brother of Morr and although they were quite close at one time, Morkith decided he wanted more power to himself and challenged Morr to a battle. The battle is said to have lasted over thirty decades and was the source of the downfalls of many kingdoms, plagues and the origin of the animated dead. After the battle had ended Morkith was at his brothers mercy but Morr is said to have taken pity on his brother and instead of killing him, banished him to the Abyss where he was imprisioned for over ten thousand years. It is said that all evil in the land is the doing of Morkith and that the spirits of those taken by Morr are twisted and distorted by Morkith and cursed to walk the earth again, doing his bidding. During the age of Darkfall, paladins and clerics of the Order of the Phoenix, a clan originating in the far off land of Tarik Nor, are said to have started a crusade to banish the temples erected in Morkith's honor and to slay all his followers. Whether they accomplished this or not, no one has yet to find out but it is said that the god has broken free from his binds in the Abyss and has come back to re-take what was once his. Sages and scholars proclaim that when the land of Tarik Nor is found, and the temple of the Phoenix re-claimed, a new age of darkness will descend upon the land and ignite the foulest evil beasts in the land to run amuck in the realms, to turn the land into another Abyss in Morkith's honor. ~ .~ 0 0 7 Morr~ .@IMorr, the omnipresent God of Death, is a god not often spoken of in polite company, but is whispered about rather tensely in muted voices around the campires and hearths the realm over. It is unclear what one gains from an active life's service to Morr, for the god's followers all swear an oath of secrecy on entering Morr's service...one would presume upon completion of a quest, although they will not even acknowldge that much. ------ There is one major misconception to the powers of Morr, however: Morr, while his domain does include that of the dead, does not control those who have passed on into his realm. Rather, Morr governs the time he will send one of his dark angels to end a mortal's life. ~ .~ 0 0 3 Motd~ .**************************************************************** ** IMPORTANT ** TYPE 'options' TO CONFIGURE YOUR ENVIRONMENT *** **************************************************************** The good news: we are open. The bad news: we still have bugs. Welcome back folks, in fact, there is a help file called welcome back which summarizes major changes. Please remember that your name, description, etc. must be in-theme. Read the help file or ask a friendly avatar for help. Please post bugs to the bugs board, and be patient. If you feel you can't play, then don't. We think mud is playable and do NOT anticipate another pwipe. Thieves are temporarily disabled since so many of their skills are bugged. Objects will still be changing some, as may a few mobs. These changes may not be posted, please be aware. Gossip points WILL be reduced for using wrong channels. Read help noteboard additions. PLEASE READ HELP MULTIPLAY. Ignorance is not an excuse. Please do not post spell message [BUG]s - will all be fixed soon. ~ .~ 0 0 13 Mount~ .@C@bSYNTAX@n mount <animal> dismount <animal> @C@bDESCRIPTION@n The mount and dismount commands are used by riders to get on/off their animals. Some mounts may wear items, such as barding, and some pets may wear things like saddlebags. The syntax is put saddlebags on <mount>. ~ .~ 0 0 12 Mounted fighting~ . @CDESCRIPTION@n <This skill not yet coded> ~ .~ 32768 0 16 mpdata~ .@C@bSYNTAX@n -- If not editting a mpdata mpdata : lists existing mpdata mpdata new <name> : creates a new mpdata mpdata delete # : deletes a mpdata mpdata # <name> : changes the name of a mpdata mpdata # : sets wizard to editting that mpdata -- If editting a mpdata mpdata exit : returns to not editting any mpdata Mpdata uses the standard editor. See help editor for assistance with this. --- See also: mpcode, mpedit, mpflag ~ .~ 32768 0 16 mpedit~ .@C@bSYNTAX@n mpedit :: shows list of mprogs on current mob. mpc :: see help mpcode mpd :: see help mpdata mpset trigger :: sets trigger, shows list of triggers if null @C@bDESCRIPTION@n Mop progs make the mud interesting and give a sense of awareness and life to your mobs. Please feel free to make interesting mob codes (all npc's should have triggers for telling them hello, etc; shopkeepers might want to have an entering room code). In order to set directions on entering/leaving triggers, chg value to one of the numbers listed in @Chelp directions.@n ~ .~ 32768 0 16 Mreset~ .@CSYNTAX@n @Gmreset@n : lists resets on a mob @Gmreset delete <#>@n : removes a reset of an item on a mob @Gmreset <item>@n : resets an item on a mob @Gmreset 1_ch <#>@n : sets the basic repop rate of an item @Gmreset <#> position <position>@n : sets the position an item resets on @Gmreset <#> -1@n : removes the reroll bit @CDESCRIPTION@n This is used to reset an object on ALL mobs of the type being editted. They must be wearing or holding the object you want to reset and it will reset as they currently are using it. Mreset 1_ch <#> allows you to set the repop rate from 1-100%. (See help reset for details on the dice columns.) 1% is to be used for extremely good items, and is, as the number implies, extremely rare. 100% is frowned upon because it creates too much clutter. Remember that the more mobs there are, the more often an item pops. @I@cMreset <#> position@n with no argument will show all the slots equipment may be worn in. If you wish to have two different items in the same slot, you will have to use mreset <#> -1 to remove the reroll bit from the second item. Otherwise, they will both pop in the same slot at the same time. If you wish to set flags on an item in mreset, you must use: mreset <#> +<flag>. @I@eObject Flags: @cC)ontainer - Object is flagged as a container @cI)nside - Object goes in last object loaded with C flag set.@n Anything flagged as a container *MUST* be the first item reset for the items flagged as inside to load properly. @eSee Also:@n reset, rmwhere ~ .~ 32768 0 16 Mset~ .@C@bSYNTAX@n @Gmset@n : displays creature's stats you are editting @Gmset@n <field> : lists the allowed range or set of values @Gmset@n <field> <value> : sets the specified field to the given value Allowed Fields = { strength, intelligence, wisdom, dexterity, constitution, alignment, clan, race, sex, name, keywords, long descr, coins, level, magic res, fire res, cold res, electricity res, mind res, maturity, adult, skeleton, zombie, group, size, movedice, hitdice, class, religion, deaths, exp, game, gsp_points, office, piety, prac_points, account, donate, creator, wander delay } @C@bDESCRIPTION@n @I Most of the fields are self-explanatory. Some of them are only settable by higher level immortals. You should not set exp on players without being sure they deserve it. To specify what mob you are editting use medit <mob>. See also: medit, marmor, mstat, mpedit ~ .~ 32768 0 16 Mstat~ .@CSYNTAX@n @Gmstat@n : displays stats on mob currently being editted @Gmstat@n # : stats on mob with vnum given @Gmstat@n <mob|char> : stats of specified being @CFLAGS@n a : only displays appearance related information @CDESCRIPTION@n Mstat is the command to show the stats of mobs and players. Use medit to specify what mob mstat defaults to. See also: medit, mset, marmor, mdesc ~ .~ 0 0 8 Multiplaying~ .@C@bMULTIPLAYING POLICIES OF TFE:@n @B@b*@n Multiplaying is not allowed. It gives too much of an advantage over those who cannot do it. It also promotes soloing and works against the social structure of the MUD. @B@b*@n Players should not trade equipment between their own characters, nor assist others in doing so. @B@b*@n The Immortals of The Forest's Edge insist that all players wait five minutes before logging alternate characters on. In addition, the immortals ask that players not log in and out frequently in order to speed up area resets. @B@b*@n Each account may have only one character on at a time, and playing multiple characters via multiple accounts is also not permitted. @R@bMultiplayers may reasonably expect themselves to be purged. ~ .~ 16 0 16 Mwhere~ .@CSYNTAX@n mwhere <mob> @CDESCRIPTION@n mwhere <mob> - List all rooms that <mob> currently occupies. ~ .~ 0 0 1 Mystic Shield~ . This spell creates an invisible field around its target which, depending on level, has the increasing potential to bend the physical world around the mage. This causes blows which would normally strike the mage to miss their target due to this subtle 'warping' of space. ~ .~ 2048 0 0 myths~ .Here's a few of my favorite myths that seem to have cropped up over time... Brazen is a marvelous dancer. One of the best in the realm. (suavest assassin in the realm and she has style) The chlorohorror's name is Charlie. Charlie Chlorohorror. (Why not. Such an innocuous name for a dreaded thing that probably no one would think to name. Kinda cracks me up.) Nettle Gruefood has a daily tea-time with Death. (Before the theft, Nettle was one of the most often dead characters people heard about.) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Another favorite section. Some of my favorite complaints, all said in total seriousness... "I haven't left this area because I don't want to explore yet... can't the imms do something about all the people who never leave an area? They're [in the way] and [ruining the fun of the area]." ~ .~ 0 0 3 Name_Similiar~ . This mud uses name completion. Player names which contain, or are substrings of extant names are not permitted. This avoids confusion among players. The name Malice, for example, would be forbidden if the name Mali already existed, and vic-versa. The name you chose conflicted with an already existing name. Please choose another. ~ .~ 0 0 4 Names~ .@CLegit Names and Otherwise@n @IOn the subject of names there is always some problems. Most of the same here applies to people's appearances and descriptions. Though there there is less leniency because it is a physical description. Here are examples of names that are @bnot@n acceptable: * Most words in the dictionary except proper names. * Main characters from reasonably well-known books. Reasonably well known is defined as 30% of the mud has heard of the book. Minor characters from major works are also unacceptable if 30% of the mud has heard of the character. * Names of cities. Hershey would unacceptable. * Famous names. Words strongly associated with anything in particular. Dividing line is 30% of the mud recognizes the association. * Modern names (Rocketman) * Names including titles (Sir Peabody, Queen Ann) * Major foreign words. Major is defined as anything known to whoever is around. Anything French is disallowed as the French are annoying. * Nicknames (names that depend upon the person you are now, or some physical attribute - lightfingers, stubbytoes, one-eye) * Bastardizations of any of the above (Frndz, Doonbuggy, Mi-lafs) Names should be medieval sounding or otherwise similar to a fantasy setting. Names are meant to be just that, names. Nicknames are well and nice, but they can easily be added to your keywords. Names should be things like: Handaran, Aelrynne, Kuhrt, or even Joan. Adjectives, adverbs and generally descriptive words are poor substitutes for a name, Also it is best to avoid names based on verbs like Slasher, Mauler, Killer. Such names will only invite a name change. As long as the name is not offensive, Immortals and Avatars should politely ask for a name change. If the person refuses, please talk to or mail a level 95+ Immortal (rank Immortal, Spirit, Angel, Demigod, God) about the perceived problem. Imprisoning the person, freezing them, disconnecting them is not appropriate. If the name is offensive, you may either ask them to change the name or disconnect them immediately. This decision should be based on the degree of offensiveness and how reasonable the person is. Some people do logon for the sole purpose of causing trouble. Most importantly, if an immortal asks you to do something (like change your name) it is assumed they have a good reason and you should comply. Imms found abusing this will be dealt with. ~ .~ 0 0 4 names2~ .The other list of name no-no's. This is just a list of examples of what won't pass for those of you who like it spelled out a little better. More examples of names that are @Mnot@n acceptable:@n @GNames of inanimate objects, particularly those that frequent the mud:@n tree, stone, stream, door, road @GNames of animals:@n lion, bird, eagle, woodworm, bear @GNames of Famous people, real or fictional:@n Princess Leia, Cindy Crawford, James Bond John Doe, Jane Doe @GNames of Comic Books heroes:@n Pitt, Maxx, Superman, Batman, Lobo, The Tick @GNames that are vulgar or offensive (you get the idea). @GNames which are best avoided:@n Satan, Jesus @GNames of anachronistic (things that should not exist in this setting) items:@n Toothpaste, Shoepolish @GNames with titles:@n King Richard, Sir Gawain, Brother Thomas, Sister Emily, Father John, Mother Teresa, Mr/Ms/Mrs anything. Master Thom, Mistress Jenny @GAnything that requires an article (a, an, the, etc):@n The Tick, Thetick, The Pope, A Killer, Akiller, Da Basher, Da Boss @GNames based on actions:@n Slasher, Mauler, Killer, Basher @GNames based on combinations of above:@n BearMauler, Rat Slayer @GNames based on your occupation or race:@n Ranger Bob, Warrior Ted, Priest, Witch Joe-Orc, Ima Healer, MeGoblin, MeGobbie, BigTroll HolyJoe, Holy(anything) for clerics or paladins (or anyone really) @GNames that are variants of names that won't pass:@n Joan d'Arc, Jone o'th'arc, Joanne Ark Gandalf, Ghandalf, Gandalph @GNames that are not names:@n Bignstupid, Jackofclubs, noname, nobody, somebody Changing a single letter to make a minor difference is essentially the same as using the donor name. Klown will essentially be treated the same as Clown. It is a pretty blatant and poor attempt. Reversing a name may or may not work. No one is going to care about Maerts, but something like Sesuj is a quick line to getting banned. It implies you realize there is a problem with the name, and you are flaunting that you are trying to get around the rules. While creativity is to be admired, flaunting an intentional infraction of the policies is not. It is not impossible to come up with a decent and original name. However, if you are going to steal a name from a book:@n 1) Don't steal obvious names like Bilbo or Gandalf steal more obscure people, tertiary characters, support characters. 2) If there's a good chance others will know you, don't contradict yourself by making Baba Yaga the orc thief, or Ali Baba the human paladin. If you steal a name, you take with it certain concepts and atmosphere. Don't offer up the concept of Lancelot the knight, and try to play him as a goblin mage. ~ .~ 0 0 10 nations~ .@MSecomber@n - a nation of primarily humans. Towns of note include Chiiron, Medienne, and Pennan. @MEleint@n - a nation of primarily elves. their towns are located deep in the heart of the Vaasa. @MThorstag@n - a nation of gnomes. they have not disclosed the location of any of their towns at this time. @MKhedrun@n - a nation of primarily dwarves. Scattered through the mountains, they hold all contact with outside nations through the town of Kha-Da. @MStahl@n - the nation of the lizardfolk. they hold one town, Sos-Kul, deep in the heart of the K'ssk Swamp. @MKarse@n - a nation of ogres, they've managed to hold off killing each other long enough to build the town of Denab-Knur. @MNetheril@n - a loose nation of trolls, they have not managed to pull together the wits or resources to build a town yet. @MAzak@n - a nation of primarily orcs. They have constructed a town in the hills near Pennan. @MJezvik@n - a nation of goblins, as yet holding no towns. @MDvyie@n - a nation of vyans. If they hold a town, they have jealously guarded its secret location from all not in their nation. Voaleth --- Not a nation, but the gathering place for many of the darker races that do not hold a town of their own. Within the confines of the town, several nations have been seen lurking on the dim streets and darkened alleys, including Kharse, Netheril, Azak, Jezvik, and even a few from Dvyie. Halflings, Ents and Centaurs - These reclusive races are somewhat scattered and have learned to adapt wherever they can. Though they have developed no strong ties of nationality, they have shown an ability to adapt wherever they feel most comfortable. See also: relations, reputations, and help relations ~ .~ 0 0 1 Neutralize~ .Neutralize is the spell to cure hallucinations. Hallucinating will make you unable to rely upon your senses. Monsters, players, etc. will appear strange, and hallucinating players will find it difficult to do much anything unless cured. This spell is also very useful in aiding players who have been unnaturally silenced. ~ .~ 0 0 0 New_Email~ . Please enter your new email. Once entered, if valid, a confirmation code will be sent to this email. ~ .~ 0 0 20 Newbie~ .@b@RNewbie Help@n ------ ----@n Welcome to @bThe Forest's Edge@n! This is intended to help you get started in your adventures here. This MUD is different from many other MUDs around in many respects. @CSome of our features: @G*@nWe strongly encourage a roleplaying environment. @G*@nWe have actions, object programs, and mob programs; these programs allow the builders to make anything from intelligent weapons and mobs to gates that open when you knock or pull a lever. @G*@nOur OLC system allows us to update, repair and build areas anytime. @b---------------------------------------- Help Topics to Read: @nType 'help <category>' to read. @CBegin @CWorld Map @CChiiron or Voaleth (or whatever city you are starting in) @CGuilds @CCommands @CAbilities @CStarting@n - For help with starting to play @CRoleplaying@n - For tips on beginning roleplaying @CPolicies@n - For a list of current policies @CProcedures@n - How to interact with Imms and AVs @CGates@n - For information on entering/exiting through city gates @CFYI@n - For what you, the player, are responsible for. @CTowns@n - Lists all the villages/towns of the realm ~ .~ 0 0 0 none~ .~ .~ 0 0 14 Noteboard~ .@eSYNTAX@n @I The note fucntion uses the standard editor commands to write notes. See @Ehelp editor@n for the list and description of these. In addition to the standard editor commands, note also uses: note # : either displays that letter (if not editting), or inserts/deletes that line (as in help editor) note <name> : begins editting new note note post : posts the note on the note board, or saves changes to a modified note note delete : erases the note being editted, or stops editting a previously posted note without saving changes note delete # : if you were the writer of that posted note, it will be removed from the board note edit # : begins editting a note you have already posted note move <board> # : moves a posted note to another board note summary : lists the number of notes posted to all boards since your last mud session @eDESCRIPTION@n The note boards are used to post information for all to read, there are different boards for different topics which are: general : general info and chatter immortal : for immortal use only ideas : comments and suggestions to improve gameplay bugs : post any bugs or problems encountered here announcements : a list of all recent changes to the mud information : useful general knowledge and the like to be shared stories : general role-playing saga wanted : place for you to post your wish lists fixed : where imms move bugs notes once they are dealt with code : imms will move bugs notes here if they apply @RPlease post your notes on the correct board. And please, post only serious notes and do not post replies if the note does not require one. Posting frivolously will get your gossip points docked. @n @IOther help files which may be useful include help @Eboard@n. ~ .~ 0 0 2 Num_in_room~ .@CSYNTAX@n num_in_room( room ) @b@WPARAMETERS:@n room - Pointer to room to test @CDESCRIPTION@n Counts the number of characters in a room (both pc's and mobs). @b@WRETURNS:@n number of chars in room @b@WEXAMPLES:@n i = num_in_room( room ); ~ .~ 32 0 2 Obj_in_room~ .@CSYNTAX@n obj_in_room( onum, room ) @b@WPARAMETERS:@n onum - Integer vnum of object to test for room - Pointer to room to check in @CDESCRIPTION@n Checks room for object. @b@WRETURNS:@n Pointer to object if found in room NULL if not @b@WEXAMPLES:@n if( obj_in_room( 200, room ) ) { // TRUE if object #200 is in room junk_obj( obj_in_room( 89, room ) ); // removes object #200 if in room ~ .~ 32 0 2 Obj_to_char~ .@CSYNTAX@n obj_to_char( object, char ) @b@WPARAMETERS:@n object - Pointer to object to load char - Pointer to character to load onto @CDESCRIPTION@n Loads an object into a character's possesion. @b@WRETURNS:@n none @b@WEXAMPLES:@n obj_to_char( oload( 187 ), ch ); // Loads object #187 onto ch obj = oload( 338 ); obj_to_char( obj, ch ); ~ .~ 32 0 2 Obj_to_room~ .@CSYNTAX@n obj_to_room( object, room ) @b@WPARAMETERS:@n object - Pointer to object to load room - Pointer to room to load into @CDESCRIPTION@n Loads an object into a room. @b@WRETURNS:@n none @b@WEXAMPLES:@n obj_to_room( oload( 187 ), room ); // Loads object #187 into room obj = oload( 338 ); obj_to_room( obj, room ); ~ .~ 0 0 0 Object~ .@C@bSYNTAX@n Object @C@bDESCRIPTION@n Curmudgeon of the deities. Deity of obfuscation, order, technology, and libations. Known for ignoring requests of mortals and eating immortals' corpses. ~ .~ 0 0 4 Object Flags~ .Glow - glows. Hum - Dark - Does nothing right now. Lock - Evil - Invis - Invisible. Magic - Magical; registers as such w/detect magic No_drop - player cannot drop item. Sanct - Item is sanctified. Flaming - covered with flames. No_remove - Inventory - No_shield - cannot use shield in conjunction with object. Hidden - hidden. No_show - No_sacrifice - Water_proof - Appraised - No_sell No_junk Identified - Rust_proof - Rustproof; items which have metal flag checked and this unset will have a chance of repopping in various rusted states. Uses_skin - item will not be in inventory, but will have a chance of loading when mob is skinned. Is_chair - ~ .~ 131072 0 16 Oedit~ .@eSYNTAX@n oedit new <name> : creates a new object oedit new <vnum> <name> : copies the object with that vnum oedit delete : deletes he object you are editting oedit <vnum|name> : edits an object oedit replace <v1> <v2> : replaces v1 by v2 in all resets @eDESCRIPTION@n See also: odescr, oextra, oload, rowhere, ofind, ostat ~ .~ 131072 0 16 Oextra~ .@CSYNTAX@n @Goextra@n : lists extras on an object @Goextra@n new <name> : creates a new extra @Goextra@n # : edits extra specified @Goextra@n delete # : deletes extra @Goextra@n # <text> : changes extra name @CDESCRIPTION@n ~ .~ 0 0 12 Off-hand Attack~ .This skill allows players to wield a weapon in each hand. Doing so eliminates the possibility of using a shield or a two-handed weapon, but given an intelligent choice of weapons it should increase the damage a warrior can do. Only dagger type weapons can be wielded in the off-hand, as two swords, for example, would be completely unmanageable. The command to use a secondary weapon is : hold <dagger_name> A second off-handed attack is planned to be implemented soon exclusively for warriors. ~ .~ 131072 0 16 Ofind~ .@C@bSYNTAX@n ofind -<flag> <word> ... : searches database for an object class @C@bFLAGS@n f : affects o : object flags s : size i : anti m : materials r : restrictions w : wear flags b : before name a : after name t : type c : creator W : weapon class T : oprog trigger @C@bDESCRIPTION@n See also: mfind, oedit, ostat, oset, oflag, opcode ~ .~ 131072 0 16 Oflag~ .@CSYNTAX@n oflag <object> oflag <object> <flag> @CDESCRIPTION@n oflag <object> - Print the values of the object flags for <object>. oflag <object> <flag> - Toggle the value of <flag> for <object>. ~ .~ 0 0 1 Ogre Strength~ .An enchantment of substantial power, this spell harnesses the caster's magical energies and the properties of the rare mandrake root to imbue the caster with increased strength. Even the meekest of mages will suddenly find himself to be a more formidable physical specimen, so long as the flow of magical energy which supports the spell remains unchecked. ~ .~ 0 0 10 Ogres~ .@GAverage Statistics for Ogres@n Height: males about 6'6" - 7'6" females about 6'4" - 7'2" Hair: Browns, black, reds and rarely gray. It is usually coarse, bristly or patchy. Facial hair is extremely rare, almost unheard of, though ear, nose, shoulder and back hair are quite common. Eyes: Ogres tend to have dull, beady eyes ranging in colors that are mainly shades of gray. Sometimes they have hints of red or black as well. The Irises are large leaving only a thin margin of the sallow to gray surrounding it visible. Appearance: Ogres are most often quite muscular with odd protuberances, large warts and cysts most frequently, as well as having frequent patches of hair-covered warts that can confuse their bulky shape. Most ogres have poor postures and stoop horrendously. Ogre skin is usually a dusky shade of grey-brown, sandy-brown, or a ruddy red-brown but it is always somewhat rubbery. @GOptional Advice on Role Playing an Ogre@n As a general rule, ogres are big, mean and dumb. They are typically brutish and like to bash anything smaller them as much as possible. They particularly don't like little creatures, who tend to cause problems and/or steal things. The general attitude of life for an ogre is pretty simple. If you can eat it, do so. If you don't plan on eating it, bully it. If you can't bully it, then smash it. Ogres aren't known as great conversationalists, but they are the favored workhorse of the dark armies being the best at what is most often called for in any combat situation. Smash, rend and tear into itty-bitty pieces. Ogres have no real central governing force, nor do they care overly much for family units. Despite the lack of central cohesiveness, they still managed to construct a city, Denab-Knur (The ogre words for Cave you live in, further demonstrating their creative genius). True to form, city government is based on strength. The strong rule and the weak serve. Two varieties of ogre have evolved here. Gray ogres tend to be the stronger and dumber of the two. Red Ogres, so called for the ruddy hue of their rubbery skin, are somewhat smaller in stature and possess a smidge more intelligence than grey ogres, they are still about as smart as a rock by the standards of most other races. @yRacial Relations:@n As a rule ogres dislike anything small. Halflings, gnomes, dwarves and goblins are all treated with contempt and should be stomped on repeatedly. Goblins, at least, know how to tear things apart and can, on rare occasion, be useful in breaking something in a small places ogres can't reach. Trolls, though strange and frankly, pretty dumb even by ogre standards, make for useful allies. Orcs are viewed with a measure of respect, as they know how to cut and build things, though they obviously aren't as good as ogres or they wouldn't be so puny. Vyans make useful allies, as they make good diversions when hunting elves and are good at dealing with elven magic. Unfortunately they are also a nuisance as they always seem to think they are in charge. Fortunately they rarely get in the way of such truly important matters as smashing things when it comes time to do so. Elves and lizardmen are hated simply as a matter of course. They serve no purpose but they do bleed exceedingly well once you get past all their silly magic and sharp claws. Humans are an odd lot. While some are almost as good as orcs, many more are often as bad as elves and lizardmen. Though its usually just easier to smash them the same as elves, sometimes it pays off to only smash them a little. Once they know who's boss, they make pretty good allies. ~ .~ 0 0 0 olddwarves~ .Famous for deeds other than the invention of the braided beard and the double-bladed axe, the Dwarves of the Forest's Edge are known to make fine warriors and adventurers. Strong and hardy, Dwarves also possess a certain innate resistance to magic which makes members of this race particularly valuable allies and extremely deadly foes. The Dwarves of Clan Khedrun make their home in the great underground city of Kha-Da, and although they don't much like the annoying brightness which is the sun, in typical fashion, Dwarves have learned to make do with sunlight, even if it still irks them. Dwarves have, in general, an undying hatred for several races - among them Goblins, Orcs, Trolls and Ogres. Above all, Dwarves cannot stand Goblins, who to them are less than worthless thieves who should be buried alive in the next collapsed tunnel. Needless to say, Goblins conceive of Dwarves in similar terms. Elves are viewed with a measure of skepticism, at times bordering upon open contempt, and Vyans are perceived as a particularly sinister threat. Humans, on the whole, are seen as unnecessarily volatile and a race which really hasn't finished adolesence, grown up, and figured out what it wants to do with itself. Lizardmen are a bit of a boggle for Dwarves, while Gnomes are considered to be the most agreeable, sensible of fellows, next to other dwarves, of course. ~ .~ 0 0 0 oldelves~ . There are two main races of Elves on the Forest's Edge, the llewyrr or Eleint, and the Vyans, or Dark Elves. See help @bVyan@n for information about the Dark Elves. The Eleint (or "llewyrr") make their home in the grand wood known as the @bVaasa@n, and seek to rid the forest of evil creatures. Due to the wood's great size and the many perilous areas with which it borders, this is a constant and neverending struggle. The Eleint are known for their unique style of dress. They generally favor forest colors, ranging from deep green to soft browns. Their hair ranges from light blond to darkish brown and, rarely, black, with their skin tone similarly varied. Also, full-blooded eleint have no facial hair. Their hair is typically straight, and the Eleint are known to be fond of weaving beads into their coifs which represent various aspects of that particular individual's beliefs, background, family, etc. The Eleint typically stand 5' in height, sometimes a bit taller or shorter, and are slender in girth. Eye color is varied, with browns and blues being the most common. The Eleint have developed a substantial sense of group identity and cohesion among themselves; some speculate that this is due to their status as athe children of an 'elder' race, but this is unproven and an issue of dispute among the greatest sages of the realm. Nonetheless, the Eleint are known for their respect given toward the natural world, with all natural things considered to house a sacred spirit, be they elven, animal, plant, rock, or soil. Over the years, however, hard lessons have taught the surface elves to mistrust outsiders. Beyond their unmitigated @b@Rhatred@n for all Vyans, the Eleint possess a healthy suspicion of many races, and have become outright hostile to others. Dwarves and Gnomes, though overly materialistic and concerned with trivialities, are races whose level of pollution has not yet progressed past their being saved. Humans, for their part, are considered to be intemperate and immoderate, prone to acting first and considering the consequences of their actions later, and substantial ill-feeling exists between the Eleint and Humans due to several pastwars and untoward actions, on both sides. Despite their misgivings with Humanity, the expediency of survival has forced the Eleint to cooperate - begrudgingly - with humans in the face of a greater threat. Posing such a threat are Orcs, Trolls, Ogres, and Goblins, who along with Vyans are considered as unnatural, twisted abominations who should be wiped from existence, their very presence an oozing, infected and diseased wound threatening to destroy the realm. The Eleint will not associate with these races under any condition, ~ .~ 0 0 0 oldent~ .Ents are large, sturdy, bipedal beings often mistaken at first glance as being part of the landscape. However, this @Rdoes not@n mean that they ARE trees. Their heads are very tall, and they have hardly any necks at all. Their arms are covered with smooth brown skins, and their large feet have seven toes each. They generally have long beards which are bushy and twiggy. Their tree-like nature makes them slow and ponderous, though they are not at all sedentary. Ents are strong and have excellent constitutions, however, they are susceptible to the forces of nature, most especially fire. This ancient race's native tongue is very difficult for other races to learn; but they quite easily have learned elvish. Besides their natural friendship with the forest-dwelling elves, ents are also very friendly with gnomes and lizardfolks. They have less understanding of the underground dwelling dwarves, but are not openly hostile. This good race has troubles with all of the @Ydark@n races found in the world. @CWith regard to an ent's appearance and description, keep in mind that ent's are not trees. An ent's appearance should reflect the fact that he/she IS an ent. While it is acceptable to compare ents with or ascribe certain traits of trees to ents, neither the description nor the appearance of an ent should state in any fashion that he/she IS a tree. ~ .~ 0 0 0 oldgnomes~ . Gnomes are known to be small, industrious, and excellent spell-casters. They are comfortable living in an underground city or burrow, or in a small home on a rolling hill in some bucolic country setting. In the past, the Gnomes, centered around their great underground city of Orlumber, have conducted extensive trade with Humans in both Pennan and Narak. Sharing a number of traits with Dwarves, Gnomes tend to mix well with these two races, though not without infrequent misunderstandings and cross-cultural problems. To Gnomes, the Eleint are an utter boggle, their at times inexplicable behaviors utterly mystifying and frustrating to the members of Clan Thorstag. Needless to say, Gnomes have had even less positive contact with the Dark Elves, who in past times have appeared out of nowhere to ravage and destroy the works of the Gnomes. Gnomes tend to have their problems with other races. Goblins, Orcs, Ogres and Trolls are prominent on this list, as are Vyans. Gnomes have a particular dislike for goblins and categorically deny all goblin claims that there is any similarity between the races. ~ .~ 0 0 0 oldgoblins~ .Small, tough and wily, Goblins are known for being good at a lot of things, with the general exception of magic. Quick and hardy, goblins make excellent thieves due to their generally high dexterity and small stature, though persistent individuals have managed in the past to succeed at a wide variety of careers, including magical ones. Goblins @b@Rdespise@n daylight, dwarves, elves, and humans, and prefer to torture and tease any creatures which they may come across. They also conceive of trolls and ogres as utterly insufferable, generally because, like orcs, these races tend to use their superior size and strength to bully goblins into doing what they don't want to do. Goblins will not associate with Dwarves, due to long-standing tensions and a bloody history between the two races, nor do they particularly like Elves (of any type). Dwarves are viewed with outright hatred, due to their continued butchery of innocent goblins over countless centuries. "The only good part of a dwarf is his scalp" states a common Goblin proverb. Gnomes, strangely, are a puzzle to Goblins, who figure that somehow the two races must be related, with Gnomes of course the lesser relation in need of help from Goblins. Why Gnomes cannot learn to take orders and continue to associate with other, evil races is a source of constant frustration to Goblins, who would desperately like a new ally (or, even better, someone they could actually bully). Most often green, brown or some disgusting combination of mottled earth tone in skin color, Goblins stand about 4' in height. They hate light, live far underground and prefer sharp, stabbing weapons and short, thick bladed axes which are easy to swing in confined spaces. Spears are also a favored weapon. There are generally two varieties of goblins: the generally small, and more common, green goblins, and the white goblins, a rare variety of northern goblins which have a tendency to being larger and less chaotic in their organization. ~ .~ 0 0 0 oldhalflings~ . @C@bDESCRIPTION@n @IHalflings are a race of 'little people.' They are small, hearty, and generally cheerful. Being shy, they often live in small communities hidden deep within a forest or tunneled far into a distant hillside. Quick and dextrious, Halflings can move all but silently through nearly any terrain. Most Halflings live in their own communities, though they do trade heavily with Humans and Dwarves. Halflings are common in the Human cities, often in taverns discussing adventure over a hearty mug of ale. Halflings are fascinated by Elves. They consider them beautiful and mysterious, though the Elves' strange customs are an utter cipher to the down-to-earth Halflings. Gnomes and Halflings have amicable, if distant, relations. Goblins and Orcs are hated with a passion by Halflings and meetings between them are usually short and bloody. Trolls and Halflings, while generally at odds, sometimes partner up for mutual benefit. Ogres generally avoid Halflings as the small race tends to annoy the large, slow Ogres. ~ .~ 0 0 0 oldhumans~ .The humans of The Forest's Edge are much like you or me in physical appearance. They are used as the benchmark for other races to measure themselves against, and are known for being solid all-around in their abilities and professional opportunities. In the past, Humans have had extensive contact with Gnomes, and have experienced generally strong relations with them, as much as any generalization about two groups of such size. Humans and Dwarves have fairly strong ties on the whole, while relations between Humans and Elves have been fairly volatile, as both sides have had trouble understanding each others' intentions, leading to a series of misfortunes over the past centuries. Humans and Orcs do not get along well at all. Ogres and Trolls are seen in a similar light, though in the past Ogres have hired themselves out to humans as mercenaries. Goblins are viewed as capricious little troublemakers who are best met with force so they leave humankind alone and go bother the Dwarves. Vyans have had very little contact with humans, and even as Human-Eleint relations are touch-and-go, bordering on the negative. To Humans, the Eleint are a strange lot whos kidnappings and ambushes of humans in the past, together with sometime cooperative efforts, makes them seem, at best, a schizophrenic race. Vyans, for their part, are viewed with extreme suspicion, and in the past those Vyans unfortunate to be caught by humans have sometimes been burned at the stake as demons. As a result, most Human-Vyan meetings tend to be short andbloody. ~ .~ 0 0 0 oldlizardmen~ .Lizardmen are strange specimens, being large, bipedal reptiles. They are strong and sturdy, but slightly lacking in intelligence and dexterity. When fighting bare-handed a lizardman does more damage than most due to their sharp claws, which are large and powerful but do sometimes make grasping and manipulation of fine objects or details a bit difficult. They are unable to whistle though so have to find other means to call their pets, and sometimes have to find special gear to protect their hands. Lizardmen are a generally reclusive race, getting along best with those of their own kind. Despite their misgivings, they tend to get along well with Gnomes and Humans, though they cannot brook Dwarves' behavior despite the the faith placed in them by Gnomes. Lizardmen do not mix well with the Eleint; some speculate that this stems from a past. misunderstanding of temporal importance, while others argue that the conflict's roots relate to religious matters, and the two races' loyalty to deities with competing spheres of influence. In any case, Lizardmen like the Eleint's evil cousins even less, having fought a number of wars against the Vyans in the past. Similarly, continued raids upon Lizardman settlements by Orcs, Ogres and Trolls have initated a hatred of these races among Lizardmen; for their part, Goblins are despised due to their theft and sale of lizardmen eggs to slaves, notably Vyans. Lizardmen, as a whole, live solely in regions of swampland. Serpentmen, a distant relative, tend to prefer the more arid, desert climates. Lizardmen are _not_ serpentmen. ~ .~ 0 0 0 oldogres~ .As a general rule, Ogres are big, mean, and dumb. They make wonderful warriors but generally feeble wizards and clerics, due to their innate tendencies towards high strength and constitution and low intelligence and wisdom. Their great size is often of use in combat as well, making them excellent bashers. Ogre mages and clerics, rare though they may be, are not unknown to the realms. Ogres frequently stand up to 7' in height, and weigh a great deal. Their skin is rubbery, and their eyes dull. Ogres are famous for their great appetites and fast metabolisms, their rates of regeneration being second only to Trolls. Ogres do not like little creatures, who tend to cause problems and/or steal things. If they cannot be bullied, they should be smashed. Humans can be a similar problem, and dwarves tend to show up at the worst times, and also merit destruction. Trolls, though strange and frankly, pretty dumb, make for useful allies, as do the fragile but cunning Vyans. Orcs are viewed with a measure of respect, as they know how cut things, while Elves and Lizardmen are hated as a matter of course. There are generally two varieties of ogre: the grey ogre, and the red ogre. Grey ogres tend to be somewhat stronger, yet even more dim in the brain, while red ogres are somewhat smaller, yet possess a fierce, sinister intelligence. ~ .~ 0 0 0 oldorcs~ .A bit slow and a bit dumb, Orcs are nevertheless know to be tough, wily and strong foes worthy of one's respect. Slightly larger than a human, Orcs prefer the dark confines of underground caverns and the hidden realms of the underworld to the light of day, and will emerge into sunlight on only the dimest of days, if they can help it, and only after expressing their dismay at having to suffer from 'that accursed brightness.' Orcs are known to be none too fond of Elves, particularly the Eleint, whom to Orcs are only valued for their skins and teeth. Orcs begrudingly respect Vyans, due to their continual warfare with and mutual hatred toward the Eleint. Dwarves and Gnomes make excellent slaves, food, or both. Orcs are generally on amiable terms with Ogres as well as Goblins, whom they frequently like to bully (with varying amounts of success). Orcs and Trolls tend not to get along well at all, except when hunting the accursed Eleint (Trolls being insufferable bullies). Not the strongest spell-casters, Orcs are known to be excellent warriors and thieves. They have, however, been known to succeed in whatever profession they might choose to pursue. There are two basic varieties of orc: the eastern orc, and the western orc. The eastern orcs tend to be more chaotic and tribal, while the western orcs are somewhat larger and more intelligent. ~ .~ 0 0 0 oldtrolls~ .Trolls are big and slow. Make that @bBIG@n. Known for their prowess in battle, their superior physical attributes, and their great size, Trolls are known to be unsurpassed warriors. Along with these physical traits comes a particular dimness of mind and of senses, and Trolls able to cast spells are rare, and often less than competent. Trolls' metabolisms are famous as well for their speed; they regenerate much more quickly than other races, and consequently must eat a great deal more to satiate their great stomachs. As a thoroughly subterranean race, Trolls are adversely affected by therays of the sun. They rarely venture forth to see the light of day, only doing so at night, or on those cloudy, dim days when the sun is at its weakest. Trolls fear fire, for its affects harm the race to a great extent, and slows their recuperative capacities. As citizens of the underground world [Note: now under construction], Trolls live in loosely-organized clan bands which meet with other bands ("nations") at regular intervals, holidays, etc. Trolls generally get along well with one another, and frequently associate with Ogres, as the two races are frequently of like mind. Trolls perceive Vyans as untrustorthy schemers, though useful allies in dire circumstances. Goblins make useful servants, and Orcs often function as valueable allies while hunting (and, they hope, skinning) the vile Eleint. Like surface elves, Dwarves and Gnomes are intolerable and utterly disgusting to Trolls. Gnomes are utterly insufferable to Trolls, who cannot understand their lack of appreciation for the fine art of mindless destruction and cold, dark places. Humans are a puzzle to trolls - some make great allies and comrades in arms, while some are just as bad as the worst Eleint. The fact that humans have hunted trolls for body parts in the past, along with gnomes, does nothing to improve relations. Trolls credit Elves with making a fine stew. There are generally two varieties of troll: the southern, or swamp, troll, and the northern, or ice, troll. ~ .~ 0 0 0 oldvyans~ .The Vyans, or Dark Elves, live underground in their shadowed realm, far from their hated cousins, the Eleint. Long ago, the two clans (some might say races) were one, but even this is cloaked in legend and rumor. Vyans can only barely stand the light of the sun, having since time immemorial spent their days in the dark, sunless recesses of the earth, *miles* from the Earth's surface. Vyans and surface Elves possess an unmitigated hatred for one another, a conflict whose origins are clouded in myth and rumor. Known by surface races as "Dark Elves", the Vyans return the suspicion and intolerance shown then by Human, Gnome and Dwarf alike. Similarly, while Vyans have in the past cooperated with Ogres and even Trolls in times of crisis, this is a race which is generally reclusive and suspicious - some might say outright hostile - to outsiders. Lizardmen are considered to be a less developed race by Vyans, suitable only for enslavement and indefinite servitude. Just as Humans, Dwarves, Elves, and Gnomes have tortured and slain those Vyan unfortunate enough to fall into their hands, so too are the Vyan known for their merciless destruction of prisoners of said races. The Vyan neither asks for, nor gives, quarter. Contrary to popular surface-dweller belief, Vyans are not all dark-skinned and white-haired creatures. Their skin tones do indeed vary, from a dark midnight hue to a pale, wan color some say results from untold ages spent beneath the earth's crust, far from the burning light of day. Slender in build, Vyans stand about 5-5'6" in height. Their eyes are most often violet or even amber in hue, but albinos, as well as other odd colors,reputedly occur among the Darkest Folk. ~ .~ 8192 0 16 Oload~ .@CSYNTAX@n oload( onum ) @b@WPARAMETERS:@n onum - Integer vnum to find @CDESCRIPTION@n This function really should have been called find_obj() so it would make more sense. It does NOT load an object, it only returns a pointer to an object type so that obj_to_room() or obj_to_char() can load it. Similarily, those functions should have been called oload_room() and oload_char(), but since they wern't we'll have to live with it. @b@WRETURNS:@n pointer to object ready to be loaded @b@WEXAMPLES:@n obj_to_room( oload( 144 ), room ); // loads object #144 in room obj_to_char( oload( 151 ), ch ); // loads object #151 to ch obj = oload( 338 ); obj_to_room( obj, room ); obj_to_char( obj, ch ); ~ .~ 0 0 14 Ooc~ .@C@bSYNTAX@n ooc : lists last five OOC messages ooc on|off : turns the ooc channel on and off ooc <message> : sends a message to all players with ooc channel on @C@bDESCRIPTION@n The out of character channel is for discussing ooc concerns, and general real life things. It is strongly frowned upon to use the channel in character. Requests for items, grouping, etc are not appropriate. Swearing and other offensive language is unacceptable on this channel as with the other channels despite the fact that you might be an Ogre in real as well as in character. The ooc channel requires one gossip point. ~ .~ 16 0 16 opedit~ .Oprogs can be tricky business, but here are the basics. opset :: shows you everything about that brilliant oprog ya just wrote. @I@I <-- also shows soem of the fields which can be used in @I@I <-- conjuction with opset, like command, target, etc. opcode :: adds code just like any other (mpcode, acode, etc). opdata :: adds data calls to your code just like in adata, mpdata. ~ .~ 0 0 2 Open~ .@CSYNTAX@n @b@Gopen@n( room, dir ) @Groom@n - Pointer to room @Gdir@n - Direction of exit ( North, South, East, West, Up, Down ) @CDESCRIPTION@n Opens the exit specified. @CEXAMPLES@n open( room, east ); // opens the east exit in room ~ .~ 0 0 8 Options~ .@b@CSYNTAX@n options : see how your various options are set options <option> : toggle the specified option options <option> <option level #> : sets option level for that option @b@CDESCRIPTION@n The 'options' command will allow you to view and configure the options which control your interface and affect your environment. By typing 'options' with no arguments, you will see the options you currently have set. By typing 'options' followed by one of the available keywords, you will toggle the stated option. example : @Eopt no_summon@n will toggle that option on or off. You will see a message stating : "No_summon set to TRUE" (or FALSE, as the case may be). If the message were, "No_summon set to TRUE," then you cannot be summoned. Note that the '*' after the flag indicates that the option is 'on'; eg, no_summon (*) indicates that you cannot be summoned. Options under 'Option Levels' can be set from 0 to 3 by typing option <option> <#>, and the number is shown in parentheses. Setting an option level at 0 will turn off the level-settable option and be indicated with a hyphen with the parentheses. @bOPTIONS AND MEANINGS@n auto_assist : automatically assist your group members in battle autoexit : Display the open exits in a room automatically. autogold : Automatically loots the corpse of just the coins. autoscan : Automatically scan each time you move. brief : Disables the showing of room @CDESCRIPTION@ns chat : Turn on or off the chat channel. chant : Turns the chant channel on or off. gossip : Turn on or off the gossip channel idle : If on, allows others to see how long you have been idle. no_summon : If on, then prohibits others from summoning you. numeric : Displays numbers instead of worded numbers. prompt : Display a prompt with your hitpoints, mana, and stamina reverse : Reverses order in which notes are displayed. searching : Search for secret doors on every move. sneak : Attempt to sneak on every move. track : Allows you to see the tracks of others parry : If on, will fight only defensively. pet_assist : Have your pet automatically assist you in battle lang_id : Display the language other people are speaking in say_repeat : Repeat what you typed in or just confirm with 'Ok.' status_bar : Display a status bar with info about your character safe_kill : Protection from killing your own clan members munchkin : Disables 'junk all' command. ctell : Toggles clan talk channel on or off. portal : Sends you to portal when mud crashes or reboots. atalk : Toggles auction talk channel on or off. @bOptions with levels and their Meanings@n Autoloot : Automatically loots things off a slain mob. 0 = off, 1 = gold, 2 = gold, 3 = gold and items Autoscan: Automatically scans when entering rooms. 0 = off, 1 = autoscan anywhere but towns, 2 = autoscans anywhere but towns, 3 = autoscans anywhere Ignore : Prevents people from sending you @gtell@ns. 0 = off, 1 = ignore all but befriended and grouped people, 2 = ignore everyone but introduced people, 3 = ignore everyone Incognito : Hides your character's level and class on 'who' and 'whois' commands. 0 = off, 1 = only befriended people can see, 2 = only introduced people can see, 3 = no one else can see the info. Room.Info : Reveals more details to each room. 0 = off, 1 = shows visible exits, 2 = displayed in a box and shows lighting, exits, etc., 3 = same as 2 ~ .~ 0 0 2 OR_operator~ .The OR operator is represented by ||. An example of its use: if( has_obj( 1489, ch ) || has_obj( 2723, ch ) ) (returns as true if either part of the if statement is true) ~ .~ 0 0 19 Orc Raider Camp~ .The citizens of Sos-Kul have been reporting strange happenings at night near and around the city. They speak of dark shapes entering the town at night and people missing in the morning and supplies being raided. Several lizardmen have vanished in the swamp to the north of the town while investigating these happenings. ~ .~ 0 0 10 Orcs~ .@GAverage Statistics for Orcs@n Height: males about 5'2" - 6'6" females about 5' - 6'6" Hair: Orcs typically don't have the greatest of manes. What hair does grow tends to be black and coarse. Occasional shades of dark brown or the infrequent shade of ruddy reddish-brown do occur. Eyes: Typically dark shades of brown or black irises. The area around the iris is a sallow yellowish or grey-white at best. Affiliation: orcs are a dark race. Appearance: Orcs frequently have dusky-hued skin tending towards shades of brown or red. Warts are commonplace and, in some tribes, considered marks of great beauty. Nothing's more pathetic than smooth, boring skin. Orcs are not known for their great dental hygiene and often have cracked, yellowed and missing teeth. Fortunately for them they often grow back missing teeth once lost. Enlarged tusk-like canines often protrude from the lower jaw noticeably. Their noses are typically upturned, giving them a pig-like or boarish appearance according to the nastier comments of the so-called good races. @GOptional Advice on Role Playing an Orc@n Orcs are typically slow and a bit dumb, never the less they know how to be tough, wily and strong foes worthy of respect. Orcs primarily dwell underground and, though they can tolerate sunlight, prefer not to and will assuredly whine at being made to spend time in the light. Their long years of growing as a society in the cramped tunnels and caves left to them as the hand-me-downs of larger, brutish dark races or the more cunning vyans has produced some pretty strong traits. Most orcs are not shy or withdrawn and prefer to take what they can get. This makes for a very combative society and one that has learned to take its own abuse. Their favorite hobby would have to be tormenting the goblins that somehow always manage to be present wherever there are orcs. Its considered great sport, after all, they just keep taking the abuse and there are always more. After years of living this way, orcs finally came into contact with humans. Though brutal at first, some orcs did see the advantage to living above ground in artificial caves (houses), particularly if you build them without windows, thus keeping sunlight out. When this faction left, leaving more space in the caves, the remaining orcs rejoiced greatly and proceeded to fight over the extra free space. The split, over many years, has caused orcs to evolve into two main groups. An eastern orc, seen most commonly around Voaleth, who tend to be more tribal, chaotic and senselessly brutal. And a western orc, seen most commonly around Brithbarad, known to be somewhat larger and more cunning in their brutal plots. @yRacial Relations:@n Orcs are known to to be none to fond of elves, finding their best value to be the way they bleed so easily when cut, pounded or smashed. Elves are also a good supply of elven teeth, which make fine keepsakes of memorable raids on the unwary elf hunting party. Despite their close resemblance to elves, orcs grudgingly respect vyans. After all, how bad can a people who slaughter elves even more than you do be? Dwarves and gnomes only have value as slaves, food or both in orcish eyes. Orcs are generally on amiable terms with Ogres, seeing them as little more than really large orcs. Goblins, having turned out to be poor slaves who were too weak and lazy as workers and too inconsistent in work quality, and about as hard to get rid of as roaches turned out to be almost adequate allies. They make for great fodder in a fight and are a nearly endless source of mirth as the butt of jokes and target of cruelty. They just keep taking it and there are always more. When you break one, there always seems to be two more ready to take its place. Orcs and trolls do not tend to get along well at all, always managing to find something to fight over (usually involving possessions or food), except when hunting elves. Humans are an odd lot and are alternately tolerated and hated by orcs depending on whatever the current leaders' whims seem to be. Where some humans serve the dark forces they tend to make good allies, while humans that serve the light are bothersome nuisances and frequently go the way of elves. Which is to say they end up a smear on some orc's war club. Lizardfolk remain a nearly complete enigma. They lived in the swamps and, as everyone knows, there aren't caves under a swamp, just more swamp. Worse than that, there are only two ways to get there. Through human lands, and the humans keep stopping orcs to fight or talk, either one is better than walking all day. Or through the Vaasa, and there are just so many elves to kill there's never a good enough reason to get to the other side of the Vaasa. Why go through when you can stop half way and just keep killing elves until you're ready to go home? ~ .~ 0 0 14 Order~ .@C@bSYNTAX@n order <target> <command> : order a pet to do something @C@bDESCRIPTION@n The order command is used to control your pets. Some pets cannot perform specific commands; these will vary according to a pet's makeup. Some sample commands are sleep, rest, and stand. Note: Using order as a means to get past language barriers is against the rules we have set down. ~ .~ 0 0 9 Orlumber~ .Orlumber is the great city of the Gnomes, and is located somewhere in the Black Hills far to the north of Pennan and the Rua Valley. Once closely tied to the humans in Pennan and the Rua Valley, and known for its crafts and trade, Orlumber has recently lost contact with much of the outside world. ~ .~ 131072 0 16 Oset~ .@C@bSYNTAX@n oset : displays stats of object you are editting oset <field> : lists allowed values for a field oset <field> <value> : sets the specified field to the given value oset aff : lists allowed affects oset aff <aff> <value> : sets an affect on the editted object Allowed Fields = { weight, level, value0, value1, value2, value3, limit, repair, durability, ingots, cost, singular, plural, after, before, long_singular, long_plural, creator, prefix_singular, prefix_plural, type } @C@bDESCRIPTION@n @I Oset is used to set values on the object you are editting which is selected with oedit. Value0-Value3 are four numbers that every object has. Their meaning depends on what the type field of the object is set to and can be seen for the object editted on ostat under the line meanings. Unused means it is irrelevant what the value is set to. See also: oedit, oextra, odesc, opedit, ofind, rowhere, identify ~ .~ 0 0 7 Osse~ .Osse, the god of the sea, is a violent and powerful god. To those who chose to follow him, Osse grants the ability to breathe underwater, as well as prevents them from being pkilled by other players while in his world. Also, a player that is killed while underwater loses a lesser amount of experience when he or she dies. And as master of water, Osse also has powers over ice and steam, and grants the ability to those spellcasters who follow him to learn new spells special to followers of Osse. Also known as: the Great Navigator, the Master of Waves, and the Ice Lord. There is rumored to be a shrine to Osse near Medienne. ~ .~ 131072 0 16 Ostat~ .@CSYNTAX@n ostat <object> @CDESCRIPTION@n ostat <object> - Print stats for <object>. Most of these can be set with `mset'. ~ .~ 16 0 16 Owhere~ .@CSYNTAX@n owhere <object> @CDESCRIPTION@n owhere <object> - List all rooms that currently contain <object>. ~ .~ 0 0 15 Paladin~ .@IIn the beginning, temples were easy targets, so they hired warriors and fighters to protect them. Over time, these temple protectors not only came to practice their arts of war, but also became devout to the temple's god. In this way, they became the strong arm of the church, where their unique combination of skills were needed. Hence, the Paladin was born. @IBecause of their devotion to a god, paladins gain a wide assortment of simple spells. Useful spells such as create light, food, water and other curative spells are complimented by the more powerful spells of @Eremove curse@n, and @Esanctify. However, gaining these benefits cost these paladins to lose some of their formidable warrior skills. They cannot hit quite as often as true warriors, but they learn the powerful skills of @Eturn undead@n and @Elay hands@n. This mixture of spells and skills make Paladins a very powerful class, one that relies less on others for survival in a harsh world. @ITo see a listing of the abilities and spells available to Paladins, see the help file on @EAbilities@n. Other help files that may be useful include @Ehelp spell@n. ~ .~ 0 0 12 Parry~ .Parry is a skill which allows you to block some of an enemy's attacks. It is most effective with a sword or other long weapon, though daggers and other short weapons or fists can be effective to a lesser extent. This is a passive skill, in that there is no need to type in any command for an attempt at parry. NOTE: This skill is not the same thing as the "parry" option. See @Ehelp options@n for more information on the parry option. <I'm currently trying to get grey to make this skill heavily dependant upon your Wisdom stat.> ~ .~ 0 0 8 Password~ .@C@bSYNTAX@n password <old> <new> : changes your password @C@bFLAGS@n a : Changes account password instead of player @C@bDESCRIPTION@n This command will change your password. Use it every so often and be careful not to give out your password to those whom you do not *completely* trust. ~ .~ 0 0 19 Path of Destiny~ .An experienced adventurer looking to face the biggest challenge of his life will seek the Path of Destiny. It has been said that finding the path is not easy as it appears to magically change locations. Those that have found the path and survived it have found great wealths but at great odds. Some report that they were unable to do some things in battle that are commonplace. ~ .~ 16 0 0 pbug~ .@C@bSYNTAX@n pbug <text> @C@bDESCRIPTION@n You must be editing the player first. This is the command to attach player bug notes (much like rbug for room bug notes) to their characters. Perfect for keeping track of bad players. If you come up against a problem player, check their pbug as well, see if they are a frequent problem or if they just merit a warning. ~ .~ 16 0 0 Peace~ .@CSYNTAX@n peace @CDESCRIPTION@n peace - Stop all fighting in the current room. ~ .~ 0 0 17 Peek~ .This skill allows you to peek into a victim's inventory and see what they are carrying. To use the skill you peek at the victim and if successful you will see their inventory. It is a required skill for any player who plans to steal for a living. ~ .~ 0 0 9 Pennan~ . @GTo Black @GHills@n @Y^ |@n _ @Y|@n ________ |@GDelv.@n| @GMill@n | | @GEnd @R*@n | |_ _|__@R*@n___| | |old | | docks |_ @GD@n _|_ _| | @GE@n | @Gcat-@n | | @GL@n | @Gtails@n| |_ @GV@n _|_ _| | @GI@n | @Bnear@n | | @GN@n @Blake@n| |_ @GG@n _|_ _|_____ _____ | | | |@GOld@n | | | |@GGwen@n | |_ @GL@n _|_ _|_ |@R*@n____|____ | @GA@n | | | | | @GN@n @GD@n | |_ @GE@n _|_ _|_ @GE@n _|_ _|____| |@GLow@n | | @GL@n | _ @CU@n| |@GHill@n @GV@n | |__| |_____|_ _|_ @GI@n _|_____|_____ | | @GN@n | |@GFal.@n | | @GG@n @GField@n| _____|______|_ _|_ _|_____| | | | @GL@n | |@GFarm@n | | @GA@n @GHouse@n| ___________|_ _|_ _|_ @GN@n _|_ _|_____| _____ _____ |@Gclea-@n| | | | @GE@n | |@GTall@n| | | | @CU@n| |@Gring@n @Ggrass@n| |@GBarn@n | |@GBank@n | |_ _|_____|_____|______|_____|_____|____| |_____| |_ _| | | | |____ _ @R*@n _ _____ _| |_ ___ | | | _ @CD@n| | | |@GCard-@n| | | |_____ _____ _____ | | |__| | @GPorch@n @Ginal@n@R*@n | | | | |@GSut- @n| | | | |_____|_____|___| | @R*@n | | @Glers@n| | | |_ _|_____ _____ _____|_ _|__@R*@n__|__@R*@n__|@GShop@n_|_| |___ @R*@n@GGate@n | | | | | | | | |@GArm@n| @R*@n @GV A L L E Y R O A D VILLAGE@n @CD@n | @GOrchard@n@Y-->@n @R*@n_ _|_ _|_ _|_ _|_ _|__@R*@n__|_____|_____|_ _|___| ___ ___ |@GDecay@n| | | | || ||| | @GGR@n|@GEEN@n |_______| | | | @GWall@n || ||| @R*@n __ __ @MSign@n@Y-->@n |_____|_ _|_ _|_ _|_ _||___|||____|_ _|_ _| _|@R*@n|_ |___| | | |@GCrum.@n | | |@GHat-@n || | @GM@n || | | | | |@GParapet@n @Gtier@n|| @R*@n @GA@n ||___| |_____| | |_____|_ _|_ _|_ _|_____||____|_ @GL@n _|___________ | |@GCrum.@n| | | ||@CD@n | @GL@n | | | @Y-->@n |@GWall@n || @GA@n | @R*@n | @GChiiron@n |_____|_____|_ _|_ _||____|_ @GN@n _|_ _|_____| |@GOld@n | | | @GD@n | | |@GWall@n @GE@n | |_____|_____|_____|__@GR@n__|_____| |@Bsmall@n| |@Bford@n | |_ _| | @GW@n | | @GA@n | |_ @GY@n _| @Y| | \/@n @GMallander's Gate ~ .~ 0 0 19 Pennan/Rua Valley~ .Beside the Pennan hills is the lush green valley which they overlook. Rich with wildlife, this area also provides fertile ground for domesticated animals to feed upon. The region is also famous for legendary monsters as well as wandering thieves and cutthroats. Mercenary Cave (level 12) Far north of the Greened Way lies a hidden and well-guarded limestone cave. A small band of goblin mercenaries currently resides there. Although not usually very bright, these mercenaries are known to be stubborn, vicious fighters. ~ .~ 0 0 4 pet_rules~ .Pets can be a lot of fun and good helpers in the realm. However, they can also be horribly abused. Pets are any mob following you that you have control over that is not you. Familiars, mounts, animals/living things bought at pet stores, and animals/living things tamed by ranger pet spells, and created/owned undead are all considered pets. Unfortunately there's also room for abuse where pets are concerned, so here's a little lit of what not to do (some of these things can get you banned). @C You are not allowed to aquire pets with the intent to release them later to kill them. @C-This means no wounding pets, making them sleep, releasing them, killing them. @C-This mean no taming a pet to remove it from the safety of its guardians. @C(ie taming sheep to remove them from Pennan to kill them elsewhere) @C-This also means no taming the white timber wolf to remove her from her mate with intent to release/kill her so you can tame her mate. @C(a hint, there IS a legal way to achieve taming the male) You are not allowed to send them into battles you are not a part of. @C-In particular this means no sending hords of pets in to kill shop keepers while you stand idly by and watch them get killed by the keeper and guards. Honestly, what keeper/guard wouldn't notice you give the orders and attack you? The code just can't handle that yet, so its not allowed. @n The imms can see when you aquired pets, when they are released and when they die. It looks awfully suspicious to check your player log and find you die once to every 20 pet deaths. It looks equally suspicious to see you tamed a dozen animals and released them shortly thereafter. In fact, that looks more like you're moving them elsewhere to be killed or killing them yourselves. Granted, pets will die, but there's a difference between reasonable chance of death and abusing the options given you. In particular this occurs with rangers. A ranger's communion with nature allows them to tame the pets. I would hate to see tame end up like familiars, only one tame per level, becuase rangers are abusing it. -Talis ~ .~ 0 0 8 Pets~ .@eSYNTAX@n pets : lists your pets pets abandon # : disbands the pets with the given number @eDESCRIPTION@n One may buy pets in pet shops, which are located in various towns. Only two pets are allowed at the same time, which explains the need for the abandon option. BE VERY CAREFUL WHEN USING THE ABANDON COMMAND See also: group, order, whistle ~ .@eIMMORTAL NOTES@n Pets <victim> will list pets for the specified character. Useful when dealing with munchkins. ~ 0 0 8 Phule's Laws~ .TOPIC: This helpfile is intended to help those new to The Forest's Edge get their feet wet. Just read Phule's Phive Laws of MUDding before you start your adventures, and don't forget: have fun! @I @I Law 1: Self-Preservation. Set your @bwimpy@n. What "wimpy" does is engage a sense of self-preservation in your character. Typing "wimpy flee 8" will get your character to try to start running away whenever he (or she, of course) is beaten down to 8 hit points. Setting your wimpy has Phule's personal guarantee to save your life at least once, but remember, don't simply rely on wimpy to get you out of a tight spot. @bFlee@ning (typing "flee") will also get you to protect your tender hide. @I @I Law 2: Con before kill, look before you leap. Before you even *think* about attacking a mob, always try to guage your chances against it. To do this type "con monster_name" -- perhaps "con goat" -- and hit enter. This will make your character "consider" his/her chance of success against that monster in a fight. To start a fight with a monster you come accross, type "kill monster_name." Also, before you wander into unknown territory, type "scan." This will get your character to look around the general area and see if there are any monsters lurking about. If scan shows that there is an evil newbie-eater to the east, don't go east. @I @I Law 3: Sustenance. You may have received a message that you were feeling hungry or thirsty. Here at TFE you must eat and drink to be merry. Water is readily available from city fountains, and many rivers and brooks also carry cool, refreshing water for your parched lips. Food can be a recently fallen apple, or a loaf of bread you can pick up from a table. Just type "eat bread" or "drink fountain" to eat and drink. @I @I Law 4: Clean up your messes. After you've successfully killed a monster, you may get more use out if than the simple experience points you received. Many corpses, such as those left by rabbits or foxes, can be skinned to produce valuable pelts or meat. Just type "skin corpse" after the fight has ended. @I @I Law 5: Practice before you preach. To achieve the best success here at TFE, you need to @bpractice@n and hone your skills. For instance, you'll have to learn to use that shiny new sword before it will do you much good. Many shopkeepers and special NPC's (non-player characters) have been around and might teach you a thing or two. Just type "prac" in a room where you think one of these trainers is. If you can be taught there, a list of skills will appear. Type "prac skill_name" to train inthat skill. Type "abil" to see a list of your abilites which can be learned. @I @I I hope this helpfile will be of assistance to those of you who need it. Remember, if all else fails and you find yourself killed until dead, Death might give you a second chance to gain revenge on the slavering-fanged monster which sent you packing to the netherworld. Chances are your corpse will sill be laying around with your equipment in it. Happy MUDding!! @I @I RELATED HELPFILES: @bnewbie@n, @Bstarting@n. ~ .~ 0 0 24 Pick Lock~ .@CSYNTAX@n pick <door_name> pick <direction> @CDESCRIPTION@n You need a lockpick to preform this skill. Some are better than others. With this skill, most doors and portals with locks, can be unlocked without your having to get the key. Lockpicks can be found in the shadier types of shops. ~ .~ 0 0 2 Plague~ .@CSYNTAX@n @b@Gplague@n( char ) char : character to inflict plague on @CDESCRIPTION@n If the player fails a save vs disease they have contracted the plague. ~ .~ 0 0 2 Players_area~ .@CSYNTAX@n int @b@Gplayers_area@n( room ) @Rreturns@n - number of players in area @Groom@n - any room in area @CDESCRIPTION@n Self-explanatory ~ .~ 0 0 2 Poison~ .@CSYNTAX@n poison( char ) @b@WPARAMETERS:@n char - Pointer to character to poison @CDESCRIPTION@n Poisons a character. Whether or not they are poisoned and how long the poison lasts is dependant on the character's constitution. @b@WRETURNS:@n none @b@WEXAMPLES:@n poison( ch ); // poisons ch ~ .~ 0 0 1 Poison cloud~ .The caster conjures forth a billowing cloud of venomous smoke that fills the area. It is advised that the caster leave quickly as they have no 'immunities'. The cloud currently does not poison creatures, though it has no qualms about players. Magi are currently working on this problem. Nonetheless, the cloud damages all that continue to stay in it, and will remain in existance for a substantial time. ~ .~ 0 0 4 Polearms~ .As there has been some confusion as to exactly what polearms are, this should help to clear it up a bit. Polearms, historically, were long (6-15 feet) weapons used by ground troops to take care of knights on horses. However, since we haven't quite gotten mounted combat ready yet, you aren't going to see too much of this. Polearms had a lot of variety. Some types were built for bashing, other has piercing tips, and some were just giant cleavers on sticks. A few polearms incorporated two or three of these into one weapon. Again, sad to say, we haven't quite got that worked out yet either, and right now, all polearms will be of the slashing variety. Give us time... we'll figure something out. ~ .~ 0 0 8 Policies~ .@bPlayer Names@n - Players should choose a name that fits their character and the medieval time period. Immortals are encouraged to be lenient in enforcing this, but characters with blatantly unacceptable names will be asked to change them. Examples of unacceptable names are Television, GoBlue and IamGreat. @bImmortal Help@n - minor help is allowed for players lower than level 3 such as giving food when starving, giving clues when lost or finding corpse in deadly places. This is to stop the mud from being too frustrating. After level 2 no help is allowed unless in cases of bugs. Both players and immortals will be disciplined for this. @bAbusing Bugs@n - If you find a bug please report it. Abusing a bugs can ruin the game for everyone and therefore players will be punished for such abuse. If it is too good to be true, it probably is, and you'd better report it. @bReimbs@n - Reimbursements may be given in some cases for losses due to major bugs. The normal reimbursement is the equipment you had as of the last backup of the player files. This may not be all that you lost but eliminates the problem of lying so no other equipment reimbursement will be given. Deaths or losses due to lag are not eligible for reimbursements. Items lost in a crash are not eligible for reimbursement unless they were lost on a corpse. @bMulti Playing@n - Multi Playing is not allowed. It gives too much of an advantage over those who cannot do it. It also promotes solo'ing and works against the social structure of the mud. Similarly, players should not trade equipment between their own characters, or assist others in doing so. Each account may have only one character on at a time, and playing multiple characters via multiple accounts is also not permitted. Multiplayers may reasonably expect themselves to be purged. @b5-Minute Rule@n - A corollary to the rule against multiplaying. This rule applies to those players with more than one character. To switch playing one character for another, you must wait AT LEAST five minutes before connecting as the new or 'second' character. @bDeath Traps@n - Death traps ruin the fun of exploring and make life frustrating. Areas will not contain 'automatic death' traps. @bLanguage@n - We ask that players not curse or use offensive language. While it is impossible for Immortals to monitor all channels all the time, we ask that you police yourselves and that you please be sensitive to your company, both those in the room with you, in the area, and on the mud as a whole. Players have complained about this in the past, and minors do log on here. Please be considerate to others during your stay at The Forest's Edge. @b"Bots"@n - An integral aspect of mudding is its social dimension. Bots, or automated scripts, undermine this through the removal of the human element from the game. The reduction of the game to a repetitive series of scripted actions undercuts the roleplaying environment which we seek to foster at The Forest's Edge. As a result, players are not permitted to run or use bots. ~ .~ 0 0 3 Policy_1~ . Player Names - Players should choose a name that fits their character. Immortals are encouraged to be leniant in enforcing this, but characters with blanantly unacceptable names will be askd to change them. Examples of unacceptable names are Television, GoBlue and IamGreat. Immortal Help - minor help is allowed for players lower than level 3 such as giving food when starving, giving clues when lost or finding corpse in deadly places. This is to stop the mud from being too frustrating. After level 2 no help is allowed unless in cases of bugs. Players will be punished minorly for excepting help and immortals will be purged. Abusing Bugs - If you find a bug please report it. Abusing a bugs can ruin the game for everyone and therefore players will be punished for excessive abuse. [ Press return for next page ] ~ .~ 0 0 3 Policy_2~ . Reimbs - Reimbusements will be given for loses due to bugs. The normal reimbursement is the equipment you had as of the last backup of the player files. This may not be all that you lost but eliminates the problem of lying so no other equipment reimbursement will be given. Multi Playing - Multi Playing is not allowed. It gives too much of an advantage over those who cannot do it. It also promotes solo'ing and works against the social structure of the mud. Personal Rooms - Immortals are not allowed to add personal to rooms to areas. Once level 95 or above you can get one in the god area. Immortal Players - Immortals are allowed to play mortals so long as they do not pkill or give out excessive amounts of equipment. Immortals should also keep the identity of their mortals secret from other players. Also immortal players SHOULD NOT have modified stats or be aided by the immortal in anyway. Death Traps - Death traps ruin the fun of exploring and make life very frustrating. There should be no death traps in any area. "Bots" - An integral aspect of mudding is its social demension. Bots, or automated scripts, undermine this through the removal of the human element from the game. The reduction of the game to a repetitive series of scripted actions undercuts the roleplaying environment which we seek to foster at The Forest's Edge. As a result, players are not permitted to run or use bots. [ Press return to continue to main menu ] ~ .~ 16 0 25 Position Affects~ .This file shows which layer positions are allowed and which stats they can have. Notes - Hp, Ep, Mv, mean you can add those stats or regen to them. - (x2) means double the cost of normal table use - Anything that can have Dam, may also have Hitroll Position Str Int Wis Dex Con Dam Hp Ep Mv Resist Other -------------------------------------------------------------------- Feet (base) Str Dex Dam Hp Mv Resist Feet (under) Ep Legs (base) Ac Only Legs (Under/Over) Ac Only Waist (base) Str Dex Con Dam Hp Ep Mv Resist Waist (Under/Over) Containers Body (base) Int Wis Hp Ep Mv Resist Body (over) Str Int Wis Dex Dam Hp Ep Mv Resist body (under) Ac Only Arms (base) Ac Only Arms (under) Ac Only Arms (top) Containers Wrist (over) Dam Hp Ep Mv Resist Wrist (base) Str Dex Hp Ep Mv Resist Hands (base) Str Dam Hp Ep Mv Resist Finger (Base) Int Wis Dex Con Dam Hp Ep Mv Resist Neck (base) Str Wis Dex Hp Ep Mv Resist Neck (top) Int Con Hp Ep Mv Resist Neck (bottom) Containers Head (base) Int Wis Con Dam Hp Ep Mv Resist Head (under) Int Wis Con Hp Ep Mv Resist Shield/Hold Str Inr Wis Con Dam Hp Ep Mv Resist ~ .~ 0 0 1 Poultice~ .Rangers are often requested to perform battle-field first aid, binding the wounds of their comrades. When they apply a poultice after battle, it provides a significant amount of relief from wounds and helps the injured get back onto the field more quickly. ~ .~ 0 0 12 Power Strike~ .@eDESCRIPTION@n Power Strike is similar to critical hit in that it increases the damage done to enemies in some attacks, but this version is warrior-only and does not trigger as often. Power Strike is an automatic skill and requires no command from the skilled. ~ .~ 0 0 8 Powers~ .These are the old powers, as now we have flags that circumvent having/not having powers, but they still apply for the most part. @b92 - Apprentice:@n Apprentice builder. Most rdesc and aedit commands within a small starting area. @b93 - Builder:@n Standard builder's level. Stat most everything in the game, but only able to modify rooms, mob, objects and scripts of their own creating. @b94 - Architect:@n A more experienced builder. Edit shops though only in areas where they have write permission. @b95 - Immortal:@n Experienced builder position. Edit all rooms and mobs. Can edit help files. @b96 - Spirit:@n The senior builder level. Edit all objects. Can mstat, mset, imprison mortals. This is the lowest level immortal which has permission to interfere with mortals and deal with problems associated with them except in extreme cases. Has the ban/allow command though this should only be used in cases of intentional misbehavior. @b97 - Angel:@n Lowest level immortal permitted to reimburse players. Can edit some tables. Can rename players. Has permission to reimburse players when the backup files fail. @b98 - Demigod:@n Can advance immortals to level 97, can view login addresses. Permission to approve others' areas for opening, supervise builders. @b99 - God:@n Able to change what they can do. This implies you should stay away from Object when he has modified the no mloading wabbits rule. ~ .~ 0 0 8 Practice~ .@C@bSYNTAX@n practice : sees what you can learn where you are practice <skill> : practices specified skill @C@bDESCRIPTION@n Practice is the command used to pay a trainer to improve you in a skill. Practicing costs gold and experience points. In most towns there are trainers who can teach you the basic skills, but it may not be obvious who they are. An example is Prenslie in Chiiron can train some spells. Skills and spells above level 15 generally must be sought after outside of towns. @R**See 'help practices'(with the 's' for info on the change).** ~ .~ 0 0 8 Practices~ .@bPractice Points: @n Practice points may be gained according to the following criteria: @Ias "bonus" practices, gained while leveling; @Ior when a skill is used successfully; @Ithey are not determined by XP gain; @Ievery so often, one has a chance to gain a prac if he or she uses a @I skill successfully; @Ione's chance to gain practice points is modified by INT and WIS. INT and WIS also affect the maximum number of pracs which your character may possess at any one time. ("The Grey Matter Quotient", also affected by level.) @bFor example@n: Bob "Genghis" Khan goes about fighting critters, in his battles he uses skills he already knows. Bob "Genghis" Khan then gains a practices point because he is using his skills and has a high wis and intelligence. Then after a while again he gets another, becuase his situation met the above criteria. Bob "Genghis" Khan can then use those practices once he has found a teacher and practice any skill which is available. ~ .~ 0 0 7 Pray~ .@C@bSYNTAX@n pray : calls on the gods to assist you @C@bDESCRIPTION@n If you are in dire need you can try praying for assistance. The gods of the game might intervene on your behalf if you have been leading a pious lifestyle and have not been calling on them too often. This command does not contact player gods but instead the god of your religion. Some sample needs are light, food, water, and hit points which the gods may give you in response to your prayers. The command takes no argument and your god determines what you are in need of. Currently, players of Chaotic Evil alignment are forbidden from praying. ~ .~ 0 0 11 Prepare~ .@C@bSYNTAX@n prepare : Lists all the spells you have prepared for use. prepare <spell name> : prepares the reagents you have in your inventory for future use. prepare clear : Causes you to forget all prepared spells @C@bDESCRIPTION@n Before you can prepare a spell, it is necessary that you have the "reagents" for the spell prior to preparing. The reagents for a spell can be determined by typing "spell <spell name>." See also: magic, spells, leech, cast ~ .~ 0 0 1 prismic missile~ .Unrivaled perhaps in its raw destructive power, the prismic missile is a multi-dimensional bolt of pure energy which unleashes great harm upon its target. ~ .~ 0 0 17 Probe~ .@b@CSYNTAX@n probe <character> @b@CDESCRIPTION@n Probe is a Psionic only skill that uses their great mental powers to gain information about a character like hit points, energy, potential experience from a kill, and alignment. ~ .~ 0 0 8 Problems~ . Game Freezes at Password Prompt ---- ------- -- -------- ------ This is due to your terminal being unable to handle the echo_off telnet sequence. When entering your name precede it by a minus sign. Backspace Works Incorrectly in Game --------- ----- ----------- -- ---- There are several causes of this but the most common one is you having telnet in character mode instead of line mode. First thing to attempt is to telnet to port 23 instead of not including a port number. If this fails try hitting ctrl-] while connected. If you get a telnet> prompt type "mode line". Connection is Slow ---------- -- ---- This is probably due to the network. To find out where precisely type traceroute forestsedge.com from within whatever OS you are using. If local to you then a remedy is to switch providers. If not local to you there isn't much that can be done except wait it out. [Please press return for next page] ~ .~ 0 0 8 procedures~ .Any good policies help file is always followed up by a good procedures help file. @CIf you need an immortal@n,, ask on gossip first. If they do not respond it is because they are busy. Asking through tell first, or after they do not respons on gossip is both bad form and likely to make the imm irate (remember, they're already busy or they would've answered your gossip). @CIf you need approval of your appearance, keywords, and description@n, ask on OOC. The Avatars (noted by the AV next to their name on the who list) handle that. Asking on gossip is a waste of time, as no one will know who you are on gossip and the AVs are listening to the OOC channel in the first place. @CIf you have a disagreement with an immortal@n on policies or anything else of importance, don't argue, it only makes things worse (and remember they can ban you, not the other way around). If you feel you have been unfairly treated, wait until you can get in contact with a higher level imm and @bexplain@n your situation to them (don't whine or complain, think before you speak). @CHow Immortals deal with people@n: -Generally you will get a warning for the first offense (unless what you did was truly bad in which case you may just get banned). -If you have been warned about something before, and you are caught breaking the rules again, this does not mean you will get a warning before being banned. Getting caught a second time is cause enough for immediate banning. @CIf you ask an imm something and they say no@n, do not bother going from imm to imm until one says yes. If you honestly feel the imm is wrong, see 'If you have a disagreement with an imm' above. Otherwise, you are only setting yourself up for failure. Each player has a player file on which the imms put little notes (player was caught stealing, name was changed, etc) If we catch you playing, "If mommy says no, I'll go ask daddy and maybe he'll say yes", then it gets noted on your player file as well, and any arguments on your point will probably be viewed as somewhat surreptitious by imms from that point on. @CIf you need help doing something@n: -If it is in-game, ask another player through say, gossip or chat. In-game includes things like: I am hungry, where can I get food? How can I earn money? What are the best things to kill for experience? How do I get more practice points? -If it is out-of-game and game related, ask on ooc or gossip. If it requires an imm, see 'contacting an imm' above. Out-of-game includes things like: What temperature do I cook pizza at? (on ooc) How about that local sports team? (on ooc) What exactly does our Dexterity do for our characters? (ooc) Is there an imm free? When I logged on all my stuff was missing. (this asked on gossip, await response from an imm if available) ~ .~ 16 0 0 Projects~ . Current Projects ------- -------- - Graveyard (Medienne) Darkstorm Ruthler - Lizardman Village (Is there a name?) Ssstra Sssar - Sadis Temple Sadis Earthstone - Hedge Maze/Darkforest/Castle Dragos Caer Azikiar Merlin - Vaasa/Hark's Finger/Wormwood (can open, near done) Athyle Amon - Warlock Tunnels (near done?) Gramp - Dragon Spires (near done) Phule Next Projects (not in order) ------------- - Object's City - Gnome Warren - Troll Fens - High Desert NE of dwarfs and before troll fens. - Vyan Rift Forest (already started a little) ** Notes ** ----------- Ssstra is not active. Sssar has too much of a load. Two more ppl could be assigned here. Graveyard needs a third helper as it's a big place. Warlock area needs someone, with experience hopefully. Almost done. ~ .~ 0 0 8 prompt~ .@eSYNTAX@n prompt : lists your current prompt prompt <text> : sets your prompt to given text prompt <name> : sets your prompt to a standard prompt @eDESCRIPTION@n Below is a list of standard prompts which may be selected by typing prompt <name>. Default, Immortal, Cleric, Warrior, Simple, Complex, Color The following are if statements. The letter after the expression or the phrase surrounded by single quotes is evaluated if the statement is true. For if not, use an exclamation mark instead of a question mark. ?p - has page info ?m - is mounted ?f - has flags set ?b - is in battle ?l - is following someone The next set of variables allows the inclusion of various quanties in your prompt. Some of them can be capitalized to get maximum values for that statistic. %h - hitmarks %e - energy %v - movement points %m - mounts moves %x - experience points %f - flags %t - mud time %T - real time (use time -z to set zone) %\ - carriage return %c - enemies condition %C - leader's condition %s - condition of self %d - seen exits %g - lowest moves of any group member %G - gossip points As an example the default prompt is: ?p'-- MORE -- '<%f?f|%hhp %ee ?m'[%mmv]'!m'%vmv' ?b'%c'!b'%d'> Various option flags appear in your prompt when applicable. See @Bprompt flags@n for more information. ~ .~ 0 0 8 prompt flags~ .@eDESCRIPTION@n Several options and room status information are displayed in player prompts. The following is a short summary of these bits of information: c - camouflaged h - hidden i - invisible P - Player killing ok p - parry on S - sanctuary s - Sneaking t - tracking x - searching ~ .~ 0 0 1 Protect life~ .This spell attempts to transfer the subject out of danger the instance before they die. It takes a large toll on the caster in mana and regeneration, but is very useful when entering unknown areas. Due to its nature and the uncertainty of death this spell is difficult to get right and is often known to fail, especially when cast at lower levels. In contrast objects will the same affect have a much lower failure rate. There is one other warning that should accompany this spell, when the victim suffers a death delivering blow and the spell successfully saves them, the energy drain from the caster can cause massive injuries. ~ .~ 0 0 1 Protection Plants~ . This ranger spell enables the caster to call upon their special link with the out-of-doors and further protect themselves from damage when fighting monsters from the world of plants. Although limited in the types of monsters it works against, this spell is very effective against leafy foes. ~ .~ 0 0 1 protection/evil~ .Devout souls who worship good gods are able to learn to protect themselves better from evil foes. This spell may also be cast upon others of good alignments to shield them from the blows of evil opponents. Those of neutral or evil alignments will receive no benefit from this spell. ~ .~ 0 0 1 protection/good~ .Devout souls who worship evil gods are able to learn to protect themselves better from good foes. This spell may also be cast upon others of evil alignments to shield them from the blows of good opponents. Those of neutral or good alignments will receive no benefit from this spell. ~ .~ 16 0 0 ps~ .@C@bSYNTAX@n ps : displays scripts currently running --- See also: bugs, functions, memory, aedit, mpedit, opedit ~ .~ 0 0 12 Punch~ .@C@bSYNTAX@n punch <victim> : you punch the victim @C@bDESCRIPTION@n Punching is much like a brawling skill. It increases the amount of damage that you inflict in unarmed combat with punching attacks. This skill, however, does not increase the damage inflicted by monk special attacks. Nevertheless, it is a very important skill for monks, as even the most powerful of monks will sometimes use this skill in combat. ~ .~ 16 0 0 Purge~ .@CSYNTAX@n purge @CDESCRIPTION@n Utterly and irrevocably destroy all objects and mobs in the current room. ~ .~ 0 0 1 Purify~ .Those who have been cursed, or magically slept have been long forced to wait for nature to cure these evil magicks. A skilled cleric can, however, invoke their god and remove this affects from those inflicted. ~ .~ 0 0 0 pwipe~ .Yes, there has been a player wipe. This was done for several reasons. The two most prominent and pressing reasons were a great deal of new code (evidenced by all the bugs) and a desire on the part of all the imms to better balance equipment and classes. Although it is possible the first could have been compatible with an existing playerbase, the second really could not have been done. Restarting also affords us the opportunity to stress role-playing here, something that was lost along the way before. This was done suddenly, yes. It surprised all the imms as well as the players. I don't doubt there may have been more 'pleasant' ways for this to have been accomplished, but it is done. We hope that when we are all finished our work, you find the new TFE an even more enjoyable place. For the short term, code is buggy and changing. All characters are temporary, and will be wiped when we are ready to go. Greyclaw has kindly left the mud up so you all don't suffer from withdrawal. Your first death is also your last. Play, chat, have fun, and please, don't whine. Post NEW bugs to the bugs board, and find things you can do. Experiment with classes and races and stats. Decide what you want to be in your next life. When we are officially back, old players who want to use their old names (assuming they conform with stricter standards) will be given back their names. All the imms are working very hard to make the game playable, and a bit different then before. Please don't disturb them, it only will delay our grand re-opening. ~ .~ 524288 0 16 Qedit~ .@CSYNTAX@n qedit : lists the current quests qedit <quest #> : sets the quest you will be editting qedit new <quest #> : creates a new quest qedit delete <#> : deletes a quest from the quest list @CDESCRIPTION@n Qedit is used to create a quest and assign a certain number of quest points to it. Players can be in one of three states regarding each quest on the quest list; 1. They have had nothing to do with the quest yet. 2. They have been 'assigned' the quest but have not yet completed it. 3. They have completed the quest and recieved the points for it. To change a player's state from one state to another, action, mob and object programs are used. Assign_quest, and Update_quest within the code commands will change the player's states, and has_quest and done_quest can be used to test the state of the player regarding that quest. (See help code, help if) ~ .~ 0 0 0 Qlook~ .@CSYNTAX@n @Gqlook@n <name> : look at only <name>'s description. @CDESCRIPTION@n @IThis is for looking at player's desriptions without the long scroll of their equipment. ~ .~ 16 0 16 Qremove~ .@CSYNTAX@n qremove : removes any quest flags from your immortal character @CDESCRIPTION@n This will clear ALL quests flags from your character, meaning you will be as a newbie. i.e. The weary elf in Chiiron will babble his welcome to forest's edge greeting at you, etc. ~ .~ 524288 0 16 Qset~ .@CSYNTAX@n qset : displays the settings of the quest qset message <text> : sets the message that appears in the list of quests qset points # : sets the number of points the quest is worth @CDESCRIPTION@n Qset is used to display and change the settings of a single quest. ~ .~ 0 0 8 Quest Points~ . At this point, quest points have no effect upon the game. In the near future, they will be valuable to those who have managed to collect them - so start exploring... ~ .~ 0 0 2 Quest_functions(~ .@CSYNTAX@n func_quest( char, qnum ) @b@WPARAMETERS:@n char - Pointer to character qnum - Integer number of quest @CDESCRIPTION@n Checks a characters current quest status for any given quest. assign_quest gives a quest to char and update_quest completes it. @b@WRETURNS:@n doing_quest - returns 1 if character has quest, but is not done has_quest - returns 1 if character has quest or is done done_quest - returns 1 if character has finished quest assign_quest - none update_quest - none @b@WEXAMPLES:@n if( doing_quest( ch, 4 ) ) send_to_char( "You're still not done!?", ch ); if( !has_quest( ch, 1 ) ) assign_quest( ch, 1 ); if( done_quest( ch, 3 ) ) send_to_char( "Thank you for slaying that horrible dragon", ch ); if( doing_quest( ch, 5 ) ) update_quest( ch, 5 ); ~ .~ 0 0 0 quests~ .@C@bSYNTAX@n quests : displays a quests you have been assigned @C@bFLAGS@n d : lists completed quests rather than assigned @C@bDESCRIPTION@n @I This needs something written. See also: ask, score ~ .@C@bIMMORTAL NOTES@n @I To create a quest the commands qedit, qset and qstat are used. To assign a quest to a player the assign_quest function is placed in any script. Similiarly a player is tagged as having completed a quest using the update_quest function. To check the status of a quest on a player the functions has_quest, done_quest and doing_quest are used. ~ 0 0 19 Quiet Elf Village~ .Deep in the heart of the Vaasa, near a forgotten stream, a few families of elves have built a small village to live their lives in peace and harmony with nature. Three generations of families live together, hunting, fishing, and enjoying a simple, quiet life. While the stone giants of Hark's Finger loom nearby, the elves have thus far been able to leave in peace. ~ .~ 0 0 0 Quit~ .@C@bSYNTAX@n quit : saves your position and ends your session @C@bDESCRIPTION@n Use this command when you are finished playing. It will save all of your items, pets, location, and mail. (There is no rent at the Forest's Edge). You may quit virtually anywhere, with a few exceptions (such as being unable to quit in a town where you are wanted by the clan in control, or during combat). Be careful where you quit; you might come back later to find an aggressive mob waiting for you if you choose to end your session in an unsafe location. ~ .~ 524288 0 16 qwhere~ .@eSYNTAX@n qwhere <quest #> : shows where a quest is mentioned @eDESCRIPTION@n This command locates and gives you the location of where a quest is referred to. It will show whether a quest is mentioned in a room's acode and/or on a mob's program. See also help qedit and help qstat. ~ .~ 0 0 0 qwho~ .@ESYNTAX@n qwho : displays a shorter list of all players on @EFLAGS@n i : only lists those you recognize b : only lists those you have befriended @EDESCRIPTION@n Command lists a shorter version of who - skips the titles and puts 3 characters per line. For those using ansi - players you have been introduced to are in yellow and those you have befriended are in green. For those curious, qwho stands for quick who. See also: who ~ .~ 0 0 19 Rabbit Warren~ .Rumor has it that some mysterious force is affecting normal rabbits, and has made them grow large and aggressive. Some have sighted the giant beasts not far from the Black Hills Valley, and have taken shelter high up in some tall trees nearby. ~ .~ 0 0 10 racial traits~ .To help people figure out what things are required to be in or left out of their appearance and desc, based on their race I came up with a compendium of information for the races. Unfortunately, it gets a bit long. To help facilitate the two, I've divided the list into @bracial_dark@n and @bracial_light@n. these are not necessarily mandatory, but they should give you an idea what the normal is. Where something is mandatory it should be somewhat notable (ie elves don't grow facial hair, ents are not trees, all dwarves grow facial hair (notice I said grow, not have) ). (light races begin the game in the human/light town of Chiiron) (dark races begin the game in the dak town of Voaleth) Shade and sweet water, Talis ~ .~ 0 0 10 racial_dark~ .The listing of racial traits for those races that serve the darkness: @g- - - - -@n @YHumans@n The basic race type, we should all be familiar with this one. Height: Male about 5 feet 2 inches - 6 feet tall on average Female about 5 feet- 5 feet 10 inches on average Hair: Ranging in colors primarily of blond, brown, black, red (rarely white or gray unless advanced years) Eyes: Brown, Blue, Green or Gray (rare) iris White around the iris unless very sick. @g- - - - -@n @YVyan@n Height: male about 4'8"-5'8" (' means feet) female about 4'6"-5'6" (" means inches) Hair: typically stright. Pale (white/gray/silver) to Black. brown or blond (extremely rare). NO FACIAL HAIR. Eyes: Almond-shaped / up-slanted eyes in colors of primarily violet or amber. Though other colors such as brilliant blues or grays to black are not uncommon. Note: Skin tones range primarily from midnight black to pale, wan colors. The vyan with the healthy glow of sun burnished skin is almost completely unheard of. Note: Vyans age very slowly. You probaby won't see wrinkles before they reach at least a good 500-600 years old, and even then it would be very faint and hard to notice them for another few hundred years. @g- - - - -@n @YOrcs@n Height: males about 5'2" - 6'6" females about 5' - 6'6" Hair: Orcs typically don't have the greates of manes. What hair does grow tends to be black and coarse. Ocassional shade of dark brown or the infrequent shade of ruddy redish-brown do occur. Eyes: Typically dark shades of brown or black irises. The area around the iris is a sallow yellowish or grey-white at best. Note: Orcs frequently have dusky-hues skin tending towards shades of browns and reds. Warts are commonplace and, in some tribes, considered marks of great beauty. Nothing's worse than plain smooth, boring skin. Note: Orcs have poor dental hiegene but also have hearty teeth that often grow in once lost. Enlarged, tusk-like canines often protrude from the lower jaw noticably. Noses are often upturned, giving them a pig-like or boarish appearance according to the nastier comments of so-called good races. @g- - - - -@n @YOgres@n Height: males about 6'6" - 7'6" females about 6'4" - 7'2" Hair: Ogres have hair most frequently in browns, blacks, and reds and rarely gray. It is usually coarse, bristly or patchy. Facial hair is extremely rare, almost unheard of, though ear and nose hair as well as shoulder and back hair are common. Eyes: Ogres tend to have dull, beady eyes ranging in colors of mainly greys. Sometimes hints of red or black have appeared though rarely. Irises are large leaving only a little of the sallow to gray surrounding the eyes visible. Note: Ogres are often muscular, but odd protuberances as well as frequent patches of hair-covered warts can confuse the bulky shape. Most ogres have poor posture. Ogre skin is usually a dusky shade of grey-brown, sandy brown, or ruddy red-brown and is always somewhat rubbery. @g- - - - -@n @YTrolls@n Height: males about 6'4" - 7'4" females about 6'6" - 7' 6" Hair: Swamp trolls tend to black hair, not always on their head. Where hair grows it is either greasy or coarse. Ice trolls tend to have white hair, with at least some on their head more so than elsewhere. Eyes: All trolls have beady little black or red eyes with very small pupils. Essentially there is no iris, just the red or black around the pupil. Note: Trolls have green skin in varying hues (though none are what would be termed bright, neon, or electric green), They are often warty or have cancerous appearing growths though these do not seem to affect their health negatively in any way, rather it appears to be an excess of their ability to regenerate. Trolls almost never have scars, as they heal so incredibly well. For a race that is typically foul, corupt and evil they have the incongruous gift of incredible regeneration at the cost of a never-ending hunger. @g- - - - -@n @YGoblins@n Height: males and females about 3'6" - 4'4" Hair: Not all goblins have hair, in fact, many have none at all. What hair they do grow is usually black or brown and often caked in muck and fiflth. Goblins have no facial hair. Eyes: Like most of the dark races, goblins have eyes that are primarily black and beady, though some have turned up with shades of dark brown or reddish-brown. The iris extends to the edge of the eye with only a pupil which dilates between a pinprick in size to a large circle as lighting permits. Note: Goblins have craggy skin in colors of earthy greens and browns or patchy/mottled earthtone mixes. Though they have warts and protuberances less frequently than orcs, ogres, and trolls they are not completely infrequent in some clans. Goblins tend to have sharp teeth, though they are small and wouldn't ordinarily be called fangs. ~ .~ 0 0 10 racial_light~ .The listing of racial traits for those races that serve the light: @g- - - - -@n @YHumans@n The basic race type. We should all be familiar with this one. Height: Male about 5 feet 2 inches - 6 feet tall on average Female about 5 feet - 5 feet 10 inches on average Hair: Ranging in colors primarily of blond, brown, black, red (rarely white or gray unless advanced years) Eyes: Brown, Blue, Green or Gray (rare) iris White around the iris unless very sick. @g- - - - -@n @YElves@n Height: male about 4'8"-5'8" (' means feet) female about 4'6"-5'6" (" means inches) Hair: typically straight. Light colors (white / blond ) to darkish brown. black (very rare). NO FACIAL HAIR. Eyes: Almond-shaped / up-slanted eyes in colors of primarily brown or blue. Though other colors such as amber lavender, or other light colors are not uncommon. Note: Elves have skin tones that range in most human ranges but almost always touched with a healthy glow from sunlight. Elves almost never have pale or sickly looking skin. Note:Elves age very slowly. You probably wont see wrinkles Before they reach at least a good 500-600 years old, and even then it would be very faint and hard to notice them for another few hundred years. @g- - - - -@n @YDwarves@n Height: male and female about 3'6"-4'6" Hair: primarily black to dark brown, lighter brown and blond are rare. ALL DWARVES (male and female) HAVE BEARDS. (they 'could' be shaved odd daily, but such dwarves should be ostracized by imms/players at every given chance. freaks. :P ) Eyes: Black, brown, gray, green, and blue (rare) iris. White around iris, though iris is large. Note: All dwarves grow facial hair. @g- - - - -@n @YEnts@n Height: males about 6'6" - 7'6" females about 6'10" - 8 feet tall. Hair: Bristly or "twiggy" in earth tones. Dark-light browns, grays, blacks, ruddy reds, sandy-blonds. Most ents also have "twiggy" beards. Eyes: also earthy colors. blacks, grays, browns and green predominate though silver and green are not unheard of. Iris extends to edge of eye, no whites. notes: ENTS ARE NOT TREES. Imagine a troll with brownish, craggy skin though not slimy or warty. That's an ent. They don't have leaves, they don't bleed sap. Ents have 7 toes on each foot, though this need not be put in description. Most ents have beards. Ents have big heads. @g- - - - -@n @YGnomes@n Height: male about 3'6" - 4'6" female about 3'4" - 4'4" Hair: most commonly darker shades of black or brown though shades of blonde and grey are not unheard of. A dusky red is, at best, quite rare. Eyes: Brown, Blue, Green, Grey (usually dark) and black large irises surrounded by white. As the irises are large, so are the pupils from years of time underground. Note: Skin tones run through all normal human ranges, though tend more ferquently to duskier hues. @g- - - - -@n @YHalflings@n Height: males about 3'2" - 4' females about 3'2" - 3'10" Hair: Mostly shades of brown, some blonde or reds. Black (rare) Facial hair is rare at best. Eyes: Tending towards all natural human shades. Note: Halflings appear much like human children though they do develop wrinkles, graying hair and other adult attributes. Halflings often develop a stout build, some say due to the 5 regulated meals a day they tend to enjoy as opposed to the 3 a day most other races attend. Halflings are not hobbits. We aren't going to ban you for having hairy feet, but realize, it is not the norm. @g- - - - -@n @YLizardfolk@n Height: male and female 5'6" - 6'2" Hair: (you're kidding, right?) They don't grow hair. Eyes: Reptillian eyes, vertically slit pupils surrounded by an all-enveloping iris in shades from red to amber to yellow. Notes: Lizardfolk, lacking hair for descriptions, often employ the descriptions of the various colors depicted by their scales. Much the way a snake's scales form interesting patterns, the lizardfolk develop patterns in many tones. Included are clans with anywhere from subdued, earthy tones to ones with vibrant hues of red, orange and yellow. Lizardfolk skin is typically soft and smooth like a snakes, though wet, fish-like skin and raspy crocodile-like skin has been noted before as well. @g- - - - -@n @YCentaurs@n Note: Considered a light race, but exempted from this list until such time as it may be reintroduced as a player-base option. ~ .~ 0 0 2 Rand_char~ .@CSYNTAX@n rand_char( room ) @b@WPARAMETERS:@n room - Pointer to room @CDESCRIPTION@n Randomly picks a mob or player from the room. @b@WRETURNS:@n pointer to picked char NULL if no chars found in room @b@WEXAMPLES:@n ch = rand_char( room ); // Picks a random char if( !rand_char( room ) ) // checks if any chars are in room, can also // be done with num_in_room() ~ .~ 0 0 2 Rand_player~ .@CSYNTAX@n rand_player( room ) @b@WPARAMETERS:@n room - Pointer to room @CDESCRIPTION@n Randomly picks a player (doesn't check for mobs) from the room. @b@WRETURNS:@n pointer to picked char NULL if no players found in room @b@WEXAMPLES:@n ch = rand_player( room ); // Picks a random player if( !rand_player( room ) ) // checks if any players are in room ~ .~ 0 0 16 Random~ .@CSYNTAX@n random( from, to ) @b@WPARAMETERS:@n from - Integer minimum number to - Integer maximum number @CDESCRIPTION@n Generates a random number between (and including) from and to. @b@WRETURNS:@n random number generated @b@WEXAMPLES:@n i = random( 1, 10 ); // random number between 1 and 10 if( random( 1, 2 ) == 1 ) { // true if random() returns 1 (50% chance) if( find_skill( ch, climb ) > random( 5, 8 ) ) { // nice way to check skills ~ .~ 0 0 15 Ranger~ .@IRangers are outdoorsmen and wandering types who operate beyond the boundaries of society. They feel at home with nature, and do not remain for long in civilized parts, preferring instead to spend their days surrounded by nature. Due to this self-reliant streak, Rangers have a wide variety of skills available to them, including a number of useful spells and several unique abilities which relate to their experience with and knowledge of the natural world. Among these are the skills @ETrack@n and an improved version of @EScan@n, which makes a ranger an invaluable scout and ally of any group, and the spell @ETame@n, through which a ranger may befriend an animal encountered in the wild. Rangers make strong fighters, and while they do not have as wide a selection of armor and weapons as fighters and paladins, they can deal damage extremely well and stand in the front rank as a substitute when necessary. @I For a listing of spells and spells available to Rangers, please see @Ehelp Abilities@n. Other help files that may be useful include @Espell@n. ~ .~ 0 0 0 Ranks~ .This is a list of the ranks of current active immortals: @cGod:@n Greyclaw, Object @cDemigod:@n Merior @cAngel:@n Talis @cSpirit:@n Caer, Florian, Terek @cImmortal:@n Fenlyn, Olah, Orb, Rue @cArchitect:@n Starshine @cBuilder:@n Jimbalaya, Nivel, Rhen @cApprentice:@n Adakar, Bandolin, Calliope, Khisanth, Nereus, Oculus, Phobos ~ .~ 16 0 16 Rbug~ .@C@bSYNTAX@n rbug <line #> <text> : adds an rbug rbug ? <field 1> <field2> : uses search-and-replace for rbug rbug <line #> : deletes a line of rbugs @C@bDESCRIPTION@n Rbug stands for room bugs. This is information which appears below a room's rdesc but is invisibile to players, and thus may be used by imms to leave notes, messages, comments, etc. for one another. ~ .~ 4194304 0 16 Rdesc~ .@C@bSYNTAX@n rdesc : displays parapraph currently being editted rdesc # : deletes line or inserts a blank line rdesc #-# : formats lines # through # rdesc # <text> : inserts text at line number # @C@bDESCRIPTION@n This is very similar to hdesc which has a mor complete help. ~ .~ 16 0 4 Rdesc_Standards~ .Room descriptions are just that: @bdescription@n. They are not narration, they do not tell stories, give players history, gossip, or any information which they could not obtain from standing in a spot and examining their surroundings. It is the players' job to make inferences, even the most basic, and put together the raw data. Rdescs assume nothing. Rdescs define rooms; they are the firmament of The Forest's Edge, and should only include the @bpermanent@n traits of the room. Referring to an ogre's breath in the next room is not appropriate in an rdesc; if the ogre is killed or out at the local sports bar, this descriptive detail would not make sense. [This example would be more appropriately handled as an action which used the mob_in_room function to check if the ogre was present in his lair.] Similarly, things like weather conditions, time of day, etc. are equally inappropriate. Rextras should be provided for prominent items in the rdesc. Room descriptions should not have players @bdo@n anything. This rule can be violated in extreme cases (perhaps sensing some trepidation entering a cavern full of bones) but generally you should never write "You feel happy as you walk through the beautiful woos." Why? Have the real person, in real life, become happy from your prose; show them that their character should be happy, and they will be, tell them to be happy and the rdesc rings false and sounds awkward and canned. Similarly, rdescs describe - having a player *do* anything in one is no good. This is where actions come in; use them. If you don't know how to code something, ask for help. @bCover the basics@n. Always remember that your first job is to give the player a handle of his or her situation and his/her immediate surroundings. Where is the player? What does he see? Where may he go? This is the job of the rdesc, first and foremost. Any questions or suggestions for improvement on this rough, please let me know. Thanks. Kiian. ~ .~ 0 0 1 Recall~ .This spell "recalls" you to your town of origin. ~ .~ 128 0 14 Recho~ .@b@CSYNTAX@n recho <text> @b@CDESCRIPTION@n recho <text> - <text> is sent to each char in the current room (players and mobs, though this doesn't normally affect mobs) exactly as if it were a message from the server. ~ .~ 0 0 11 Recite~ . @C@bSYNTAX@n recite <scroll_name> <target> @C@bDESCRIPTION@n @ISome spells are written down on scrolls, and to access those spells, one must recite the scroll. Not all scrolls have targets; reciting a scroll of magic mapping does not requre a target. Note : recall scrolls have an additional, optional argument which can be used - recite recall <town_name> <player> The effect is having the player recalled to the specific town; no town name is required, though, and in that case, the default town will be the town of that player's race. ~ .~ 4194304 0 16 Redit~ .@C@bSYNTAX@n redit : lists the extras in a room redit <extra #> <name> : changes the name of an extra redit delete <extra #> : deletes the specified extra redit new <name> : creates a new extra redit room : returns rdesc to editting room redit copy <room #> : copies description of given room to current redit delete room : deletes the room you are in @C@bDESCRIPTION@n This is used to create descriptions that players can reference by typing look <name>. Name may be a list of words that will work and before each name a optional number is allowed specifying required number of characters that must match. For example if you want look e to reference an extra called east you would set name to "1 east". Rdesc is the command used to edit the text of the extra you are currently editting. See also : areas, rdesc, rflag, roomlist, rset ~ .~ 0 0 17 regeneration~ .A paladin, after many years of laying hands to help those in need, may be able help the injured heal even faster after the battle is over. Regeneration is the name of this skill, one which can even help dismembered limbs to be reattached and gain their original functionality. ~ .~ 536870928 0 18 Reimburse~ .@CSYNTAX@n @GReimb@n <player> : creates the objects in a player's backup file @bFLAGS@n d : death e : equipment l : locker @CDESCRIPTION@n @I This command reads the backup file of a player and creates all the objects they had and drops them in the room. ~ .~ 0 0 10 Relations~ .The political relations between and among clans here are volatile and dynamic, and are shaped by two key times: a natural proclivity toward peace or war between two clans, and the actions of members of each of the clans toward members of others. For example, Khedrun and Eleint are inclined to ally, but continuous pejorative actions between the two will ultimately plunge them into war. The relations table show the following values, in descending order from harmony to abhorrence: "+++" Harmony \ "++-" Accord - Peace "+--" Ease / "???" Tense "-++" Strife \ "--+" Discord - War "---" Abhorrence / See also: relations, reputation, and help nations ~ .~ 0 0 7 Religions~ .*** UNDER CONSTRUCTION *** @I Religion is the main social and political force of this world. The religions are based on the various gods in existance. There are two classes of conflict in our world: the struggle between @border@n and @bchaos@n, and the struggle between @bgood@n and @bevil@n. Not all deities involve themselves in any one of these struggles, but most concern at least one. Some gods are only concerned with their own greed for power, others strive for a balance in the grand conflicts. The most powerful god is @EAlgesa@n, goddess of lawfulness. Opposing her is @EUlthi@n, god of chaos. There is a second tier of gods whose power is not so broad as either Ulthi or Algesa, but nonetheless have great power. @ETaranth@n, goddess of charity. @EKerog@n, god of fury. @EMeriada@n, god of time and knowledge. @EMorkith@n, god of the undead and demons. @EFreylia@n, Halfling goddess of festivals and battle. There also is a third tier of gods whose influence is weak beyond their regions of control. @ECynnis@n, goddess of the forest. @EKantos@n, god of mountains and earth. @EOsse@n, god of sea. @I Outside the pale of these stands @EMorr@n, lord of death. There is some debate among scholars of the realm as to whether or not @EMorr@n is really a god as he never recognizes his followers in life. But his power is great over the realm of the dead and so there are many who worship him. @I In addition to these fairly encompassing deities, there are myriad smaller ones, from half-demons worshipped by remote orc tribes, to the elven goddess Dawnstar. Other than Dawnstar, a few other lesser deities of note: Lonil, god of valor; Slen, god of luck; Anor, goddess of love. @I A few other deities of note: Orlumbin, Durgoroth. ~ .~ 0 0 1 Remove curse~ .This spell will destroy cursed (non-removable) objects on the target's person. Those who are but initiates in the spell find a single curse almost more than they can handle while the well-practiced can easily handle two curses at once. Only those who have truly mastered the spell can bring the focus of their deity's power upon more than two curses at once. ~ .~ 16 0 2 remove_cflag~ .@C@bSYNTAX@n remove_cflag( integer, char ) @bPARAMETERS integer - The number of the corresponding cflag to be removed (see @b@Ccflag@n@b). char - Points to the character type having the cflag removed. @C@bDESCRIPTION@n Removes a cflag from a character. ~ .~ 0 0 2 Remove_rflag~ .See "help rflag". ~ .~ 24 0 18 Rename~ .@CSYNTAX@n @Grename@n <player> <name> - rename@ns a player @CDESCRIPTION@n @I This deletes a player's file and changes their name to whatever you specify. It checks that the new name is not already used but does not verify that it is an acceptable name. ~ .~ 0 0 19 renegade dwarves~ .Spelunkers have reported seeing the furtive movements of diminutive figures in the cave-riddled cliffs north of Chiiron. The description of the beings seen in the caves matches the description of a band of dwarves cast out from their clans in the mountains of the north. Adventuring souls exploring the region claim that the dwarves have already dug in, and are well prepared for any attacks. There seems to be only one real entrance into the caves they have claimed as their own, and it seems to be guarded at all times. Adventurers are advised to use caution when approaching the aggressive outcasts. ~ .~ 0 0 19 Renegade Gnome Lair~ .The long-suffering citizens of Pennan have been weary of raids and surprise attacks from ferocious invaders for many years. Among the worst culprits are a wild bunch of renegade gnomes. These rogues and cutthroats are skilled and dangerous, combining stealth, spellcraft, and special equipment. Rumors have been circulating that their secret lair exists somewhere north of Pennan. Those who wish to help rid Pennan of these vile scoundrels had best be fully alert, for these gnomes are well-trained in battle and dirty fighting tactics. ~ .~ 0 0 8 Rent~ .There is no @brent@n at the Forest's Edge. You do not need to go to an inn to quit, or to continue playing to earn money so you may safely rent. Instead, merely use the @bQuit@n command. You may quit wherever you may wish, with a few restrictions (ie not while during fighting, or in a town where you are wanted), and when you do so your position is saved. Any pets which you may have are saved where they may be, your items, whether carried by you, in the bank, or on your pets, are also saved, and all of your mail is likewise kept. A word of caution - consider well where you quit, and are usually safe. A wandering aggressive mob might be waiting for you when you return if you choose a dangerous spot. Towns are popular places to quit, and are usually safe. ~ .~ 0 0 6 Repair~ .@C@bSYNTAX@n @Grepair@n <object> : has the shopkeeper repair the object @C@bDESCRIPTION@n @I At the moment, the repair function is incomplete. Eventually, players will be able to preview the cost of the repair, and not all stores will repair the weapon to perfect condition. @I The cost of a repair depends upon several factors: the skill of the shop performing the repair, the value of the item being repaired, the complexity or rarity of such an item, and the condition of the item. The abbreviations listed under condition are described below: wls = worthless dmg = damaged vwn = very worn wrn = worn vsc = very scratch scr = scratched rea = reasonable goo = good vgo = very good exc = excellent ~ .@C@bIMMORTAL NOTES@n @I Objects have repair numbers which determine which shops can repair them. The higher the repair level the harder the item is to repair, 10 is impossible, 9 would only be by the greatest of craftsmen and 0-2 imply a player with the appropriate skill (being worked on) can repair the item. To set a repair level on an item use oset repair while to set it on a shop the command is shedit repair. You should keep in mind that the level should be for that type of item. So a wooden artifact might be 9 even though it is much less difficult to repair than a magical sword of the same repair level. ~ 16 0 6 Repair values~ . @CDESCRIPTION@n A working list of repair values for items : Impossible to repair item - 10 Sages - 8-9 Master Craftsmen - 7 Normal Shops (Journeyman to Highly Skilled) - 3-6 Player Max ( Once Repair skill is coded ) - 2 Please consider the type of material the item is when you set the repair level. (i.e. No Electrum Helm of Wonder with Repair level 2. ) ~ .~ 0 0 1 Replicate~ .A spell of no insignificant power, replicate allows the mage to harness the mystical elements of the world to create an exact duplicate of a specific item in his or her possession. Through great effort and concentration, the mage is able to bring forth matter where previously there was none, and to bend unseen forces to his will. The item copied needs to be of a simple, nonmagical nature, and failure is always possible. A utility spell for experienced magi. [ Note : this spell is new and still being worked on. ] ~ .~ 0 0 14 Reply~ .@C@bSYNTAX@n @Greply@n : replies to the last person to tell to you @Greply@n lock : locks reply onto whoever last told to you @Greply@n unlock : unlocks reply @C@bDESCRIPTION@n This command is a method to tell to people whom you can not see or a shorthand while carrying on a conversation with someone. Should be wary of using it unlocked for private conversations as if someone tells to you just before you send your reply, the message may very well go to an unintended recipient. See also: tell ~ .~ 0 0 10 Reputation~ .This world of this mud is divided into several races which have a propensity to war. You have a reputation for each race. If you attack members of that race your reputation will drop. Members include player characters, guards, citizens, and shop keepers. But races at war with the race you attacked will approve of your action and your reputation with them will go up. To see your reputations type "reputation". To see the relations between the different races type "relations". You should becareful of attacking town guards as they will summon help if given the oppurtunity. A list of characters who are wanted by clan can be shown under the command "wanted". If you kill one of them and bring the corpse back to your town you can collect a bounty from the local officials. @bSee also:@n define reputation; help dwarf, help vyan, help elf, etc; ~ .~ 0 0 0 reputation_values~ .These are the values for reputation: < -1000 abhorred -1000 to -599 despised -600 to -399 hated -400 to -199 wanted -200 to -1 suspect 0 to 49 dubious 50 to 199 accepted 200 to 399 credible 400 to 599 reputable 600+ esteemed ~ .~ 0 0 0 request~ .@eSYNTAX@n @Grequest@n : lists pending requests @Grequest@n imm <reason> : requests an imm @Grequest@n ava [reason] : requests an avatar @Grequest@n cancel : cancel all requests by you @eDESCRIPTION@n This command is for mortals to request the attention of an avatar or immortal. Please make your reasons as precise as possible. In simple cases hopefully removing any need for conversation. @RWhen an immortal has helped you please type request cancel to clear it.@n When using this command, asking the question in the request is a good idea. i.e. request imm the goblin spearman is blinding himself is far better than: request imm problem with mob ~ .~ 0 0 1 Request Ally~ .Through the ages, a mage has found his or her familiar to be more than just a useful companion. Often a mage's familiar has become an extension of the mage. Yet, limited by their small size, most were viewed as nothing more than trained pets. Such is no longer the case. An archmage, by tapping into planer magics, has been able to come up with a spell designed to summon powerful allies that are more than just mere familiars. In order for this spell to be successful, it must be cast on an item likely to have some special meaning or semblance to the desired ally being requested. These allies are said to aid only those of similar alignments. Rumors speak of the following allies having previously been summoned: Good Neutral Evil ---- ------- ---- @CSilver Dragon@n @MCrystal Dragon@n @RBlack Dragon@n @CYoung Gold Dragon@n @MYoung Amethyst Dragon@n @RYoung Red Dragon@n @CSatyr@n @MDune Stalker@n @RWerepanther@n @CMarble Gargoyle@n @MIce Gargoyle@n @RObsidian Gargoyle@n @CAerial Servant@n @MDao@n @RHarpy@n @CHamadryad@n @MDjinn@n @RVampiric Mist@n @CHamadaryd@n @MMarid@n @RGiant Cave Spider@n @CWeretiger@n @MWerefox@n @RSpectral Minion@n @CCrystal Simulcrum@n @MLightning Simulcrum@n@n @RFlesh Simulcrum@n @CWinged Savant@n @MEfreet@n @RShadow Demon@n ~ .~ 0 0 12 Rescue~ .@C@bSYNTAX@n: rescue <pc_name> : attempts to rescue another player @C@bDESCRIPTION@n Using this command, you try and jump in front of the target, making the mob switch its attack to you instead. This is very useful when trying to protect a weaker or seriously wounded group member. ~ .~ 4194320 0 16 Reset~ .@eSYNTAX@n reset : displays resets in room reset delete <num> : deletes a reset reset table <table> : adds a reset for a table reset <mob> : adds a reset for the mob to room reset <object> : adds an object reset reset <num> <field> <value> : sets various columns of the reset reset <num> +<flags> : sets the flags for a reset reset <num> -<flags> : removes a flag reset <num> <num> : moves a reset within list reset room : resets the room you are in reset area : resets the area Allowed Fields = { 1_chance, 2_chance, 3_chance, rust, vnum, position, liquid } @eDESCRIPTION@n The resets have 3 chance fields. When an area or mob is being reset, 3 dice are thrown. If the first chance is accepted it checks on the second and the same for the third. If a chance is 0% it passes if the previous roll passed. A dice is rerolled whenever the reroll flag for that column is set. This is indicated by a * in the Rrl column. The reroll flags are set using a 1, 2 or 3 for the flag. ( The following is a brief explaination of how resets work. Every reset has a mob/object identifier, 3 chances and a set of flags associated with it. When an area resets, all rooms without players in it are cleared of all objects except mob/player corpses. The mud then runs through the resets for the room. Each reset has 3 "chances". These are the numbers switch for each chance saying whether the roll for this chance should be rerolled when this reset is hit. This implies that the first reset should have all 3 reroll stars set.)_ Object Flags: C)ontainer - Object is flaged as a container I)nside - Object goes in last object loaded with C flag set. Mob Flags: L)eader - Mob is set as a leader F)ollower - Mob follows last mob loaded with L flag set. S)entinel - Mob is sentinel, this over-rides the species flag. A)ggressive - Mob attacks characters with no provocation. See also: rmwhere, rowhere, rtable ~ .~ 0 0 1 resist acid~ .When this spell is cast, the person calls upon their deity to protect them from the element of acid. As a result, the damage taken from this type of attack is reduced by a significant amount. ~ .~ 0 0 1 resist cold~ .When this spell is cast, the person calls upon their deity to protect them from the element of cold. As a result, the damage taken from this type of attack is significantly reduced. ~ .~ 0 0 1 resist fire~ .When this spell is cast, the person calls upon their deity to protect them from the element of fire. As a result, the damage taken from this type of attack is reduced by a significant amount. ~ .~ 0 0 1 resist shock~ .When this spell is cast, the person calls upon their deity to protect them from the element of electricity. As a result, the damage taken from this type of attack is reduced by a significant amount. ~ .~ 0 0 1 restoration~ .This is the culmination of all the cleric's healing spells. It enables a high-level cleric to do massive amounts of healing to themselves or comrades during battle. ~ .~ 8192 0 0 Restore~ .@CSYNTAX@n restore <char> @CDESCRIPTION@n restore <char> - Restore <char>'s hitpoints, energy and move to maximum values. ~ .~ 0 0 4 Restrict. Flags~ .The following is a brief explanation of the various restriction flags that exist on objects. Bladed - This means the object has a sharp blade and therefore is forbidden to clerics due to this reason. ~ .~ 16 0 0 revised~ .This is the help file Rue and Talis are using to keep track of the revisions they've made as per request. Kobolds - one thing waiting for bug fix - Rue rbugged byty caer and calliope and fixed. Crystal Ring repop and Bag of Holding repop - revised (Talis) Pennan Orchard Complete (Rue) rbugs done by Derna and fixed by Rue Anthill complete (Talis) Finished Chiiron Waterfall area (Rue) rbugged by Nereus and fixed by Rue I think I'm finished with Chiiron Graveyard (Talis) insane pruner ring reset changed to rtable for variance. set up rtables for custom bits good and evil (cord/ribbon) swineherd and egor set to rtable for custom bit variance. (Talis) Peace, but the Medienne sewers are done at last! (Talis) Goblin Caves desc done - ( Rue ) adding extras now byty by Complete hobgoblins (Talis) Begining Ent Socials (revise to not be trees) (Talis) ~ .~ 0 0 1 Revitalize~ .Revitalize will rejuvenate a person, filling them with the energy of your god. The maximum number of points depends on the proficiency of the caster. This is a useful spell for long journeys, as it requires little mana and saves quite a bit of time. ~ .~ 4194304 0 2 Rflag~ .@CSYNTAX@n func_rflag( rflag, room ) @b@WPARAMETERS:@n rflag - Name of room flag room - Pointer to room flag is in @CDESCRIPTION@n The rflag functions fetch, remove, or set room flags. Flags are reset0, reset1, reset2, status0, status1, and status2. The reset flags are all cleared each time the area is reset, and the status flags are never cleared. remove_rflag - clears the specified flag set_rflag - sets the specified flag rflag - fetches the setting of the specified flag @b@WRETURNS:@n rflag() returns the value (0 or 1) of the specified flag @b@WEXAMPLES:@n if( rflag( reset0, room ) ) // is reset0 set? if( !rflag( reset0, room ) ) // is reset0 clear? set_rflag( status1, room ); // set status1 flag remove_rflag( reset2, room ); // clear reset2 flag ~ .~ 4194304 0 16 rflag~ .@C@bSYNTAX@n @Grflag@n : displays room flags @Grflag@n <flag> : toggles a rflag @C@bFLAGS@n a : sets flag for whole area @C@bDESCRIPTION@n This is used to view and set room flags. Most are self explanatory The status flags are only set at reboot and the reset flags are set every reset. Both types are used for creating scripts with memory. See also: rset, rstat, rname ~ .~ 0 0 13 Riding ride~ .@b@CDESCRIPTION@n This skill allows you to ride certain mobs (like the pack mule). You mount up using the @bmount@n command and dismount with the @bdismount@n command. ~ .~ 0 0 8 Rights~ .This may seem like a strange catagory to have on a mud, but in dealing with immortals TFE has some standard policies of what is allowable. Realize that the immortals on the mud are donating their time and effort to improve this mud. And with the number of complaints, requests for help that any immortal gets it is difficult not to become abrupt and ignore many of them. * You should always know which immortal you are dealing with. An immortal should not punish someone without going visible for at least a brief instance. * Immortals should not switch to mobs in an attempt to kill a player or harass them. Switching to a mob to amuse/confuse anmortal is fine, but should be done in the spirit of fun. If a player has found a bug to kill a mob which they should not be able to kill, switching to the mob and killing the player is not an acceptable solution. Asking the player to stay away from the mob and then fixing it is recommended. * Email Addresses - entering this catagory is optional. We request that you do so but no immortal should "require" you to enter one. ~ .~ 32768 0 16 Rmwhere~ .@CSYNTAX@n rmwhere <mob> @CDESCRIPTION@n rmwhere <mob> - List all rooms where <mob> shows up. Very useful in finding the room number of a spcific mob you wish to @b@Ygoto@n to. rmwhere -p <mob> - Lists where a mob shows up if it shows up via mload in an acode. ~ .~ 4194304 0 16 Rname~ .@C@bSYNTAX@n rname <name> : sets the name of the room @C@bDESCRIPTION@n The name of a room should be capitalized as if it were the title of a book. Prepositions and conjunctions should not be capitalized unless the first word in the name, but all other words should be. See also: rdesc, redit, rset, roomlist ~ .~ 0 0 8 Roleplaying~ .@BRole Playing@n @b---- -------@n . Role playing(@bRP@n) is when you act like your character you are playing. For example, if you play a troll warrior you act like a dumb troll, you talk like one, fight like one, and do everything like one. Or if you are a rich noble you act like a snobby rich bastard, if you are one. RPing makes the game take on a whole new dimension you are no longer just hacking and slashing you are truely living the game and it's far more enjoyable than just hack'n slash. . To RP though you need to have a background for your character and a detailed @h@CDESCRIPTION@n. This will allow you to play a consistant character and not confuse everyone. Its a little tough in the beginning as you round off the ruff edges, but once you get it going, you'll love it. Also, keep in mind, there is a difference between being a jerk, and playing an evil character. So @RROLE PLAY!!@n :) ~ .~ 4 0 16 Room_check_list~ .@CSYNTAX@n no syntax, this is just an informal help file for newbie immortals :) ubj = "Use Best Judgement" @CDESCRIPTION@n This will be a step-by-step training tool to walk you through the basic rules for making room descriptions...it will walk through the help dedit and help redit files more clearly. Refer to those respective help files for further reference. As you follow these directions, please follow them exactly (letter for letter), because my spelling errors will be intentional. It would be best not to skip ahead. rname rbug rstat rflag dstat dflag ~ .~ 4 0 4 Room_names~ .The name of a room is a title and as such all important words in it ought to be capitalized. Room names should be a few words wrong, giving a rough idea to the player where he or she is, and additional details may be tacked on after a dash. For example: In the Tall Grass - By a Brook Ant Tunnels Dusty Trail Trail Intersection - Foot of a Cliff Please follow this suggested form when building your areas. ~ .~ 4194304 0 16 roomlist~ .@C@bSYNTAX@n roomlist : lists all rooms in area by vnum and name - See also: areas, rname, rstat, rset, redit ~ .~ 131072 0 16 Rowhere~ .@CSYNTAX@n @Growhere@n <object> : searches for reset/loading of an object @Growhere@n <vnum> : searches for object with given vnum @CFLAGS@n p : searches scripts as well as the default resets @CDESCRIPTION@n This command is used to find place where an object resets or loads. Searching scripts is optional as it requires significant cpu and lags the mud. When using the p option specify one vnum to minimize this. See also: owhere, rmwhere ~ .~ 4194304 0 16 Rset~ .@C@bSYNTAX@n rset : displays the room statistics rset <field> : displays the range of values for a field rset <field> <value> : sets a room or area field Allowed Fields = { area, creator, help, level, reset time, status, terrain, size } @C@bFLAGS@n a : used with either size or terrain to set on area @C@bDESCRIPTION@n This is used to set values associated with a room or area. The reset time is how often the area resets with lower numbers being more often. To add a help file for an area create a help file and then type rset help <helpfile> when in the area. See also: rflag, rname, rstat ~ .~ 4194304 0 16 Rstat~ .@CSYNTAX@n rstat @CDESCRIPTION@n rstat - An easy way to show most of the stats for the room you stand in. There are some rflags @b@Wnot@n shown with this. ~ .~ 4194304 0 0 rtable~ .@eSYNTAX@n While not editing an rtable. rtable new <name> : creates a new table rtable # : edits a table rtable # # : changes the position of a table rtable # <name> : changes the name of table rtable delete # : deletes an rtable When editing a rtable the command works the same as reset except that 'rtable exit' or 'rtable ..' stops you editting that rtable. @eDESCRIPTION@n See also: reset, rowhere, rmwhere, rtwhere ~ .~ 0 0 19 Ruined Mansion~ .Once upon a time, a very rich banker built a lovely mansion. This grand house, overlooking the duck pond, now stands deserted, and is rumored to be haunted by the banker's ghost. ~ .~ 0 0 7 Sacrifice~ .@C@bSYNTAX@n sacrifice <item> @C@bDESCRIPTION@n Sometimes an item will cling to you, and you just can't find a way to get rid of it. Going to a holy, or unholy altar, and using this command to directly request the power of your diety sometimes works in destroying the item. ~ .~ 0 0 1 Sanctify~ .Sanctify is used to imbue a weapon or armor with the power of a deity. The effect is to cause the object to degrade more slowly - it approximately doubles its lifetime. The level of the caster determines how good of a weapon or armor he/she can sanctify. The scrolls of sanctify are of fairly low level and are thus unable to sanctify the better weapon or armors. ~ .~ 0 0 0 save~ .@eSYNTAX@n save : saves your character, position, and belongings @eDESCRIPTION@n This command will save your character file and things such as items, pets, location, and mail. (There is no rent at the Forest's Edge). Your character will automatically be saved about every ten minutes. Also note that if you attempt to save too frequently, your requests will be denied for a period of time. See also @rquit@n. ~ .~ 0 0 8 Saving Throws~ .Your "saving throws", or @bresistances@n, are listed when you use the @bscore@n command. They are displayed as a percentage value, with 0% being the hypothetical "average" human's resistance versus a particular element. Negative values imply an increased susceptiblity to that type of damage, while a positive number indicates that you will take that percent less damage. The resistances and their abbreviations displayed on score include: Mag: General magic Fir: Fire Col: Cold Ele: Electricity Min: Mind Aci: Acid Pos: Poison ~ .~ 0 0 14 Say~ .@eSYNTAX@n say : lists the previous says that you have heard say <message> : say something to everyone in the room @eDESCRIPTION@n @rSay@n is an 'in character' form of communication which uses the language you are currently speaking and can only be understood by those people in the room who understand that language well. It uses no gossip points and is useful for communicating with others in the room that aren't in your group, but do understand your language. See also: to, tell, whisper, yell, gtell, languages ~ .~ 0 0 17 Scan~ .@CSYNTAX@n scan : shows you the mobs in the neighboring rooms @CDESCRIPTION@n Scan allows all classes to see mobs one square away in all directions. Rangers, thieves, and warriors gain the ability to see 2 squares away at higher levels. ~ .~ 0 0 8 Score~ .@b@CSYNTAX@n score : gives a table of all relevant information about your character. Mag/Fir/Col/Ele/Min: show your resistance to various magics. In order, magic, fire, cold, electricity, and mind. @IOther help files that may be useful include help @Elevel@N and help @Eidentity@n. ~ .~ 0 0 1 Scry~ .Clerics often receive requests from their comrades to provide information about the future. Although everyone's future in this dangerous world is difficult, at best, to predict, a skilled cleric often wishes to placate their supplicants. Scrying allows them to locate a specific opponent who they perceive to be of importance to them, thus providing some information useful in planning their next actions. ~ .~ 0 0 19 Sea Cave/Skeleton Ship~ .Many ages ago, the Sea of Stars was a watery hunting field for a ruthless crew of pirates. Led by their foul-mouthed captain, the pirates would terrorize passing merchant ships and loot whatever they could come across. Little is known about what has become of them. Some say they drowned in the ocean one day due to their greed -- their ship being unable to carry so much loot. Others say that their ship is buried deep beneath the southwestern part of the Sea of Stars, while their decayed bodies still haunt the area. ~ .~ 0 0 19 Sea Sprite Colony~ .@IAs a fisherman from Chiiron trooped down to the beach one fine morning, he found a very peculiar prize. A tiny sprite, no more than two feet tall, with bluish skin and bright green hair was caught in a long tangle of fishing line, and a hook was imbedded in one of her little arms. The kind fisherman bent down to untangle the sobbing little creature and took her to the temple of Taranth for healing. @IThe wise priestess of Taranth healed the sprite's wounds and comforted her. The little elf-like sprite told how she had become lost in the darkness while hunting for her missing school of angel fish. After being caught in a strong current, she ended up tangled in the fishing twine and the hook had become lodged in her arm. @ITo get her back to her colony, the priestess took the sprite to the beach near Chiiron and pointed her in a south-westerly direction. As the sprite disappeared beneath the waves, her green hair was still visible and the priestess could see her head south-west toward the barrier reef of the Sea of Stars. ~ .~ 0 0 17 Searching~ .@C@bSYNTAX@n search : searches the room search on|off : toggles continual searching on and off @C@bDESCRIPTION@n When you are actively searching, you spend a few more points of movement, but you are more likely to find traps and secret doors. NOTE: Finding a trap will only work if you are a Thief, Ranger, or Bard. And the ease of finding said trap is descending in that order. So Thieves are the best at finding them. They are also the ONLY class that gains the ability to try and disarm them. NOTE: Searching takes extra movement. Please also see help file on @boptions. @nAlso see help file: @buntrap. ~ .~ 0 0 12 Second Attack~ .Allows you to possibly attack up to twice a round. Most classes can attain this level of combat skill. This skill is automatic, but note that learning second attack even to level 10 does not mean you will have two attacks all the time, every round. It merely gives you a higher chance of getting in an extra attack. ~ .~ 0 0 12 Second Off-hand~ . This skill is not yet implemented. It will be exclusively for warriors. ~ .~ 0 0 1 See~ .This spell allows you to view the room another character or monster is in. The normal use for this spell is to local a monster quickly or find out what a character is up to. ~ .~ 0 0 1 See invisible~ .Some things are capable of bending light around themselves. Some reach into your mind, and intercept what your eyes are saying. Whatever the method, this spell was designed to counter these types of things, and help allow you to see the types of things not normally seen. ~ .~ 0 0 6 Sell~ .@eSYNTAX@n @Gsell@n <object> : sells that object to the shopkeeper @Gsell@n x*<object> : sells x number of objects to the shopkeeper @eDESCRIPTION@n @I If you are selling an object to the appropriate store, and the shopkeeper does already have too many of the object, then the shopkeeper will pay a set amount of money in exchange for the object. If you ask the shopkeeper to @Evalue@n this object before you sell it, you can find if the shopkeeper will @Ebuy@n it, and if so, how much he will pay. If you are skilled in the @Ehaggle@n skill, then this amount can be raised significantly. ~ .~ 4 0 2 Send_to_area~ .@CSYNTAX@n send_to_area( string, room ) @b@WPARAMETERS:@n string - Text to display (can be literal string or reference to data string) room - Pointer to room in area @CDESCRIPTION@n Displays string to all characters in the area. @b@RNOTE: Does not evaluate color_codes or variables.@n @b@WRETURNS:@n none @b@WEXAMPLES:@n send_to_area( "The ground trembles slightly", find_room( 2100 ) ); send_to_area( #area, room ); ~ .~ 4 0 2 Send_to_char~ .@CSYNTAX@n send_to_char( string, char ) @b@WPARAMETERS:@n string - Text to display (can be literal string or reference to data string) char - Pointer to character @CDESCRIPTION@n Displays string to character, regardless of what room they are in. @b@RNOTE: Does not evaluate variables.@n @b@WRETURNS:@n none @b@WEXAMPLES:@n send_to_char( "You can't do that!", ch ); send_to_char( #char, ch ); ~ .~ 4 0 2 Send_to_room~ .@CSYNTAX@n send_to_room( string, room ) @b@WPARAMETERS:@n string - Text to display (can be literal string or reference to data string) room - Pointer to room @CDESCRIPTION@n Displays string to all characters in room. @b@RNOTE: Does not evaluate color_codes or variables.@n @b@WRETURNS:@n none @b@WEXAMPLES:@n send_to_room( "The porcullis rumbles open", room ); send_to_room( #room, find_room( 31000 ) ); ~ .~ 0 0 1 sense life~ .This spell grants the caster the ability to see those that are hidden. It unveils the cloak of shadows from all creatures, enabling the cleric clear sight of all creatures around them. ~ .~ 16 0 2 set_cflag~ .@C@bSYNTAX@n set_cflag( integer, char ) @bPARAMETERS@n integer - The number corresponding to the cflag to be set (see @b@Ccflags@n@b). char - The character type. @n @C@bDESCRIPTION@n This command sets a cflag on a character. ~ .~ 0 0 2 Set_rflag~ .See "help rflag". ~ .~ 0 0 5 Shadow dance~ .Shadow Dance is a monk skill allowing them to focus their mental energies during battle to become part of the shadow plane for a very brief instant avoiding damage from an attack. The skill is not without dangers though as there are rumors of monks stepping too far and getting trapped in the shadow plane. This skill is automatic; in other words, there is no need to type in any command. ~ .~ 0 0 19 Shadowy Forest~ .Resting above a cliff near the beach close to Chiiron is a large shadowy forest that overlooks the expansive Sea of Stars. This vast forest was once home to several forest gnomes who enjoyed a peaceful trade with the neighboring sea sprites and humans of Chiiron. Several years ago, though, the gnomes were seen fleeing the forest, battered and bloodied by a large battle with a clan of evil dark faeries. These faeries claimed the forest their own as part of their new kingdom. Upon finding out about the neighboring sea sprites, the faeries quickly began building an army because, in their eyes, these sprites were nothing more than a nuisance. Soon began the great faerie/sprite war which has raged for several years now. The faeries view all other races as weak and insignificant and do not hesitate to attack any intruders in their forest. ~ .~ 0 0 19 Shattered Keep~ .Deep within the heart of the Dragonspire Mountains lies a crumbled, shattered keep. Within the bowels of this once might keep lies a sleeping evil, a cold evil native to the icy reaches of the Dragonspires. The keep itself was ripped from its true home centuries ago and placed here by the beast, and now is inhabited by strange goblins with white skin, as large as men. The road to the keep is long and treacherous, as the legendary yeti await the unwary trespasser, and tales of giant, flesh-devouring worms which burrow in the snow abound from the few adventurers who return from a journey to the keep. Fragile ice bridges and caves inhabited by fearsome, giant bats abound, and the snow is endless. Let adventurers beware the wrath of the creatures which make their fell homes near the Shattered Keep in the Dragonspires. ~ .~ 4 0 16 Shcustom~ .@eSYNTAX@n When not editing a custom ... shcustom shcustom # : edits a custom shcustom # <object> : changes item custom creates shcustom <object> : creates a new custom When editing a custom ... shcustom exit : stops you editing the custom shcustom cost # : sets the cost shcustom <ingredient> : adds a new ingredient shcustom # : deletes an ingredient shcustom delete # shcustom #*(ingredient) :adds multiple #'s of the same ingred. (Note: if adding multiple #'s of same ingred, ALL must be in inventory) @eDESCRIPTION@n A custom is an item an item a PC may have specially made for himself or herself. i.e. a "cap of feelers" requires the PC to provide a leather cap and the feelers from the ant queen. The PC brings the items to the armourer, and for a price, the armourer will make the cap of feelers. shcustom - This lists all customs available in the room. This command may only be used in rooms where customs can be made. i.e. armourer, magic shop. shcustom <object> - This creates a custom in the room. Please note that a custom can only be an existing object. If the object does not exist, you must first use ocreate to make it. shcustom <object> cost # - This sets the cost to make the custom. shcustom <object> <object_ingredient> - This adds an ingredient to make the custom. In the above example, the ingredients are a leather cap and the ant feelers. shcustom <object> # - This deletes an ingredient with the given number from the custom. shcustom delete # - This deletes the custom with the given number. ~ .~ 4 0 16 Shedit~ .@CSYNTAX@n @Gshedit@n : lists the object types of what the shop buys @Gshflag@n <flag> : changes the object types which the shop buys @Gshedit@n new : creates a new shop, note no mob reference @Gshedit@n keep <mob> : sets the shopp keeper of the new shop to <mob> @Gshedit@n repair # : sets the repair level of the shop @CDESCRIPTION@n This is used to set up a mob as a shop and set the types of things that the mob will buy. To 'build' a shop follow these steps. 1. mload the mob you want to be the shopkeeper. A mob doesn't have to be a completely new type of mob - it can be one already used as a shop-keeper. 2. reset mob - to make it keep comming back 3. shed new - creates the shop 4. shed keep <mob> - sets the shop keeper to the mob 5. set the types of items for the shopkeeper to sell/buy: shed <flag> for each item type. 7. reset the items in the room: reset <item> Make sure you use @breset@n and not @bmreset@n. And make sure you set the item's position to inventory 'reset # posi inv'. 8. if you want the shopkeeper to be able to repair items: shed repair <level> - where <level> is a number 1 to 10(10 being the most skill) Mobs gain and lose items as follows. Each reset every item that the mob curently holds has a 10% chance of being removed. So if a mob has 10 bells and 10 whistles chances are it will lose two items though it doesn't have to, and they don't have to be one bell and one whistle. Every reset the mob will go through its mreset list and add an item if the right 'roll' comes up. So on average if you give a mob a 800 (mill) chance of gaining an item it will roughly have 7 to 9 items at any one time. Note you can make a mob hold more than 10 (roughly) items by giving it more than one 1000 (mill) reset. 9. Pet shops: Set rflag pet_shop. Add shopkeeper as normal. Reset pets to be sold (must have a price AND must be tameable) in the room that is ONE higher up from the shop keeper. (Meaning that if your shop keeper is in room 386, a "pen" or holding area for pet resets must be in room 387. ) ~ .~ 4 0 16 Shflag~ .@C@bSYNTAX@n shflag : lists a shop's shflags @C@bDESCRIPTION@n Use this to set the types of items which a shop deals in. ~ .~ 0 0 12 Shield~ .This skill improves a warrior's ability to block attacks with a shield. Without the skill a shield will have some defensive value, but being adept at the use of a shield increases this drastically. This is a passive skill, in that there is no need to type in any command for an attempt at shield blocking. ~ .~ 0 0 1 Shock~ .@b@YShock@n generates arcs of power which jump very quickly from your outstretched fingers, to the victim. It is a very quick spell to cast so it is useful for finishing fleeing mobs or opponents who bash. ~ .~ 0 0 6 Shops~ .@I In every town can be found a variety of shops, selling and buying everything from armor to magical regeants. While in a shop, typing @Clist@n will display a table of what is for sale, and their prices as well as minimum level and condition. Most of the time, you can @Cbuy@n items from the store by typing @Cbuy@n <object>, assuming you have enough money to pay for it. If you want to sell an item, the @Cvalue@n command has the shopkeeper appraise the object, and then tell you how much he will pay for it, and the cost to @Crepair@n it if it is damaged. Then, you can sell the item from your inventory by typing @Csell@n <object>. @I Sometimes, shopkeepers have the ability to make rare, special, often magical items, given the correct ingredients. By typing @Ccustom@n, you can see if a shopkeeper produces any special item. Once you have collected all the necessary ingredients and can pay forthe item, then you can purchase it by typing @Ccustom@n <object>. @I Although the primary function of the shopkeepers is to maintain their business, often they act as trainers as well. They can teach you skills and spells, which you spend by using @Cpractice@n points. @I To buy or sell multiple objects at one time, it is posssible to use an extended description for objects, which are detailed under @Csyntax@n. ~ .~ 0 0 3 Short_Acnt_Pwd~ . Your password is too short. Please try again and enter another password of at least five (5) characters in length. ~ .~ 0 0 14 Shout~ .@C@bSYNTAX@n shout <string> : sends a string to all areas of mud @C@bDESCRIPTION@n Use shout when you @breally@n need help - it costs 500 gossip points to use, and may be heard in all areas of the mud. If you wish to send something to only your area, use the @EYell@n command. ~ .~ 8388608 0 0 Shutdown~ .@CSYNTAX@n shutdown @CDESCRIPTION@n shutdown - This will shutdown the mud. If you use this command, the mud will not reboot itself, so you must do a manual reboot. ~ .~ 0 0 1 Silence~ . This spell will silence your opponents, preventing them from casting spells or harming you by other noisy means. ~ .~ 0 0 4 Size Flags~ .All objects have size flags which are used in determining what races can use an object. The anti-flags should be set if the object has some magical hatred for the race. The size flags should be used if the object is not appropriate for a race for a more mundane reason. Race_Specific - This implies any given object can only be used by one race. If the object type has more than one race flag checked the mud will randomly choose a race for any item it loads. This should be used for items that need to fit well. Chainmail suits, boots, etc. Size_Specific ~ .~ 32 0 19 Sjerdil's Tower~ .@eDESCRIPTION@n The elder gnomes of Orlumber have many fond memories of their childhoods. They remember sunny, playful picnics in the Rua Valley and many cute, finely-crafted toys made by the renowned toymaker, Sjerdil. ~ .~ 0 0 8 Skin~ . @CSYNTAX@n skin [corpse] <mob name> @CDESCRIPTION@n Using skin you may get items such as: skins, furs, meat, and other bodyparts from the corpse of a mob. This, however, does *not* mean that all mobs will produce items when skinned. Using skin you can retrieve any useful items from the corpse of a creature. This is most useful on creatures with fur, such as rabbits, foxes, and deer. ~ .~ 16 0 1 Slay~ .This is the most powerful attack spell known to clerics. ~ .~ 0 0 1 Sleep~ .A very insinuous spell with many possible defensive and devious possibilities. Some hermits and psy masters of the mind have developed this spell to usable levels. Targets get a chance to resist, but it is effective more often than not. ~ .~ 0 0 1 Slow~ .This spell drapes a heavy blanket on the victims mind. The affect is said to feel like your limbs are having to move through water, and that everything you do seems in slow motion. Creatures strong of will have been known to throw the effects of this spell off. The snail shell is used as a focus point more than anything else, but needed nonetheless. ~ .~ 16 0 25 Small Stat Affects~ .Stat +1 +2 Modifiers for +2 based on class ------------------------------------- hit 5 20 -- dam 15 45 -- str 15 45 -5 War, Mon, Thi int 20 60 -5 Cle, Mag wis 20 60 -5 Cle, Mag, Pal dex 25 60 -5 Mon, Thi, Ran con 25 60 -5 War, Pal, Ran ~ .~ 0 0 17 Sneak~ .@CSYNTAX:@n sneak : toggles sneak on or off. @CDESCRIPTION:@n You toggle this skill off or on. When on, you use up more movement points, but no one will notice you enter or leave a room. Even mobs are susceptible to this. This can help you get past aggresive monsters, and can sometimes help getting past guards that would normally keep others out. Please see help file on @Eoptions@n. ~ .~ 134234112 0 0 Social Editors Primer~ .Please refer to help @ctedit@n, @btset@n, @mvariables@n, @ytstat@n, and @gsocial fields@n files for additional help. Here are the basic steps to writing a social: I. Type 'tedit new <social table name> <social name>' Example: tedit new soc.elf laugh II. Type 'tset <social field> <social entry>' Example: tset ch.self You laugh quietly at what $N did. Example: tset position resting NOTE: Typing tstat will keep you updated on the various entries of the current social that you are editting. Typing just tset position, tset aggressive, tset disrupt, or tset reveal will show the various possible entries for those social fields. Also, read help @mvariables@n for the particular variable to use and help @gsocial fields@n for a description of what each field does or shows. III. Continue to add as many entries to the social table as you can think up. IV. When you are done with all the entries to the socials, type 'tedit sort <social table name>' which is important for the social to take effect. V. Type 'write tables' to save the social to disk in case the mud crashes or something else unexpected occurs. Feel free to look at other examples of socials for hints, ideas, or more help by typing 'tedit <social table name> <social name>' and then typing 'tstat'. Furthermore, please avoid writing socials that are considered too obscene, such as 'fart', 'pee', etc. ~ .~ 134234112 0 0 Social Fields~ .@eDESCRIPTION@n This help file describes what each social field does: @cposition:@n Determines when the social can be done. For instance, typing 'tset position resting' means you can do the social when resting, standing, fighting, etc., but not when sleeping. @caggressive:@n Setting this field to 'true' makes it so that if you do the social to a mob, it will attack you. (This feature has been currently disabled.) @cdisrupt:@n Setting this field to 'true' causes someone doing the social to have the spell he or she is preparing or casting to be disrupted. @creveal:@n Setting this field to 'true' will cause the person who does the social while hiding to stop hiding and be seen by everyone in the room. @cno_arg.self:@n What the person doing the social will see if he or she only typed the social without any target, such as only typing in 'laugh'. @cno_arg.others:@n What others will see if the person doing the social types the social without a target. @cch.self:@n What the person doing the social will see if he or she does the social to a target player or mob, such as 'laugh Olah'. @cch.others:@n What everyone else but the person doing the social or the person that is the target of the social will see. @cch.victim:@n What the target of the social will see. @cch.sleep:@n What the target of the social will see if he or she is sleeping. @cself.self:@n What the person doing the social will see if he or she targets the social to him or herself. @cself.others:@n What others will see when the person doing the social targets him or herself. @cobj.self:@n What the person doing the social will see if he or she targets the social with an object, such as 'laugh corpse'. @cobj.others:@n What others will see if the person doing the social targets the social with an object. @cdir.self:@n What the person doing the social will see if he or she targets the social with a direction, such as 'laugh west'. @cdir.others:@n What others will see if the person doing the social targets the social with a direction. @cch/obj.self:@n What the person doing the social will see if he or she targets a player or mob with an object, such as 'spank Olah whip'. @cch/obj.victim:@n What the target player will see if the person doing the social targets him or her with an object. @cch/obj.others:@n What the others will see if the person doing the social targets a player or mob with an object. @cch/obj.sleep:@n What the target player will see if he or she is sleeping when the person doing the social targets him or her with an object. @cself/obj.self:@n What the person doing the social will see if he or she targets him or herself with an object. @cself/obj.others:@n What others will see if the person doing the social targets him or herself with an object. Other related and useful help files: @mtedit@n, @gtstat@n, @ysocial editors primer@n, @bvariables@n, and @rtset@n. ~ .~ 0 0 14 Socials~ . Please type "socials" for a listing of all socials available. In addition to generic socials, each race has its own list of socials that are distinct. In order to get a list of racial socials, please type "social <race>." Typing social lizardman, for example, will show you a list of lizardman socials. ~ .@bImmortal Notes@n @I Socials can be editted via tedit socials. If a message is prefixed by ! that indicates the social can be "seen" by someone who is blind. Please do not add offensive socials such as spit, fart, grope as the players do not need encouragement to be annoying. ~ 0 0 9 Sos-kul~ . @b@G____@n @C:@n Threshold or doorway @b@G|@n@b@CHoly@n@b@G| @b@R*@n Door or gate @b@G |@b@BTmpl@n@b@G| @Y?@n Unknown @b@G |_ _|____ ____ ____ ____ |@n @b@CH@n @b@G |@n@b@CPath@n@b@G| |@n@b@MDirt@n@b@G| | |@n @b@CO@b@G |@n @b@CEnd@b @b@MTrl@n @b@G| ___ ___ |@n @b@CL@n@b@G |____|_ |_ |___| |@n @Y?@n@b@G | | @b@CY@n @b@G | | ||@b@MHer-@b@b@G| | | | |@b@CDirt path@n@b@G|| @b@Mmit@n@b@G| ___ ____ |_@b@R*@n@b@G_| ____ ____| @b@CP@b@G |_ _|____||____| |@b@MGrd@n@b@G| |@b@MAnml@b@b@G| |@b@MWar@n@b@G| | | | @b@CA@n @b@G| |@b@MHov-@n@b@G|@b@MSha-@n@b@G| |@b@MHse@n@b@G| |@b@MSpkr@b@b@G| |@b@MLdr@n@b@G| | |@b@BSqr.@b @b@CT@n @b@BSqr.@n@b@G| @b@Mel@n@b@G| @b@Mnty@n@b@G| |_@b@R*@n@b@G_|____|_ |____| |_____|_ |_ _| @b@CH@n @b@G|_ |_ _|_ _|_____ @b@R*@n @b@MMuddy@n@b@G| @b@R*@n @b@C S O S - K U L R O A D@b @b@MShore@n@b@G| @b@R*@n@b@G _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______| @b@G| |@b@MWeap@n@b@G|@b@MArm@b @b@G|@b@MLiz@n @b@G| | | | | | |@b@MOrp.@b@G|@b@MHov-@n@b@G| | |@b@Mshop@n@b@G|@b@Mshop@n@b@G|@b@MHome@n@b@G| |@b@MHouse@n@b@G|@b@MHome@n@b@G| @b@BSqr.@n @b@BSqr.@n@b@G|@b@MHut@n@b@G | @b@Mel@n@b@G| @b@G| |____|____|____| |_____|____|____| |____|____|____| | | |@b@C W I D E P A T H@b @b@G | |___|_ |_ |_ |___|_ _|_ |_ |_ |____|_ _____| @b@G |@b@MLthr@n@b@G| | |___ |@GFi-@n@b@G||@b@MHunt@n@b@G|@b@MBone@n@b@G| |@b@MGrd@n@b@G ||@b@MMud@n@b@G | |@b@MWrkr@n@b@G|@b@MBank@n@b@G|@b@MVisions@n@b@G ||@Geld@n@b@G||@b@MMstr@n@b@G|@b@MShpr@n@b@G| @C:@n @b@MHse@n@b@G||@b@MTent@n@b@G| @b@G |____|____|____|___||___||____|____|@b@R****@n@b@G|____||____|@n @b@Y||@n @b@Y\/@n @b@CSouth Gates@n ~ .~ 16 0 19 Southern Cairn Mountains~ .DESCRIPTION: Near the northern entrance to the tunnel system that leads completely under the southern Cairn Mountains lies the beginning of an above-ground pass over the mountains that has remained unused for nearly a generation. Rumors of an abandoned dwarven mine are often associated with the pass, as well as many other stories most intelligent people disregard. ~ .~ 0 0 17 Spear~ . This skill represents formal instruction in the proper use of spears in hand-to-hand combat. ~ .~ 0 0 11 Spell~ .@C@bSYNTAX@n spell <spell_name> : eg, "spell create food", or "spell ogre strength" @C@bDESCRIPTION@n This command will give you background information on the particular spell you are looking up. Information in the file should include energy cost, number of turns to cast, a brief description on the effects, and a listing of any reagents needed to complete the spell. @ITo see a listing of the spells available to any class, look in help @EAbilities@n. Other useful help files pertaining to magic include @Eleech@n and @Emagic@n. ~ .~ 0 0 5 Spin kick~ .@b@CSYNTAX@n spin : character does a spin kick @b@CDESCRIPTION@n This skill allows a monk to damage foes currently fighting him. It does significantly more damage than kick and can hit more than one opponent. It is a tiring skill though. ~ .~ 16 0 8 Sset~ .@CSYNTAX@n sset <char> : shows all skills player has sset <char> <skill> <level> : sets player skill level sset <char> all <level> : sets all skills on player to level @CDESCRIPTION@n This command sets the level of a skill/level/language, etc. For skills of more than word, enclose the skill in single quotes. @CEXAMPLE@n sset Object 'cause light' 0 ~ .~ 16 0 0 standards~ . @CHelp files that have been verified as accurate:@n help weapon_table ----- weapon damage limiters / level min. help armors_table ----- base values for normal armors. help armor_effects ----- effects attributable to armor wear locations. help object_affects ----- level-to-affect guidelines help mobs ----- for mob standard hit points and damage help undead ----- basic settings/flags for zombies and skeletons (alternatively oload 1517) help costs ----- just what it sounds like help durabilities ----- base durabilties for object types @CWhat follows are files that are not necessarily correct.@n These are just the files I was able to find and collate into an organized list. Hopefully we will be able to weed out the useless ones and form a set of standards that we will all conform to for the sake of consistency. Since the "standards" are already spread over several different help files, this should be used to direct imms to the appropriate help files. (outdated) help a s ----- an armor standards help file. (outdated) help armor system ----- standards for armor type base ac. (outdated) help weapon_damage -- weapon damage / level mininum for use. help objects ----- object modifiers (ie what size shields should affect dex) (not to be confused with help object (#405) ). (outdated) help items ----- modifiers to item min level by specials. <<see help object_affects>> help class damage ----- damage done by character class. help class_standards ----- another damage done by class file. help monk ----- a standards for monk damage / level. help crimes ----- how imms should deal with players breaking rules. help guidelines ----- general builder guideline standards. help rdesc_standards ----- general builder guidelines for rdescs. help resistances ----- resistances tables (fire, cold, etc) (incomplete). help size flags ----- has useful info on how to use size / race / anti flags. help variables ----- ok, so its not a standard, buts very useful for imms to know. Things we could still use standards for: move points, damage for mobs when disarmed. ~ .~ 0 0 20 Starting~ .@b@BGetting Started@n @b------- -------@n @b@RMake sure your name is suitable for the theme of this game! If you are unsure ask a god.@n @B1.@nCreate a description@n for your character telling as much as you can about them; what they look like and how they act are good starters.(See @b@Whelp description@n for how to write your description.) @B2.@nExplore your starting town, look for shopkeepers and trainers. @b@RAttacking members of your clan will get you kicked out of your clan @n @b@R*Don't attack shopkeepers or other townspeople, they are often clan @n @b@Rmembers.@n @n@B3.@nGo to the local shops and equip yourself with armor and a weapon. Be sure to save some copper for practicing your skills. @B4.@nFind some trainers and practice the skills you want. @n@B5.@nAdventure to a very low level area and kill for xp, be sure to @b@Wconsider@n everything before killing it. For characters in clan @bSecomber@n north of Chiiron is good and the beach a ways to the east of Chiiron is also good. @B6.@nAfter gaining level two, return to town and practice more skills with your newly gained practice points. Also be sure to sell any skins you aquire. @B7.@nRepeat the process until you are ready to adventure and @b@RRole Play@n. And most of all...@b@RHave Fun!!!@n @B8.@nBe sure to find an use the banking system. It's very nice to have funds in the bank if you die and are unable to retrieve your stuff. Banks can be found in all major towns and are linked via the fastest carrier pidgeon service in the know world. @bNote:@n Be sure to set your @b@Woptions@n, @b@Wiflags@n(info flags), and @b@Wcolor@n options. @b@RREAD THE HELP FILES@n @b@WNote:@n Also set your appearance and keywords. ~ .~ 0 0 0 Stat~ .@BSYNTAX@n stat: gives you hit point, energy and movement statistics. @BDESCRIPTION@n The stat command gives you a variety of information pertaining to your character's hit points, energy, and movement, including whether or not they are being modified by anything. ~ .~ 0 0 0 Station~ .A proposed new statistic for players which would be randomly determined during character creation. The number would range from 0-10 and reflect a character's social status within his clan. (Outsiders can be assumed to react to all Eleint, for example, in a similar way, being unaware of the subtle differences among members of a single clan). Would be useful to determine how NPCs react to characters, help players role-play their character's background, and to a lesser extent @bRough list of values:@n 10 - Bluest of blue bloods, Over-kings, Emperors 9 - Royalty 8 - Major Nobility 7 - Minor/Petty Nobility, Knights etc. 6 - Commercial interests, influential non-nobles 5 - Upper classes etc 4 - Merchants, bougeois, shopkeepers, etc 3 - Lower middling classes 2 - The poor, marginalized classes 1 - Untouchables, scorned castes 0 - { See below } The vast majority of players would have stations ranging from 2-4 (a reflection of society). Monks, whose vows place them outside the reach of such temporal concerns, would automatically have a status of 0 (null). ~ .~ 16 0 8 Statistics~ .@CSYNTAX@n statistics @CDESCRIPTION@n This command gives some statistics about your player for the purpose of aiding immortals in debugging and balancing the mud. Mana_Abs: Is percent increase in mana costs for a mage wearing your armor due to the absorption of magical energy by metal. Note that a percent is shown for any class but is only relevant to mages. ~ .~ 536870912 0 12 Steal~ .@b@CSYNTAX@n steal <object> from <character> @b@CDESCRIPTION@n Attempts to steal object from character. ~ .~ 0 0 24 steal_skill~ .@eSYNTAX@n steal <item> from <mob> @eDESCRIPTION@n This skill allows a thief to steal a specific item from a killable mob. You cannot steal from players or shopkeepers at this point in time, since they cannot defend themselves. Steal will not work with parry on. ~ .~ 4 0 0 Stone and herb reagents~ .This list is based upon traditional uses of stones and herbs in various magic disciplines. This format reads Plant/Stone/Intention, and is divided into seven elemental categories. @CELEMENT: FIRE@n Marigold/Carnelian/Health Heliotrope/Citrine/Success Sunflower/Tigereye/Career Buttercup/Amber/Ambition Cedar/Quartz crystal/Goals Beech or oak/Red agate/Personal finances @CELEMENT: WATER@n Night flowers/Moonstone/Psychic pursuits Willow or orris root/Aquamarine/Psychology Birch/Pearl/Dreams and astral travel Motherwort/Quartz crystal/Imagination Vervain/Flourite/Women's mysteries White rose or iris/Geodes/Reincarnation @CELEMENT: FIRE AND WATER@n Red rose/Carnelian/Passion Cock's comb/Bloodstone/Partnerships Pine/Ruby/Courage Thyme or daisy/Garnet/Swift movement Pepper/Pink tourmaline/Energy @CELEMENT: EARTH@n Fern/Aventurine/Wisdom Lavender/Bloodstone/Healing Hazel/Hematite/Communication Cherry/Moss agate/Intelligence Periwinkle/Sodalite/Memory and education @CELEMENT: EARTH AND WATER@n Cinnamon/Sugilite/Business and logic Beech/Amethyst/Gambling Buttercup/Turquoise/Social matters Coltsfoot/Lapis lazuli/Political power Oak/Sapphire/Material wealth @CELEMENT: EARTH AND AIR@n Pink rose/Rose quartz/Romantic love Ivy/Moonstone/Friendships Birch or heather/Pink tourmaline/Beauty Clematis/Peridot/Soulmate Sage or violet/Emerald/Artistic ability Water lily/Jade/Harmony @CELEMENT: ALL ELEMENTS (AIR, WATER, FIRE, EARTH)@n Myrrh or moss/Jet/Binding Hemlock/Smokey quartz/Protection Wolfsbane/Amethyst/Neutralization Coltsfoot/Black onyx/Karma Nightshade/Snowflake obsidian/Death Fir/Lava or pumice/Manifestation ~ .~ 0 0 21 Strongholds~ .@IDue to recent negotiations with the Dwarven Labour Union, a new pricelist has been compiled for the building of Clan Strongholds. @b*@nThe basic clan stronghold has been adjusted to three rooms, your clan insignia, and a clan bank account (forthcoming). Flat rate for this is 350k. @b*@nA basic locked door and key comes complimentary with your clan house. However for those of you who would like a little more secrecy, you can add a secret entrance to your clan house. The price of this added feature will be between @b15k@n and @b50k@n depending on how elaborate you want to get. @b*@nFor those of you who would like a @bfountain@n built in your Stronghold, the charge is @b50k@n for materials and labour. @b*@nExtra room descriptions, such as pictures on the wall you can look at, will cost you @b10k@n per description. @b*@nExtra rooms leading up to a Stronghold will be priced at @b25k@n for the first two rooms, then @b100k@n for each room after that. @b*@nA bottomless kettle of soup in your stronghold will be @b30k@n for stocking, labour, having the kettle fashioned, etc. @b*@nActions, such as 'You smell a delicious aroma waft up from the kettle of soup,' will cost @b15k@n per action. @b*@nSecret rooms will not be part of the basic three rooms. To create a secret room, you will be charged @b100k@n for an extra room as well as an additional @b50k@n for the concealment of the door and hidden lever. @b*@nWhen youre relaxing in your new Stronghold or having an important meeting, you may want to have a few tables, chairs or couches for you and your guests. The price for a basic piece of furniture will be @b5k@n, but if you want some exotic custom item, its going to be charged at a custom price. (Such as a throne or a dragon leather couch.) @e*@nStorage rooms are available for your stronghold at the cost of @e200k@n for the flag, with an additional purchase cost of 100k for the room itself. These rooms save over crashes/reboots, and do not reset. Items will stay indefinitely either on the ground or in chests, should you choose to purchase them. If there is something you would like for your clan house that is not listed here, please ask about it and it can be submitted to the Union for consideration. However, Dwarves being the practical creatures they are, try to keep it within the boundaries of realism. ~ .~ 0 0 5 Stun~ . @CDESCRIPTION@n This skill allows the monk to temporarily stun the opponent for one round, rendering it unable to attack. It is automatic, so that there is a chance on every hit to succeed in stunning the opponent. ~ .~ 0 0 8 Summary~ . --------------- @bWelcome to The Forest's Edge@n --------------- Index : List help categories Help <cat> : get help on a subject Options : see the various flags you can set Color : set your terminal type and colors Score : see your stats Commands : see a list of command categories Comm <cat> : see the commands in category specified with a brief description Abil : shows what skills you can learn Inv : displays what you are carrying Custom : lists what a shop can make The above commands should give you enough knowledge to get started playing. Though I would also advise reading @hhelp pray@n and @hhelp syntax@n before delving too deeply into the game. @n @nNewbies read @hhelp newbie@n. ~ .~ 0 0 1 Summon~ .This spell is a potent magic which transports the target to the location of the caster. It is not infallible, but is fairly reliable, especially at higher levels. Eventually this spell will only function upon players of a similar alignment to that of the caster. ~ .~ 16 0 2 Summon_Function~ .@CSYNTAX@n summon( char1, char2 ) @b@WPARAMETERS:@n char1 - Pointer to character requesting aid char2 - Pointer to character who should be attacked on sight (may be left blank) @CDESCRIPTION@n Causes any mobs in the area of clan clan, to come to the aid of the specified character. No text is displayed to the room, so you will wanna alert the room that a summons is being requested. @b@WEXAMPLES:@n act_room( "The chief cries out for assistance!", mob ); summon( mob, victim); ~ .~ 0 0 1 surcease~ .Surcease is a mid-level ranger's healing spell. It provides a large amount of healing to the ranger and their comrades after the heat of battle is over. ~ .~ 0 0 0 surtitles~ .List of surtitles which you might see and what they might mean: AV - Avatar CL - Clan Leader IP - Immortal Powers ~ .~ 16 0 17 Sweep~ .@b@CSYNTAX@n sweep @b@CDESCRIPTION@n Sweep is a Psionic only command that uses their great mental ability to detect all warm-blooded creatures in the area they are in. ~ .~ 0 0 13 Swimming~ .Swimming is a useful skill that all players should acquire at some point. It allows you to move underwater with a reasonable cost in movement points. Without it you flail uselessly getting nowhere and using all your movements points. Since drowning is quite possible, some skill in swimming is necessary to enter any water region. This skill is automatic. ~ .~ 0 0 11 Switch~ .@C@bSYNTAX@n switch <familiar> : switch into your familiar's body @C@bDESCRIPTION@n Switch is the command used by mages to operate their familiars. While in their familiars bodies, mages will 'see' things from the familiar's viewpoint, and will or will not have infravision, detect hidden, etc. according to the familiar's senses. To return from a familiar to one's body, the command is, logically enough, @breturn@n. ~ .~ 0 0 8 Syntax~ .@I This mud expects a syntax of input slightly different than most muds, which can be confusing at first. There are special characters that must be used in conjunction with certain commands to either distinguish between items with similar names, or do an action to multiple items. @I There are many objects in the mud that have almost identical names. For example, if you have a short sword and a long sword in your inventory, typing 'look sword' might not look at the correct sword. To look specifically at the long sword, you would put a period in between the words of the object's name. So, 'look long.sword' would look at the long sword. If you wanted to @Ebuy@n a soft leather jacket and not a hard leather jacket, you would type 'buy soft.leather.jacket'. @I Often, you will want to do something with many of the same type of item. To get, give, drop, @Esell@n, or @Ebuy@n many of the same type of item, you would use the '*' character in front of the object's name, in the form x*<object>, x being the number of that object. For example, to drop 10 copper pieces, you would type 'drop 10*copper'. To buy 3 wooden shields, you would type 'buy 3*wooden.shield'. @I The prefix 'all' is also used. To sell all the skins in your inventory, you would type 'sell all.skin'. HOWEVER, 'all' can be used in two ways. To get all the objects from your bag, you would type 'get all bag'. But, to get all the bags in the room, you would type 'get all.bag'. ~ .~ 0 0 0 System~ .@CSYNTAX@n @Gsystem@n : display system usage and info @CDESCRIPTION@n See above. ~ .~ 2048 0 0 talis~ .@GList of Useful Room Numbers@n Places Death transfers people / useful town numbers to transfer players Chiiron - 903 Medienne - 107 Kha-da - 27008 Vaasa - 19040 Voaleth - 20083 Pennan - 37013 Sos-kul - 30776 Denab-knur - 30340 Darkhaven - 30009 (generally closed though) @GList of my special places I like to go to, or bring people to@n Inside a Geode - 38652 Waterfall - 49346 @GTaverns@n Chiiron - 912 - Fighting Ferret Medienne - 138 - Cracked Crown - 147 - The Rusty Nail Kha-Da - 27030 - Dragon-Slayer Vaasa - 19021 - The Glade Dark Haven - 30015 - The Black Unicorn Pennan - 37053 - The Cardinal Denab-Knur - 30392 - The Hanging Human Voaleth - 20071 - Ingblad's Bar and Grille @GPaths to High Druid, Vaasa@n: 19066, 19381, 19161, 19108, 19247 ~ .~ 0 0 19 talonwood~ .Long ago the Llewyrr of the Vaasa took pity on a band of goblinoids less evolved than their cousins and harboured them deep in the Vaasa. Unfortunately for the elves, the goblinoids learned all too quickly that they enjoyed the taste of elves and had a curious penchant for destruction. Although the elves tried many times to usher the goblins from the forest and even resulted to violence to kill them off, they never quite managed to rid themselves of these pests, now called the tasloi. Just when it seemed they were gone for good, they would seem to have a population exposion and things would start all over. Things had been quite for a while, however, it seems the tasloi are back. A few battered and bruised travellers have reported losing whole groups to strange beasts hidden in the mists of the malformed talonwood forest southeast of the Vaasa. Among the strange beasts, travellers have given descriptions of little goblinoid creatures that perfectly match the description of the tasloi. Be careful, as they seem to have learned the benefit of ambushes now and are becoming quite proficient at taking down unwary travellers. Most sages agree, the talonwood is not a safe place for the more fragile folk. They recomend you be at least level 15 before you try to survive a jaunt through the misty woods. ~ .~ 0 0 19 talonwood~ .Long ago the Llewyrr of the Vaasa came upon a lesser developed tribe of goblinoids. The tribe of goblinoids were very primitive and were persecuted, even by other goblins. The Llewyrr took pity on them and gave them refuge in the vastness of the Vaasa. The Llewyrr called them tasloi, an ancient elven word meaning "wood goblin", and began to teach them how to survive in the woods. Things went well for a few brief years, then the tasloi turned on the Llewyrr. What started as spiteful pranks by the tasloi grew until it came to all out war. In the end, the Llewyrr hunted down most of the tasloi and managed to chase the rest out of the Vaasa. Enough of the tasloi survived to form small bands, and every few decades a population explosion seems to occur and the Llewyrr are plagued by tasloi hungry for elf flesh. Recently they tasloi seem to have learned to hide from even the vigilant Llewyrr scouts and rangers and have taken to using ambush tactics. This time, they have made it further back into the Vaasa then ever before and the Llewyrr are becoming concerned. The tasloi live primarily in the Talonwood to the southeast of the Vaasa. Both the tasloi and many of the other denizens of the Talonwood are quite dangerous. Most scribes agree you should not attempt to enter before level 15, the ones that didn't agree thought you should wait even longer, but who ever listens to scribes these days. ~ .~ 0 0 1 Tame~ .Tame is a ranger spell allowing the caster to tame a wild animal. A tame animal will become the pet of the caster. The profiency of the caster determines chance of success. Also only certain types of monsters can be tamed. A frog, skeleton or insect is impossible to tame, but a rabbit or bear or other animal is possible. You can only tame a number of animals whose total levels are less than or equal to your level of experience. Remember, implicit in the tame spell is the idea that the ranger is, in a sense, befriending the creature. Rangers cannot, nor would they, gain the trust of a creature only to betray it, sell it, or otherwise abuse the spirit of such a creature. Remeber, also, that not all pets are welcome in all towns. Some citizens of certain towns loathe certain animals and will attack them on sight. ~ .~ 0 0 7 Taranth~ .@I Taranth is the goddess of Charity. Anyone entering her service swears a vow of poverity and to aid the poor and desolute. Only those of good @Ealignment@n can follow Taranth, though any race is allowed. The minimum level for joining is 5 and thieves may not join. In return for devoting their lives to charity players who follow Taranth are protected from all players, gain +1 damage vs evil monsters, and Taranth aids her disiplines in need more than any other goddess. The disadvantages are being unable to wear anything made of gold or silver, and due to the vows of poverity storing money in a bank is unallowed. The main temple to Taranth is located in Chiiron. ~ .~ 134234112 0 0 tedit~ .@C@bSYNTAX@n tedit : lists all tables tedit <table_name> : lists all entries in a table tedit <table_name> <entry> : edits that entry of the table tedit new <table_name> <entry> : creates a new entry tedit sort <table_name> : sorts that table (socials) tedit delete <table_name> <entry> : deletes the entry in the table @C@bDESCRIPTION@n Tedit is the command to edit various data tables of the mud. To look at a table entry the command is tstat. To set any field in an entry the command tset is used. ~ .~ 0 0 14 Tell~ .SYNTAX tell : list the most recent tells you have received tell <player> <message> : send a private message to a specific player tell <mob> <message> : interact with a mob/npc @CDESCRIPTION@n The 'tell' command allows private communication between players. Unlike @hchat@n, @hgossip@n, and @hauction@n, which are all public channels, and even @hgrouptell@n, tell is a private channel which only includes yourself and your 'target.' Use of tell thus enables you to have secure conversations and helps reduce spam on the public channels. To list the most recent 'tells' which you have received, type 'tell' with no arguments. Tell is used for out of character (ooc) discussions. Frequently you will need to share some information or respond to a mob's query. For this, see help @hto@n and help @hask@n. ~ .~ 0 0 7 Temohpab~ .Temohpab, a god of mysterious ways and powers, has an agenda all his own, but it not based on anger, wrath, or hatred; rather, it is Temohpab's pure evil which fascinates some and sickens others. His vision is that of a dark arm of shadow, his, spreading over the entire Realms, leaving him the master of a black world of evil. His followers can be of only evil alignment, but those who follow him have many enemies indeed. Meriada, a god that favors balance, fears the growth of his scale-tipping evil. Cynnis, the god of nature, despises the perversions that Temohpab permits, especially the black unicorn which often is used as Temohpab's symbol. Appears as a mighty dracholich, a black unicorn, and a strange (human) figure called the Peacock King. UNDER CONSTRUCTION!! ~ .~ 0 0 19 Temple of Ri'lahl~ .@IAmong the wild lands south of Medienne, a massive, forbidding fortress looms above the swamps, looking out over the nearby Northern Sea. Flying from the highest parapet of the fortress, a black banner stirs in the wind; the battle standard of Ri'lahl, God of War. A silver octagon inscribed upon the midnight silk of the standard embraces an argent falcon, positioned to strike. The embroidered raptor's eyes seem to watch the land around it, wary of any potential enemy. ~ .~ 0 0 19 The Black Wastes~ .Legends tell of a great land known as Tarik Nor and until recently they were just rumors until a band of adventurers found a barren tunnel leading to a desert terrain which they believe is Tarik Nor. The land is described as a vast wasteland, completely void of all wildlife, plants and water, being nothing more then a flat desert. Reports from several other bands of adventurers tell of a forest which lies deep inside the waste but further exploration was blocked as unseen forces seemed to push them away. Scholars and sages have researched the land deeply and have found that it was once part of a major trade route that linked Pennan, Medienne and Chiiron with exotic supplies and crafts. The last expedition to travel into the wastes was never heard from again. What truly lies inside the land of Tarik Nor is unknown but legends speak of a marvelous city from which riches of unbelievable magnitude were bought and sold daily. Those wishing to travel into the land are told to seek the north-eastern most section of the Dragonspire mountain range but many sages warn that the path is dangerous and death lurks around every corner in this forbidden land. ~ .~ 0 0 7 The Book of Strife~ .The annals of creation as put down by L'Tor: Darkness and Light together make all, but by their nature each strives to overcome the other. ~ .~ 0 0 19 The Dragon Hatchery~ .A recent gnomish scouting party to the southern reaches of Sos-Kul is reported missing by the council of Thorstag. Due back weeks ago, the party's last report states that they were entering a large clearing in the forest. The party never made it to Sos-Kul: they were apparently killed by some unseen foe. The Gnomish Government has released this exert from the final report received from the scouting party: Day 1 We have found an entrance into the strange clearing yesterday and have spent the night just inside the vast opening. We will rest for the night after an altercation with a strange group of frog men. We plan on sending a small group deeper in tomorrow. If this group is successful we will map the area and continue on to Sos-Kul. Day 2 The small party we sent into the clearing has not returned. The clearing is completely free from the elements. The canopy that covers it provides us shelter from the brutal weather of the swamp. We plan on going in after the initial party this afternoon and then continue on to Sos-Kul. -Galbrosh ~ .~ 0 0 19 The Great Icalah Tree~ .Explorers tell of the discovery of a very giant, old tree in a forest of prickly porcupines. The tree is of a type never before seen in the realms by these intrepid travelers. After much discussion, all of it sober, of course, they called it the icalah. Each discoverer took gifts of fruit and cuttings from the tree, before dispersing and vowing never to speak of the strange, flying creatures in the tree. ~ .~ 0 0 19 The Rift~ .An innocent was slain, and as her life's blood poured onto the stones on which she lay, a terrible curse was cast, and a rift opened linking this world to the underworld. Hordes of evil ghosts and wraiths press forward, sensing the passage, hungering to escape into the living world. The spirit of the innocent herself guards the rift, but who knows when she must fall? ~ .~ 0 0 19 The Vaasa~ .A place of great beauty and mystery, the ancient forest known as the Vaasa is home to some unique and magical creatures. With its towering Shuvana trees and being rife with forest life, anyone who ventures around would fall in awe of its splendor. Rumors insist that the Llewyrr, make their home around the area. The Woodworms (level 8-20) The woodworms are a well-known and much feared menace of the Vaasa. Their depredations are responsible for the death of several venerable shuvana trees. Though feared for the swathe of destruction they can cause, slowly devouring tree after tree, many elves have taken it upon themselves to champion the cause of the woodworm's downfall. With vigilance and constant hard work, the elves have managed to keep the depredations of the woodworms at a standstill. Should you seek to join these noble guardians of the woods in defending the Vaasa, then ask any Llewyrr in that vast woods, and they will probably be able to lead you to the very spot where this battle against this foe is waged. ~ .~ 0 0 19 Theatre in the Hills~ .Once thought to be deserted, the Theatre in the Hills near the towns of Medienne and Chiiron is under new management. Back before the theatre was closed by a lack of funding, several performers from around the world would perform there. The new manager, thought to be a rich businessman from Pennan, reportedly has thrown several hundred platinum pieces into remodeling the Theatre in the Hills from its dilapidated state into a prospering theatre house. Unfortunately, rumor has it that the theatre was so badly out of shape that his restoration fund was barely enough to open the theatre and pay for some cheap actors. ~ .~ 0 0 15 Thief~ .@IThieves are the dregs of society, never having learned how to make an honest living. They have a complete disregard of personal property, sneaking around, peeking here and there, picking locks to break in and enter, and stealing anything that may be of any use or worth. The ability to spot traps and disarm them, coupled with their ability to @Esneak@n, and @Ehide@n, make thieves notoriously difficult to find or detect. Should the opportunity arise, or should the situation require, a thief will never hesitate to plunge a dagger into a foe's back. After all, as one famous thief was heard to say, "It does not matter how subtle the wizard, a dagger in the back will cramp his style." @IFor a listing of the skills available to Thieves, please see the help file on @EAbilities@n. ~ .~ 0 0 12 Third Attack~ .Only the classes influenced by the arts of physical combat get this high in skill. This skill allows you to have up to three attacks per round. Clerics can achieve this level of weapons skill, also, after much experience has been gained. ~ .~ 0 0 1 thorn shield~ .Mid-level rangers are able to protect themselves or other members of their party with a shield of thorns. These thorns are quite wicked, and do acid damage to those unfortunate enough to get too close. ~ .~ 0 0 5 Tiger Paw~ .Tiger paw is a monk skill allowing them to do significantly more damage with their bare hands. At high levels a monk will be able to do much more damage with their hands than with a weapon. You do not need to type anything to use this skill; it will automatically 'kick in' when it succeeds during combat. ~ .~ 0 0 14 Time~ .@C@bSYNTAX@n time : gives you the current [mud] time @C@bDESCRIPTION@n This command is temporary but will give you the correct mud time. ~ .~ 0 0 8 tips~ .TOPIC: This helpfile is intended to help those new to The Forest's Edge get their feet wet. Just read Phule's Phive Laws of MUDding before you start your adventures, and don't forget: have fun! @I @I Law 1: Self-Preservation. Set your @bwimpy@n. What "wimpy" does is engage character to try to start running away whenever he (or she, of course) is beaten down to 8 hit points. Setting your wimpy has Phule's personal guarantee to save your life at least once, but remember, don't simply rely on wimpy to get you out of a tight spot. @bFlee@ning (typing "flee") will also get you to protect your tender hide. @I @I Law 2: Con before kill. Before you even *think* about attacking a mob, always try to guage your chances against it. To do this type "con monster_name" -- perhaps "con goat" -- and hit enter. This will make your character "consider" his/her chance of success against that monster in a fight. To start a fight with a monster you come accross, type "kill monster_name." @I @I Law 3: Sustenance. You may have received a message that you were feeling hungry or thirsty. Here at TFE you must eat and drink to be merry. Water is readily available from city fountains, and many rivers and brooks also carry cool, refreshing water for your parched lips. Food can be a recently fallen apple, or a loaf of bread you can pick up from a table. Just type "eat bread" or "drink fountain" to eat and drink. @I @I Law 4: Clean up your messes. After you've successfully killed a monster, you may get more use out if than the simple experience points you received. Many corpses, such as those left by rabbits or foxes, can be skinned to produce valuable pelts or meat. Just type "skin corpse" after the fight has ended. @I @I Law 5: Practice before you preach. To achieve the best success here at TFE, you need to @bpractice@n and hone your skills. For instance, you'll have to learn to use that shiny new sword before it will do you much good. Many shopkeepers and special NPC's (non-player characters) have been around and might teach you a thing or two. Just type "prac" in a room where you think one of these trainers is. If you can be taught there, a list of skills will appear. Type "prac skill_name" to train in that skill. Type "abil" to see a list of your abilites which can be learned. @I @I I hope this helpfile will be of assistance to those of you who need it. Happy MUDding!! ~ .~ 0 0 19 Tireth's swamp~ .A great evil has begun to make its presence known in the area just north of Sos-Kul. The harbinger of this news is the wife of a young sage. Relanya has been seen around Medienne spreading news of the death of her husband, Tireth. Rumors of a dark infernalist summoning armies of demons to act as the forward attack on all of the races of the world have begun to circulate through the cliques of those that practice the dark arts. Combined with these rumors are the reports of a young lizardman hunter, the fierce and dreaded k'sskians, which have been thought extinct for gernerations, have returned to the world. ~ .~ 0 0 8 Title~ .@C@bSYNTAX@n title <what you want your title to be> : sets your title @C@bDESCRIPTION@n Once you reach level 10, you may set your own title. Common sense, decorum, courtesy and all mud rules apply to what you may put in your title, but other than that, feel free to use it to as another way to role-play, or further personalize your character. ~ .@C@bIMMORTAL NOTES@n The command title -l <text> sets the level title on who. ~ 0 0 14 To~ .@eSYNTAX@n to <person in same room with you> <message> : sends a player an 'in character' tell to <mob> <message> : sends a mob a tell @eDESCRIPTION@n This command is used to speak to others 'in character' and is in the language which you are currently speaking. Often times, you can talk to various NPC's in the game which often starts with to <mob> <message> where the message is often 'hi' or 'hello'. It is also used when you're in the portal room or Death to get transported to a city. This is done by typing 'to <portal> <city>' or 'to <death> <city>'. See also: tell, say, ask ~ .~ 0 0 19 tomb of harand-da~ .In an age long forgotten, hordes of orcs roamed the great fields of the west, where now small human villages have come to flourish. The orcs pillaged where they pleased, took what they wished, and grew strong and powerful as the elves roamed their forests far to the east, and the dwarves lay resting in the cold stone mountains of the north. But the orcs grew restless, and came together in a great army intent on overthrowing the dwarven fortresses of the Cairn Mountains, even unto Kha-Da itself. Harand-Da the One-Handed, a mighty hero of the dwarves of the line of Khedrus, First King and founder of the Khedrun clan, rallied his dwarven clansmen and met this great dark horde in the fields just west of the Bridge of Tears. The battle was long, and bloody, and many pages are filled with tales and songs of the heros and villains who made their names with axe, hammer, and scimitar. Finally the orcs made a final charge, breaking the ranks of the seasoned dwarves and smashing the armies of Harand-Da against the stones. But Harand-Da would not surrender. He too led a final charge, rallying the scattered dwarves and meeting the orc advance upon the Bridge of Tears itself. The charge destroyed the orcs utterly, sending the few survivors that could run fleeing back across the great fields of the west and into the deserts and barrens beyond. But the day was not without its losses. Scores and scores of dwarves, both old and young, fell in the victory. Harand-Da himself took an orc spear in the heart as he stepped over a clansman who had fallen. Harand-Da was laid to rest in a place of honor in the heart of the Cairn Mountains, above the tomb of Khedrus himself. Others who had fallen in the battle were lain as honor guards, left to rest in peace for all eternity. It is said they will only awaken when the ancient evil of the lost race of Western Orcs, the Durgoroth, returns to endanger the mighty halls of Kha-Da once again. ~ .~ 0 0 19 Tower of Zarander~ .Just north of the dwarven town of Kha-da, down in a secluded valley, rises the tower of the Wizard Zarander. Though renown in his youth as a strong conjurer and an adventuring mage, of late no one has seen him. Some say he has simply become a hermit while other rumors would have you believe he was murdered by his assistant, whom people have not seen for quite some time either. The only possible clues, if any remain, must lie within the Tower itself. ~ .~ 0 0 9 Towns~ . A list of the towns of @b@CThe Forest's Edge@n, and the clan(s) and race(s), if any, which dominate each: Chiiron (starting town ) - Human/Secomber Medienne - Human/Secomber Pennan - Human/Secomber (village/valley) Vaasa - Elf/Eleint Kha-Da - Dwarf/Khedrun Sos-Kul - Lizardman/Stahl Monestary - Monk order Darkhaven - All Races/Outcasts Tower of Cardinal Magics - Cardinatic (under construction ) (Dark Elven) - (Vyan)/Vyan (under construction ) Orlumber - Gnomes/Thorstag (under construction ) Denab-Knur - Ogre/Karse (under construction ) (Goblin/Jezvik) Brithbarad - Orcs/Azak (Troll/Nethril) ~ .~ 0 0 0 Towns~ . A list of towns and their general racial/clan affiliations: Chiiron - Human/Secomber Medienne - Human/Secomber Pennan (valley) - Human/Secomber The Vaasa - Elf/Eleint Kha-Da - Dwarf/Khedrun Denab-Knur - Ogre/Karse Orlumber - Gnome/Thorstag (under construction) Sos-Kul - Lizardman/Stahl (Unnamed Vyan) - Vyan/Vyan (under construction) Narak - Under Construction Voaleth - Dark races: Ogre/Karse, Troll/Nethril, Goblin/Jezvik, Orc/Azak, Vyan/Vyan Brithbarad - Orc Fort, tolerates other dark races ~ .~ 0 0 0 Towns2~ .This is a current list of towns, their current status, and which race dwells in each. This list is under construction constantly so be aware things do move. @C[Chiiron] @W[Humans: Secomber]@n The city of Chiiron lies a few miles west of the Sea of Stars. This city is the primary home of the humans in this region of the realms. Although it started out as a trading post Chiiron quickly grew to be a thriving community and welcomes all light races. Chiiron is also the starting point for many new and brave adventurers. @C[Medienne]@n @W[Humans: Secomber]@N Medienne was once a thriving merchant community until a long and deadly war with the neighboring elves ravaged the city. The city has slowly began to rebuild itself to the former glory but is also in constant danger due to the nearby forest and graveyard filled with many dangerous monsters. Despite its hazardous locale many adventurers call Medienne home due to its tolerance for both light and dark races. @C[Darkhaven]@n @W[Dark Races]@n Darkhaven is a small underground city which is home to the evil beings of the realms. Many humans, vyans, ogres, trolls and the like call this city home due to its hidden location. No light race has ever ventured into the city and returned to tell what lies inside it. @C[Pennan]@n @W[Humans: Secomber]@n Pennan is a very large farming community a few miles west of Chiiron. Surrounding the city are lush, green hills which the farmers of the town allow their herds to graze. Pennan is under constant attack by the many monsters which live dangerous close to its walls. Pennan is known for their superior armorsmiths which have setup shops and make finely crafted armors. @C[Kha-Da]@n @W[Dwarves: Khedrun]@n Nestled deep inside the Cairn Mountains lies the dwarven stronghold known as Kha-Da. The city is home to superior dwarven armorsmiths and weaponsmiths. A few dwarves call this city home as is it so isolated that it rarely has any trouble from the nearby monsters. @C[Brithbarad]@n @W[Orcs: Azak]@n Brithbarad is a large orcish outpost several miles north of the Black Hills. The outpost is surrounded by grassy plain regions home to several varieties of dangerous animals. Many dark races as well as orcs call this home due to the tolerance the orcs have for other races which someday may be needed as allies. @C[Denab-Knur]@n @W[Ogres: Karse]@n Located in the side of the Dragonspire Mountains, this ruined town was once a thriving human settlement. After several brutal battles the ogres of the land slaughtered all the townsfolk and claimed it as their own. Since than it has become more decrepit and ruined. The main home for ogres, the town also holds a tolerance for other dark races. @C[Vaasa]@n @W[Elves: Eleint]@n Little is known about this elven city for only a selected few of non-elven heritage have ventured into it. Those that have seen it have come back to tell about its beautiful view overlooking the Vaasa and its marvelous construction. Hidden among the trees only elves seem to be able to find its extremely well hidden locale. @C[Sos-Kul]@n @W[Lizardmen: Stahl]@n Most would call the Kss'sk swamp a dark, damp creation where only monsters and leeches dwell, but to the lizardmen, the swamp is known as home. Nestled within the swamp is the lizardman city of Sos-Kul. Although not as advanced as other races, the lizardmen pride themselves upon being able to live in such an unforgiving enivorment. The city lies far to the south and the path is dangerous to all but the most experienced adventurer. ~ .~ 0 0 17 Track~ .@CSYNTAX@n track : toggles tracking on and off @CDESCRIPTION@n Tracking is a skill which allows you to see what creatures have passed through the area recently. Tracking takes time though as you have to carefully watch for signs, thus it takes more movement points. Please see the help file on @Eoptions@n. ~ .~ 1 0 8 Train~ .@IIn order to gain in proficiency in a skill, one must be trained in that skill by the appropriate teacher. Teachers are found, usually, in a town, and each teacher teaches a subset of skills or spells available to your class. Trainers for higher level skills, generally anything above 15th level, are often located elsewhere and will usually require some exploration and thinking to locate them. Don't be afraid to ask NPCs (non-player characters) about skills you want to learn. Please note that a teacher for a particular skill of one class may not teach that same skill to another class, and that one can be trained in a skill only up to level 7. Further increases in skill level will depend upon successful use and your characters intelligence and wisdom. @IOther help files which may be useful include @Ehelp practice@n, and help @Eabilities@n. ~ .~ 16 0 0 Trainer_placement~ .@GRules for Trainer Placement@n In an effort to make trainers and the skills they teach on par with the difficulty it is to reach them, the following rules should apply toward assigning trainers. *City trainers should not teach skills about 15th level, (+/- 5). *It is not necessary for trainers to teach all the prereqs along with their skills. *Skills above 15th level should have minimun # of trainers, in most cases, 1 or 2. Accessible by all. *Low level Trainers should teach no more than 10 skills. *Mid level Trainers should teach no more than 3-4 mid skills. *High level Trainers should teach no more than 2-3 high skills. ~ .~ 1 0 16 trainers~ .@C@bSYNTAX@n train <mob> new : creates new trainer train <mob> delete : deletes a trainer train <mob> : lists trainer on m train <mob> # : removes skill train <mob> # <skill> : adds skill to trainer @C@bDESCRIPTION@n ~ .~ 0 0 0 Training_check_list~ .@CSYNTAX@n no syntax, this is just an informal help file for newbie immortals :) @CDESCRIPTION@n This help file should be one of the first help files you read. It shall walk you through many of the immortal commands you are going to need to get started. You may either use this as a step-by-step program or as a reference. Many of the commands shall be left until later, since you won't able to do some of them, and some will get you in trouble if used unwisely. My personal opinion is that a newbie immortal does not need to know how to load or make armor/equipment/or weapons, because you DON'T need them, and it will deter you from "cheating." Granted, you could probably go through "comm" and "index" to determine other commands (and you probably should), but this file is just to show you some of the basic commands you'll need to get under your belt. Now, let the big ol' battle cartoon begin. You should read the following help files before getting started: poli, policies, room_check_list, mob_check_list, invis sset transfer goto write peace purge bamfin/bamfout bug holylight qremove qedit force : channel advance map reset identify areas ~ .~ 0 0 5 trance~ .@C@bSYNTAX@n meditate : changes your character position to meditating, trance automatically augments meditate. @C@bDESCRIPTION@n Trance, a higher level of meditate, allows monks to relax their bodies, curing their wounds much more quickly than normal. When a monk has mastered meditate, and reached his 25th level, trance can be learned to augment meditation. It allows an even higher rate of regeneration when one meditates. ~ .~ 48 0 2 Transfer~ .@CSYNTAX@n transfer( char, room ) @b@WPARAMETERS:@n char - Pointer to character to transfer room - Pointer to room to transfer char to @CDESCRIPTION@n Transfers a character to the specified room. @b@WRETURNS:@n none @b@WEXAMPLES:@n transfer( ch, find_room( 27101 ) ); // sends ch to room #27101 room = find_room( 1782 ); transfer( ch, room ); // sends ch to room #1782 @b@R*Note* Please do not move this file to transfer permission - this is the transfer FUNCTION and not the transfer command. @b@N ~ .@EIMMORTAL NOTES@n I'm gonna beat the next person who changes the permission of this file back to transfer. It is a basic permission and has NOTHING to do with transfer command. ~ 0 0 5 Transfer energy~ .As monks become more proficient in their ability to master their minds and their bodies, they slowly learn to focus their excess energy so that it can be shared with others. This ability, called @Benergize@n, increases another's energy while reducing their own. The ratio is dependent upon their expertise at this skill. ~ .~ 16 0 2 Transfer_all~ .@CSYNTAX@n transfer_all( room1, room2 ) @b@WPARAMETERS:@n room1 - Pointer to source room room2 - Pointer to destination room @CDESCRIPTION@n Transfers all non-mob characters in room1 to room2. @b@WRETURNS:@n none @b@WEXAMPLES:@n transfer_all( room, find_room( 27101 ) ); // sends all in current to #27101 room = find_room( 1782 ); transfer_all( room, find_room( 201 ) ); // sends all in #1782 to #1782 transfer_all( find_room( 10 ), find_room( 12 ) ); ~ .~ 4358144 0 16 triggers~ .@CDESCRIPTION@n ~ .~ 0 0 24 trip~ .Skilled thieves are able to trip some of their opponents even when wielding weapons. This skill, once learned, is automatic. ~ .~ 0 0 19 troglodytes~ .Long, long ago an ancient race dwelled in the Vaasa. What became of them, no one is certain, but they did leave behind ancient ruins. Recent excavations of these ruins by the local Llewyrr have led to the discovery of an ancient cavern inhabbited by a feral troglodytic people. Though the troglodytes seem to have no real tendancy towards good or evil, they are cerainly a nuisance. Several troglodytes have managed to make it to the surface, only to pray upon animal and sentient being alike with a sheer, bestial brutatilty. If the safety of the Vaasa is to be preserved, the noble guardians of the Vaasa will have to turn their attentions within and prevent a full uprising of these strange creatures. The few Llewyrr that have ventured into the dark, dank layers come back with odd tales of strange sites. After much consultation between the noble guardians, they ventured the comment that they felt the troglodyte menace could be controlled. They felt the troglodytes served about the same threat that the woodworms posed to the denizens of the forest. ~ .~ 0 0 19 Troll Warrens~ .Hidden away underground for many years, the cave troll clan of Nethr'arak has long prospered in the soft limestone caves they called home. Raids upon the surface were not uncommon, yet they were not frequent by any standards. At least until recently. Travellers from Medienne to Denab-Khur have found bloodstains upon the Great North Road and have found some few personal effects of an ill-fated merchant caravan. The Watchers of Voaleth have also reported some missing persons and scenes of combat without any bodies. Rumors abound about a new chieftess that has given the clan a new purpose, about a new breed of troll that breathes fire, and also that they are taller than frost giants. Be wary, traveller, for there are worse things in the night than pickpockets, and yet beware of rumors that could play you false and separate the fool from his money. ~ .~ 0 0 10 Trolls~ .@GAverage Statistics for Trolls@n Height: males about 6'4" - 7'4" females: about 6'6" - 7'6" Hair: Swamp trolls tend to have black hair, not always on their head. What hair grows on them is either greasy or coarse. Ice trolls of the north have white hair, with at least more on their head than elsewhere. Eyes: All trolls have beady little black or red eyes with very small pupils. Essentially there is no iris, just the red or black around the pupil. Affiliation: trolls are a dark race. Appearance: Trolls have green skin in a variety of hues (though none are what would be called vibrant, verdant, bright, neon, or electric green). They are often warty or have cancerous appearing growths, though these do not seem to affect their health negatively in any way, rather it appears to be an excess product of their ability to regenerate. Trolls almost never have any scars, as they heal so incredibly well. For a race that is typically foul, corrupt and evil they have incongruous gift of incredible regeneration but it comes at the cost of a never-ending hunger. Ice trolls tend to have duller, paler skin that is typically dry. Their hair is coarse and bushy. Swamp trolls tend to have darker shades of skin and greasy, sparse hair. @GOptional Advice on Role Playing a Troll@n Trolls are known to be big, slow lumbering behemoths whose sole goal in life is to feed their never-ending appetite. Fortunately for them, just about anything short of stone is considered edible and their metabolisms are quite happy to oblige in that regard. While an uprooted shrub or forgotten bit of clothing makes an adequate snack, the best food is something you just killed yourself. While some trolls have finally managed to figure out that skinning an animal might provide fur you can sell for even better tasting meat, most still prefer to just eat the corpse outright. After all, not much tastes better than a fresh kill whose blood is still warm. The fact that you just killed it yourself, somewhat sating an almost equal appetite for destruction is just spice for the flavoring. Two varieties of troll have developed in the realm, though both races share a few common characteristics. Hunger, the ability to heal, and a complete loathing for sunlight. All trolls prefer the dark of a nice cave to the painful light of day. They also all share a deep-rooted fear of fire as it has the ability to harm them and is about the only thing likely to scar a troll. Swamp trolls are the more common variety when seen at all, tending towards solitary life. They are fairly anti-social, even among their own kind and like to live under the exposed roots of large swamp trees or under bridges. They are quick to anger, quick to kill things, and insufferably monotonous. They are poor conversationalists with communication skills often extending at best to grunts and simple gestures. Ice trolls, also called northern trolls, are found primarily in the upper Cairn mountains and, infrequently, in the Dragonspire mountains. Unlike their swampland cousins, they share a common social structure and tend to live in small familial groups in the mountain caves. Though they still share a fairly low level of communication, they are at least known to have a limited vocabulary making them seem leaps and bounds ahead of their swampland cousins. Ice trolls tend to be more intellectually advanced, which still isn't saying much, heartier in survival, but smaller, weaker and less brutal in comparison to their cousins. @yRacial Relations:@n Trolls are typically a solitary breed, though they rarely fight with other trolls when they do meet. Vyans are considered untrustworthy schemers, though useful allies in dire circumstances. Goblins are only useful as lackeys and servants. Orcs make useful allies and fair-to-middling hunting partners particularly when the quarry is elves. Short of other trolls, ogres make the best companions as they share the trolls' lack of love for conversation and their love of carnage. Elves, dwarves, gnomes, and halflings are despised as legions of light and order as much as their tendency to get in the way of a good meal. Fortunately they, themselves make excellent meals. Provided they didn't bring fire, one meal is as good as another. The best thing about ents is provoking them. After all, they look so much like trolls that they must be related. Trolls just can't figure out what's wrong with them that they serve light and goodness. As they are typically slow to anger, trolls get great mirth out of trying to convert ents. A lack of vocabulary simply means this usually take the form of offering ents ample bloody meals, which they invariable refuse. The look of tormented sadness in their eyes as they consider the harm you caused to living beings in obtaining the meat is about as much fun to see as it is getting the meat in the first place. The best thing about humans is the fact that they keep building bridge to hide under and most of them are too weak to harm a troll. The end result is that they build trolls fabulous homes then pay them to walk over them and if they refuse to pay they try to cross anyway making a never-ending supply of meals that come to your very own front door. The occasional human turns to the dark side and makes for an interesting hunting companion as they can be quite inventive in their destructiveness. ~ .~ 0 0 1 true sight~ .This spell enables the cleric to see creatures as they really are. Foes are no longer invisible to them, and their true alignment (if good or evil) is revealed. ~ .~ 134234112 0 0 tset~ .@eSYNTAX@n tset <table field> : lists the possible entries in the field if any tset <table field> <entry> : sets the table field @eDESCRIPTION@n This command is used to set values in a table. See also tedit and tstat. ~ .~ 134234128 0 0 tstat~ .@C@bSYNTAX@n tstat @C@bDESCRIPTION@n Tstat shows the stats on a given table file you are editting. Information such as the messages on socials to the spell requirements on spells can be quickly viewed in this manner. ~ .~ 0 0 24 Tumble~ .Thieves, after many years of dodging the blows of their opponents, become so adept, they are able to learn the more advanced skill of @gtumble@n. These dextrous players often find themselves evading much of a battle, watching their more clumsy compatriots receive most of the blows. ~ .~ 0 0 1 Turn Undead~ .Clerics and paladins may cast this spell in order to call upon the power of their patron to destroy the unliving. This spell only affects the undead, and the damage inflicted depends upon the caster's skill and the power of the targeted mob. [ This spell is still under development. ] ~ .~ 0 0 0 typo~ .@eSYNTAX@n typo <message> @eDESCRIPTION@n This command is used to link a message to a specific room and is used for noting typos in descriptions or errors in that rooms specific actions. It can only be seen while in the room you post the message and only by immortals, so it is of no use if you post it ten rooms after you notice the mistake or if you notice a mistake on a wandering creature. In the case of rooms in out of the way places, where an immortals is unlikely to visit, and thus correct, any time soon or in the case of mobile creatures and items it is best to post a note on the @bbugs@n board. If you do not know about the bugs board check under @bhelp @bnoteboard@n. If it is a note related to a specific room, its a good idea to still post a typo message as there are often a score of rooms with the same or similar names and the typo posting will let us know exactly when we hit the room you mentioned. (Of course, also take into consideration, is it imperative that we have to correct this right away before you post something on the bugs board) ~ .~ 0 0 7 Ulthi~ .@I Ulthi, god of chaos, is one of the weaker gods but his power to cause trouble is great, as the true nature of the world is to stray from perfect order. He often takes the form of a gargoyle or demon, and travels the earth starting conflicts and destroying lives. @I Very few humans, elves or dwarves follow Ulthi, but he has a significant following among the trolls, orcs and goblins of the realm. Only evil characters can follow Ulthi, though there is no restriction on race, class or level. Ulthi grants his follower no powers and rarely comes to their aid. It is rumored he does not have many of the powers of the other gods. @I In balance though, he places no restrictions on his followers and even encourages them to wreak what havoc they can. ~ .~ 16 0 25 Unarmed Creation~ .Unarmed Weapons: Any unarmed weapon over level 20 should be set to monk only. Max damage, is for the damage dice. Damroll represents the dam roll modifer for the weapon. For every damroll you take away from a monk weapon from the table you made add a 5% hit special. (thus a level 80 monk weapon with 0 damroll modifer could have a 20% hit special. level 0 10 20 30 40 50 60 70 80 ----- -- -- -- -- -- -- -- -- -- max damage 4 5 6 7 8 9 10 11 12 damroll 0 1 1 2 2 3 3 4 4 ~ .~ 0 0 8 Unconverted~ .This is a list of rooms that are yet unconverted and why. I only converted areas that are "finished". 1777 - && ~ .~ 17 0 0 Undead~ .@b Undead should all have the following attributes: @n Sleep_resist on, Poison resistance 100% and poison resist on, Has eyes off - can't blind undead, Mind resistance set to 100%. Zero regen on for lower level undead mobs, on (allows players the chance to reraise undead by investing more energy in trade for the fact that undead don't heal), wimpy off (they don't fear damage, won't flee). include Undead in keywords. Marmor should be according to logic. @CZombies@n: fill zombie slot with their own mnum (can be reraised) fill skeleton slot with a skeleton (you can always rot the flesh off) For zombies attached to mobs, set their level = 1/2 donor mob, however, set the stas of said zombie to those of a mob = 1/3 the donor mob. Set to slow (unless donor mob was fast), has_eyes on (they have them), Infravision on (low_level sense life). They are the lowest level of undead and not immune to much, so low level fire / cold resist, slightly better electrical resist. Damage done by zombie should follow standard mob damage for a mob of its level. The form the damage takes should roughly follow that of the donor mob. (If donor mob had 2 claw attacks and a bite, downsize to less damage or maybe just two claw attacks, etc. Use your best judgment). Often it is easiest to start by just dropping any special attack the donor mob had. @CSkeletons@n: dont fill zombie slot, no flesh/muscle parts left. fill skeleton slot with their own mnum (can be reraised) For skeletons attached to mobs, level = level of donor mob, however, the stats of said skeleton should = 2/3 stats of the donor mob. don't set to fast unless donor mob was fast to begin with. Has_eyes off, Infravision / See_invisible on (effectively sense life). Slightly better defense of fire/cold/elec then similar zombie type. Damage done by skeleton should follow standard mob damage for a mob of its level. The form the damage takes should roughly follow that of the donor mob. (If the donor mob had 2 claw attacks and a bite, downsize to less damage or maybe just two claw atttacks, etc. Use your best judgement). Those with immaterial or ethereal forms (ghosts, banshees, etc) should have the mflag ghost and mflag no_bash set. ~ .~ 0 0 3 Unfound_Acnt~ . No account by this name was found in the database. If you do not have an account please hit return at the account prompt and choose option 1 of the main menu to create a new account. Otherwise correctly enter your account name. ~ .~ 0 0 3 Unfound_Char~ . No character was found matching that name. If you had a character with that name, then the file has been deleted. This is done automatically for any character idle for more than 2 weeks times level. To create a new character you must first create an account which is done through option 1 of the main menu. After having done that and received email containing the confirmation code go to option 2 and being the process of creating a character. [ Press return for main menu ] ~ .~ 0 0 2 unlock~ .@CSyntax@n @b@Gunlock( room, dir )@n @Groom - Pointer to room@n @Gdir - Direction of exit to unlock( north, west, south, east, up, down )@n @CDESCRIPTION@n This function unlocks an exit. @CEXAMPLES@n unlock( room, west ); //Unlocks the west exit in the room. ~ .~ 0 0 24 Untrap~ .@CSYNTAX@n untrap <trap/object> @CDESCRIPTION@n This skill is needed to render a trap harmless. If you think a trap may lie within something like a chest, this skill will try and find and disarm it. ~ .~ 0 0 2 Update_quest~ .See "help quest_functions". ~ .~ 553648128 0 0 users~ .@C@bSYNTAX@n users : displays users playing users <abbrev> : displays players with name matching given text @C@bFLAGS@n a : lists appearances i : lists various interesting numbers w : shows what players are up to --- See also: last, who, whois ~ .~ 0 0 6 Value~ .@CSYNTAX@n @Gvalue@n <object> : askes a shopkeeper to appraise the value of an object @CDESCRIPTION@n @I The shopkeeper will give you the cost of fixing a piece of damage equipment, and an offer for the item based on how many others he already has in @Eshop@n. Under most circumstances, the offered price is only a fraction the object's worth, but the price can be negotiated up with the @Ehaggle@n skill. ~ .~ 134217760 0 16 Variables~ .@b@WVariables to be used in strings:@n $n - name of char $m - him or her $s - his or her $e - he or she @b@R* All the above are for players, use capital letters for mobs.@n $p - object $t - direction @b@WVariables to be used in programs:@n @G-type pointer to char-@n ch - assigned to char who triggers code (usually) mob - assigned to mobile in mob programs rch - assigned by the loop command victim - assigned to char who is victim during an attack @G-type pointer to room-@n room - assigned as the current room @G-type integer-@n i - generic integer @G-type pointer to object-@n obj - assigned for object progs ~ .~ 0 0 1 Vitality~ .This spell increases the maximum hit points of the caster by a number dependent upon their skill using the spell. It can be left on indefinitely with leech. For a frail magician it can be an invaluable addition to his/her repertoire. ~ .~ 0 0 9 Voaleth~ . _____ _ _ _____ | |North| | | Gate | _____|_____|*****|_____|_____ _____ | | | | | | | | V R E G O T H | |_ U _|_ _|_____|_ J _|_ _|_ _| | | U| | E | | | | L |Templ|Milita S | Pet | | _____|_ _|D____|_____|_ B _|_____|_ _| | | | | | E | | | | F Armor| K Bank| G Caves |_____|_ _|_____|_ _|_____|_____|_ _| | | | | | | | | | G | Lib * F R N U T H R | _____|_____|_ _|_____|_____|_ M _|_ _|_ _| | | | | | | A |Bar N| | | Alley A Weapn|Magic R |Grill| E | |_____|_____|_ _|_____|_____|_ G _|_____|_ _| | |Black| | | |Bar N|Suppl| | |Stable R | | Grill| L | |_____|_____|_____|_____|_ _|_____|_____|_ _| |FoodN| |D | | | |Furs | |Jewel K | _____|_____|_ _|_ _|_____|_ _| | | | | | | | |Gypsy G R E L K | |_____|_ _|_ _|_____|__*__|_____| | |South| | Nice| | | Gate| |House| |_____|*****| |_____| Palace ~ .~ 0 0 19 Voaleth Palace~ .The ruler of Voaleth lives in this grand palace just past the southern city gate. This great residence is now inhabited by the tyrant who rules the city and its environs, making it a place where guests are no longer very welcome. Those brave enough to visit may find great rewards, or great danger. ~ .~ 0 0 19 Voaleth Tunnel~ .Although the Watchers and town guards now keep Voaleth streets relatively safe, this has not always been the case. Citizens have often had to flee for their lives, heading into the caverns for safety. It is possible to find some of these ancient escape routes with diligent searching. ~ .~ 0 0 8 Vote~ .@CSYNTAX@n @Gvote@n <#> <name> @Gvote@n results <#> @CDESCRIPTION@n Immortals will periodically request votes for specific players, i.e., allow voting to take place for best role-player, avatar, etc. The Announcements board will contain the position(s) being voted for and their corresponding number. @Yvote results <#>@n will show current standings for the selected slot. System reboots will delete all votes; it will be necessary to vote again should this happen during an on-going poll. ~ .~ 0 0 19 Vyan Tombs~ . @IIn an old, abandoned mine shaft near Voaleth, explorers have found a cavern with a huge door set into the north wall. Finely wrought of mithril and steel, the door was unable to be opened. Upon hearing of this find, Tsarith, Master Sage of Voaleth, sent word to Etrahnin of Pennan. A codex Tsarith had translated only days before told of an entombed force of guards protecting the tomb of their nobles. Perhaps this door is the entrance to the tomb... Only the Sages know what lies beyond. ~ .~ 0 0 10 Vyans~ .@GAverage Statistics for Vyans@n (aka Dark Elves) Height: males about 4'8" - 5'8" females about 4'6" - 5'6" Hair: typically straight. Pale (white/gray/silver) to Black. Extremely rarely brown or blond. Vyans have no facial hair. Eyes: Almond-shaped / up-slanted eyes in colors of primarily violet or amber. Other colors, such as brilliant blues or anything from gray to black are also not uncommon. Affiliation: vyans are a dark race. Appearance: Vyans look much like humans though they generlaly have a smaller, slenderer build than humans. Vyans tend to have smooth unblemished skin ranging from midnight black to pale, wan colors and ashen castes. The vyan with the healthy glow of sun burnished skin is almost completely unheard of. Despite their apperance as a result of living primarily underground for countless centuries, vyans tend to possess a beauty to equal that of elves. There dark beauty has drawn in many an unwary victim who later fell pray to whatever schemes the vyans were planning. You probably won't see wrinkles on a vyan before they reach at least a good 500-600 years old, and even then it would be very faint and hrd to notice for a few hundred more years. Vyan hair typically does not turn gray or white from age until they reach about a thousand years of age, if at all. Like elves, vyans have upswept, pointed ears. @GOptional Advice on Role Playing a Vyan@n Vyans are a haughty race, indeed perhaps the most haughty of all races. They will refer to themselves as vyans or simple The People, as they view any other race as chattel to be used or destroyed at a whim and with no more remorse than if they were objects. They believe it is their divinely given right to rule and they very nearly manage to succeed. If playing a normal vyan, it might be suggested that you imply that you, or another vyan, is the undisputed leader of any group you are in. If anyone disputes this you should probably follow them into the nearest playerkilling zone and kill them or have a loyal minion kill them in your name. After all, it is divine will that ordains your rulership. Just don't confuse leadership with tanking (being the one who takes all the hits in a group). That's what sturdy minions are for, preferably ogres and trolls, who are just big dumb brutes adapted to taking such beatings. Vyans hate to be called dark elves. Once, long ago the elves and the vyans may have shared common ancestors, but the elves have proven to be weak fool relying on the good will of life where they should accept their role as an elder race along with the vyans and rule through power. Long wars have developed due to the rift in elven and vyan philosophies and there is no hope of a peace ever developing now. To call a vyan an elf, even a dark elf, is to imply that they are weak and foolish. Ideally only other vyans should be permited to even speak to you, however, on those occasions when a minion must speak with you they should refer to you as master. @yRacial Relations:@n As the only true people, vyans view every other race with some measure of contempt, though some more than others. Trolls, Ogres and Orcs make good minions and cannon fodder in a fight. Goblins are a nuisance best destroyed unless you have raised them from birth to be subserviant slaves. Humans, while occasionally producing a few dark-minded folk who can serve as good as ogres, trolls and orcs, are primarily still pretty useless and are better destroyed than ignored before they get lucky and find some way to cause trouble. Dwarves, halflings, and gnomes typically serve the force of light and should be destroyed outright as they are meddlesome nuisances. Elves have become the bane of vyan existence. These close cousins embody all the week, pathetic ideas that the vyan nation finally overcame and cast off. An unending war has raged for countless centuries between these two races that emobody the paths of light and dark. Ents, as servants of the light and close allies of elves are hated, but only about as much as one could be said to hate a dangerous animal. They are dangerous, but they aren't really people. If not for the fact they aid the elves much in the same way ogres and trolls are of use to the vyans, ents would be a concern that could be left off for a later, more convenient date. ~ .~ 32 0 2 Wait~ .@CSYNTAX@n wait( time ) @b@WPARAMETERS:@n time - Integer number of ticks to delay @CDESCRIPTION@n Pauses execution of the code. @b@RNOTE: at this time the wait() function does not operate correctly within if/else blocks, you will have to structure your code so that the wait statement falls outside of any blocks. @G// This code wont work properly..@n if( is_open( room, east ) ) { wait( 2 ); act_tochar( #char, ch ); } @G// This code will..@n if( !is_open( room, east ) ) end; wait( 2 ); act_tochar( #char, ch ); @b@WRETURNS:@n none @b@WEXAMPLES:@n wait( 1 ); // pauses for 1 tick ~ .~ 0 0 20 walkthrough~ .Welcome to the walk through for people playing a mud for the very first time. For the purposes of this walk through we're going to assume you are using a human warrior of non-evil alignment. If not go ahead and create a one to practice with until you get the hang of this. Here's of 10), how much it cost per increase, how many practices it will take per level increase, and what prerequisites there are (if any). Quit this character. Wait 5 minutes (policies require this) and reconnect. When you reconnect select option 2, start new character. (for this you will need your account name and account password) Follow the prompting and create a new character, one that is: a Human Warrior of Neutral Good alignment. Come back to this help file and read the next section. @G- - - - - - - - - -@n First, type sleep and hit enter. For now, all the things you need to do and learn can be done asleep and it will prevent some of the excess chatter while you learn. If you start getting messages stating you are hungry or thirsty, type wake and hit enter, type pray and hit enter, type sleep and hit enter. Then resume with this lesson. Typically you will need to eat food and drink water, but pray will work in a bind. Don't use it to often later, as it takes time to build up and you may need it later. For now though, it should suffice as we don't know how long it will take you to get through the learning process. :) @G- - - - - - - - - -@n @CWhat you're looking at@n The sreen should be showing you the room's name, a description of it, possibly the exits, and at the bottom of the screen you will have some numbers and letters in <> brackets. The title and room description should be fairly easy to figure out. The @cprompt@n at the bottom (in <> brackets) are statistics about you and the room that will be quite useful to you quite often. @Yhp@n means Hit Points. Its a measure of how much life you have. (at 0 you are unconscious and dieing. at -10 you are dead) @Ye@n means Energy. Spell casters use this to cast spells. (as a warrior ignore this for now.) @Ymv@n means Movement. Its a measure of vigor and vim. (when its at 0 you can not leave the room or move and must rest) You should also have a list of letters after it. These are the room exists visible to you at this time. @YN@north @YE@nast @YS@nouth @YW@nest @YU@np or @YD@nown. There are sometimes other exits, but you must read the room description and find the hidden commands to open them. Example: perhaps a boulder blocks an exit to the east. Typing move boulder might move it far enough to reveal an exit if you are strong enough. @G- - - - - - - - - -@n @CEnhancing your character@n Starting out you'll have a few skills. Some weapon proficiencies, some non-weapon skills, and the ability to understand primal language (what imms use so everyone can understand them) and to speak and understand humanic (the human language). You can see what skills you have already and what you can currently learn by using the @CAbility@n command. Typing @Cabil weapon@n will show you what weapon skills you can learn at this level, which ones you already know (to what proficiency level, max of 10) and how much it costs per increase in level. Typing @Cabil@n alone will show you what other ability types you can check for. In this case: @Cabil weapon@n, @Cabil language@n, and @Cabil physical@n. We can skip spells for now as warriors do not have access to spells. Only spell casters like clerics and mages or specialized warriors like paladins and rangers can learn spells. As a starting warrior you know a little bit about using daggers. You could wield a sword right now, but it wouldn't be very effective. We can see, by checking abil weapon, that to learn to use a sword (typically much more efficient for killing things than a dagger) you would need to learn the prerequisite of dagger to level 5. We can do this in one of two ways. First, you can use @Cpractice points@n to have someone train you to use a dagger better. Once your dagger skill reaches level 5, you can then begin learning sword skill. Second, you can learn through experience. By wielding a dagger in combat, there is a random chance you will either improve in dagger skill or learn something from it and gain a practice point for future use. For some skills (primarily spells) the check is made whenever the skill or spell is used. For things in almost constant use, like weapon skills or searching or hiding, the check is made periodically. If you used the skill since last check, then a check is made to see if you randomly improve or not. What determines success? Intelligence and Wisdom both contribute in some ways to how easily you improve. Having a low intelligence or wisdom will decrease your abilities in the long run. Having a high intelligence and wisdom will earn you more practices and improvements over time, but it will come at the cost of other skills like strength, endurance and dexterity. the skill primarily used for fighting. ~ .~ 0 0 8 Wanted~ .@C@bSYNTAX@n wanted <name of clan> : lists those people wanted by a particular clan @C@bDESCRIPTION@n When you kill something in a clan, it adversely affects your reputation. If you kill enough members of a clan, or friends of a clan, you could be either kicked out of your own clan or become wanted by a particular clan. Once pkill is re-implemented, players will be able to collect bounties on other players, but presently that is not supported. Once kicked out of a clan, you become clanless, and as such are naturally suspect in the eyes of more 'reputable' members of society (the various clans). Clanless members will soon be able to join the Outcasts, who have their own hidden city and system of support. Their city, Darkhaven, is a perilous place, so be warned. ~ .~ 0 0 19 Warlock Coven Mines~ .@eDESCRIPTION@n An enormous, abandoned dwarven mine lies just north of the war-torn city of Medienne, near the wide expanse of rolling hills. It has been said that a coven of powerful warlocks of pure evil and wanton destruction now occupy the mine, having defeated and enslaved the dwarves who had first discovered the site. A tired old dwarf known as Gimnod currently resides outside the mine, and if asked politely, would graciously offer to answer any questions regarding this mysterious place. ~ .~ 0 0 15 Warrior~ .@IWarriors are skilled in the art of war. Usually having dismal mental abilities, warriors cannot cast spells of any type, and hence believe almost solely in brute force. At a young age, they learn how to @Ekick@n, @Ebash@n, @Eparry@n, and use a @Eshield@n more effectively. @IFrom there, warriors gain the important skills of @Erescue@n, @Eguard@n, and multiple attacks up to five, as well as the unique skill of using another weapon in their @Eoff-hand@n. Warriors are the only class able to learn @ESecond-Off Handed Attack@N, and due to their superior combat abilities are one of the underpinnings of ANY successful group. @I To see a listing of the abilities available to Warriors, see the help file on @EAbilities@n. ~ .~ 0 0 1 Water Breathing~ .The ability to breathe underwater without the aid of magical equipment is something which rangers are able to learn as they become intimate with the powers of nature. In fact, some learn this magical spell so well they are able to imbue others with this ability for a short period of time. ~ .~ 32 0 4 Weap Classes~ .@CSYNTAX@n Formatting weapon class in a new object. oset value3 [weapon_class] @CDESCRIPTION@n VALUE TYPE DAMAGE 0 unarmed punch 1 dagger pierce 2 sword slash 3 club bash 4 staff swing 5 polearm slashing 6 mace pound 7 whip whip 8 axe chop 9 bow missile weapon ~ .~ 16 0 25 Weapon Creation~ .Topic: weapon_table First pick your weapon type, each weapon type has varying rules about how it uses the classes and weights. Note o in class allowed means offhand, t means two-handed. Note unarmed weapons must be monk only, and creation rules are found under help unarmed creation. Type Classes Allowed Base Weight Weight Increase ------ --------------- ----------- --------------- Dagger 1o 2.0 - Staff 1-2 4t 3.0 1.0 Whip 1-2 2.0 1.0 Club 1-3 3.0 1.5 Mace 1-4 3.0 1.0 Sword 1-2o 3-5 6t 2.0 1.25 Axe 1-2o 3-5 6t 2.0 1.25 Spear 1-3 3.0 1.0 Polearm 6t 7.0 - Class Base Level/Max Damage 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 -------- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- class 1: 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 class 2: 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 class 3: 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 class 4: 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 class 5: 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 48 50 class 6: 16 19 21 24 26 29 31 34 36 39 41 44 47 50 52 55 57 60 * Damroll costs 5 levels for +1, 10 levels for +2 on weapons Oprog Modification 1) Find the max dam of the oprog (include damroll for extra swings) 2) Multiply this value by the chance of the oprog occuring. 3) Add this to the weapon table Average Damage Modification Add 2.5 levels per die used over 3. ~ .~ 0 0 0 Weapon_types~ .This is a list of the various types of weapons that correspond with the value3 numbers for objects. Value of 0 = unarmed (punch attack) Value of 1 = dagger (pierce attack) Value of 2 = sword (slash attack) Value of 3 = club (bash attack) Value of 4 = staff (swing attack) Value of 5 = polearm (slash attack) Value of 6 = mace (pound attack) Value of 7 = whip (whip attack) Value of 8 = axe (chop attack) Value of 9 = bow (missile weapon attack) Value of 10 = spear (pierce attack) ~ .~ 0 0 1 Web~ .Web creates a sticky mass which covers the victim eliminating their ability to leave the room and to dodge attacks. Given time the victim will be able to break out of the web. Versus strong monsters such as dragons or giants the spell is useless but versus weak nimble oppenents it can be very useful. ~ .~ 0 0 8 web_pages~ .Listing of unofficial pages pertaining to TFE. (TFE does not take responsibility for these pages, these are player created and maintained and placed here solely as a reference for interested players seeking what others know.) Seltha's page: http://www.geocities.com/TimesSquare/Dungeon/3993 Conner's page: http://www.plinet.com/%7Ebear/tfe/ http://sourgum.cs.sc.edu/-girard/Home.html Sedennial's page: http://www.willapabay.org/-silas/ForestsEdge ~ .~ 0 0 4 weight~ .This helpfile is made to be a GENERAL, LOOSE-FITTING reference for object weights. @b@CSWORDS:@n The medieval longsword was steel, about 7 lbs or so (weight of 70 here). Two-handers, such as claymores, etc, were around 10-12 lbs, unless you had REAL monster of a sword. That's weight 100-120 here. Short swords should be about oh 4-5 lbs, save the speical ones that might push 6. @b@CAXES:@n An axe looks mostly wood, but it's weight is nearly all in its metal. Axes weigh about on the same order as swords, if not a tad heavier. @b@CSPEARS AND STAFFS:@n Mostly just wood, so appx. 3 lbs or so. The more intricate spear heads could add a pound I suppose. @b@CDAGGERS:@n Light. Light, light, light. A 3 lb dagger is HEAVY. probably pseudo 2 pounds for your heavy duty daggers at most. @b@COTHER:@n Just use your best judgement. Try to think, would this object weight more or less than a big ole two-hander? Remember two-handers go for about 120 weight here, big weapons like giant claymore i suppose could push 150. ~ .~ 0 0 2 weight_funct~ .@CSYNTAX@n weight( thing ) @CDESCRIPTION@n ~ .~ 0 0 0 Welcome Back~ .Welcome back to The Forests Edge. Many of you have been active during our period of revision, and are aware of the changes, however, they may be more widespread then you realize. Rather then try to squeeze them all into the MOTD or annoucments, this file summarizes them. If you are a new player, please read all the introductory help files - this is just a brief summary of differences designed for experienced players. @BAtmosphere and related code@n: Our desire is to support a role-playing environment in which ogres and ents are enemies, not companions. Ideally, reputations would take care of much of this, but as a perhaps interim measure, Greyclaw has provided code which prohibits introductions and groupings between 'light' and 'dark' races. As of the time of this document, options for lizards and humans are still undetermined. Although this is primarily NOT a PK (player killing) mud, a few areas have been marked as allowing such actions. At the present time, this is restricted to the elven village and gnomish picnic, both areas which 'good' players would only enter to role play and/or destroy those trying to harm their friends. Any other areas added will be of the same nature. @BNames, appearances, etc.@n: Although this is actually part of the first topic, it is being separated to avoid being lost or ignored. All names must follow our stated policies of being in keeping with a medieval european theme, and not being a rip-off of a well-known fantasy character. Appearances, keywords, and descriptions must also follow our documented standards. Not every Avatar may recognize there is a problem, so initial approval does NOT necessarily mean everything is acceptable. Old characters with 'good' names do have the option of keeping their names: imposters will be renamed without warning. OOC is to be used for OUT of character conversations, gossip and chat for in-character ones. We will reduce gossip points as we feel fit. @BChanges to areas, equipment, stats, etc.@n: Yes, these have happened. We have purposely modified many of the old 'newbie' areas both to upgrade the text as well as to give old players some surprises. We have implemented a tougher set of equipment standards, though this will not be as obvious until players get into the 'better' stuff. Some changes to player races and classes have been made in our continuing attempt to make them separate but equal. Trainers have been moved around quite a bit as well, and will require some thinking/questing to find at times. No specifics are being given regarding the above topics - assume everything is different and act accordingly. @BBugs@n: There are bound to be a bunch of these. Our long-time policy on bug abuse will be enforced - if you find one, and don't report it, beware the wrath of the gods. And no, this does not mean a typo in a room, but rather something that actually affects game play. Minor ones should be posted to the bugs board, major items (like mobs that don't fight back, bags of holding repopping in Chiiron bank) should be reported directly to an imm. We are working on getting all bugs out: if they have been posted to a board, please do not continually re-post. @BWhines@n: Please wait. We are, as always, a work in progress. Suggestions via the ideas board are always considered. We are trying very hard right now to make the mud playable, incorporating many new things. Whines do NOT help, and serve primarily to annoy everyone. ~ .~ 0 0 19 Western Plains~ .Not for the faint of heart, these plains are populated by savage beasts. Lions await to make you their prey, while rhinos and elephants guard their territory. In this untamed wild, it is survival of the fittest. The plains lie to the distant northwest, almost unto the great deserts. ~ .~ 0 0 14 Whisper~ .@eSYNTAX@n whisper : lists previous whispers whisper <player in room> <message> : whispers something to another player in the same room @eDESCRIPTION@n Whisper is used to communicate to another player in the same room as you are and uses the language you are currently speaking. Only the person you whispered to will see what you just said, but others in the room will see that you just whispered something to that person. See also: languages, to, tell, say, yell ~ .~ 0 0 14 Whistle~ .@C@bSYNTAX@n whistle : whistle @C@bDESCRIPTION@n Whistling is how you attract your pets. If they are within a certain range, they will hear your summons and respond, moving toward you to the best of their abilities and movement. Due to their unique racial characteristics, Lizardmen are unable to whistle and must therefore find some other means of communicating with their pets. See also: pets ~ .~ 0 0 8 who~ .@CSYNTAX@n @Gwho@n : lists all visible players on @CDESCRIPTION@n The who list will list all players who are visible and online. Each player is placed in a category according to how well you know them. The first category is self-explanatory: @cImmortal@n. The @cbefriended@n category will list all people who are on that are @cbefriended@n to you. The @cknown@n category lists people who you are introduced to but not @cbefriended@n. The @cunknown@n category lists people who you have not been introduced to. Each player can only appear once on the who list, so someone who is @cbefriended@n will not appear in the @cknown@n category. See also: last, whois ~ .~ 0 0 12 Wimpy~ .@C@bSYNTAX@n wimpy : list current wimpy settings wimpy <field> <value> : sets your wimpy to kick in at a value wimpy <field> 0 : turns off that field @C@bDESCRIPTION@n Wimpy causes you to flee when your hit points go below your wimpy value. You will attempt to flee automatically, so remember to turn it offat the appropriate times or it could get you into more trouble than the good it may do. Your maximum wimpy value depends upon level and your maximum hit points. Note that wimpy is @bNOT@n failsafe, and comes with no ironclad guarantees, but it's usually better than nothing. The available fields are Flee, Blink and Recall. When your hit points go below the value of a field, you will attempt to either flee, recite a scroll of recall if you have one, or cast the spell 'blink' if you are a mage. Again, this is not failsafe, so be warned. ~ .~ 0 0 1 Wither~ .Those well in tune with nature are able, at times, to call upon it to cause their mortal enemies to wither and die. This high-level spell does two things simultaneously: it causes the target to lose some of their life force (constitution) as well as immediate damage due to the magical strength of the spell. ~ .~ 16 0 0 Wizlist~ .The list below is a reference for the spheres that various immortal control. It is by no means a complete list of immortals, but instead a guideline of who to mail ideas to. This person has permission to edit the relevant help files and enforce standards in that field. Object - Liquids Merior - Final approval of areas, Objects, Policies Caer - Socials, Appearances/Approval Talis - Vaasa, Training new Imms, Undead Kreel - Object weights, Metal properties Orb - Clans, Strongholds S'ynn - Bears Phule - general phulishness and overall miscreantism The below players are responsible for editing the socials unique to their race and the help file describing the race. JghantmnGkr - Lizards Smokey - Gnomes Syd Wartnose - Trolls Scorn - ogres Blorn - orcs ~ .~ 0 0 9 World Map~ . This is by no means an accurate or to scale representation of this world. This map is merely provided as a tool to aid you in your conceptualization of the geopolitical layout of this world. The biggest misrepresentation this map gives is the illusion that Human region (Chiiron and Medienne) is both central and considerably larger than the other regions. This is simply not the case - we simply have not completed the other regions and cannot provide a similar level of detail. D =3D=3D Dwarves * =3D=3D Trees G =3D=3D Gnomes ^^ =3D=3D Crag Steep Hills O =3D=3D Orcs ^ =3D=3D Hills T =3D=3D Trolls w =3D=3D Grasslands C =3D=3D Contrast Drow s =3D=3D Swampy E =3D=3D Woodland Elves /\ =3D=3D Mountains K =3D=3D K'ssk % =3D=3D Marsh H =3D=3D Human _ =3D=3D Desert ______________________ ___ / \ \ / /\\ /\ \_____ __/ |(T) | Ocean | ^^ /| /\ /\ \__/\ / /\ | /\ /\ /\ ^^ ----\ --- /\ /\/\\/\^^/\ ^ *^^^ /\^^ ------- -- //\/\ ^^^ /\/\\\ /\/\ ^^******^^ /\/\ ^^/\^V^^\/^^/\^^/\ /\ /\^|^^ /\(*(C)***/\ ^^ /\ Kha-da \/\/\^/\/\/\ /| ********** /\ \/****^^ ^/\^/\ /\/\/\(D)/\^/\/\/\ ***|*(E)**^***** ^ --- /\%/\/\%%/\/\/\/\/\/\^^ ^/\ ***^**|****/\**** ^/\ ^%%%% /\%/\ ^^ /\/\ /\ /\ *****/********** ^^ %%%%%^^%% %%/\/\^^ /\ ^^/\ ^ **//****^****** %% ^%%%% % ^^/\ /\ /\/\/\ /\ ^ |*******^ ^ ^^ ^^/\/\/\/\ /\/\/\/\ /\^/\ |/\/\ /\ /\ /\/\/\/-\ _^/----\/\/\ /\ / /\ /\ /\/\/\/\/ V ^ \/\/\/\ |\ /\ /\ /\ < / ****/\| /\ /\ //\ \ Northern //\****/\| ^ ^^ ^^ /\ /\ | Sea | ****/\/\ /\ /\ /\/\^ \ Medienne / \ ***** /\ /\ /\/\^ \ Medienne / \ ** * /\ /\ /\/\^ \ Medienne / \ Pennan ------ Chiiron \ / (H) / \ /\ ^/\ (H)^^ | \ /\/\// ^ \ /\ /\ ^ ^^ ^/\< |/\/\/ ^ \ /\^^ /\/\/\/\\\_ _/ /\ //\ ^ \ /\/\ /\^^/\/\/\\_ / /\/\/^/\ ^ ^^ \ /\ /\ ^/\/\ ^ /\ // /\ ^ ^^ ^ \ ^ ^ ^/\ /\/\ ^ /\/ ^ ^^__^_ ____ ^\ ** ^ /\ /\ ^/ ^__ _ __ ___^_ \ ^ ss ss ^ ^ ^ ^ / _ __ __ ____ __ \ w^ ***s * ** ^ ^ ^ ^ / ____ _ _ ^___^__^ w\__s s s s*s ^ (G) __|^ __ __ _^___ ^^____ w\ w **(K) ss ^ ___/ ^__^______^^w ^ w \w ss *** s ^ ^ ^ ^ ^ ^ ^ w ^ sw ss *s ^ ^ ^ ^ ^ w w (O) w ww s* s* ^ ^ ^ w ^ w w w * ss ** w w ^ w * s ^ ^ w w ^ w www w w w ^ w w w ^ w ~ .~ 0 0 0 Wrath Wyrms~ .There have been reports of odd tremors in the surface near Kha-Da. A dwarven corpse was found lying on the snow just west of the city, half its body eaten away and covered in a thick layer of green slime. Other dwarves have witnessed large snakelike creatures burrowing around in the snow near the site of the dead corpse, and strange holes have been dug through the snow into the earth. ~ .~ 134218768 0 0 Write~ .@C@bSYNTAX@n write <field> : writes the file specified by field Allowed Fields = { areas, mobs, objects, help, trainers, shops, tables, all, notes, quest, rtable } @C@bDESCRIPTION@n Saves the various files to disk. Becareful with write all as it produces a decent amount of lag. If no field is specified the default is the area you are in. See also: lag, save ~ .~ 0 0 3 Wrong_Password~ .-- Wrong Password -- If you have forgotten your password choose option 1 and then option 4 from the main menu to have your passwords emailed to you. ~ .~ 0 0 0 Wyrm Lair~ .~ .~ 0 0 14 Yell~ .@C@bSYNTAX@n yell <string> : sends a string to all rooms in your area @C@bDESCRIPTION@n Use yell to send a message to everyone in your present area. It costs no gossip points, and can be useful if, for instance, you become separated from your group in a perilous place (and you like to roleplay). It is also of use when communicating with others not in your group, but still nearby. If you wish to send a string to the entire mud, see the @EShout@n command. Note that like @EChat@n, @EGossip@n, @EAuction@n, and even @EShout@n, this is a channel in which profanity is @bnot@n acceptable. ~ .~ 0 0 11 Zap~ .@C@bSYNTAX@n zap <wand> <target> : zap someone with a wand @C@bDESCRIPTION@n You use the Zap command to use one of your wands upon a target. Wands generally have charges and the use of Zap will expend a charge. When depleted of all of their charges, wands make excellent kindling. You need to be holding a wand in order to be able to zap with it. ~ .~ -1 -1 -1 $~