#HELPFILEDATA colourcode ` security 7 END #HELPENTRIES keyword SECONDARY DUEL-WIELD DUAL-WIELD~ category undefined~ text Syntax: second <weapon> Every character can wield 2 weapons. This is not a skill you have to gain but certain classes are better than others at using and hitting with their off hand. To second a make sure you are already wield one then type second <object> and you will wield another weapon. ~ last_editor Eris~ last_editdate 1112136766 END keyword SKILLS BASICS~ category undefined~ text Syntax: skill This command will list the current skills you have. Those that have n/a beside them are unable to be used yet as your character is not of sufficient level. Typing (help 'skill name') will give you help on a particular skill. An example of this is (help dodge) this will provide help on what the 'dodge' skill is and does ~ last_editor Eris~ last_editdate 1112115216 END keyword PRACTICE PRACTICING PRACTICED~ category undefined~ see_also ATTRIBUTES TRAIN GAIN~ text Syntax: practice Syntax: practice (skill) Syntax: gain list Syntax: gain (skill) PRACTICE without an argument tells you your current ability level in all the skills available to you. You can check this anywhere. PRACTICE with an argument practices that skill. Your learning percentage varies from 0% (unlearned) to a maximum 75%, any more improvement in the skill is done by using the skill. You must be at a guild master to practice. GAIN LIST will list any skills that you can learn at that location. GAIN with an argument will teach you the first lesson of a skill. The higher your memory and reasoning, the more you will learn at each practice session. The total number of bonuses from all the stats on the `#`YRIGHT COLUMN`^ of your attributes determines the numbers of practices you gain per level. Unused sessions are saved until you do use them. Bonuses < 50 = 3 Pracs Bonuses < 100 = 4 Pracs Bonuses < 150 = 5 Pracs Bonuses < 200 = 6 Pracs `#`WBonuses`^ are those numbers by your attribute. They can be negative or positive. Here are examples: Co: 30( 47)/ -5 Sd: 35( 57)/+10 The bonus to Co is `#`W-5`^ and to Sd is `#`W+10`^. ~ last_editor Hera~ last_editdate 1111809485 END keyword TRAINS TRAINING~ category undefined~ see_also ATTRIBUTES PRACTICE GAIN~ text Syntax: train <st qu pr em in co ag sd me re hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class and race, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes two training sessions to improve an attribute from 1-15%, or to increase your mana or hp. You receive two training sessions per level. e.g train st (Increases your strength.) There are usually trainers in gyms, military buildings, stadiums, ect. It is important to note that you must use TRAINING sessions to gain a new skills - using gain (skill). ~ last_editor Hera~ last_editdate 1115829497 END keyword MODIFIERS~ category undefined~ see_also ATTRIBUTES TRAINS~ text Your modifiers are the bonuses your particular percentage in an attribute entitle you to. Modifies are dependant on equipment to a large extent. ~ last_editor Eris~ last_editdate 1112137322 END keyword STRENGTH QUICKNESS PRESENCE INTUITION EMPATHY CONSTITUTION AGILITY SELF-DISCIPLINE MEMORY REASONING~ category undefined~ see_also TRAIN~ text Each attribute is represented in the following manner on the score table: CURRENT (MAXIMUM) / MODIFIER Where CURRENT is your current percentage in that attribute. If CUR was 54, then you are better than 54% of your _RACE_ in that attribute. MAXIMUM is the highest possible percentage that you can hope to achieve in that attribute. MODIFIER is the modifier that you character receives on various die rolls and checks that will be performed on your character. The value of MODIFIER is determined by looking at your CURRENT, any equipment modifiers, and any racial bonus that you received for your race. The 10 attributes that make up each character are: PRIMARY ATTRIBUTES: ------------------- Strength: The ability to use your muscles to their greatest advantage (ST) Race plays a large determination in the real strength of your character. Quickness: The measure of your reflexes and reaction time. (QU) Presence: The ability to control your own mind - courage, bearing, (PR) self-esteem. It plays a major role your ability to influence others. Intuition: The combination of your luck, genius, precognition, ESP, and (IN) favor with the gods. Empathy: The measure of your relationship to the all-pervading force (EM) that is common in all things natural and supernatural. The strength of your soul. DEVELOPMENTAL ATTRIBUTES: ------------------------- Constitution: Your general health and well being, resistance, and overall (CO) durability. Note CO is not as important on ROM muds. Agility: Your manual dexterity, and litheness. (AG) Self-Discipline: The control of your mind over your body, concentration, (SD) steadfastness, and inner strength. Your ability to go on despite hardship. Memory: Your ability to retain knowledge and what you have previously (ME) encountered and learned. Reasoning: Your ability to absorb and comprehend, as well as to use your (RE) knowledge to draw conclusions. Memory and Reasoning combined would be generally considered a reflection of intelligence therefore affecting things like practicing. ~ END keyword RECALL RECALLS /~ category undefined~ see_also PANIC~ text Syntax: RECALL RECALL prays for transportation from where you are back to the city of your origin, the city-state to which you belong. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not guarantee success. RECALL costs half of your movement points. `^RECALL doesn't work in certain god-foresaken rooms. ~ last_editor Eris~ last_editdate 1112129974 END keyword SHIELD-BLOCK~ category undefined~ text Syntax: automatic Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ END keyword TEACH~ level 92 category undefined~ text Syntax: teach <character> <spell> The person being taught must be resting. This will cause both the teacher and student to be frozen for a while, even if unsuccessful. ~ END keyword BASH~ category undefined~ text Syntax: bash <victim> The bash skill is quite a talent, a brute-force attack designed to know your foe to his or her knees. Its success depends on many factors, including the bash rating, your weight and the size of your opponent. Bashing a gorgon is not generally a wise idea. ~ last_editor Eris~ last_editdate 1112115472 END keyword DODGE~ category undefined~ text Syntax: automatic In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honours this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. ~ last_editor Eris~ last_editdate 1112136730 END keyword KICK~ category undefined~ text Syntax: kick <victim> Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. ~ last_editor Eris~ last_editdate 1112137421 END keyword PARRY~ category undefined~ text Syntax: automatic If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both the parrying weapon and the attacker's weapon. ~ END keyword TRIP~ category undefined~ text Syntax: trip <victim> Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. ~ last_editor Eris~ last_editdate 1112128642 END keyword SECOND-ATTACK~ category undefined~ text Syntax: automatic Training in second attack allows the character a chance at additional strikes in combat -- although a 100% second attack does NOT guarantee 2 attacks every round. ~ last_editor Eris~ last_editdate 1112129704 END keyword THIRD-ATTACK~ category undefined~ text Syntax: automatic Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. ~ last_editor Eris~ last_editdate 1112129363 END keyword QUAD-ATTACK FOURTH-ATTACK~ level 92 category undefined~ text Syntax: automatic Training in quad attack allows the character a chance at an additional strike in a combat, and increases the chance of a third attack as well. Perfect quad attack does NOT assure four attacks per round. ~ last_editor Eris~ last_editdate 1112137527 END keyword PICK PICK-LOCK~ category undefined~ text Syntax: pick <object|door> Lock picking is a prime skill, allowing the user to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. ~ last_editor Eris~ last_editdate 1112130451 END keyword MOUNT RIDE RIDING HORSE~ category undefined~ see_also TAME ANIMAL-TRAINING TETHER~ text `=? `=lSyntax:`=? ride <animal> dismount <animal> Is the basic skill of being able to stay on top of an animal that has been tamed and trained for riding. This would allow you to freely move through the realms in relative comfort (as comfortable as horse back could be...). For the more skilled rider comes the added bonus of being able to ride a horse into the fray, increasing your power in combat. But beware, those who are pitiful riders, are more likely to hamper themselves, than help, if they ride into combat. The skill 'animal training' is used automatically when riding a creature, making a huge difference in trying to break it in. ~ last_editor Hera~ last_editdate 1113415848 END keyword TAME DOMESTICATE~ category undefined~ see_also RIDE ANIMAL-TRAINING~ text `=lSyntax:`=? tame <animal> This is the ability to win over an animal and tame it to be your own. Difficult with any animal, it is even more so for those sentient or more aggressive than the norm. It can take hours or days to properly train an animal so that it will obey your every command, to act like a pet properly. ~ last_editor Eris~ last_editdate 1112128939 END keyword ANIMAL-TRAINING~ category undefined~ see_also TAME DOMESTICATE RIDE~ text `=lSyntax:`=? ride <animal> The skill animal-training is the ability for the seasoned player to break in all but the most unruly of creatures to be ridden. Of course, the creature in question must first be rideable (no use trying to break in a snake if you can't actually ride it). This skill differs somewhat from domesticate as it doesn't make the animal yours to order how you like. It WILL make the animal more docile, and once broken, that animal can be ridden by anyone. Beware, if you don't keep an eye on your mount it will wander off. The skill is used automatically whenever you try to ride a creature. ~ END keyword HURL~ level 92 category undefined~ text `=lSyntax: `=?hurl <target>`+ `=? remove <dagger>`+ `+ Throwing daggers has long been a trick of the nimble, a way to disable your victims from afar. But hurling daggers will surely cause a fight to break out. Only daggers can be properly thrown, and when thrown with enough accuracy, can stick into the body and cause great pain with every movement. Dislodge the dagger, and you can even hurl it back at your attacker. ~ END keyword ATTRIBUTES~ title Overview: Character Attributes~ level 100 category undefined~ see_also TRAIN PRACTICE PRIME CLASSINFO~ text The attribute/stats system is based off of RollMaster stat rolling system, which has 10 attributes instead of the 6 attribute system found on many other muds. To see your attributes, type ATT or ATTRIBUTES. Each attribute is represented in the following manner on the score table:`+ CURRENT (MAXIMUM) / MODIFIER`+ `+ Where `YCURRENT `=?is your current percentage in that attribute, `YMAXIMUM `=?is your max potential that you can train (see `=Chelp `=_train`=?) your stat up to, and `YMODIFIER `=?which is use to determine how good you are at a specific skill.`+ `+ If CURRENT was 54, then you are better than 54% of your _RACE_ in that attribute. MAXIMUM is the highest possible percentage that you can hope to achieve in that attribute. MODIFIER is the modifier that you character receives on various die rolls and checks that will be performed on your character. The value of MODIFIER is determined by looking at your CURRENT, any equipment modifiers, and any racial bonus that you received for your race. Any CURRENT stats above 60 will receive a bonus, with a max bonus of +63 for those that are 101%, while those below 26 will receive a negative penalty.`+ `+ The attributes can be divited into two seperate sections. The primary attributes, are those on the right side of your score sheet. The developmental attributes are those on the left side of your score sheet. For help on any of the attributes, see `Chelp <attribute>`=?.`+ `+ `gPrimary:`=?`+ `=_Strength(ST) `=_Quickness(QU) `=_Presence(PR) `=_Intuition(IN) `=_Empathy(EM)`+ `+ `GDevelopmental:`=?`+ `=_Constitution(CO) `=_Agility(AG) `=_Self-Discipline(SD) `=_Memory(ME) `=_Reasoning(RE)`+ ~ last_editor Eris~ last_editdate 1112131060 END keyword PRIME STATISTICS~ title Prime Attributes~ category undefined~ see_also ATTRIBUTES~ text Every class has two `=_attributes which are guaranteed to be 80 or over, these attributes are often refered to their primary or prime attributes. During creation, the system works as follows: `+ If your potential attribute/stat is below 80 after you pick your class, the attribute is boosted to 80.`+ `+ If your potential stat is already above 80, you will get a bonus ranging from +1 to +5 to your stat. This is not a randomly generated number, it is based on a formula that uses your existing potential stat. If you have a 96+ in your classes' prime attribute, it will now be at the mighty 101!!`+ `+ The classinfo command can be used to display the prime stats for each class.`+ `+ `=?This system adds a whole new dimension to the character creation process. There is now a bit of strategy involved and you have a bit more control on how your character will come out. Let's say you want to make a warrior, and have decent stats in almost everything, but your ST score is at a measly 22... If you accept that roll, the warrior's ST will be boosted to 80. Or, do you reroll again, hoping for something in the 90s so that you have a chance to get the 101, at the possible expense of your other stats? In any case, the end result is in better stats, so be happy :) ~ END keyword PUSH DRAG PULL~ level 1 category undefined~ text The push and drag commands will allow mobs, objs, other characters and virtually anything else not bolted to the floor, to be forcably moved from room to room. There are of course notable exceptions to this and anyone found to be abusing these abilities will be dealt with harshly. `BSyntax:`x Push <victim> <direction> Drag <victim> <direction> ~ END keyword POTION AND POULTICE PASTE SALVE BALM LOTION~ category undefined~ see_also HERBALISM SIP APPLY~ text `=lSyntax:`=? apply poultice sip potion Poultices and potions are herbal concoctions created from herbs. To use a potion, it must be sipped, whereas a poultice needs to be applied. ~ last_editor Hera~ last_editdate 1114601881 END keyword HERBALISM CAULDRON MORTAR HERBS~ title Herbalism~ category undefined~ see_also POULTICE MORTAR~ text `=lSyntax:`=? herbalism cauldron|mortar Herbalism is the ancient art of combining herbs to form powerful potions and poultices. The first step to creating a new potion is to collect the necessary components. The herbs are gathered by using the `Wforage`=? skill. The type of herbs located while foraging is dependent on the landscape, the season, and the time of day. Above and beyond these limitations, some herbs are simply rarer than others. These are often prized by pharmacists for their powerful properties, and are worth their weight in gold. To practice this complex art, the herbalist must have a `Wmortar`=? or a `Wcauldron`=? in which to combine the herbs. A mortar is a bowl-shaped apparatus used in conjunction with a pestle, a heavy stone or wooden device used to grind herbs, yielding poultices and salves which can be applied later. A cauldron is used in brewing herbal mixtures which are ingested, be it eaten or sipped. The ingredients to be mixed are placed in the proper container, and then combined. If the measurements were correct, the mixture might yield beneficial results. Be warned, however, carelessly mixing herbs together can often have deadly consequences, or in the very least, waste precious herbs. An example of how to use the herbalism skill: `Yput root in mortar `cYou put a bitter root in a tiny mortar and pestle. `Yput root in mortar `cYou put a bitter root in a tiny mortar and pestle. `Yput root in mortar `cYou put a bitter root in a tiny mortar and pestle. `Yput root in mortar `cYou put a bitter root in a tiny mortar and pestle. `Yput root in mortar `cYou put a bitter root in a tiny mortar and pestle. `Yherbalism mortar `cYou mix the ingredients within a tiny mortar and pestle. `cYou have concocted gritty paste! `Yget paste from mortar `cYou get gritty paste from a tiny mortar and pestle.`x `CNOTE:`c It is important that the formula is used EXACTLY. ~ last_editor Hera~ last_editdate 1114603469 END keyword FORAGE FORAGING~ title Foraging, finding what you need by searching the world.~ category undefined~ see_also HERBALISM~ text `=lSyntax:`=? forage food|herbs This skill will allow those proficient in it to find various nuts and berries if there is anything to eat in the proximity, or collect herbs for use with the herbalism skill. ~ last_editor Hera~ last_editdate 1114602380 END keyword BUILD BUILDING FIRE RAFT STAFF~ title Building~ category undefined~ text `=lSyntax:`=? build object`+ `+ This skill allows characters the ability to create crude, simple things that are needed for survival. FIRE - creates a fire. You can sit, rest, sleep, or stand at a fire. It has restorative bonuses. Fire must be used for cooking. Lights a dark room. RAFT - creates a tiny raft. You must be in a wooded area for this to work. You must be in possession of an axe. STAFF - creates a simple weapon. A long, straight weapon can be crafted in wooded areas. ~ last_editor Hera~ last_editdate 1114602587 END keyword COOK COOKING~ title Cooking Food~ category undefined~ text `=lSyntax:`=? cook pot/pan`+ `+ `cWith this skill you may cook some foods to enhance their ability to make you feel full. Better foods keep you full longer. You must have a fire, a pot or pan and the EXACT ingredients for a recipe. The ingredients to be cooked are placed in the proper container, and then cooked. If the ingredients are correct, the process might yield beneficial results. Be warned, however, carelessly mixing ingredients together can often waste food. Not all foods can be improved with cooking. If you haven't found a recipe for it, it might not work.`x ~ last_editor Hera~ last_editdate 1114603639 END EOF~ #$