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Weapons are divided into many different categories. Your ability in such a category decide how well you handle attacking with such a weapon type, but also how well you defend against that weapon type. If you are good at handling a specific weapon, you will defend against such a weapon as well as your ability goes.
To see which type your weapon is simply look at it (in shops, the type is listed on the right hand side of the 'list').
To move your character around in the world, you can just write the
direction, west will take you to the west if it is possible.
See also:
Movement
North
South
East
Down
Up
Drag
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This gives you a list of the playing characters currently logged on the mud. You can use this to see if you best friend/enemy is here ;)
If you have an item, and wish to wear it, you use this command. If you leave out the location, the object is fitted in the most natural position it can be worn on.
To start using a weapon, you must use the'wield' command. If the weapon is two-handed, you must have both hands free, else, your right hand must be free. Weapon that can be used both with one or two hands are normally wielded one-handed. If you specify the keyword 'two' after the weapons name, you will wield it in two hands. For example:
wield bastard swordThis will inform you of the weather at your current position. If you are not in a position where weather is visible, the attempt will fail.
See Also:
Skills
Score
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This command is essential if you are a need to send a letter to someone else on the mud. You need to give the name of the paper-item you wish to write on, and the pen you wish to write with. When you have issued the command, you get a ']' prompt for every line of text you enter. to end the letter, type a '@' on a single line. If you are in the post office you will be provided with a free peice of paper and pen.
This command tells you where a given character is when he is in the same zone as yourself.
This command gives you a list of the immortal
characters on this mud.
See Also:
Past Gods
The fighter is a player which is devoted mostly to melee combat, using weapons or hands. There are two main attributes for warriors:
strength (STR)
dexterity(DEX)
Determines how quick the warrior is. The faster the
warrior the less likely he is to be hit, and the more likely
he is to hit his opponents.
Weapon Skill
The weapon skill is the most important skill for the warrior.
It is his knowledge about his weapon and his enemy's weapons.
The skill is used together with DEX to determine if he can hit
or defend himself properly.
Regaining hitpoints
The warrior regains his hitpoints through his constitution.
The higher the constitution the faster he regains his
hitpoints.
The SPELL CASTER is a player which is devoted to using the magic which is present in the universe. There are two very distinct classes of magic - 'divine (DIV)' and 'magic (MAG)'. Clerics use DIV as their power, whereas magic users use MAG.
There are two main attributes for spell casters:
Power (DIV or MAG) Power determines how powerful a spell is when it hits the opponent. The better the power the better the effect of the spell. This can be compared with a warrior's strength.
Brain (BRA) When the spell caster casts a spell he will experience a 'battle of the mind' which determines if he can hit the opponent. brain determines how smart the spell caster is. The smarter the spell caster the less likely he is to be hit, and the more likely he is to hit the opponent when he casts a spell. Brain can be compared with a warrior's dexterity.
Spell Skill The spell skill is the most important skill for the spell caster. It is his knowledge about his spells (his weapon and means of survival) and his enemy's spells. The skill is used together with BRA to determine if he can hit or defend himself properly. At the same time the skill also offers resistance against magic of the same type. For example a very proficient fire using spell caster is partially immune to small fire attacks.
Regaining mana points The magic user regains his mana points through his charisma. When the charisma matches the magic power (see above) the gain occurs at a steady rate. When charisma is above the power gaining is even faster and when below the gain rate slows down.
If you have committed a certain number of crimes and are turned in you will become 'wanted and the guards may attempt to arrest you. Once they handcuff you it is possible to attempt an escape by typing 'break' to attempt breaking the handcuffs.
If you have committed several crimes after having been declared 'wanted' you will be 'wanted dead or alive'. This means that you are no longer protected by the law system. At this point there will be a reward on your head, offering both money and experience for your death. All guards attack on sight. Players are allowed to kill you.
Once in jail you have to wait for some pretty strong friends to free you or for a long time to pass.
Your misdeeds are forgotten if you get killed or when you have served
your jail sentence. But beware *any* crime reported after being cleared
will make you a criminal instantly.
See Also:
Police Guild
Accuse
PK
Contract
Offer
Break
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A cute alternative to tell if the one you wish to communicate with is at the same location. Unlike tell others will notice that you whisper something (but they will not know what it is you're whispering).
See Also:
Tell
Shout
Say
Ask
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The command wimpy is used to switch between brave and wimpy mode. When you are wimpy you will flee whenever death is near. The penalty for being wimpy is that you will only get half the experience for your kills.
The 'wand use' skill determines the chance of success when using either a wand or a staff.
This provides information on the weather.
This spell will enable you to look where a character is, seeing the surrounding as if you where there yourself.