- A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z -
Other
.:. Background |
---------------------[ Backgrounds ]---------------------- ------ There are two help files for Background: ------ Help Tyme Background...........Background for A Moment in Tyme Help Player Background.........Information on creating a good background for your character. See Also: Tyme Background, Player Background |
:: Beginning |
.:. Backgrounds |
---------------------[ Backgrounds ]---------------------- ------ There are two help files for Background: ------ Help Tyme Background...........Background for A Moment in Tyme Help Player Background.........Information on creating a good background for your character. See Also: Tyme Background, Player Background |
:: Beginning |
.:. Bad Eyesight Flaw |
**This flaw, when taken, makes a character's vision considerably weaker (near-sighted, blind, or far-sighted). Options like lookahead and scan may be considerably limited depending upon the placement of the flaw. It is likely that one with bad eyesight may not be as good of a tracker as one with good eyesight. *see also: Flaws |
:: Beginning |
.:. BALANCE |
Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. This command can be used at the old man willing to handle your money. > deposit 400 - Would deposit 400 of your marks into the bank. > withdraw 1000 - Would withdraw 1000 of your deposited marks from the bank. > balance - Would display the current amount of marks you have in the bank. See also: Gold, Score |
:: Beginning |
.:. BAN |
Immortals Only These commands prevent anyone from a site with a hostname containing the site substring from logging in to the game. You may ban a site to ALL, NEW or SELECT players. Banning a site to NEW players prevents any new players from registering. Banning a site to ALL players disallows ANY connections from that site. Banning a site selectively allows only players with site-ok flags to log in from that site. Ban with no argument returns a list of currently banned sites. Unban removes the ban. ban [<'ALL' | 'NEW' | 'SELECT'> <site>] unban <site> > ban all pc239.ub1.lu.se > unban pc239.ub1.lu.se |
:: Beginning |
.:. BANDAR EBAN |
Help Information for Arad Doman Pronunciation: AH-rahd do-MAHN SIGIL: A silver hand, grasping a silver sword by the blade, point down; the Sword and Hand. BANNER: The Sword and Hand on a field of four green and three blue horizontal stripes. CAPITAL CITY: Bandar Eban RESOURCES: Trade The nation of Arad Doman lies off the coast of the Aryth Ocean, and has relied largely upon trade for its wealth. Over the years, Arad Doman has bickered with the nation of Tarabon over the land to the south known as Almoth Plain. This bickering came to outright war, just before the arrival of the Seanchan. Arad Doman is one of the few nations which surrendered to the Seanchan after the former ruling family was deposed or had fled the country. As a result, Almoth Plain was 'awarded' to Arad Doman for its cooperation, and both territories are now ruled by Philipe Ankaer, High Lord of the Blood, a native of Arad Doman raised to the Blood after swearing the Oaths. The nation's capital is Bandar Eban, which is said to have been built on the ruins of an older city after the War of the Hundred Years. It lies at the mouth of the River Daghon on the coast of the Aryth Ocean, and is home to the famous Terhana Library. Since the arrival of the Seanchan, the city has been stable. No one seems to know what happened to King Alsalam since the Seanchan arrived, nor the rest of his family. Rumors suggest that the Seanchan did something to them, and these rumors tend to cause a great deal of uneasiness among the people. There are also rumors of a "Domani Resistance" beneath the surface, and despite the Seanchan's best efforts to quell it, this small group of brave souls somehow refuses to be crushed. THE DOMANI PEOPLE Arad Doman is a nation known best for its women and the skill of its people in commerce. Most Domani merchants are women, and the nation has owed its wealth and success to their skill in bartering and wrapping men around their fingers in a brand of seduction that has become, among them, an art form. Domani women are legendary for their beauty, copper-skinned and exceedingly graceful. It is said they can twist a man around their wrist with a look, and imprison his heart with a smile. Their dresses are scandalous by most standards, barely opaque, and clinging to every curve, hinting at everything, while revealing nothing. Domani men usually have long, thin moustaches and wear earrings, and are known famously for their quick tempers. Some blame their temperament on having to deal with their women, while others claim it is caused by eating with sursa, which are thin, lacquered sticks. In the past, the Domani acquired much of their wealth by trading with the Seafolk, but with the Seanchan presence, the Atha'an Miere have been scarce. Arad Doman's commerce has turned to Tarabon and Saldaea, as well as through sea trade with other nations and the Seanchan. |
:: Beginning |
.:. BANK |
Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. This command can be used at the old man willing to handle your money. > deposit 400 - Would deposit 400 of your marks into the bank. > withdraw 1000 - Would withdraw 1000 of your deposited marks from the bank. > balance - Would display the current amount of marks you have in the bank. See also: Gold, Score |
:: Beginning |
.:. BARD |
This is a channel that only a gleeman can use, but everyone can hear. For more information, join the gleeman guild! See Also: Channels, Gleeman, Multiguild |
:: Beginning |
.:. BATALK |
This is the black ajah channel. > batalk <string> > batalk Hello. See Also: Channels |
:: Beginning |
.:. BATTLE |
-------------------------War Council-------------------------- War Council' main function is to keep track of all troops and armies' positions and size in the world, and resolve battles or conflicts as they arise. Any such conflicts -must- be resolved as quickly and objectively as possible - conflicts should not be left 'hanging' for many days at a time without good reason. After the initial settings of each nation's and guild's exact troops and placements of such by the War Council, in accordance with the books written by Robert Jordan, everything is fluid: an army can lose troops in combat, for example, or a guild may initiate massive recruitments trying to increase its army, or hire trainers to improve its effectiveness - but these things cost a lot of gold and take some time. It is up to the War Council for the specific amounts. Given the above, the list of duties the War Council has been set before them to accomplish seems fairly straight-forward and simple, once we get past the initial barrier of finishing up all of the MUD army sizes and such. - It is the job of the War Council to determine the size and overall capabilities of any given Army. - It is the job of the War Council to track the movements and recruitment drives and casualties of each army. - Should an army or any substantial group of armed men wish to reposition or move, it is up to the War Council to determine just how long it will take to for them to accomplish this. (Time to be determined in RL days) - Should a battle or war between any number of MUD armies occur it is up to the War Council to determine the casualties, successes, and in the end, victory or defeat, depending upon the actions of each during conflict. - It is up to the War Council to determine the costs of maintaining, recruiting and repositioning armies and charging the army's leader accordingly in gold on a regular basis. One note: It will be significantly more expensive to recruit, give advanced training, or to reposition troops throughout Randland than it will be to simply maintain your current army as is. - It is up to the War Council to keep News and Rumors updated with relevant army information as it becomes needed. IE: BotRH invades Shienar, we let folk know. - If any given army or nation has some sort of info-net, the leader of said army or nation may inquire of the War Council what they might know about the actions of the various other armies in Randland. See also: Policy War |
:: Beginning |
.:. Battle Example |
-------------------- Mock Battle -------------------- BOB Emote: "Bob hefts up his broadsword and quickly swings it towards Joe's left leg." Command: TURN ATTACK JOE LEG (Bob attacks Joe's leg. Joe has enough Defense Points to dodge the attack. Joe dodges Bob's attack) JOE Emote: "Feigning to the right, Bob's sword narrowly misses Joe's left leg, giving him time to dive forward and slash randomly." Command: TURN ATTACK BOB (Joe attacks Bob. Bob has enough Defense Points to dodge the attack. Bob dodges Joe's attack) BOB Emote: "Dashing away from Joe, Bob sees Jane nearby and races toward her, lifting his steel shield to protect her." Command: TURN DEFEND JANE (Bob has enough Defense Points to help defend Jane. Bob uses half of his remaining defense points. Bob defends Jane) JANE Emote: "Defended by Bob, Jane grasps Saidar and quickly weaves a fireball towards Joe." Command: TURN WEAVE JOE FIREBALL (Jane uses some of her Exhaustion Points to weave a fireball at Joe. Joe does not have enough Defense Points to dodge the attack. Jane's weave goes undefended) JOE Emote: "Engulfed in flames, Joe has no choice but to try to flee the battle, taking several steps back." Command: TURN RETREAT (Joe retreats one step) BOB Emote: "Seeing Joe begin to flee, Bob presses an offensive and moves forward as well." Command: TURN ADVANCE (Bob advances one step) JANE Emote: "Remaining behind Bob's shield, Jane watches intently." Command: TURN PASS (Jane passes her turn) JOE Emote: "Given time to prepare an attack in his retreat, Joe kicks his right foot toward Bob's right hand in an attempt to disarm him." Command: TURN DISARM BOB (Joe attempts to disarm Bob. Bob does not have enough Defense Points to block the attack. Bob is disarmed) BOB Emote: "Stunned, Bob quickly bends down to grab his fallen sword." Command: TURN GET SWORD (Bob gets a heron-marked sword) See also: Phase, Turn-Based Combat |
:: Beginning |
.:. black |
The Black Tower is the base of operations for the Lord Dragon's army of channeling men, the Asha'man. Its location is still a secret to most, with rumor placing it in Tear, Cairhien, or Andor most often. The Black Tower is currently the only place for male channelers to be trained in the use of the One Power--except under the auspices of the Shadow. Those wishing to join the Black Tower should read help Asha'man. See also: Channeling, Saidin, Asha'man |
:: Beginning |
.:. BLACK EYES |
============================================================= Seia Doon (Black Eyes) ============================================================= The Black Eyes are trained very extensively in the use of bows. They are familiar with other weapons. However, the bow is the weapon of choice for them. They are used as front guard, running into battle with short bows drawn, and as the enemy approaches, they bring their spears out. |
:: Beginning |
.:. black tower |
The Black Tower is the base of operations for the Lord Dragon's army of channeling men, the Asha'man. Its location is still a secret to most, with rumor placing it in Tear, Cairhien, or Andor most often. The Black Tower is currently the only place for male channelers to be trained in the use of the One Power--except under the auspices of the Shadow. Those wishing to join the Black Tower should read help Asha'man. See also: Channeling, Saidin, Asha'man |
:: Beginning |
.:. blacktower |
The Black Tower is the base of operations for the Lord Dragon's army of channeling men, the Asha'man. Its location is still a secret to most, with rumor placing it in Tear, Cairhien, or Andor most often. The Black Tower is currently the only place for male channelers to be trained in the use of the One Power--except under the auspices of the Shadow. Those wishing to join the Black Tower should read help Asha'man. See also: Channeling, Saidin, Asha'man |
:: Beginning |
.:. Blademaster |
-Blademasters- The pinacle of swordsmanship in the world of the Wheel of Time, Blademasters carry swords marked by herons to proclaim their skill. Any who have seen them fight, however, do not need the mark to know that they are among the most dangerous men and women to walk the lands. The rigorous training and experience required reaching this level of skill leaves only a handful of people in the known world skilled enough to even consider claiming the Heron. To become a Blademaster requires either that the prospect defeat a Blademaster in single combat or that they be proclaimed to possess the skill of a Blademaster by a council of their future peers. Most Blademasters train for decades before they claim the rank, although there are rumors of some who have attained it in as few as five years. The Weaponmastery system referred to below is no longer in use. Speak with Rissa for information on how to obtain the IC rank of Blademaster. Though the following information refers to WM and, thus, is not the method by which a Heron-marked blade is obtained, it is a good reference for how demanding a process it is. ******************************************************************* -How to earn a Heron and continue to improve- When a character reaches WM4-50%, he or she is officially considered a Blademaster, or, depending on your choice of weapon, just as skilled as one. If you wish it, the WM Immortal will arrange a single combat with an NPC Blademaster, or the approval of a council of Blademasters. A character can still progress beyond WM4-50%, although the requirements for doing so is more stringent than the average log-submitting endeavor. This is because, upon reaching a very high level of skill, a character can only progress through actual battle and experience, which means that regular spars with lathes won't suffice. The following conditions must be met in order to progress beyond WM4-50%. 1) You can submit only one log per month, and the maximum score is +10% 2) The RP in the log must consist of actual combat. - It must be a real fight against an opponent: a Child of the Light against a Darkfriend, a Warder against a bandit, a mercenary against a foe in an opposing army, etc. - There must be an element of danger, i.e. there is a risk of the Blademaster character actually dying as a result of the RP. - No prearranged, IC'ly "friendly" spars. 3) The situation of the RP itself can serve as a modifier to the score given, with things like Situation, Opposition, and Difficulty coming into play. As the level of danger increases so does the participant's chance of receiving a high score as a result. 4) Even though prearranged RP does not always fit one of the required scenarios, Immortal-run Events that lead to aggressive conflict can qualify, (there must always be an element of danger for the player, so check with the Immortal running the Event, as Events of this kind rarely lead to the death of a character) as can IC tournaments as long as they meet with the other criteria. 5) There are no restrictions to the length of the log, as long as it is cleaned and readable like regular WM Logs. As you may have noticed, reaching WM4-100% difficult. This is quite intentional, as upon reaching that level, the character would be considered equal in skill to the famous Jearom, reputably the greatest Blademaster ever. If you are unsure whether or not a situation fits the above criteria, feel free to MUDMAIL an inquiry about it to the WM Immortal. (Now mudmail Rissa) |
:: Beginning |
.:. Blades |
----------------------------Blades----------------------------- A Moment in Tyme has various weapon skills (Help Skills) that allow you proficiency in several types of weapon, these skills include: dagger (Help Dagger), sword (Help sword), polearm (Help Polearm), mace (Help Mace), spear (Help Spear), axe (Help Axe), flail (Help Flail), bow (Help Bow). These skills are required before you may use the weapons, else the weapons wouldn't even be worth using. Depending upon how proficient you are with your weapon and your weapon's damage dice, the amount of damage you do in a fight with your particular weapon is decided. |
:: Beginning |
.:. BLOCK |
Any man or woman who has touched the One Power without having been guided and taught the proper way to channel, is referred to as a Wilder. These people have "blocks" in order to prevent them from accessing their abilities consciously, and they cannot channel voluntarily until and unless it is broken. Those who would become Wilders in time, but have not yet touched the One Power are known as Sparkers. The "blockbreak" skill is only able to be gained by channelers guilded in the channeling guilds. However, if you find someone willing to roleplay breaking your block you do not have to be guilded in order to have it broken. See also: Channeler, Channeling, Latent |
:: Beginning |
.:. BLOCK BREAKING |
Any man or woman who has touched the One Power without having been guided and taught the proper way to channel, is referred to as a Wilder. These people have "blocks" in order to prevent them from accessing their abilities consciously, and they cannot channel voluntarily until and unless it is broken. Those who would become Wilders in time, but have not yet touched the One Power are known as Sparkers. The "blockbreak" skill is only able to be gained by channelers guilded in the channeling guilds. However, if you find someone willing to roleplay breaking your block you do not have to be guilded in order to have it broken. See also: Channeler, Channeling, Latent |
:: Beginning |
.:. BLOCKBREAK |
Any man or woman who has touched the One Power without having been guided and taught the proper way to channel, is referred to as a Wilder. These people have "blocks" in order to prevent them from accessing their abilities consciously, and they cannot channel voluntarily until and unless it is broken. Those who would become Wilders in time, but have not yet touched the One Power are known as Sparkers. The "blockbreak" skill is only able to be gained by channelers guilded in the channeling guilds. However, if you find someone willing to roleplay breaking your block you do not have to be guilded in order to have it broken. See also: Channeler, Channeling, Latent |
:: Beginning |
.:. BNET |
This is the channel for the builders of A Moment in Tyme. > bnet <string> > bnet Hello builders! See Also: Channels, Zones |
:: Beginning |
.:. BOARDS |
There are many bulletin boards on the MUD which serve as a forum for inter-player communication. They are all global and may be accessed from anywhere on the MUD. There are different boards for different purposes. Not all players are able to read all types of boards. Some require you to be guilded to a specific Multiguild. Others are only for Immortals, etc. etc. To read your Guild Board, type: > glboard <guild tag> show <thread> <comment> Or you may simply type: <glboard> with no argument to see a list of available commands pertaining to that board. See also: Update, Proj Show |
:: Beginning |
.:. BOOK CHARACTERS |
Please see 'policy bookie' for information on our playable book characters. |
:: Beginning |
.:. BOOKIES |
Please see 'policy bookie' for information on our playable book characters. |
:: Beginning |
.:. BOOTH |
A Moment in Tyme has a complex voting booth to aid the staff in gathering the thoughts and views of the mortals. To enter the voting booth, simply type: > vote Once inside the voting booth, enter the letter of the topic you wish to vote on. After choosing a topic to vote upon, type in the letter of your vote. Some topics allow multiple votes. Each topic will state a detailed description of the topic, and how many times you can vote on that topic. Use 'Q' to exit from each poll, and to exit from the booth when at the poll selection menu. See Also: Dreport |
:: Beginning |
.:. BREAKBLOCK |
Any man or woman who has touched the One Power without having been guided and taught the proper way to channel, is referred to as a Wilder. These people have "blocks" in order to prevent them from accessing their abilities consciously, and they cannot channel voluntarily until and unless it is broken. Those who would become Wilders in time, but have not yet touched the One Power are known as Sparkers. The "blockbreak" skill is only able to be gained by channelers guilded in the channeling guilds. However, if you find someone willing to roleplay breaking your block you do not have to be guilded in order to have it broken. See also: Channeler, Channeling, Latent |
:: Beginning |
.:. BREAKING |
Any man or woman who has touched the One Power without having been guided and taught the proper way to channel, is referred to as a Wilder. These people have "blocks" in order to prevent them from accessing their abilities consciously, and they cannot channel voluntarily until and unless it is broken. Those who would become Wilders in time, but have not yet touched the One Power are known as Sparkers. The "blockbreak" skill is only able to be gained by channelers guilded in the channeling guilds. However, if you find someone willing to roleplay breaking your block you do not have to be guilded in order to have it broken. See also: Channeler, Channeling, Latent |
:: Beginning |
.:. BREW |
There are certain herbs, potions and brews on the MUD. Things that, when quaffed, grant an affect to your character. The affect can be positive or negative, so one is advised against quaffing items when they are uncertain of the results. Example > quaff <item> See also: Wisdoms, Affects |
:: Beginning |
.:. BRIEF |
When in "brief mode" you don't see the descriptions of rooms when you enter them. Only the name of the room and the people and objects there. If you explicitly type <look> you will always see the rooms full description, even while BRIEF is toggled on. Example: > brief Entering this as a command toggles brief on and off. See also: Prefs |
:: Beginning |
.:. BROTHERS OF THE EAGLES |
============================================================= Far Aldazar Din (Brothers of the Eagle) ============================================================= This society contains many Aiel who are quite nomadic. They do not cluster around one another to find support. They are better at fighting alone, one on one, rather than in large groups. As such, they make the perfect sentries, as they are quite capable of spending long hours by themselves. |
:: Beginning |
.:. BUG |
For making useful suggestions to the Powers That Be. > <bug | typo | idea> <text> Examples: > bug the MUD crashes when I type <look null> > idea Make a restaurant in Caemlyn. > typo "sence" should be spelled "sense" Note that the commands only accept one string. Pressing enter will send the string. |
:: Beginning |
.:. BUILDER COMMANDS |
Building Editors: Redit - Edits rooms. Redit save <zone> - This saves all rooms in <zone> Redit copy <from #> <to #> - Copies a room FROM a vnum TO a vnum. Redit delete - Deletes a room. Medit - Edits mobs. Medit save <zone> - This saves all mobs in <zone>. Medit copy <from #> <to #> - Copies a MOB FROM a vnum TO a vnum. Medit delete - Deletes a MOB. Oedit - Edits objects. Oedit save <zone> - This saves all objects in <zone>. Oedit copy <from #> <to #> - Copies an OBJ FROM a vnum TO a vnum. Sedit - Edits shops. Sedit save <zone> - This saves all shops in <zone> Sedit copy <from #> <to #> - Copies a shop FROM a vnum TO a vnum. Zedit - Edits zones. Zreset <zone> - Resets <zone>. Olc - View unsaved work. Builder Commands: Goto - Can go to a player or mob. At - Used to perform actions in other places. Transfer - Used to transfer players or mobs. Load {obj|mob} <vnum> - Loads objects or mobs. Vnum {obj|mob|room} <name> - Searches for obj/mob/room with <name> in it. Stat - Shows player or mob information. Purge - Cleanses a room of all contents other than players. Stickynotes: Slapsticky - Used to write a stickynote. Showsticky - Used to show a stickynote. Yanksticky - Used to remove a stickynote. |
:: Beginning |
.:. BUILDER-MISSION |
This Mission is currently being written. |
:: Beginning |
.:. BUY |
Entering the commands <buy> or <list> in a shop will list all of the items for sale within the shop. If you would like to purchase the equipment within the shop and have the gold to pay for it, use one of these commands: Example 1: Buy sword (Buys the first sword on the list) Example 2: Buy #3 (Buys the third item on the list) Example 3: Buy 4.sword (Buys the fourth sword on the list) Example 4: Buy 10 bread (Buys 10 pieces of bread) Example 5: Buy 10 #2 (Buys 10 of the second item on the list) See also: Shops, Sell, Value |
:: Beginning |
.:. BUYING EQ |
Entering the commands <buy> or <list> in a shop will list all of the items for sale within the shop. If you would like to purchase the equipment within the shop and have the gold to pay for it, use one of these commands: Example 1: Buy sword (Buys the first sword on the list) Example 2: Buy #3 (Buys the third item on the list) Example 3: Buy 4.sword (Buys the fourth sword on the list) Example 4: Buy 10 bread (Buys 10 pieces of bread) Example 5: Buy 10 #2 (Buys 10 of the second item on the list) See also: Shops, Sell, Value |
:: Beginning |