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.:. Tactician Talent







**This talent allows one's retainers to gain bonuses for their fighting abilities.

*see also: Nonchanneling Talents


:: Beginning

.:. TAKE



> <donate|junk|get|take|put|give|drop> <item|all|marks>

> <donate shield> or <donate all.bread> or <donate 500 marks>
This will send any or all of these items to the Donation Room.

> <junk sword> or <junk all.bronze> or <junk 500 marks>
This will delete an item from your inventory. Be careful with this command.

> <get sword corpse> or <get all belt> or <get all.ring backpack>
The
GET and TAKE commands are essentially the same thing. They
allow you to pick up items or gold, or take things out of containers.

> <put bread bag> or <put all.bread sack> or <put all belt>
This allows you to put items into containers.

> <give all khaira> or <give sword dain> or <give all.dagger devon>
This allows you to give all your items, one of your items, or all of
one type of item to another player. You can give marks to another
player by typing:
give # marks <player>. Example: give 200 marks duke

> <drop all> or <drop all.bracelet> or <drop 300 marks>
With this you can drop items or marks in the room you are in.




















:: Beginning

.:. TALENT






Talents decide which area or areas you are talented in. They are
chosen at creation and serve as a template for your character,
acting as preconditions to what various skills or weaves you will
be able to learn. Note that Talents are NOT skills or weaves.

Enter <talents> as a command to list the talents you've selected
for your character.

The list of talents and the associated leveling modifiers
---------------------------------------------------------
    hunter                                      +0.10
    teacher                                     +0.15
    charismatic leader                          +0.15
    tactician                                   +0.25
    fast healer                                 +0.25
    crafter                                     +0.10
    iron will                                   +0.15
    endurance                                   +0.25
    ambidexterity                               +0.15
    affinity for weapons                        +0.10

A list of Channeling talents, abilities and leveling modifiers
--------------------------------------------------------------
    flowskill inept                             -0.04
    flowskill average                           +0.00
    flowskill gifted                            +0.08
    flowstrength weak                           -0.04
    flowstrength moderate                       +0.00
    flowstrength strong                         +0.08
    cloud dancing                               +0.15
    healing                                     +0.15

The list of flaws and the associated leveling modifiers
-------------------------------------------------------
    frail bones                                 -0.15
    bad eyesight                                -0.15
    physical disability                         -0.15


See also: Levels, Training


:: Beginning

.:. Talent Affinity for Weapons






This talent provides your character with a natural affinity for using weapons.
It does not grant your character any actual skill with weapons, just the
potential for that skill.  This talent is a prerequisite for Blademaster.

See also: Nonchanneling Talents





:: Beginning

.:. Talent Ambidexterity



**This talent allows one to use both hands equally without penalty
when relating to writing and wielding weapons.

*see also: Nonchanneling Talents





:: Beginning

.:. TALENT CLOUD DANCING






This Talent allows one to manipulate the weather, for instance, to create
storms or calm them, or create winds for better sailing.  A person with the
cloud dancing Talent has a natural affinity for weather weaves, and would find
it easier to weave the complex flows than one who does not have this Talent.

See also: Channeling Talents





:: Beginning

.:. Talent Crafter



**This talent allows one to craft things, similar to the old Tuatha'an Guildskill of
tool.  However, it's not likely you can make armor out of a dress or vice-versa.  

*see also: Nonchanneling Talents





:: Beginning

.:. TALENT ENDURANCE



**This talent grants a character an increased stamina and endurance
against fatigue, allowing them to suffer greater strain yet still
press on.

See also: Nonchanneling Talents





:: Beginning

.:. TALENT GOLDEN EYES






Those with this talent have the innate ability to speak with the
Wolves. Those who wish to have this ability must seek out Wolfkin
and gain entrace to the guild. For more information regarding this
talent, seek the Wolfkin Guild Leaders.

In addition, this talent allows Wolfkin to enter the wolfdream,
giving them access to Tel'Aran'Rhiod, the World of Dreams.

See also: Wolfkin


:: Beginning

.:. TALENT HEALING






**This talent allows one to learn weaves that are specifically
related to Healing or Harming someone with the One Power.
One cannot Heal others without this talent.

See also: Channeling Talents


:: Beginning

.:. TALENT HUNTER




**This talent allows one to be proficient in skills that can increase one's
abilities as a hunter.

See also: Nonchanneling Talents





:: Beginning

.:. TALENT IRON WILL


**This talent allows one to resist mind weaves like compulsion
better than most. It can also make certain kinds of damage less
effective, and possibly help those who are tainted resist the
effects of the taint on Saidin.

See also: Nonchanneling Talents








:: Beginning

.:. Talent Strength







-------------------
Strength--------------------
  
Skills Gainable with this talent:
        
Bash            - No additional requirements
        
Disarm          - Also requires the Agility & the Speed talents
        
Enhanced Damage - No additional requirements

Description:
  
  This talent allows you to gain skills that increase your strength,
making you able to perform certain tasks that people who are less
strong could not.

See Also:  Nonchanneling Talents, Speed, Agility, Bash,
           Disarm, Enhanced Damage


:: Beginning

.:. Talent Tactician







**This talent allows one's retainers to gain bonuses for their fighting abilities.

*see also: Nonchanneling Talents


:: Beginning

.:. TALENT TEACHER



Gaining this talent at creation suggests that your character has
some talent at instructing others in skills or weaves that others
may be unable to teach. Without this talent, a player may only teach
two other players at one time.

See also: Skills, Spells





:: Beginning

.:. Talent Teaching




-------------------
Teaching Talent--------------------
  
Description:
  
  This talent allows you to teach some skills/spells that you would
otherwise not be able to teach (spells listed as 'Teachable to Teacher').  
It also allows you to teach an unlimited amount of students, versus
the 2 student cap without it.  Those who have the teaching talent also
gain more experience at the end of a lesson than those who do not.

  Remember, before you may teach a victim you must follow the rules
of teaching as stipulated under '
Policy Teaching', and the victim
must have the specific skill/spells preconditions.  

See Also:  Nonchanneling Talents, Preconditions, Teach, Skills,
           Spells, Forms, Practice, Lesson





:: Beginning

.:. TALENTS






Talents decide which area or areas you are talented in. They are
chosen at creation and serve as a template for your character,
acting as preconditions to what various skills or weaves you will
be able to learn. Note that Talents are NOT skills or weaves.

Enter <talents> as a command to list the talents you've selected
for your character.

The list of talents and the associated leveling modifiers
---------------------------------------------------------
    hunter                                      +0.10
    teacher                                     +0.15
    charismatic leader                          +0.15
    tactician                                   +0.25
    fast healer                                 +0.25
    crafter                                     +0.10
    iron will                                   +0.15
    endurance                                   +0.25
    ambidexterity                               +0.15
    affinity for weapons                        +0.10

A list of Channeling talents, abilities and leveling modifiers
--------------------------------------------------------------
    flowskill inept                             -0.04
    flowskill average                           +0.00
    flowskill gifted                            +0.08
    flowstrength weak                           -0.04
    flowstrength moderate                       +0.00
    flowstrength strong                         +0.08
    cloud dancing                               +0.15
    healing                                     +0.15

The list of flaws and the associated leveling modifiers
-------------------------------------------------------
    frail bones                                 -0.15
    bad eyesight                                -0.15
    physical disability                         -0.15


See also: Levels, Training


:: Beginning

.:. TALK COLOR


This option allows you to colorize any words enclosed in double quotes,
or these: <"">. Setting a talk color, means that whenever you
use emotes or says, whatever is said inbetween those double quotes will
be changed to the color your talk color is set to. This makes it easier
to separate the things people say ICly with their actions, etc.

> option talk <color value>
> option talk 6

This, for example, would turn the words in double-quotes to the color
cyan:

Loth looks up from his book as he is interupted and frowns, "
What is
it you want? Can you not see I am too busy to play these mind numbing
games?
" he growls, then goes back to reading.

See also: Colorcodes, Options











:: Beginning

.:. TALK COLOUR


This option allows you to colorize any words enclosed in double quotes,
or these: <"">. Setting a talk color, means that whenever you
use emotes or says, whatever is said inbetween those double quotes will
be changed to the color your talk color is set to. This makes it easier
to separate the things people say ICly with their actions, etc.

> option talk <color value>
> option talk 6

This, for example, would turn the words in double-quotes to the color
cyan:

Loth looks up from his book as he is interupted and frowns, "
What is
it you want? Can you not see I am too busy to play these mind numbing
games?
" he growls, then goes back to reading.

See also: Colorcodes, Options











:: Beginning

.:. TALKCOLOR


This option allows you to colorize any words enclosed in double quotes,
or these: <"">. Setting a talk color, means that whenever you
use emotes or says, whatever is said inbetween those double quotes will
be changed to the color your talk color is set to. This makes it easier
to separate the things people say ICly with their actions, etc.

> option talk <color value>
> option talk 6

This, for example, would turn the words in double-quotes to the color
cyan:

Loth looks up from his book as he is interupted and frowns, "
What is
it you want? Can you not see I am too busy to play these mind numbing
games?
" he growls, then goes back to reading.

See also: Colorcodes, Options











:: Beginning

.:. TALKCOLOUR


This option allows you to colorize any words enclosed in double quotes,
or these: <"">. Setting a talk color, means that whenever you
use emotes or says, whatever is said inbetween those double quotes will
be changed to the color your talk color is set to. This makes it easier
to separate the things people say ICly with their actions, etc.

> option talk <color value>
> option talk 6

This, for example, would turn the words in double-quotes to the color
cyan:

Loth looks up from his book as he is interupted and frowns, "
What is
it you want? Can you not see I am too busy to play these mind numbing
games?
" he growls, then goes back to reading.

See also: Colorcodes, Options











:: Beginning

.:. TAR VALON


                 Help Information for Tar Valon


SIGIL:  A stylized white flame; a white teardrop, point up, the Flame of
        Tar Valon; the White Flame.
BANNER:  The Flame of Tar Valon centered in a swirl or spiral of seven  
            colors, in this order: Blue, Green, White, Brown, Gray, Yellow,
            Red.  The seven colors represent the seven Ajahs of the Aes Sedai.
CAPITAL CITY:  Tar Valon.  Tar Valon is an island city-state.
SYMBOLS:  The Flame of Tar Valon; The Amyrlin Seat
Resources:  River trade.


The city-state of Tar Valon is an island within the River Erinin, and it is
the oldest known city in the world.  To the west of it lies Dragonmount, where
Lews Therin Kinslayer is said to have died.  To the south lies Braem Wood
and eventually the nation of Andor.

Tar Valon was built by the Ogier and the One Power.  For nearly three thousand
years, the Shining Walls have stood, a shining example of architectural beauty
in every building.  The crowning jewel of the city, however, is the White
Tower, the home of the legendary Aes Sedai, women who wield the One Power.

The Amyrlin Seat is the name of the Seat of Tar Valon's government, and also
the title of the supreme ruler of the island city, who rules alongside the Hall
of the Tower and Tar Valon's Council.  The Hall of the Tower consists of three
Sitters from each of the seven Ajahs, while the Council is made up of Aes Sedai
who oversee a staff of citizens who serve as clerks and bureaucrats who handle
the day-to-day administration of the city.  The Amyrlin Seat is elected by the
Hall of the Tower, and her word is considered Law.  Tar Valon's jurisdiction
includes all land within sight of the Shining Walls, but the Amyrlin Seat is
considered the single most powerful ruler in the Land.


See Also:  Aes Sedai, Channeling, Nations





:: Beginning

.:. TARABON


                     Help Information for Tarabon

SIGIL:  A golden tree with a thick bole and spreading branches
        balanced by roots below; the Tree; the Golden Tree
BANNER:  The Golden Tree on a field vertically striped red and white;
         four red stripes and three white.
CAPITAL CITY:  Tanchico
SYMBOLS:  The Throne of Light
RESOURCES:  Rugs, dyes, fireworks, luxury items.

In recent past, Tarbaon has been a great trading nation, a major
source of fine rugs, dyes, fireworks, and other luxury items.  It
has been the home of the Illuminators, who are the creators and
keepers of fireworks to create beautiful explosions of light in
the sky.

Until recently, Tarabon has been ruled by a King and Panarch.
The King and Panarch were equal in authority, both elected by
the Assembly of Lords, which was this ruling body's only major
duty.  The Panarch was in charge of collecting taxes, customs
and duties, controlled the Civil Watch, and presided over the
lower courts.  The King was responsible for spending the collected
revenue properly, commanded the nation's army, and presided over
the High Court.

However, after a great deal of internal struggle, Tarabon has
fallen under the control of the Seanchan, who have appointed
a governor in place of the King, and a new Panarch.  The duties
of both the Panarch and the Seanchan-appointed governor remain
the same.  However, the strong Seanchan presence weighs heavily
on the minds of the people, and it is rumored that the niece of
the Empress has taken up residence within the Panarch's Palace.
Sul'dam and damane are seen frequently in the streets, along with
a strong presence of Seanchan soldiers in their insect-like armor.
Strange beasts controlled by the Seanchan help to patrol the city.

Despite these changes however, commerce has begun to flourish
once again, for the Seanchan have maintained their presence in
Tarabon for nearly two years now and the people have settled into
a routine.  Some are resigned, some resentful, but most are just
eager to carry on with their lives and have grown accustomed to
the changes.  Sea trade continues in the prominent harbor city
of Tanchico, though ships are often escorted to the docks and
searched before being allowed to continue.

TANCHICO

Tanchico is Tarabon's capital city, and is said to be one of
the oldest cities on the continent.  Part of the Panarch's
Palace is rumored to have been built in the Age of Legends,
and housed an exhibit hall which was once open to the public.
The exhibit hall is closed now however with the occupation of
the Seanchan, but there are those who remember the wonders it
once contained.

Tanchico is larger than Tear, and possibly Caemlyn, situated
over the steep hills surrounding Tanchico Bay at the mouth of
the River Andahar.  The harbor is constantly crowded with ships
of all kinds, including the great, boxy ships of the Seanchan
with their ribbed sails.  Seafolk ships were once a common
sight, but of late, the Atha'an Miere tend to avoid Tarbaon for
whatever reason.  The three peninsulas of Verana, Maseta and
Calpene are guarded by a dozen fortresses surrounding the harbor,
each peninsula with its own 'circle' and assembly arena.

The presence of the Seanchan has, in fact, improved conditions
in Tanchico.  Buildings have been repaired and refurbished,
the streets are once again safe to walk, and the feel of neglect
that had permeated the city seems to have receded considerably.
Cutthroats and thieves are dealt with harshly by the Seanchan
patrols, and shops that had closed during the troubles before
the Seanchan arrival have re-opened and run brisk business.
The nation on the whole is stable, lacking a war with Arad
Doman over Almoth Plain with the influence of the Seanchan
now maintaining relative peace in the region.  Underneath the
peace, however, lies a tension and a lingering resentment
among those who see the Seanchan as invaders and usurpers.
None have been bold enough yet, however, to risk open and
blatant rebellion.

See Also:  Taraboners, Nations


:: Beginning

.:. TARABONERS


             Taraboner Appearances and Fashions

In Tarabon, it is considered impolite to completely reveal one's face
in public, except while eating or drinking.  Both men and women wear
a sheer veil across the face, and when a need for complete anonymity
is required, they will often don masks as well.

Taraboner men often have thick moustashes, and wear dark, cylindrical
caps on their thick dark hair.  Lords and common men alike wear baggy
white trousers and coats embroidered with scrollwork on the shoulders.  
Lords' clothing is usually of finer material, silks or brocades, the
embroidery done in threads of silver or gold.  Underneath the coats,
men usually wear loose-fitting shirts with embroidery across the chest.

While noblewomen of Tarabon veil their faces, they do not believe in
hiding their figures.  Most wear clinging gowns of silk similar to
those seen among the Domani.  Common women usually wear simpler
dresses, usually of linen or lightweight wool for the warmer climate.

Women usually have light or dark hair, and almost all have dark eyes.  
Blue eyes or green eyes in Tarabon is a very unusual occurance.  Women
usually wear their hair in a multitude of thin braids, with colored
beads of wood or glass at the ends, and wealthy women might even wear
beads of crystal or semi-precious stones.

These fashions have not changed overmuch with the arrival of the
Seanchan, though some Taraboners have taken to wearing certain
Seanchan styles in a mingling of the two cultures. This is especially
prominent among those nobles who have sworn the Oaths and have been
raised to the Blood among the Seanchan.

See Also:  Tarabon, Nations


:: Beginning

.:. TARVALON


                 Help Information for Tar Valon


SIGIL:  A stylized white flame; a white teardrop, point up, the Flame of
        Tar Valon; the White Flame.
BANNER:  The Flame of Tar Valon centered in a swirl or spiral of seven  
            colors, in this order: Blue, Green, White, Brown, Gray, Yellow,
            Red.  The seven colors represent the seven Ajahs of the Aes Sedai.
CAPITAL CITY:  Tar Valon.  Tar Valon is an island city-state.
SYMBOLS:  The Flame of Tar Valon; The Amyrlin Seat
Resources:  River trade.


The city-state of Tar Valon is an island within the River Erinin, and it is
the oldest known city in the world.  To the west of it lies Dragonmount, where
Lews Therin Kinslayer is said to have died.  To the south lies Braem Wood
and eventually the nation of Andor.

Tar Valon was built by the Ogier and the One Power.  For nearly three thousand
years, the Shining Walls have stood, a shining example of architectural beauty
in every building.  The crowning jewel of the city, however, is the White
Tower, the home of the legendary Aes Sedai, women who wield the One Power.

The Amyrlin Seat is the name of the Seat of Tar Valon's government, and also
the title of the supreme ruler of the island city, who rules alongside the Hall
of the Tower and Tar Valon's Council.  The Hall of the Tower consists of three
Sitters from each of the seven Ajahs, while the Council is made up of Aes Sedai
who oversee a staff of citizens who serve as clerks and bureaucrats who handle
the day-to-day administration of the city.  The Amyrlin Seat is elected by the
Hall of the Tower, and her word is considered Law.  Tar Valon's jurisdiction
includes all land within sight of the Shining Walls, but the Amyrlin Seat is
considered the single most powerful ruler in the Land.


See Also:  Aes Sedai, Channeling, Nations





:: Beginning

.:. TASTE







None of the Eat, Drink, Sip or Taste commands have any bearing
on the MUD as all Hunger/Thirst code was removed from the game.








:: Beginning

.:. TAXES






A Moment in Tyme has introduced a simple taxation system; this represents
both what cash your character has to pay to the land he/she lives in for
any properties owned, as well as the normal every-day expenses of such,
like for a roof over his/her head, a stable for the horse, replacing or
mending clothes, etc.

This is all done automatically; there isn't something that you need to
do on your own, it is taken care of when you log on. Also, the fewer
the resources at your disposal, the less money will be taken from you
in this manner, to the point of barely paying -anything- if you have
less than about a thousand golden marks.

Those who are members of a Guild however, enjoy the economi benefits of
such. They get "salaries" from their leaders, as rewards of the positions
they hold, or income coming from subjects' taxes in case of Lords, etc.



:: Beginning

.:. TEACHER TALENT



Gaining this talent at creation suggests that your character has
some talent at instructing others in skills or weaves that others
may be unable to teach. Without this talent, a player may only teach
two other players at one time.

See also: Skills, Spells





:: Beginning

.:. TEACHING


Skills and Spells are all player-taught, meaning that you can learn
them from other characters in the game through Roleplay. To learn
skills, all you need to do is find a willing teacher.

To teach skills, you must first of all HAVE the skill you wish to
teach. Secondly you must have a student, or multiple students. If
you wish to teach more than 2 players at a time, you must have the
Teaching Talent.

Example:
> lesson begin <player> <skill|spell>
This will begin a lesson in a skill or spell that you posess.

> lesson end <player>
This will end the lesson of a single player.

> lesson end
This will end all lessons currently being taught.

> practice <skill|spell> <skill|spell>
> practice skill dagger
> practice spell lightning
This allows you to practice a skill or spell on your own. Practicing
skills and spells in this manner uses up your Endurance. You may only
practice a skill or spell up to 50% (Competant) this way.

















:: Beginning

.:. Teaching Talent




-------------------
Teaching Talent--------------------
  
Description:
  
  This talent allows you to teach some skills/spells that you would
otherwise not be able to teach (spells listed as 'Teachable to Teacher').  
It also allows you to teach an unlimited amount of students, versus
the 2 student cap without it.  Those who have the teaching talent also
gain more experience at the end of a lesson than those who do not.

  Remember, before you may teach a victim you must follow the rules
of teaching as stipulated under '
Policy Teaching', and the victim
must have the specific skill/spells preconditions.  

See Also:  Nonchanneling Talents, Preconditions, Teach, Skills,
           Spells, Forms, Practice, Lesson





:: Beginning

.:. TELEPORT


Immortals Only

goto <location>
trans <victim>
teleport <victim> <location>

These commands are used to transports yourself and others to different rooms.
GOTO allows you to go to other rooms; TRANS transports a person from wherever
they are to the room YOU are in; TELEPORT transports your victim to some other
location.

For both GOTO and TELEPORT, the location specifier can be either a virtual
room number, or the name of a character or object.

> goto 16000
> goto arwin
> trans arwin
> teleport arwin 16000
> teleport arwin 2.packrat

See also: At, Set Room, Poofin












:: Beginning

.:. TELL


This command sends a message to the person you specify on the mud as long as they
have the channel on. This is an out of character method of communication.

> tell <name> <string>
> tell duren Hello.
You tell Duren, 'Hello.'

If you see a message in your prompt such as (2 tells), it means that you have
received some tells from other players while either AFK or idle.

To view these missed tells, use the playback command.  (See: 'help playback')


See also: Channels, Playback, AFK





:: Beginning

.:. TELLS


This command sends a message to the person you specify on the mud as long as they
have the channel on. This is an out of character method of communication.

> tell <name> <string>
> tell duren Hello.
You tell Duren, 'Hello.'

If you see a message in your prompt such as (2 tells), it means that you have
received some tells from other players while either AFK or idle.

To view these missed tells, use the playback command.  (See: 'help playback')


See also: Channels, Playback, AFK





:: Beginning

.:. TEMPLATE BOARD





There is a virtual board for Guilds to place their recruiting
information on. It is called the Template Board. It works much
the same as the Project Board, simply using the word Template
in the place of Project.

Usage:  template <subcommand> <argument>

         template new <title>
         template comment <topic #> <title>
         template show [<topic #> [<comment #>]]
         template list [<topic #>]
         template edit <topic #> [<comment #>]
         template stats <topic #> [<comment #>]
         template delete <topic #> [<comment #>]

See Also: Multiguilds


:: Beginning

.:. TEMPLATES





There is a virtual board for Guilds to place their recruiting
information on. It is called the Template Board. It works much
the same as the Project Board, simply using the word Template
in the place of Project.

Usage:  template <subcommand> <argument>

         template new <title>
         template comment <topic #> <title>
         template show [<topic #> [<comment #>]]
         template list [<topic #>]
         template edit <topic #> [<comment #>]
         template stats <topic #> [<comment #>]
         template delete <topic #> [<comment #>]

See Also: Multiguilds


:: Beginning

.:. TER'ANGREAL




A Ter'angreal is an altogether different thing.  Ter'angreal were created
for one specific purpose and that purpose only.  They do not increase
the power of a channeler at all.  They may force you to keep a promise,
or take you to a faraway place, these Ter'angreal.  These alone of all
these three types of artifact MAY be usable by non-channelers.  But
then again, they may require channeling to activate them.

See also: Angreal, Sa'angreal


:: Beginning

.:. THAW


Immortals Only

FREEZE, originally invented at CircleMUD (I think), is used to prevent
a player from playing.  If frozen, the game will ignore all commands entered
by the player, including QUIT, until the player is unfrozen with THAW.

Obviously, this command should only be used in extreme disciplinary
circumstances.

See also: Set Frozen.






:: Beginning

.:. THEATRE




This command allows RPers to project their emotes, says, and pemotes to all those people both in their room and in all the rooms adjacent to them.  Whenever someone has theatre toggled to on, this project will occur.  Gleemen and Illuminators can toggle this on and off at will simply by typing 'theatre'.  Others must specifically have it toggled on for them by an Immortal.  Once it is toggled on, they can turn it on and off at will.  Though, it can be off no longer than about ten minutes before the effect fades entirely.  Moving and quitting removes this flag from players.  Non-Illuminators/Gleemen will have to have the flag reset after moving or quitting.


:: Beginning

.:. THEME


A Moment in Tyme is a MUD, not a MUSH, and does not have THEME files.


See: NEWS


:: Beginning

.:. THIEF TAKER


Thieftakers are similar to freelance bounty hunters who are
legally hired by governments to track down thieves and other
criminals to bring them to justice.  They are often affiliated
with a specific nation, though they are not limited to any one
country.  They often work together with the guards of various
nations, though they are not an official part of the guard.

Thieftakers are considered a part of the Council guild as a
result of their affiliation with local police.  Thieftakers
do not have any specific dress code, and usually remain fairly
anonymous in order to do their jobs more efficiently.  Most
often, they even associate with criminals, even to the point
of making the thief believe he is one of them, in order to arrest
them or lure them into traps for the guards.

Some thieftakers are also Sniffers, but having the Sniffing
Talent is not a requirement to be a thieftaker.

If you'd like to be a thieftaker, contact the Council GL for
more information on how to join the Guild.

See Also:  Council, Sniffing





:: Beginning

.:. THIEFTAKER


Thieftakers are similar to freelance bounty hunters who are
legally hired by governments to track down thieves and other
criminals to bring them to justice.  They are often affiliated
with a specific nation, though they are not limited to any one
country.  They often work together with the guards of various
nations, though they are not an official part of the guard.

Thieftakers are considered a part of the Council guild as a
result of their affiliation with local police.  Thieftakers
do not have any specific dress code, and usually remain fairly
anonymous in order to do their jobs more efficiently.  Most
often, they even associate with criminals, even to the point
of making the thief believe he is one of them, in order to arrest
them or lure them into traps for the guards.

Some thieftakers are also Sniffers, but having the Sniffing
Talent is not a requirement to be a thieftaker.

If you'd like to be a thieftaker, contact the Council GL for
more information on how to join the Guild.

See Also:  Council, Sniffing





:: Beginning

.:. THIEVES


The Thieves Guild includes all those who consider themselves a
part of the criminal underworld of any particular nation.  The
thieves guild is comprised of everything from the lowest pick-
pocket to the most deadly assassins and underground crimelords.
The Thieves Guild is divided into various factions, each with
its own name, each with its own 'territory'.  Among thieves,
there are classes, just like everywhere else, and the deadlier
you are, or the more skilled at your 'profession', the more
infamous and dangerous you are to be considered within the
criminal underworld.

If you are interested in joining the Thieves Guild, contact
the Guild Imm for more information.

See Also: Multiguilds


:: Beginning

.:. THUNDER WALKERS



=============================================================  
Sha'mad Conde (Thunder Walkers)
=============================================================
The thunderwalkers are so termed, because it is said when a group of
Sha'mad Conde approach the battlefield, their feet are like
thunder
walking across the ground
. They are mainly heavy infantry, the
bulk of the front guard. They attack first, and with power. They are
trained in all types of weapons, including unarmed combat.



:: Beginning

.:. TICK


A tick on a Moment in Tyme is 45 seconds.

See also:  RPexp





:: Beginning

.:. TICKS


A tick on a Moment in Tyme is 45 seconds.

See also:  RPexp





:: Beginning

.:. TIE



The Tie skill is only available for channelers. It allows a
channeler to tie off their weaves so that they do not need to
maintain them themselves, making the weave self-sustaining for
a short period of time, usually lasting a few hours to a few
days.

> tie '<weave>' <target>
> tie 'protection' loth

See also: Weave, Release, Grasp


:: Beginning

.:. TIME


This command displays the Real-Life date and time of the MUDs
clock. The current date and time are shown in military fashion
according to Central Standard Time. (GMT -600)




:: Beginning

.:. Timeline


    A Moment in Tyme's Current Timeline of Major Events


In our game, our timeline of the events in Robert Jordan's Wheel of Time
series have occurred up to the end of book nine, 'Winter's Heart'.  From
there, our timeline has drifted into a mirror reality of sorts, such as
what one might find if one were to use a Portal stone, and find oneself
in an alternate version of the world Robert Jordan has written, only with
different events.


1000 NE

The season is currently:
Spring

All channelers, both male and female, would have felt a great use
of both Saidin and Saidar in the far western reaches of Andor,
beyond Baerlon.  This great pulse of channeling was felt all
around the world, it is said even as far away as Seanchan and
the mysterious land of Shara.  When it ended, men who can channel
would notice that they no longer feel sick when seizing Saidin.
This is not yet widely known, and most do not believe it is true,
but it appears as though Saidin, the male half of the True Source,
has been cleansed.



THE WHITE TOWER

Elaida do Avriny a'Roihan has been the Amyrlin Seat in the White
Tower, and with her rise to the Stole and the fall of Siuan Sanche,
many Aes Sedai left the Tower and created a Rebel Tower in the small
village of Salidar in Altara.  They chose Egwene al'Vere, an Accepted
who had not even been raised to the Shawl as their Amyrlin, due to
her exceptional strength in the One Power and, some say, hoping they
could control her due to her youth and inexperience.  Egwene, however
turned out to be more of a handful than expected, and proved herself
to be quite fit for the job.  After over a year of rebellion, these
Salidar Aes Sedai have returned to Tar Valon with Egwene at their
head, and Gareth Bryne leading their army.  Unfortunately, Egwene
was captured in the attempt to take the Tower, and held prisoner for
a time.  Eventually, however, slowly but surely, she managed to win
the Aes Sedai to her cause, pointing out the terrible mistakes made
by Elaida.  As a result, Elaida was deposed, stripped of the stole,
stilled and sent to live out the rest of her days on the Farm.  The
whereabouts of her former Keeper of the Chronicles, Alviarin, are
unknown at this time.  Meanwhile, the White Tower must now contend
with old rivalries, mend their differences, and become strong once
again.  Egwene must now struggle for the respect of those who think
she is too young for the job, and who resent that she has not yet
taken the Three Oaths, nor passed the test to be come a true Aes
Sedai.


THE BLACK TOWER

The Black Tower has sent many of its Asha'man throughout the lands
on an effort to recruit new members.  Far too many of the new
recruits do not survive the process, but perhaps now with the
taint cleansed, this will prove a more promising endeavor.  Mazrim
Taim appears to have taken command of the Black Tower in the
absence of the Dragon.  Asha'man have also begun bonding Aes
Sedai, particularly those who were sent by Elaida with the intent
of bonding and/or gentling them.  Logain is apparently off in
Cairhien, doing recruiting work for the Lord Dragon.


THE AIEL

The main contingent of Aiel loyal to the Car'a'carn remain in Cairhein,
and there are, per the books, quite a few with Perrin in his pursuit of
the Shaido through Altara in search of Faile and the other captives,
including Morgase and Queen Alliandre of Ghealdan. There are two small,
but notable contingents elsewhere.  One is camped near Tar Valon to assist
Egwene, should she need it, in her early days as Amyrlin at the reunited
White Tower.  The other contingent is in Caemlyn to provide similar
assistance to Elayne.

Saban, 1000 NE - The majority of the Aiel in Tar Valon have departed,
heading south to Andor.  Only about 1000 Aiel remain in Tar Valon to
assist Egwene.  There are rumors that some manner of arrangement has
been made to encourage Gaidin to train with the Aiel.  

ANDOR

Elayne Trakand has returned to Andor to lay claim to the Lion Throne
with Morgase presumed dead.  She has attained the support of the number
of Houses she needs to secure her claim, but after much trouble, including
an attempt by the Black Ajah, and those against her claim, to kidnap her.
There are still some Houses who do not support her.  They are as follows:

House Sarand (High Seat Elenia Sarand now imprisoned.)
House Arawn  (High Seat Naean Arawn now imprisoned.)
House Marne  (High Seat Arymilla Marne now imprisoned.)
House Traemane (Still sore over High Seat sentenced to flogging by Morgase)
House Candraed (High Seat Lady Danine unable to make up her mind.)


Elayne has appointed Birgitte Trahelion, presumably from Kandor, as
Captain-General of Andor.  The First Prince of the Sword, Gawyn Trakand,
is currently in Tar Valon assisting with the reunification of the White
Tower.  Elayne has also secured the assistance of nine Windfinders of
the Seafolk, and she is also accompanied by many members of the Kin.
There are also Aiel in Caemlyn, some of whom advise and protect Elayne.
It is also said that Elayne is filling out the ranks of the Queen's
Guard with mercenaries and Hunters for the Horn.  Additionally,
during a battle with the Seanchan, a group of twenty-nine sul'dam and
five damane were delivered to the Royal Palace by Mazrim Taim after
Rand's recent attack on the Seanchan.

It is rumored that Elayne is pregnant.  It is uncertain who the father
is at this time.  It is also rumored that Elayne plans to lay claim to
the Sun Throne as well, in the near future.

The Black Tower is in Andor to stay, though Elayne has demanded that she
be allowed to regularly inspect the progress of its building, and to keep
tabs on what the Asha'man are doing.  She was given a tour personally by
Mazrim Taim, along with Birgitte and a retinue of Queen's Guards.  What
relations the Queen has with the Black Tower are yet to be seen, but
Elayne has openly declared that she will honor Rand's amnesty for male
channelers, and it's obvious that she doesn't really have the power to
make them go away.


THE BAND OF THE RED HAND

Now successfully escaped from Altara, Mat and his companions have left
Luca's traveling menagerie with a small party, to rejoin the rest of his
company.  The Band of the Red Hand is said to be currently on its way to
Caemlyn.  For what purpose, no one seems to know.  Perhaps it is in
answer to Queen Elayne's recent call for mercenaries to fill out the
ranks of the Queen's Guards.

CAIRHIEN

Dobraine Taborwin is currently Steward in Cairhien, appointed by Rand
just before he left with Cadsuane and Nynaeve.  Logain and some of the
Asha'man are also located in Cairhien, presumably to look for new recruits.

TEAR

Darlin Sisnera is currently Rand's steward in Tear.

ILLIAN

Gregorin den Lushenos is currently Rand's steward in Illian.  The
whereabouts of King Mattin Stepaneos is uncertain at this time,
though it is rumored he is being kept as a 'guest' in the White Tower.

Arad Doman

Surprisingly, Arad Doman is still holding its own against the Seanchan
invaders under the leadership of Lord Rodel Ituralde.  King Alsalam Saeed
Almadar, however, appears to have gone missing, presumed to be in hiding,
along with his family, 'for their own protection.'

BORDERLANDS

The Borderlands are vulnerable, with the majority of its armies south
of Andor searching for Rand.  There are far too few armsmen to protect
the Blightborder, and this has many people concerned.  Especially since
the harsh winter finally seems to be coming to an end, which is the only
thing that seems to have kept the Shadow from overwhelming the Borderlands.
Many eyes look to the north with fear, wondering why their rulers would
abandon those vital lands at such a time.

GHEALDAN

Ghealdan is in a very war-torn state at this point in the timeline. The
Dragonsworn, who at first seemed to follow the Prophet with a firm devotion,
now seem divided, given Masema's strange behavior.  It's rumored that he
is even allied with the High Lady Suroth of the Seanchan, throwing further
havoc into the mix.  Additionally, the Children of the Light under Eamon
Valda have retreated into Ghealda, in order to escape the rule of the Seanchan.
There is rumor of a Lord Perrin Goldeneyes, who is apparently gathering an
army, and they are in some sort of conflict with the Shaido Aiel in the area.  
All of these things make for a very volatile brew, and so the nation is not
producing goods as it normally would, and is filled with fleeing refugees.
More chaotic still, some of those refugees are leaving Ghealdan, while
some are coming to flee the Seanchan.  Queen Alliandre is rumored to have
abdicated her throne, and sworn fealty to Lord Goldeneyes, though this
can hardly be believed.  Other rumors say she has disappeared entirely.

SEANCHAN

Lands the Seanchan currently control:

Tarabon
Almoth Plain
Amadicia
Altara


The Corenne has arrived and landed in Ebou Dar, and with it, the
Daughter of the Nine Moons, who disappeared from Altara not long ago,
leaving the High Lady Suroth in charge of the Corenne.  Queen Tylin
Qintara is dead, and Prince Beslan is also missing.  Even so, the
Seanchan hold a firm grip on the land, putting an end to much of
the violence in the Rahad, and bringing with them many crafters,
farmers, merchants, and other common folk.

The Seanchan have also overrun Amadicia, driving the Children of
the Light out, or chaining them up in work-gangs, as they do with
all those who resist the swearing of the Oaths.  The Seanchan invaded
Amadicia, capturing Amador and the Fortress of the Light in a daring
assault using airborne troops dropped into the city by to'raken. Attempts
by the Children to retake the city in alliance with the Amadician army
were defeated at the Battle of Jeramel. High Lady Suroth is said to have
taken up residence in the Fortress of the Light, but that she may now
be in Altara.  Stories differ.

Even so, the Seanchan have suffered their own losses.  Rand, leading
a large group of Asha'man, ravaged the Seanchan, halting their attempt
to invade Illian.  The Seanchan lost twenty-nine sul'dam and five damane,
and now must work to conceal secrets that have been learned by both the
Oathbreakers and their own people.   The Daughter of the Nine Moons has
gone missing, along with her Voice, Selucia.  Seekers for Truth are hunting
down a pair of rogue sul'dam, a member of the Low Blood by the name of
Egeanin, and a man by the name of Mat Cauthon is wanted for questioning
in connection with these events.

The Seanchan have been wounded, but they are still a force to be
reckoned with, and are perhaps even more intent on capturing more
damane than ever, and forcing the nations to become a part of the
Empire.

THE CHILDREN OF THE LIGHT

The Children of the Light are largely split.  Some of them have fallen
under the sway of the Seanchan, and have begun grudgingly serving them
under the command of Eamon Valda.  Others, however, have broken away,
and they are in the process of trying to convince Elayne, Queen of
Andor, to allow them an official embassy in Caemlyn.


See also: Update


:: Beginning

.:. TIP





Tips for new players are seen every tick by default.

While these contain useful information, after a time a player
may wish to no longer see them.

'notip' acts as a toggle to turn the tips on and off.












:: Beginning

.:. TIPS





Tips for new players are seen every tick by default.

While these contain useful information, after a time a player
may wish to no longer see them.

'notip' acts as a toggle to turn the tips on and off.












:: Beginning

.:. TIPS OF THE TICK





Tips for new players are seen every tick by default.

While these contain useful information, after a time a player
may wish to no longer see them.

'notip' acts as a toggle to turn the tips on and off.












:: Beginning

.:. TITLE



This sets the title for your character that other players can see
on the WHO list or by typing <look> in the same room as you.

Do not abuse this command. If you do, it will be removed from you.
This means that all titles should be appropriate for the MUD setting,
keeping in mind that often young children play here and read them. So,
please, no vulgarities or offensive titles. Also note that titles are
Out of Character and information contained in them may not be used
In Character.

See also: Flags, Doing


:: Beginning

.:. TOGGLE



Entering this command shows you the current settings of various
togglable options you have for your character pertaining to channels
such as tells, or OOC, or personal preferences such as Compact or
Brief modes. Note that this command can NOT be used to change the
values it lists. It only displays those values.

> toggle

See also: Prefs


:: Beginning

.:. Ton




















The unit of weight measurement in the Wheel of Time series was as follows:

10 ounces = 1 pound
10 pounds = 1 stone
10 stone  = 1 hundredweight
10 hundredweight = 1 ton

While this makes calculations easier, it does not allow measurements to be easily
understood by players/readers.  In order to make things more comparable to real
world weights, A Moment in Tyme has adopted British Imperial units for weight:

16 drams  = 1 ounce
16 ounces = 1 pound
14 pounds = 1 stone
8 stone  = 1 hundredweight
20 hundredweight = 1 ton

These match up with real world weights very closely so you can better comprehend
the units being used.  To convert between book units and our units, we assume
that one 'pound' in the Wheel of Time world matches one 'pound' in the real
world, thus it is the other units that need to be converted.


:: Beginning

.:. tongue


Old Tongue

The Old Tongue was the common language during the Age of Legends. Currently, it
is only spoken by scholars and nobles and even then not perfectly. The Old Tongue
fell into decline after the Breaking of the World and fell out into disuse after
the Trolloc Wars. Modern dialects have evolved from this language. The Old Tongue
may sound familiar to people who speak the common language, and any speaker fluent
in the Old Tongue will be able to understand the common language.

An excellent guide on the Old Tongue can be found at :

[  http://www.angelfire.com/tx/jcs97b/otd.html

For more help on specific languages, please see:

New Tongue, Common, Trolloc, Ogier, Dialects





:: Beginning

.:. TOSS



This command will roll a specified amount of dice, given that you have a
set of dice in your inventory.

> toss <#dice>
>
toss 3           Will roll three dice and print the outcome to the room.



:: Beginning

.:. Tower Guard


            --^v------- The Tower Guard -------v^--

Upon the walls of the White Tower stand men beyond the confines of
the bond. Trained in the deadly martial arms of the Warders, the
Tower Guard lend a massive strength of numbers to the shining walls,
an army of Gaidin built on discipline and the single oath to protect
Sedai and Tower from all who seek its ruin.

                             -
It has been said that to face a single man of the guard is to stare
at the face of a Warder apparent. To face two is sheer folly and
three to simply sign your life to the wind. Where a Warder stands at
the epitome of single combat so does the Towerguard stand as
possibly the most feared fighting army upon the face of this world.

                             -
Soldier or officer, the Tower Guard are as one in discipline,
training as equals with those who seek the bond, these men bend
further to the whims of military need. Cavalry to pike, archers to
seige engineers these men combine the talents of untold years of
tactical mindset in a stringent training regime to fold thousands
of individuals into one seamless, efficient and above all deadly
fighting unit.

Further information: Template show 11



:: Beginning

.:. TRACK





This skill allows you to track the movements of another player,
following them to wherever they've stopped. You may also track
mobs. You can track a mob or player even while they are hidden
or invisible, however you will not be able to see them when you
arrive in their room unless you have other skills to allow this.
You cannot track across water or in rooms not "connected" to the
mortal realm of the MUD. Immortal's rooms, for example.

See also: Search, Conceal Trail, Talent Hunter


:: Beginning

.:. TRAIL



The Trail skill allows a player to follow another player unnoticed.

> trail <target>
> trail loth

This would cause the player entering the command to follow Loth
in code, so that wherever Loth moved to, the player would move
as well. The only difference between this and the Follow command
is that when using the Trail command, the target will not see
that they are being followed.

Note that this skill is not yet coded.


:: Beginning

.:. TRAINING






Upon gaining Practices either at creation or as you gain levels
in the game, you may use them to practice up your stats.

Example:
> train <stat/flow>
Valid arguments for Training are:
Str, Con, Dex, Air, Water, Spirit, Fire, Earth

Training stats is dynamic. This is to say that if you have your stats
at 8 when you log onto the MUD, then gain 20 levels, then train your
stats up, your raised stats will affect your past 20 levels, as well
as your future levels. Gone are the days of requiring maxed stats as
early as possible. There is nothing lost in raising stats at a later
level as opposed to raising them at level 1.

To raise a stat from:
01 - 15    1 practice
16 - 20    2 practices
21 - 25    3 practices

After a statistic reaches 25, the formula changes. Four practices are
required to raise a statistic to twenty-six. Five are needed to reach
twenty-seven, and so on. There is no ceiling for statistics.


See also: Levels, Stats, Flows


:: Beginning

.:. TRANS


Immortals Only

goto <location>
trans <victim>
teleport <victim> <location>

These commands are used to transports yourself and others to different rooms.
GOTO allows you to go to other rooms; TRANS transports a person from wherever
they are to the room YOU are in; TELEPORT transports your victim to some other
location.

For both GOTO and TELEPORT, the location specifier can be either a virtual
room number, or the name of a character or object.

> goto 16000
> goto arwin
> trans arwin
> teleport arwin 16000
> teleport arwin 2.packrat

See also: At, Set Room, Poofin












:: Beginning

.:. TRAVEL WAGON










Travel wagons may be used as transportation from one part of the mud to
another, saving you from walking.  The travel wagon goes from location to
location, momentarily stopping to take on new passengers and deposit old.
The cart driver usually charges a fee for this service.  To use a travel
wagon you must be at the location of the wagon.

Syntax:
> travel wagon list
Lists the locations the wagon travels to. Wagon must be in the room.
> travel wagon
Enters the wagon.

Upon entering the wagon, you will not be charged the fee until the
wagon starts moving.

See also: Recall


:: Beginning

.:. TRAVELING


The use of the gate weave and traveling is governed under
the policies of the mud.

See:  Policy Gate








:: Beginning

.:. trolloc


Trolloc Tongue

Trollocs are rarely able to communicate through the common language. The language that
they have developed among themselves are harsh and guttural, more like animal noises than
an actual language. Trollocs have a written script for their language that uses angular
runes instead of an alphabet. There are examples of these runes found on some of the guide
stones in the Ways.

For more help on specific languages, please see:

Old Tongue, New Tongue, Ogier Tongue, Common, Dialects


:: Beginning

.:. trolloc tongue


Trolloc Tongue

Trollocs are rarely able to communicate through the common language. The language that
they have developed among themselves are harsh and guttural, more like animal noises than
an actual language. Trollocs have a written script for their language that uses angular
runes instead of an alphabet. There are examples of these runes found on some of the guide
stones in the Ways.

For more help on specific languages, please see:

Old Tongue, New Tongue, Ogier Tongue, Common, Dialects


:: Beginning

.:. TRUE BLOODS


=============================================================  
Tain Shari (True Bloods)
=============================================================
This society is known for their obsession with Ji'e'toh. They are
even more touchy than a Maiden when it comes to honor. They are
lore keepers, as well as warriors. They tend to hoarde old stories
and any information they can gather, from any source, including
wetlander books.



:: Beginning

.:. TRUE SOURCE


See: Channeling

:: Beginning

.:. Turn




-------------------- Phase --------------------

The In-Character time between turns is approximately
1.7 seconds, which is just long enough to do a single action
or defense. This elapsed time is also called a "phase" while
in battle. The basic command that is used in conjunction with
a series of descriptor commands, such as "attack" or "defend"
during battle to specify an action during each phase is known
as a turn. This ONLY applies to a turn-based combat situation
and is deactivated when not in combat.

See also: Turn Help Commands





:: Beginning

.:. Turn Advance




-------------------- Turn Advance --------------------

SYNTAX: turn advance

> turn advance

This command is used during battle to allow you to move one step
towards the opponent's side of the virtual battlefield and draw
yourself closer to any enemies on the other side of the battle-
field during an attack.

See also: Phase, Turn Retreat


:: Beginning

.:. Turn Attack




-------------------- Turn Attack --------------------

SYNTAX: turn attack <name> [bodypart]

> turn attack nynaeve
> turn attack thom leg

This command is used to attack your opponent in battle. It can
be used simply to press a random attack to any bodypart, or if
the bodypart is also included in the command, it will aim for
that specific part of your opponent's body during the attack.
Once an attack is pressed, it is up to the opponent to defend
themselves from the attack.

Attacking another player will use up a portion of your "combat
points" in the form of an attack while your opponent must
then spend some of theirs in the form of a defense against your
attack.

See also: Phase, Turn Defend, Combat Points


:: Beginning

.:. Turn Based Combat










-------------------- Turn-Based Combat --------------------

Turn-Based Combat is the system of fighting implemented
specifically for MikkiMud 3.0 combat situations. It's purpose
is to allow people to have an objective system available
that will allow people to determine the outcome of most
actions in a battle without bias. In the helpfiles beyond,
the turn-based system will be explained by each of its
components and commands.

INDEX TOPICS:

Attack Points        Phase                 Turn Information
Combat Channeling    Turn Advance          Turn Object
Combat Points        Turn Attack           Turn Pass
Combat Stance        Turn Defend           Turn Retreat
Defense Points       Turn Disarm           Turn Slice
Mock Battle          Turn Help Commands    Turn Weave

SYNTAX: help <index topic>

See also: Phase








:: Beginning

.:. Turn Combat










-------------------- Turn-Based Combat --------------------

Turn-Based Combat is the system of fighting implemented
specifically for MikkiMud 3.0 combat situations. It's purpose
is to allow people to have an objective system available
that will allow people to determine the outcome of most
actions in a battle without bias. In the helpfiles beyond,
the turn-based system will be explained by each of its
components and commands.

INDEX TOPICS:

Attack Points        Phase                 Turn Information
Combat Channeling    Turn Advance          Turn Object
Combat Points        Turn Attack           Turn Pass
Combat Stance        Turn Defend           Turn Retreat
Defense Points       Turn Disarm           Turn Slice
Mock Battle          Turn Help Commands    Turn Weave

SYNTAX: help <index topic>

See also: Phase








:: Beginning

.:. Turn Commands










-------------------- Turn Help Commands --------------------

SYNTAX: turn help commands

> turn help commands

This will print out a list of all commands that each person in
a battle is able to use. All of these commands will be strictly
used for either emote fighting or code fighting only. Any
commands that do not have any affect on combat or would take
longer than the alotted time for a "phase" while in battle. NOTE:
This command will not use any time during an In-Character "phase".

See also: Phase


:: Beginning

.:. Turn Defend




-------------------- Turn Defend --------------------

SYNTAX: turn defend <name>

> turn defend mat

Turn Defend will give half of your current Defense Points to
the person specified in the command if they are close to you
during battle. This allows you to shield someone else from an
attack while they concentrate on other things.

See also: Phase, Turn Attack, Defense Points


:: Beginning

.:. Turn Disarm




-------------------- Turn Disarm --------------------

SYNTAX: turn disarm <name>

> turn disarm lan

This will attempt to disarm the person specified in the command
of their weapons during battle. The success of this command depends
on the level of skill that you possess in disarming.

See also: Phase, Disarm


:: Beginning

.:. Turn Drop










-------------------- Turn Object --------------------

SYNTAX: turn <command> <object> [name] [container]

Commands: give, get, drop, put, wear, remove

> turn give mail sarah
> turn get shield
> turn drop dagger
> turn put bracelet belt
> turn wear armor
> turn remove helmet

This generic command is useful for all object manipulation during
a battle, which includes giving items away, wearing and removing
them, dropping or picking them up, or putting them somewhere safe.
Since these actions are used during battle and will cost the
user time and effort to do them, they will require "combat points"
to use, just like an attack or defense.

See also: Phase














:: Beginning

.:. Turn Fate Spell



-------------------
Turn Fate--------------------

Please use syntax inform 'turn fate' for information on this weave.





:: Beginning

.:. Turn Get










-------------------- Turn Object --------------------

SYNTAX: turn <command> <object> [name] [container]

Commands: give, get, drop, put, wear, remove

> turn give mail sarah
> turn get shield
> turn drop dagger
> turn put bracelet belt
> turn wear armor
> turn remove helmet

This generic command is useful for all object manipulation during
a battle, which includes giving items away, wearing and removing
them, dropping or picking them up, or putting them somewhere safe.
Since these actions are used during battle and will cost the
user time and effort to do them, they will require "combat points"
to use, just like an attack or defense.

See also: Phase














:: Beginning

.:. Turn Give










-------------------- Turn Object --------------------

SYNTAX: turn <command> <object> [name] [container]

Commands: give, get, drop, put, wear, remove

> turn give mail sarah
> turn get shield
> turn drop dagger
> turn put bracelet belt
> turn wear armor
> turn remove helmet

This generic command is useful for all object manipulation during
a battle, which includes giving items away, wearing and removing
them, dropping or picking them up, or putting them somewhere safe.
Since these actions are used during battle and will cost the
user time and effort to do them, they will require "combat points"
to use, just like an attack or defense.

See also: Phase














:: Beginning

.:. Turn Help










-------------------- Turn Help Commands --------------------

SYNTAX: turn help commands

> turn help commands

This will print out a list of all commands that each person in
a battle is able to use. All of these commands will be strictly
used for either emote fighting or code fighting only. Any
commands that do not have any affect on combat or would take
longer than the alotted time for a "phase" while in battle. NOTE:
This command will not use any time during an In-Character "phase".

See also: Phase


:: Beginning

.:. Turn Help Commands










-------------------- Turn Help Commands --------------------

SYNTAX: turn help commands

> turn help commands

This will print out a list of all commands that each person in
a battle is able to use. All of these commands will be strictly
used for either emote fighting or code fighting only. Any
commands that do not have any affect on combat or would take
longer than the alotted time for a "phase" while in battle. NOTE:
This command will not use any time during an In-Character "phase".

See also: Phase


:: Beginning

.:. Turn Info







-------------------- Turn Information --------------------

SYNTAX: turn info

> turn info

This command will print out a list of important info to be used
during a virtual battle. This includes: the virtual battlefield,
which closely resembles a football field with hashed marks for
each area of movement on the battlefield: a list of which enemies
have already used their turn and which ones have yet to go: your
One Power left (if applicable): your Defense Points left: and any
initiative bonus you might have gained. NOTE: This command will
not use any time during an In-Character "phase".

See also: Phase, Turn Help Commands


:: Beginning

.:. Turn Information







-------------------- Turn Information --------------------

SYNTAX: turn info

> turn info

This command will print out a list of important info to be used
during a virtual battle. This includes: the virtual battlefield,
which closely resembles a football field with hashed marks for
each area of movement on the battlefield: a list of which enemies
have already used their turn and which ones have yet to go: your
One Power left (if applicable): your Defense Points left: and any
initiative bonus you might have gained. NOTE: This command will
not use any time during an In-Character "phase".

See also: Phase, Turn Help Commands


:: Beginning

.:. Turn Object










-------------------- Turn Object --------------------

SYNTAX: turn <command> <object> [name] [container]

Commands: give, get, drop, put, wear, remove

> turn give mail sarah
> turn get shield
> turn drop dagger
> turn put bracelet belt
> turn wear armor
> turn remove helmet

This generic command is useful for all object manipulation during
a battle, which includes giving items away, wearing and removing
them, dropping or picking them up, or putting them somewhere safe.
Since these actions are used during battle and will cost the
user time and effort to do them, they will require "combat points"
to use, just like an attack or defense.

See also: Phase














:: Beginning

.:. Turn Pass




-------------------- Turn Pass --------------------

SYNTAX: turn pass

> turn pass

This will allow you to skip your "phase" during battle, basically
saying that your two seconds were spent either preparing for the
next phase or doing nothing at all. By passing your turn, you will
not press any attacks.

See also: Phase


:: Beginning

.:. Turn Put










-------------------- Turn Object --------------------

SYNTAX: turn <command> <object> [name] [container]

Commands: give, get, drop, put, wear, remove

> turn give mail sarah
> turn get shield
> turn drop dagger
> turn put bracelet belt
> turn wear armor
> turn remove helmet

This generic command is useful for all object manipulation during
a battle, which includes giving items away, wearing and removing
them, dropping or picking them up, or putting them somewhere safe.
Since these actions are used during battle and will cost the
user time and effort to do them, they will require "combat points"
to use, just like an attack or defense.

See also: Phase














:: Beginning

.:. Turn Remove










-------------------- Turn Object --------------------

SYNTAX: turn <command> <object> [name] [container]

Commands: give, get, drop, put, wear, remove

> turn give mail sarah
> turn get shield
> turn drop dagger
> turn put bracelet belt
> turn wear armor
> turn remove helmet

This generic command is useful for all object manipulation during
a battle, which includes giving items away, wearing and removing
them, dropping or picking them up, or putting them somewhere safe.
Since these actions are used during battle and will cost the
user time and effort to do them, they will require "combat points"
to use, just like an attack or defense.

See also: Phase














:: Beginning

.:. Turn Retreat




-------------------- Turn Retreat --------------------

SYNTAX: turn retreat

> turn retreat

Turn Retreat allows a participant in a battle to move one step
towards their own side of the virtual battlefield. This can be
used to make distance between your opponent and yourself for
strategic purposes, or it can also be used to leave battle.
If you are at the end of your half of the battlefield and there
are no enemies within one step from you, using retreat again
will disengage you from battle completely.

See also: Phase, Turn Advance


:: Beginning

.:. Turn Slice




-------------------- Turn Slice --------------------

FOR CHANNELERS ONLY

Syntax: turn slice <on|off>

> turn slice on
> turn slice off

Turning your autoslice on or off will allow you to choose whether
or not you want to automatically attempt to slice all weaves
coming towards you in battle. This will cost both Exhaustion
Points and Defense Points to use since you will have weave a
slicing weave each time, and it will also be your way of defending
yourself, which uses Defense Points, obviously. NOTE: This command
will not use any time during an In-Character "phase".

See also: Phase, Turn Weave


:: Beginning

.:. Turn Wear










-------------------- Turn Object --------------------

SYNTAX: turn <command> <object> [name] [container]

Commands: give, get, drop, put, wear, remove

> turn give mail sarah
> turn get shield
> turn drop dagger
> turn put bracelet belt
> turn wear armor
> turn remove helmet

This generic command is useful for all object manipulation during
a battle, which includes giving items away, wearing and removing
them, dropping or picking them up, or putting them somewhere safe.
Since these actions are used during battle and will cost the
user time and effort to do them, they will require "combat points"
to use, just like an attack or defense.

See also: Phase














:: Beginning

.:. Turn Weave




-------------------- Turn Weave --------------------

FOR CHANNELERS ONLY

SYNTAX: turn weave <name> <weave>

> turn weave lanfear fireball
> turn weave moiraine balefire

Turn Weave allows a channeler to do a combat-oriented weave during
an attack against an opponent. The normal weave command is
cancelled during battle simply because some weaves are not
appropriate during a battle sequence simply because it takes
longer than a single "turn" or "phase" of 1.7 seconds to create.

See also: Phase, Turn Slice


:: Beginning

.:. Turn-based Combat










-------------------- Turn-Based Combat --------------------

Turn-Based Combat is the system of fighting implemented
specifically for MikkiMud 3.0 combat situations. It's purpose
is to allow people to have an objective system available
that will allow people to determine the outcome of most
actions in a battle without bias. In the helpfiles beyond,
the turn-based system will be explained by each of its
components and commands.

INDEX TOPICS:

Attack Points        Phase                 Turn Information
Combat Channeling    Turn Advance          Turn Object
Combat Points        Turn Attack           Turn Pass
Combat Stance        Turn Defend           Turn Retreat
Defense Points       Turn Disarm           Turn Slice
Mock Battle          Turn Help Commands    Turn Weave

SYNTAX: help <index topic>

See also: Phase








:: Beginning

.:. Turn-based Stance




-------------------- Combat Stance --------------------

These are the stances that every person will set before initiating
combat with their opponents. Combat Stance will be the determining
factor as to how your Combat Points are split up. Those with a more
defensive stance will find that they have been given more Defense
Points and fewer Attack Points while those in offensive stances will
receive more Attack Points than Defense Points. This command has not
been finalized yet, but will be put into MikkiMud 3.0 by its opening,
so please be patient. Thank you.

See also: Turn-based Combat





:: Beginning

.:. Twist Fate Spell



-------------------
Twist Fate--------------------
  
Please use syntax
inform 'twist fate' for information on this weave.





:: Beginning

.:. TYPO




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

 
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