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.:. CAEMLYN



The city of Caemlyn is a major RP center on A Moment in
Tyme.  A large portion of the player population can often
be found in this Andoran city. Caemlyn consists of
an Outer City and an Inner city.  The Outer City is where
most of the shops and businesses of Caemlyn are located,
as well as many inns and the homes of commoners.

The Inner City is where the nobility live, and where
the nicer inns and more upscale shops can be found.  It
is also where the Royal Palace is located at the highest
point of the city, its golden domes and pale bright walls
gleaming over the rest of the city.  In front of the Royal
Palace is the Oval Plaza, which is a popular place to find
roleplay.


Essential RP locations in Caemlyn:

Paths indicated are from the Main Intersection of Caemlyn.
To get there, type "recall CM".

Walking from the Recall Room
Go west, south, then east twice to reach the Main Intersection.

Oval Plaza:
North
The Royal Palace:
2 x North
The Queen's Blessing Inn:
6 x East, 3 x South, East.
The Lion Banner Inn:
North, East, North.
The Embassy of Cairhien:
6 x West, South, West
Whitecloak Embassy:  
6 West, 3 South, West
Queen's Guard Barracks:
West, South, 6 x West, 6 x South, West
The White Stag:
2 x South, East, South
Shen an Cal'har Embassy:
6 x South, 5 x West, North
The Saucy Wench:  
6 x South, 5 x West, South
The Crown of Roses Inn:  
West, South


(A map of Caemlyn will eventually be added to this file.)


See Also:  Andor, Andorans, Andoran Law





:: Beginning

.:. CAIRHEIN


                Help Information for Cairhien


Pronunciation: KEYE-ree-EHN


SIGIL:  A many-rayed golden rising sun; the Rising Sun
BANNER:  A many-rayed golden sun rising on a field of blue
CAPITAL CITY:  Cairhien
SYMBOLS:  The Sun Throne, the Sun Crown
RESOURCES:  Farming, Trade, the Great Library, Education


HISTORY

Cairhien, once known as Al'cair'rahienallen, or the Hill of
the Golden Dawn, was founded at the end of the War of the
Hundred Years.  It was a vast nation, stretching from the
River Erinin to Shienar, to the Spine of the World.  Now
the land covers less than half that area, south of what
is known as Kinslayer's Dagger.

In 566 NE, the king of Cairhien gave the Aiel what is known
as the Water Gift, for water is a precious commodity in the
Waste, and usually the Aiel have to fight for what they need.
In gratitude for the King's generosity, the Aiel granted Cairhien
the exclusive right to travel the Silk Path from the Jangai Pass
through the Aiel Waste.  At the same time, they gave the king
the only known sapling of Avendoraldera, the Tree of Life.  The
nation prospered from trade with the lands beyond the Waste,
until Laman's Sin.

LAMAN'S SIN

It was a minor part of one of King Laman's plots that caused
him to cut down Avendoraldera to make a throne which could
never be duplicated.  This action started the Aiel War, which
changed Cairhien's history forever, and earned Laman the name
of "Treekiller" among the Aiel.  The black-veiled savages, as
they are often referred to in Cairhien, stormed over the
Dragonwall and began one of the bloodiest wars in history.
Cairhien was sacked and looted, the Aiel taking their 'fifth'
of everything.  Farmlands were razed, graineries destroyed.
The only thing the Aiel left untouched was the Great Library,
for they valued knowledge, and saw the destruction of books
as great a sin as Laman's killing of the Tree of Life.

AFTERMATH

After the Aiel War, Cairhien was greatly weakened, and the
nation's exclusive rights to the Silk Path were revoked.
With the razing of its farmlands, and the destruction of
its graineries and other resources, the nation was forced
to request aid in feeding its people from neighboring
countries such as Andor, with whom Cairhien has fought often.
The Aiel continue to remember Laman's Sin even to this day.
The once-majestic, sky-reaching towers of Cairhien are now
known as the Topless Towers, for they were burned and never
rebuilt during the Aiel War.  Only the Great Library remains,
the nations greatest treasure, though the city has since been
rebuilt.

THE CITY OF CAIRHIEN

The City of Cairhien is the nation's capital, and is today
laid out in a precise grid of perfectly straight lines and
sharp angles in a square surrounded by high gray walls.  The
River Alguenya borders one side of the city, allowing for
river trade.  People travel in closed sedan chairs or in
curtained carriages among pedestrians who make a pretense
of intently minding their own business.  All of the buildings
are similarly desgined in precise, square structures with
straight lines and sharp angles, and even the hills are
carved out into straight lines that look man-made.

Recently, Cairhien has become the home of a ground-breaking
school in what was once the manor of Lord Barthanes, where
inventors, philosophers, and those of scientific thought
may work and study and experiment to create new wonders.
Between the school and the Great Library, Cairhien has, in
fact, become a center for learning and forward thinking
since it fell to Rand al'Thor, the Dragon Reborn.

See Also:  Cairhienin, Aiel, Nations, Rulers, Update, Timeline





:: Beginning

.:. CAIRHIEN


                Help Information for Cairhien


Pronunciation: KEYE-ree-EHN


SIGIL:  A many-rayed golden rising sun; the Rising Sun
BANNER:  A many-rayed golden sun rising on a field of blue
CAPITAL CITY:  Cairhien
SYMBOLS:  The Sun Throne, the Sun Crown
RESOURCES:  Farming, Trade, the Great Library, Education


HISTORY

Cairhien, once known as Al'cair'rahienallen, or the Hill of
the Golden Dawn, was founded at the end of the War of the
Hundred Years.  It was a vast nation, stretching from the
River Erinin to Shienar, to the Spine of the World.  Now
the land covers less than half that area, south of what
is known as Kinslayer's Dagger.

In 566 NE, the king of Cairhien gave the Aiel what is known
as the Water Gift, for water is a precious commodity in the
Waste, and usually the Aiel have to fight for what they need.
In gratitude for the King's generosity, the Aiel granted Cairhien
the exclusive right to travel the Silk Path from the Jangai Pass
through the Aiel Waste.  At the same time, they gave the king
the only known sapling of Avendoraldera, the Tree of Life.  The
nation prospered from trade with the lands beyond the Waste,
until Laman's Sin.

LAMAN'S SIN

It was a minor part of one of King Laman's plots that caused
him to cut down Avendoraldera to make a throne which could
never be duplicated.  This action started the Aiel War, which
changed Cairhien's history forever, and earned Laman the name
of "Treekiller" among the Aiel.  The black-veiled savages, as
they are often referred to in Cairhien, stormed over the
Dragonwall and began one of the bloodiest wars in history.
Cairhien was sacked and looted, the Aiel taking their 'fifth'
of everything.  Farmlands were razed, graineries destroyed.
The only thing the Aiel left untouched was the Great Library,
for they valued knowledge, and saw the destruction of books
as great a sin as Laman's killing of the Tree of Life.

AFTERMATH

After the Aiel War, Cairhien was greatly weakened, and the
nation's exclusive rights to the Silk Path were revoked.
With the razing of its farmlands, and the destruction of
its graineries and other resources, the nation was forced
to request aid in feeding its people from neighboring
countries such as Andor, with whom Cairhien has fought often.
The Aiel continue to remember Laman's Sin even to this day.
The once-majestic, sky-reaching towers of Cairhien are now
known as the Topless Towers, for they were burned and never
rebuilt during the Aiel War.  Only the Great Library remains,
the nations greatest treasure, though the city has since been
rebuilt.

THE CITY OF CAIRHIEN

The City of Cairhien is the nation's capital, and is today
laid out in a precise grid of perfectly straight lines and
sharp angles in a square surrounded by high gray walls.  The
River Alguenya borders one side of the city, allowing for
river trade.  People travel in closed sedan chairs or in
curtained carriages among pedestrians who make a pretense
of intently minding their own business.  All of the buildings
are similarly desgined in precise, square structures with
straight lines and sharp angles, and even the hills are
carved out into straight lines that look man-made.

Recently, Cairhien has become the home of a ground-breaking
school in what was once the manor of Lord Barthanes, where
inventors, philosophers, and those of scientific thought
may work and study and experiment to create new wonders.
Between the school and the Great Library, Cairhien has, in
fact, become a center for learning and forward thinking
since it fell to Rand al'Thor, the Dragon Reborn.

See Also:  Cairhienin, Aiel, Nations, Rulers, Update, Timeline





:: Beginning

.:. CAIRHIENIN


            The People and Dress Code of Cairhien


Cairhien is pronounced:  
KEYE-ree-EHN
Daes Dae'mar is pronounced:  
Dah-ess day-MAR


People from Cairhien are called 'Cairhienin'. (
KEYE-ree-EHN-in)


Daes Dae'mar

Also known as the Great Game, or the Game of Houses.  This
is not truly a game, though Cairhienin children learn to
play it, whether of common birth or noble, with their dolls
and soldiers.  It is a complex system of political intrigue
and maneuverings, using the art of misdirection and hidden
meanings to gain power and status.  For a Cairhienin, even
the commonfolk, nothing is as it seems.  Everything has a
deeper meaning, a hidden motive.  Even those who claim not
to play the Great Game are not above suspicion, and at times,
they are even more suspect.  Daes Dae'mar can often turn
deadly, with the use of poisons, and assassinations in
order to open otherwise occupied positions of power for
those who consider themselves more cunning and capable. The
Great Game is a way of life for the people of Cairhien, and
the presence of the Dragon Reborn does little to sway them
from this historically destructive force, which is a large
part of Cairhien's volatile nature and internal strife.

Dress Code

The people of Cairhien are generally a stoic people, with
a strict desire to control everything, and have everything
in order precisely as it should be.

Cairhienin are short and pale-skinned, with dark hair and
usually dark eyes.  The ladies wear their hair tightly
coiffed into elaborate towers of curls, each designed to
suit the unique tastes of the wearer.  Men wear their hair
long, either loose or tied back.

NOBLE ATTIRE

Cairhienin noblewomen usually wear dark dresses and gowns,
in shades of black or dark blue or green.  The dark clothing
is relieved only by narrow horizontal slashes of color down
the front, and ivory lace at throat and wrists. Noblemen
usually wear coats in similarly dark colors, with slashes
down the front as well.  The slashes indicate rank in
Cairhienin society.  The more slashes, the higher the noble
is ranked.  For instance, a noble with only a few slashes
across the chest would be of low rank, while a noble with
slashes nearly all the way down would likely be a High Seat
of his or her House.  The King or Queen would have slashes
from neckline to hem.  The colors of the slashes vary, and
indicate to which House the noble belongs.

Formalwear among the nobility is much the same, except more
elaborate.  Ladies formal gowns are usually made of silk or
other finer materials, with skirts supported by hoops that
are so wide that they at times must turn sideways to pass
through a door.  Noblemen often wear bell-shaped or flat
caps of soft velvet.

SERVANTS

Servants play a large role in Cairhienin society, and they
too are bound by the restrictions of their Lord or Lady's
dress code.  Their livery usually only has color in a few
stripes on the cuffs of the sleeves, and their House badge
embroidered on the breast of their coat or dress.  Some
liveries have house colors covering the collar or sleeves,
but rarely the entire coat or dress.  Upper servants show
more color on their livery than lower servants.

MILITARY DRESS

Cairhienin military dress, like the upper classes, follows
the same strict guidelines, but with a few additions.  The
Officers wear slashes of rank across their coats much as
nobles do, but they shave the front of the head and dust
it with white powder, leaving their hair hanging long in
back.  High-ranking officers wear ornate, gilded cuirasses
and gauntlets as well as large white plumes attached to
their bell-shaped helmets.  They also wear small banners
called "con" to indicate which lord they serve, and allow
others to easy locate and identify them.  Lesser officers
and soldiers wear plainer armor.  Regular soldiers wear
their hair cut short in a basic bowl cut.

COMMONERS AND FOREGATERS

In contrast to the rest of Cairhienin society, those
of the lower classes tend to dress in bright, festive
colors almost in defiance of the ordered customs of
their betters.  Not bound to conform to such rigid
restrictions, their clothing is often ill-fitted and
shabby, but colorful, with bright skirts and shirts, with
coats and shawls that are equally bright.

THE FEAST OF LIGHTS

The only time Cairhienin break these rigid rules of
order and class is during the Feast of Lights, which
lasts for two days.  During this time, all social
barriers are discarded between nobles and commoners.
It is a time when the Cairhienin seem to make up for
their perfect etiquette and celebrate with wild and
careless abandon.

Any man can kiss any woman. Any woman can kiss any man.
It is common to see nobles and commoners together in
varying states of undress.  The streets are often filled
with dancing and music, with Illuminator displays at
night.  People run around half-naked.  No repercussions
are ever incurred for anything that might have occurred
during the holiday, and there is no acknowledgement that
anything did, in fact occur.  When the Feast of Lights
is over, everyone goes back to their normal lives, to
live behind their rigid masks of formality and propriety.

See Also:  Daes Dae'mar, Cairhien, Nations, Rulers


:: Beginning

.:. Call Frost


Call Frost

Call Frost sends a cascade of frost onto a single victim in your room,
dealing immediate cold injury to their present external body parts.

On rare occasions, the frost can freeze and shatter a liquid container
carried by the victim. This is not a general attack on every item they own.

Syntax:
> weave 'call frost' <power> <target>

Example:
> weave 'call frost' 2 Shai

Power may be 1-4. It is separate from your grasp and the weave's complexity.
You may also omit power:
weave 'call frost' Shai. See WEAVE for casting
requirements and
Combat Channeling for gathering a weave during a fight.

See also: WEAVE, Combat Channeling, Cure Wounds, Heal


:: Beginning

.:. CAMELYN



The city of Caemlyn is a major RP center on A Moment in
Tyme.  A large portion of the player population can often
be found in this Andoran city. Caemlyn consists of
an Outer City and an Inner city.  The Outer City is where
most of the shops and businesses of Caemlyn are located,
as well as many inns and the homes of commoners.

The Inner City is where the nobility live, and where
the nicer inns and more upscale shops can be found.  It
is also where the Royal Palace is located at the highest
point of the city, its golden domes and pale bright walls
gleaming over the rest of the city.  In front of the Royal
Palace is the Oval Plaza, which is a popular place to find
roleplay.


Essential RP locations in Caemlyn:

Paths indicated are from the Main Intersection of Caemlyn.
To get there, type "recall CM".

Walking from the Recall Room
Go west, south, then east twice to reach the Main Intersection.

Oval Plaza:
North
The Royal Palace:
2 x North
The Queen's Blessing Inn:
6 x East, 3 x South, East.
The Lion Banner Inn:
North, East, North.
The Embassy of Cairhien:
6 x West, South, West
Whitecloak Embassy:  
6 West, 3 South, West
Queen's Guard Barracks:
West, South, 6 x West, 6 x South, West
The White Stag:
2 x South, East, South
Shen an Cal'har Embassy:
6 x South, 5 x West, North
The Saucy Wench:  
6 x South, 5 x West, South
The Crown of Roses Inn:  
West, South


(A map of Caemlyn will eventually be added to this file.)


See Also:  Andor, Andorans, Andoran Law





:: Beginning

.:. CANLEARN


CANLEARN

  if canlearn $n 'skill name'

True if $n meets the requirements for learning that skill or weave: the
skills and talents it requires, being an active channeler for weaves, and
enough strength in the flows. Whether $n already knows it does not matter,
and the check changes nothing.

Use it before an NPC starts teaching, so it only teaches players who could
learn the skill:

  if not canlearn $n 'grasp'
    emote shakes her head. "You are not ready for this yet, child."
  endif

Put the skill name in quotes and use its full name. For an NPC, or an
unknown skill, it is false. It does not check guild, rank, sex or anything
else your teacher requires; check those yourself.

See also: MOB FUNCTIONS, SEMANTIC


:: Beginning

.:. CAPTURE





Subdue is a toggle for fights you mean to end without a death. When it is
on, a blow that would kill your opponent knocks them out and captures them
instead, whether they are a player or an NPC. A player who tries to flee
at their wimpy level may be caught the same way.

A captive follows their captor. They cannot walk away, change who they
follow, attack, sit, rest or quit, and though gentler weaves remain theirs
to try, they cannot start a violent weave. Being captured also takes a
channeler out of any circle they were part of.

A captive goes free when their captor releases them with unsubdue or
strays from their side, or when either of them is attacked. Otherwise the
capture wears off after a while, sooner if they were taken unhurt. A
wounded captive also goes free on recovering fully, but keeps following
their captor until they choose to stop.

Syntax:
> subdue
Switches subdue on or off, and tells you which.

> turn surrender
Offers to stop fighting. An opponent can take you up on it with
turn acceptsurrender <name>, which ends the fight and captures
you. Offering surrender sets aside any weave you were still gathering, and
an enemy who attacks you anyway simply ignores the offer.

> unsubdue <name>
Releases someone you have captured.

Example:
> subdue
You will now subdue in fights.

Duren wants Loth alive, so he turns subdue on before their duel. His last
blow captures Loth instead of killing him, and Loth follows him until
Duren releases him.

See also: Combat, Death, Wimpy, Flee, Leash











:: Beginning

.:. CART










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

.:. CHAIN LIGHTNING


Chain Lightning

Chain Lightning strikes your named eligible target first, then jumps to
other eligible occupants of the same room, striking each at most once.
Each delivered hit weakens the next; skipping someone does not use a hop.
The chain can continue after the first victim dies. It never jumps into
another room.

Properly grouped allies are normally avoided, but a misfire can still hit
them. A successful cut stops the chain, not just the hit on that defender.
Choose the first target with the rest of the room in mind: this is not a
single-victim weave.

Syntax:
> weave 'chain lightning' <power> <target>

Example:
> weave 'chain lightning' 2 Shai

Power may be 1-4. It is separate from your grasp and the weave's complexity.
You may also omit power:
weave 'chain lightning' Shai. See WEAVE for
casting requirements and
Combat Channeling for gathering during a fight.

See also: WEAVE, Combat Channeling


:: Beginning

.:. chanmastery


The Channeling Mastery system is no longer in use.

Please see Policy OCS for more information on channeling strength.

See also: Emote Channeling








:: Beginning

.:. CHANNELER STRENGTHS



When you create your character, you can choose which flows you are
naturally stronger or skilled in.  This is your 'flowstrength' and
your '
flowskill'.  You can see what you have chosen by typing
'
talents'.


Strong/Moderate/Weak = referring to flow strength
Gifted/Average/Inept = referring to skill with said flow

If one selected
strong in fire then their base flow of fire would
be considerably strong.  If coupled with
gifted that person would
be quite
adept at weaving strong fire weaves.

When you type '
talents' you will see your chosen flow strengths and
skills.  For example, if you chose 'Strong Air' 'Strong Spirit', and 'Gifted
Air' 'Gifted Spirit', this is what you would see when you type '
talents':

* finesse air
* finesse spirit
* strength air
* strength spirit

These are your -base- settings for your flowstrengths and flowskills and
represent your natural abilities.  For example, a Novice at the White Tower
with these settings would be naturally strong and gifted in Air and Spirit.
This would eventually be discovered in time through roleplay, which should
reflect these talents.

Policy OCS gives more information on overall channeler strength.

See Also:  Talents, Flowstrengths








:: Beginning

.:. CHANNELING


       A Brief Summary of Tyme's Magic System


In the Wheel of Time setting, 'magic' is not referred to
as 'magic'.  It is called 'channeling'.


Summary

The One Power comes from the True Source.  It is a thing
feared by many, and it can be channeled by only those who
have the ability to learn, or who have the spark inborn.

The One Power comes from the True Source, and is said to be
the force that turns the Wheel of Time.  It is divided into
five Powers or Flows:  Air, Earth, Fire, Water, and Spirit.

The True Source is divided into two halves.  Saidar, which is
the female half of the True Source, and Saidin which is
channeled by men. Until recently, the male half of the True
Source was tainted by the Dark One however, and men who
channel Saidin were destined to go mad, and eventually die.
They are held responsible for the Breaking of the World, and
for many generations, they have been feared, hunted, and
sometimes loathed.

Female channelers, on the other hand, face no such risk,
though they do have other reasons to be cautious. Aes Sedai
are female channelers, bound by certain Oaths, who are
trained to wield the One Power.  They are feared, and often
respected, but also blamed for the Breaking of the World,
simply because they too wield the One Power.  Some women are
born with the spark, the ability to channel, and will do so
whether they wish it or not.  Those who are found by the Aes
Sedai in time are trained until they can channel safely, and
then either allowed to leave, or remain and possibly one day
become Aes Sedai.  Those who are not found by Aes Sedai
usually end up dying or burning themselves out.  Those few
with the spark who survive, however, are known as Wilders.  
They have learned some sort of rough control over the One
Power on their own, but usually have a block that prevents
them from channeling whenever they wish.

Men are said to be stronger in Fire and Earth, while women
are said to be stronger in Air and Water.  They are equally
strong in Spirit.

See Also:  Flowstrength, Saidin, Saidar, Wilder, Block

Channeling in play

Grasp takes hold of the Source, Weave shapes a weave you know, and
Release lets the Source go. Spells explains the existing learning
guidance; Inform describes individual weaves and their requirements.

An explicit weave level from 1 to 4 selects an authored Endurance
spend tier, not the weave's complexity. Unlevelled weaving keeps its
grasp-derived spend. In combat, an accepted weave charges while you
hold its flows; see Combat Channeling for timing and defensive choices.

Drawing beyond your Endurance can exhaust you, burn you out or kill
you. The risk applies to the cast that pays below zero, not just a
later attempt. It is separate from a held weave backfiring.

Example:
> grasp
> weave 'fireball' 1 loth

See also: Grasp, Weave, Release, Spells, Inform,
Combat Channeling, Overchanneling, Fireball,
Cure Wounds, Heal, Fire Protection





:: Beginning

.:. Channeling Combat


Channeling in a fight takes time and holds your primary action. Choose
a weave and spend tier with the normal Weave command; you do not need
a separate turn weave command.

Example:
> weave 'fireball' 3 loth

Charging time

Level 1 resolves at the end of the current combat round.
Level 2 resolves at the end of the next combat round.
Level 3 resolves at the end of the round two rounds later.
Level 4 resolves at the end of the round three rounds later.

An unlevelled weave charges like level 2, but keeps its grasp-derived
spend. These are combat rounds, not a fixed number of seconds.

You need an available primary action to start: it must be your turn,
with no defense to answer first and no unfinished primary recovery.
The weave's usual skill, flow, prerequisite, target, position and room
restrictions still apply before it can be accepted as a charge.

While holding the flows

You cannot make weapon attacks or begin another charge while holding a
weave. You can still defend, including a counterattack that answers an
incoming blow. Holding the flows reduces your defensive Readiness, so
being able to defend does not mean your defenses are unchanged.

Your chosen spend and the weave's strength are fixed when you begin
gathering. Later gains or losses do not change them. Control checks
still use your mastery and required flow strengths at the time of the
check.

Costs and failures

The initial selected-weave skill trial can fail before you gather any
flows. That failed trial costs some Endurance immediately and uses your
primary action, but does not leave you holding a weave. It is different
from an accepted charge later collapsing.

An accepted charge pays its base cost once when it resolves, whether
it takes effect, fizzles or is cut. A fizzle means the flows collapse
and backfire: you lose additional Endurance and are stunned through
the next complete round of your own fight. A mid-round backfire also
stuns you for the rest of the current round. You lose actions while
stunned, but can still defend.

Insufficient mastery for the weave's complexity, or weakened required
flows, can make a held weave unstable. A caster with sufficient mastery
and all required flows will not fizzle or backfire from this control
check. That does not remove the initial skill trial.

Interruption and cancellation

A heavy individual hit to a body part, after armor, breaks your held
flows. Wounds that merely add up, bleeding and other periodic damage
do not count as that interrupting hit. The interrupted charge does not
pay its base cost, but unstable flows can still backfire and stun you.

Letting the Source go, leaving the room, quitting, dying, being shielded
or stilled, or the fight ending cancels a held charge without its base
cost. Losing a required target also cancels it: the weave does not pick
a replacement when that target dies, leaves or is destroyed.

Low Endurance alone does not refuse a weave. A cast that pays below zero
can cause exhaustion, burnout or death; this is separate from backfire.
Outside combat, weaving has no combat charging delay.

See also: Weave, Grasp, Release, Overchanneling,
Turn-based Combat, Turn Slice








:: Beginning

.:. CHANNELING EXHAUSTION





Overchanneling means drawing on the One Power beyond the Endurance
you have left. The weave command does not automatically refuse a cast
just because your Endurance is low or already negative. Being allowed
to attempt it does not make it safe.

When the risk applies

When you cast a weave, exhaustion, burnout and death risk use your
Endurance after that cast's base cost has been paid. This includes the
first cast that takes you below zero.
You do not get a safe first overdraw followed by danger only on the
next attempt.

In combat, an accepted charge pays when it resolves, not when you begin
gathering. Cancelling it before resolution avoids its base weave cost.
A lower spend tier may use less Endurance, but choosing level 1 is not
a promise of safety. Read the weave's own information and watch your
remaining Endurance.

Burnout cuts you off from the Source; drawing too much can also kill
you. These are overchanneling consequences, not the same failure as
a combat weave collapsing and backfiring.

Backfire and failed trials

A failed initial weave skill trial costs Endurance without beginning a
charge. A held weave can instead collapse at maturity, or backfire
when a heavy hit interrupts it. Backfire costs additional Endurance
and stuns you. Failed-trial and fizzle/backfire penalties do not by
themselves add another overchanneling burnout or death check.

Heal and releasing the Source

Heal pays its base spend before its final caster exhaustion. Its risk
check still uses the Endurance left after that payment. The final
exhaustion effect does not erase the debt or make an unsafe draw safe.

If you still hold the Source, negative Endurance alone does not block
another cast. Taking a fresh grasp is different: you cannot do that
while your Endurance is negative. Letting go while exhausted makes
you fall asleep, and does not undo a risk already taken.

Example:
> weave 'fireball' 1 loth
This chooses a spend tier; it is not a safe-overchanneling command.

See also: Weave, Grasp, Release, Combat Channeling,
Heal, Endurance


:: Beginning

.:. Channeling Mastery


The Channeling Mastery system is no longer in use.

Please see Policy OCS for more information on channeling strength.

See also: Emote Channeling








:: Beginning

.:. CHANNELING START


If you chose channeler during character creation, your character has
the channeler talent. Having the ability to channel is not the same
as knowing every weave or meeting its requirements.

Find a willing player teacher through roleplay. Suitable skills and
weaves can be taught with lesson; your teacher starts the lesson.
Guild and learning restrictions still apply. See 'help learn' for
lessons and 'help spells' for weave-learning guidance. Approved
roleplay training can also be set by the appropriate immortals, as
described in 'help grasp'.

You may also discover an unfamiliar weave by observing another
channeler of the same sex weaving in your room, if you can see all
its flows and meet its prerequisites. This is not guaranteed, and
channeling mastery cannot be learned this way. You do not need to
enter a watch command for this observation.

Getting started
Use grasp to take hold of the Source, weave to shape a weave you know,
and release to let the Source go. Type grasp in full; gr and gra mean
grab, the equipment command. Taking hold of the Source can fail.

Spells lists the weaves you know. Inform describes a named weave's
flows, prerequisites and learning restrictions. Check those before
trying to weave; choosing a higher weave level does not bypass them.
Use 'help weave' for casting syntax and 'help combat channeling' for
weaving during a fight. Read 'help overchanneling' before drawing
beyond your Endurance: exhaustion, burnout or death are possible.

Syntax:
> grasp
> spells
> inform '<weave name>'
> release

Example:
> grasp
> spells
> inform 'fireball'
> release
Inform can help you investigate fireball; this example does not give
you the weave or permission to learn it.

See also: Channeling, Grasp, Release, Spells,
Weave, Inform, Learn, Combat Channeling,
Overchanneling


:: Beginning

.:. CHANNELING TALENTS


Cloud Dancing - Manipulate the weather and winds.

Healing - Heal with the One Power as well as Harm.

Puny Channeler - Very Weak in the One Power.

Weak Channeler - Weaker than normal in the One Power.

Powerful Channeler - Stronger than normal in the One Power.

Mighty Channeler - Very strong in the One Power.

See Also:  Cloud Dancing, Healing, Puny Channeler, Weak
Channeler, Powerful Channeler and Mighty Channeler


:: Beginning

.:. CHANNELS


There are a myriad of channels, both public and private, that you can
use to talk with other players. Type channels alone to see how to
customize which channels you receive and which you want shut off, and
channels list to see the channels available to you.

Syntax:
> channels
> channels list
> channels <channel>
> channels who <channel>

Example:
> channels list
> channels ooc
> channels who common

channels ooc, channels shout, channels bard and channels qa
switch those channels off and on for you; qa covers both question and
answer.
channels tell does the same for tells, and while they are
off you cannot send any either. Guild members switch their guild's
channel with its tag, such as
channels vg. channels repeat
decides whether you see your own messages echoed back. To see who is
listening, use
channels who ooc for the OOC channel, or
channels who common for the usual channels at once.

OOC ways to talk: ooc is the global channel for Out Of Character
conversation. Tell is a private message to one player, wherever they
are. Question and answer are the public channels for having questions
answered, and newbienet is a good channel for newcomers to ask on;
players not yet in any guild, the Visitor Guides and the Immortals can
use it.

Osay is OOC talk heard only in your own room. Each multiguild has a
channel of its own, used with its tag, and vg is the Visitor Guides'
channel. Glt is the Guild Leader channel, qsay is for those currently
in a quest, gsay and gtell talk to your group rather than your guild,
and shout reaches the whole game but is only available if it has been
granted to you.

IC ways to talk: say is for speaking aloud in your room, and emote is
the most commonly used command for showing your character's actions
and words during RP. Pemote is much like emote, slightly altered but
still very useful. Whisper and ask speak quietly to one person in the
room.

To speak on a channel, type its name and then your words. Every channel has
its own label and color, so you can tell them apart at a glance. The two to
know first are ooc and newbie.

Syntax:
> ooc <text>
> newbie <text>
> tell <name> <text>
> mail <name>

Example:
> newbie Hello! Where can I get a lantern?
Asks the Visitor Guides and the Immortals, who will happily answer.

OOC talks to the whole community, newbie reaches the helpers, tell is private
and instant, and mail writes a mudmail letter that the person reads later
(
help mail).

These channels are OOC unless clearly marked otherwise. Please do not
ask for help with an IC situation using OOC means, or use OOC
information in an IC manner; if unsure, ask the Immortal staff. The
old noooc, noshout, nobard, noqa, nogdt and gdton commands no longer
switch anything themselves; they just point you back to channels.
There is no general gdt channel any more either: each multiguild has
its own.

See also: Say, Tell, Whisper, Ask, OOC, Shout, VG, Qsay, Group,
Emote, Pemote, IC, Multiguilds, Mail, Who























:: Beginning

.:. character





Welcome to a Moment in Tyme character creation.  This is where you will create
your character to play in our world.  In the menu's that follow, you will have the
opportunity to build a character that is as individual as yourself.  You may set
your characters height, age, weight, strength, and agility.  You will be able to
customize your characters strengths and weaknesses by adding talents or flaws.

Unlike most other MUD creation systems, our system does not follow a rigid menu
based format.  You may change any part of your character at any time.  You may also
converse with visitor guides and staff members for help.  To see what commands are
available to modify your character, type 'commands'.  To get help, try the
'help' command.  For example, to get help on the 'mighty channeler' talent:
Type:

help mighty channeler

If you can't find what you're looking for in the help files,
try one of the following channels to ask for help.  If you don't get a response on
one channel try the other channel on the list:

newbie <text>
Example:  newbie What does the talent 'Mighty Channeler' do?

question <text>
Example:  question What does the 'weight' stat affect?

We look forward to having you join our world and hope you enjoy your stay!


Note: selecting male or female applies that sex's default body template. This can change your Strength, Agility, Weight, and remaining training sessions. You can adjust these later; increasing stats spends training sessions and lowering may refund sessions.





:: Beginning

.:. Charismatic Leader




**This talent allows one to purchase retainers at a lower cost than usual.

*see also: Nonchanneling Talents


:: Beginning

.:. CHAT






This is a channel dedicated to the assistance of newbies, and to allowing
them to have a channel they can communicate on freely.

It is available to everyone until the point of being taken into a Guild,
and to any Imms or Visitor Guides who wish to be on it.

Newbienet is a strictly Out of Character channel.

Usage: newbienet <text>
Example: newbienet Hey all! Where is the guild requirement board?

Also see: OOC, GDT, channels.



:: Beginning

.:. CHESS



There is a chess game for you to play with another player, if
you like, and can find a partner.

The
syntax is as follows:

> chess ask <opponent>     : Asks another player to play chess with you.
> chess accept <opponent>  : Accepts an invitation from another player.
> chess watch <player>     : Shows the current board of someone playing a chess game.
> chess show               : Shows the current chess board you are playing on.
> chess resign             : You give up a game of chess you're playing.
> chess pass               : Makes you pass your turn to your opponent.
> chess move <pos1> <pos2> : You move a piece from position 1 to position 2.
> chess longcastle         : Does a Queen's castling, if it's allowed.
> chess shortcastle        : Does a King's castling if it's allowed.
> chess                    : This gives a syntax help, listing all commands.

Essentially, the expected sequence is this:
-Player A types: chess ask B
-Player B responds: chess accept A
-Then a lot of moves..
-One player (presumably the loser) types: <chess resign>

-Note that the game still goes on even if the king on either
side is gone, so for the game to really end, someone must type
<chess resign> to end the game.

Chess technicalities: The "en passant" move is not implemented and
promotion is always to the Queen.


:: Beginning

.:. CHILDREN



Children of the Light (or known disparagingly as Whitecloaks)
---------------------------------------------------------------------------
   A society holding strict ascetic beliefs, dedicated to the defeat of
the Dark One and the destruction of all Darkfriends.  Founded during the
War of the Hundred Years by Lothair Manthelar to proselytize against the
increasing number of Darkfriends, they evolved during the war into a
completely military organization, extremely rigid in their beliefs, and
completely certain that they know the truth and the right.

Please see Template Show 10 for information on joining the Children
of the Light.








:: Beginning

.:. CIRCLE





Linking lets channelers join into a circle, pooling their strength behind
a single leader. Only the leader weaves, but the circle lets her reach
weaves no member could manage alone, and she draws on the circle's combined
endurance while the cost of her weaves is shared out among the members. A
circle is stronger than any one channeler, though each additional member
adds less than the one before.

Syntax:
> link accept
Toggles whether or not you will accept linking.

> link <target>
Brings the target into the circle you lead, or starts one with her.

> link pass <member>
Hands leadership of the circle to another member.

> link dissolve
The leader releases everyone from the circle.

A woman must start every circle; a man can only take one over once a woman
hands it to him. Both of you must be grasping the One Power, and the one
invited must be willing to link. Women alone link at most thirteen; larger
circles need men, and a circle never holds more than seventy-two
channelers. A man must lead a circle of seventy-two, a circle of one man
and one woman, or a circle of fewer than thirteen with more than one man --
until leadership passes to a man, no one can weave from it.

Members cannot weave, release the Source or walk out of the circle while
it stands, and only the leader can dissolve it. A member leaves only by
dying, quitting, losing her connection, losing her grasp on the Source,
being captured or being separated from the circle.

Example:
> link mira
Mira is now linked to you.

See also: Weaves, Grasp, Subdue, Leash, Autocut, Score


:: Beginning

.:. CIRCLEMUD


    C  I  R  C  L  E  M  U  D     3  .  0

Circle-MUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at
Johns Hopkins University's Department of Computer Science.  All code unique
to Circle-MUD is protected under a copyright by the Trustees of the Johns
Hopkins University.

Many, many people contributed to Circle-MUD in one way or another throughout
the course of its development.  Although it's impossible for me to remember
them all, I'd like to extend special thanks to certain people:

  -- Jeff Fink, for submitting a veritable mountain of excellent code.
  -- Chris Epler and Chris Herringshaw for extensive beta-testing and bug
     reporting.
  -- Furry (Alex Fletcher), for single-handedly managing Circle's world files.
  -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
     code and area submissions.
  -- Jean-Jack Riethoven, for porting the code to the Amiga.
  -- Bill Bogstad and Tim Stearns, for allowing Circle to exist.
  -- The DikuMUD folk, and the good old WhatMUD implementors Dave & Justin,
     for starting the ball rolling.
  -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being
     there in the very early days of Circle's development.
  -- And, of course, Sharon, Ben, Erica, Aly, and Josh, for keeping me sane.

...plus everyone else in the Circle community who has submitted material!
Thanks everyone!



:: Beginning

.:. CLASS


A Moment in Tyme, unlike other MUDS you may be familiar
with, does not have a coded class system.  This MUD is
unique, in that you are not limited merely to one form
of class such as a fighter, or a mage.

When you first log into the game and create your character,
you can choose certain
talents which ultimately define
what type of character you end up playing.  There aren't
any limits on the talents you can choose from when you
create your character, other than a leveling modifier
which basically increases the amount of experience you
need to level, based on how many talents you choose.  The
rarer or more advantageous the talents, the higher the
leveling modifier.  You can also choose weaknesses that
lower your leveling modifier, but these weaknesses must
be roleplayed out.

In the end, your 'class' is not determined by code, but
by your background, and which Guild (or Guilds) you end
up choosing.  All guilds require that you compose some
sort of background, which includes an explanation of
your talents and skills and why your character belongs.
More information can be found under the specific guild
help files, on the template board, or simply ask on the
newbie channel and someone will be able to point you in
the right direction.

See Also: Multiguild, Template, Talents, Channeling





:: Beginning

.:. CLASSES


A Moment in Tyme, unlike other MUDS you may be familiar
with, does not have a coded class system.  This MUD is
unique, in that you are not limited merely to one form
of class such as a fighter, or a mage.

When you first log into the game and create your character,
you can choose certain
talents which ultimately define
what type of character you end up playing.  There aren't
any limits on the talents you can choose from when you
create your character, other than a leveling modifier
which basically increases the amount of experience you
need to level, based on how many talents you choose.  The
rarer or more advantageous the talents, the higher the
leveling modifier.  You can also choose weaknesses that
lower your leveling modifier, but these weaknesses must
be roleplayed out.

In the end, your 'class' is not determined by code, but
by your background, and which Guild (or Guilds) you end
up choosing.  All guilds require that you compose some
sort of background, which includes an explanation of
your talents and skills and why your character belongs.
More information can be found under the specific guild
help files, on the template board, or simply ask on the
newbie channel and someone will be able to point you in
the right direction.

See Also: Multiguild, Template, Talents, Channeling





:: Beginning

.:. CLEAR



Entering this as a command will clear the screen of most terminals.

Syntax:
> clear
> cls





:: Beginning

.:. CLIMB


Climb scrambles up something made for climbing, be it a rope, a
ladder or a tangle of roots, and brings you out wherever it leads.

Syntax:
> climb <object>

Example:
> climb rope
> climb ladder

The thing must lie in the room with you and be built to be climbed;
you cannot climb what you are carrying. Where you end up depends on
where it leads, so look around when you arrive.

See also: Enter, Look


:: Beginning

.:. CLOSE










Use these commands to open, close, lock and unlock doors.

> <open | close | lock | unlock> <door> <direction>

> open door east
> lock door north
> unlock door up
> close gate west

See also: Lockpicking, Enter

These commands also work on containers such as chests and bags, both
carried and lying in the room.

> open chest

To lock or unlock a door or a container, you need the proper key.





:: Beginning

.:. CLOSEUP





The a'dam is the Seanchan answer to a woman who can channel: a leash that
makes her a damane, bound to the sul'dam who holds it. Only a Seanchan can
leash, the target must be a woman who can channel, and she must be subdued
before the leash will close.

Syntax:
> closeup <target>
Moves you close to your target. You must hold the closeup on her for a
little while before leashing, and if she gets away from you, you must
start over.

> leash <target>
Fastens the a'dam on a subdued channeling woman under your closeup.

A leashed damane follows her sul'dam and cannot weave or walk away on her
own. Through the leash, her sul'dam draws a measure of her strength. A
captured channeler cannot simply be linked into a circle, so the leash is
how a Seanchan puts her gift to use.

Example:
> closeup mira
You move closer to Mira. What are you thinking of?

> leash mira
Mira is now linked to you.

See also: Subdue, Link, Damane, Seanchan


:: Beginning

.:. CLOUD DANCER






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

.:. CLOUD DANCING TALENT






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

.:. CLRCMDS



This command clears all commands still waiting to be executed.
Some skills or weaves are delayed, and this command is useful
for clearing the delayed actions.

> clrcmds


:: Beginning

.:. CLS



Entering this as a command will clear the screen of most terminals.

Syntax:
> clear
> cls





:: Beginning

.:. CM


The Channeling Mastery system is no longer in use.

Please see Policy OCS for more information on channeling strength.

See also: Emote Channeling








:: Beginning

.:. CM grading


The Channeling Mastery system is no longer in use.

Please see Policy OCS for more information on channeling strength.

See also: Emote Channeling







:: Beginning

.:. CMgrading


The Channeling Mastery system is no longer in use.

Please see Policy OCS for more information on channeling strength.

See also: Emote Channeling







:: Beginning

.:. COACH


The Daes make their living on the road, and a Daes who has learned
the way can travel between the great cities without walking every
mile. Coach sets out riding; escort travels the same roads as an
escort. Only the Daes can start either trip, and each needs its own
skill.

Syntax:
> coach <city>
> coach stop
> escort <city>
> escort stop

Example:
> coach caemlyn
> escort stop

The coachman knows the way to the Tower, Jornhill, Kore, Madding,
4kings, Whitebridge, Garso, Baerlon, Caemlyn, Aringill, Cairhien,
Illian, Alindaer and the Ferry. Some destinations may be unavailable;
if there is no route from where you stand, the trip will not begin.
Once under way, you travel toward your city, but a blocked route or
a passage you cannot enter can end the trip before you arrive.
Use coach stop to end a coach journey, or escort stop to end an escort
journey where you are.

See also: March, Traveling, Guilds





:: Beginning

.:. CODE


For questions about code projects, try the project board. It is an
out-of-character discussion board, open to players as well as staff,
which you can read from anywhere on the MUD. You can ask about a
project or add information to an existing discussion.

Syntax:
> project list
Prints every thread on the board. A star marks a thread whose first
post you have not read; the bracketed count shows its unread replies.

> project show [<topic> [<comment>]]
With no number, lists the threads you have not finished reading.
With a number, reads that thread, or one comment inside it.

> project new <title>
Starts a thread. You are asked to write the body, ending it with
two at-signs alone on a line.

> project comment <topic> <title>
Adds your reply to a thread.

Example:
> project list
> project show 4
> project comment 4 The new docks

You need to be authorised to post, and a muted character cannot
write on any board. Typing
project on its own prints the
board's whole usage list.

Reporting instead of asking:
> bug <title>
> idea <text>
> typo <text>

bug takes a short title and then asks you to describe the
problem, including how to bring it back.
idea and typo each
take one line and answer
Okay.  Thanks! when they take it. Staff
see all three.

Describe what went wrong and how staff can reproduce it. The project
board is a place to ask about planned work, not a guarantee that
every code change or task is posted there.

Which build is this?:
> version

Version prints the build of the game you are connected to. Quote it
in a report so staff can tell whether the build you are on already
has the fix for your problem.

There is no changelog:
There is no in-game command that prints the code changelog.
updates concerns the world's in-character news and rumours, not
software changes.

Staff-only places:
> cdtalk <text>
> ctasks
> bdtasks

Coder discussion and the coder and builder task boards are for staff.
cdtalk is the Coder channel and only members of that multiguild
may use it, and
ctasks and bdtasks answer
Only coders may use this. and Only builders may use this. to
everyone else. Task boards hold assignments, not discussion:
help task boards explains them. You can also ask a question on
the question-and-answer channel; see
help question.

See also: Proj Show, Boards, Bug, Version, Question





:: Beginning

.:. CODERS


For questions about code projects, try the project board. It is an
out-of-character discussion board, open to players as well as staff,
which you can read from anywhere on the MUD. You can ask about a
project or add information to an existing discussion.

Syntax:
> project list
Prints every thread on the board. A star marks a thread whose first
post you have not read; the bracketed count shows its unread replies.

> project show [<topic> [<comment>]]
With no number, lists the threads you have not finished reading.
With a number, reads that thread, or one comment inside it.

> project new <title>
Starts a thread. You are asked to write the body, ending it with
two at-signs alone on a line.

> project comment <topic> <title>
Adds your reply to a thread.

Example:
> project list
> project show 4
> project comment 4 The new docks

You need to be authorised to post, and a muted character cannot
write on any board. Typing
project on its own prints the
board's whole usage list.

Reporting instead of asking:
> bug <title>
> idea <text>
> typo <text>

bug takes a short title and then asks you to describe the
problem, including how to bring it back.
idea and typo each
take one line and answer
Okay.  Thanks! when they take it. Staff
see all three.

Describe what went wrong and how staff can reproduce it. The project
board is a place to ask about planned work, not a guarantee that
every code change or task is posted there.

Which build is this?:
> version

Version prints the build of the game you are connected to. Quote it
in a report so staff can tell whether the build you are on already
has the fix for your problem.

There is no changelog:
There is no in-game command that prints the code changelog.
updates concerns the world's in-character news and rumours, not
software changes.

Staff-only places:
> cdtalk <text>
> ctasks
> bdtasks

Coder discussion and the coder and builder task boards are for staff.
cdtalk is the Coder channel and only members of that multiguild
may use it, and
ctasks and bdtasks answer
Only coders may use this. and Only builders may use this. to
everyone else. Task boards hold assignments, not discussion:
help task boards explains them. You can also ask a question on
the question-and-answer channel; see
help question.

See also: Proj Show, Boards, Bug, Version, Question





:: Beginning

.:. COLOCODES






These are the color codes used on the MUD to add colors
to things like posts, titles, doings, descriptions, etc.

1=Red            !=Crimson          r=Red Background
2=Green          @=Lime             g=Green Background
3=Yellow         #=Gold             y=Yellow Background
4=Blue           *=Navy             b=Blue Background
5=Purple         %=Pink             m=Purple Background
6=Cyan           ^=Aqua             c=Cyan Background
7=Grey           &=White            w=Grey Background
8=Black

To use color, simply put a backtick (backwards apostrophe) before the color
code you want to use. Like this: title `
1the `%destroyer `3of `rall
would make your title appear like this: Loth
the destroyer of all

Make sure you END all of your colorized commands with the `
7 or `0 value.
This is the neutral color that prevents color bleed.

XTERM 256 ANSI COLOR PALETTE

See the help file 256COLORS for 256 color palette codes.





:: Beginning

.:. COLOR CODES






These are the color codes used on the MUD to add colors
to things like posts, titles, doings, descriptions, etc.

1=Red            !=Crimson          r=Red Background
2=Green          @=Lime             g=Green Background
3=Yellow         #=Gold             y=Yellow Background
4=Blue           *=Navy             b=Blue Background
5=Purple         %=Pink             m=Purple Background
6=Cyan           ^=Aqua             c=Cyan Background
7=Grey           &=White            w=Grey Background
8=Black

To use color, simply put a backtick (backwards apostrophe) before the color
code you want to use. Like this: title `
1the `%destroyer `3of `rall
would make your title appear like this: Loth
the destroyer of all

Make sure you END all of your colorized commands with the `
7 or `0 value.
This is the neutral color that prevents color bleed.

XTERM 256 ANSI COLOR PALETTE

See the help file 256COLORS for 256 color palette codes.





:: Beginning

.:. COLOR SHOW


COLOR SHOW is an addition to the COLOR command that allows a user to view all embedded color codes on their screen.

After typing COLOR SHOW the user's screen will look something like this:

color show
`Your color has been set to 'show'.  You will now see the actual color codes in text.
`

`
``(OoC)`->` Sadren says, '`Hi! This is how things look when you type color show!`'
`


All color codes will be shown until you type COLOR SHOW again.


:: Beginning

.:. COLORCODES






These are the color codes used on the MUD to add colors
to things like posts, titles, doings, descriptions, etc.

1=Red            !=Crimson          r=Red Background
2=Green          @=Lime             g=Green Background
3=Yellow         #=Gold             y=Yellow Background
4=Blue           *=Navy             b=Blue Background
5=Purple         %=Pink             m=Purple Background
6=Cyan           ^=Aqua             c=Cyan Background
7=Grey           &=White            w=Grey Background
8=Black

To use color, simply put a backtick (backwards apostrophe) before the color
code you want to use. Like this: title `
1the `%destroyer `3of `rall
would make your title appear like this: Loth
the destroyer of all

Make sure you END all of your colorized commands with the `
7 or `0 value.
This is the neutral color that prevents color bleed.

XTERM 256 ANSI COLOR PALETTE

See the help file 256COLORS for 256 color palette codes.





:: Beginning

.:. COLORTALK





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

.:. combat


Combat is turn based. Fighters take turns, and on your turn you choose one
action. When someone attacks you, you get a chance to defend. If you take too
long, the game picks an action for you. You can fight NPCs as well as
other players, and they will fight back. Fighting another player is covered
by policy PK.

Syntax:
> slash <target> [aim]
> thrust <target> [aim]
> unarmed <target> [aim]
Attack. The command names the kind of blow, and the game picks one of your
known forms of that kind. The optional aim is head, body (or torso, chest), a
side and limb such as right_arm, left_hand, left_leg or right_foot, or the
name of a bodypart, which you can shorten. Use an underscore in place of a
space.

> parry [attacker]
> dodge [attacker]
Defend against the person attacking you. When you are defending, you can
leave the name off. You have to deal with that attack before you can turn on
anyone else.

> pass
Skip your turn.
wait and flourish currently do the same thing.

> flee
Try to get away from the fight. See
help flee.

> turn get <object>
Plain get is blocked while you fight. This spends your turn picking up one
loose object from the room.

Settings:
> autocombat
Lets the game choose your attacks and defenses for you.

To avoid just one form while keeping automatic choices, use
disable;
see
help disable.

> aggressiveness <mode>
Sets how boldly you fight, from defensive to reckless.

> fthru <practice/normal/extreme>
Sets how hard you swing.

> wimpy <hit points>
Makes you try to flee when your hit points drop below that number.

> subdue
Toggles whether a deadly blow against another player knocks them out
instead of killing them.

> combat speed <number>
Sets how many seconds you get to act on your turn. Very short times are
refused.

Example:
> slash Sabin right_hand
Aiming at an area like right_hand makes the game pick a part within it, such
as the hand or a finger. The attack line names the part it picked.

If the game tells you your motions feel predictable, you have been repeating
the same kind of blow. Mix it up. You can add your own description to an
attack with a colon, see
help combat descriptions.

See also: Autocombat, Aggressiveness, Followthru, Wimpy, Subdue, AutoRewield








































































































:: Beginning

.:. Combat Channeling


Channeling in a fight takes time and holds your primary action. Choose
a weave and spend tier with the normal Weave command; you do not need
a separate turn weave command.

Example:
> weave 'fireball' 3 loth

Charging time

Level 1 resolves at the end of the current combat round.
Level 2 resolves at the end of the next combat round.
Level 3 resolves at the end of the round two rounds later.
Level 4 resolves at the end of the round three rounds later.

An unlevelled weave charges like level 2, but keeps its grasp-derived
spend. These are combat rounds, not a fixed number of seconds.

You need an available primary action to start: it must be your turn,
with no defense to answer first and no unfinished primary recovery.
The weave's usual skill, flow, prerequisite, target, position and room
restrictions still apply before it can be accepted as a charge.

While holding the flows

You cannot make weapon attacks or begin another charge while holding a
weave. You can still defend, including a counterattack that answers an
incoming blow. Holding the flows reduces your defensive Readiness, so
being able to defend does not mean your defenses are unchanged.

Your chosen spend and the weave's strength are fixed when you begin
gathering. Later gains or losses do not change them. Control checks
still use your mastery and required flow strengths at the time of the
check.

Costs and failures

The initial selected-weave skill trial can fail before you gather any
flows. That failed trial costs some Endurance immediately and uses your
primary action, but does not leave you holding a weave. It is different
from an accepted charge later collapsing.

An accepted charge pays its base cost once when it resolves, whether
it takes effect, fizzles or is cut. A fizzle means the flows collapse
and backfire: you lose additional Endurance and are stunned through
the next complete round of your own fight. A mid-round backfire also
stuns you for the rest of the current round. You lose actions while
stunned, but can still defend.

Insufficient mastery for the weave's complexity, or weakened required
flows, can make a held weave unstable. A caster with sufficient mastery
and all required flows will not fizzle or backfire from this control
check. That does not remove the initial skill trial.

Interruption and cancellation

A heavy individual hit to a body part, after armor, breaks your held
flows. Wounds that merely add up, bleeding and other periodic damage
do not count as that interrupting hit. The interrupted charge does not
pay its base cost, but unstable flows can still backfire and stun you.

Letting the Source go, leaving the room, quitting, dying, being shielded
or stilled, or the fight ending cancels a held charge without its base
cost. Losing a required target also cancels it: the weave does not pick
a replacement when that target dies, leaves or is destroyed.

Low Endurance alone does not refuse a weave. A cast that pays below zero
can cause exhaustion, burnout or death; this is separate from backfire.
Outside combat, weaving has no combat charging delay.

See also: Weave, Grasp, Release, Overchanneling,
Turn-based Combat, Turn Slice








:: Beginning

.:. Combat Channeling System


Channeling in a fight takes time and holds your primary action. Choose
a weave and spend tier with the normal Weave command; you do not need
a separate turn weave command.

Example:
> weave 'fireball' 3 loth

Charging time

Level 1 resolves at the end of the current combat round.
Level 2 resolves at the end of the next combat round.
Level 3 resolves at the end of the round two rounds later.
Level 4 resolves at the end of the round three rounds later.

An unlevelled weave charges like level 2, but keeps its grasp-derived
spend. These are combat rounds, not a fixed number of seconds.

You need an available primary action to start: it must be your turn,
with no defense to answer first and no unfinished primary recovery.
The weave's usual skill, flow, prerequisite, target, position and room
restrictions still apply before it can be accepted as a charge.

While holding the flows

You cannot make weapon attacks or begin another charge while holding a
weave. You can still defend, including a counterattack that answers an
incoming blow. Holding the flows reduces your defensive Readiness, so
being able to defend does not mean your defenses are unchanged.

Your chosen spend and the weave's strength are fixed when you begin
gathering. Later gains or losses do not change them. Control checks
still use your mastery and required flow strengths at the time of the
check.

Costs and failures

The initial selected-weave skill trial can fail before you gather any
flows. That failed trial costs some Endurance immediately and uses your
primary action, but does not leave you holding a weave. It is different
from an accepted charge later collapsing.

An accepted charge pays its base cost once when it resolves, whether
it takes effect, fizzles or is cut. A fizzle means the flows collapse
and backfire: you lose additional Endurance and are stunned through
the next complete round of your own fight. A mid-round backfire also
stuns you for the rest of the current round. You lose actions while
stunned, but can still defend.

Insufficient mastery for the weave's complexity, or weakened required
flows, can make a held weave unstable. A caster with sufficient mastery
and all required flows will not fizzle or backfire from this control
check. That does not remove the initial skill trial.

Interruption and cancellation

A heavy individual hit to a body part, after armor, breaks your held
flows. Wounds that merely add up, bleeding and other periodic damage
do not count as that interrupting hit. The interrupted charge does not
pay its base cost, but unstable flows can still backfire and stun you.

Letting the Source go, leaving the room, quitting, dying, being shielded
or stilled, or the fight ending cancels a held charge without its base
cost. Losing a required target also cancels it: the weave does not pick
a replacement when that target dies, leaves or is destroyed.

Low Endurance alone does not refuse a weave. A cast that pays below zero
can cause exhaustion, burnout or death; this is separate from backfire.
Outside combat, weaving has no combat charging delay.

See also: Weave, Grasp, Release, Overchanneling,
Turn-based Combat, Turn Slice








:: Beginning

.:. combat descriptions


combat descriptions

You can add custom narration to combat forms with a colon.

Examples:
  slash target arm : I step inside the guard and cut low at the wrist.
  thrust target chest : I test the opening with a quick forward lunge.

The text after the colon is your attempted action and style. It is narration
only. The coded combat result decides the actual hit, wound, subdue, or death.
Do not write prose that forces the outcome before the code resolves it.

Good descriptions show intent, pressure, movement, and character voice.
Generated combat text is not RP credit by itself, but valid custom prose can
count as RP activity when it meets normal RP rules.

See also: help combat xp.


:: Beginning

.:. combat endurance_cost_percent


COMBAT ENDURANCE_COST_PERCENT

Staff runtime control for scaling all combat form endurance costs.

Syntax:
  combat endurance_cost_percent [1..1000]

Examples:
  combat endurance_cost_percent
  combat endurance_cost_percent 75
  combat endurance_cost_percent 100

Use combat endurance_cost_percent 75 to make all forms cost 75 percent of
their current authored runtime cost. This globally scales costs while the game
runs. It does not rewrite form endurance_cost rows.

The compiled default is 10. A fresh configuration with no saved value uses
the default. An explicitly saved percent overrides it and survives restarts
and copyovers.

Use combat endurance_cost_percent 100 for an explicit one-to-one scale. 100
remains a valid setting, but it is not the default.

Use fset only when you intend to edit the stored endurance_cost values authored
on forms.

See also: help fset.


:: Beginning

.:. combat smoke


COMBAT SMOKE

Usage: combat smoke <subcommand>

Immortal/builder-port smoke test hooks now use nested syntax. Examples: combat smoke damage ..., combat smoke force_hit ..., combat smoke kill ..., combat smoke set_hp ..., and combat smoke uat_setup .... Type combat smoke with no subcommand for the smoke-specific help list. Bare combat help intentionally shows only combat smoke, not every smoke subcommand.


:: Beginning

.:. Combat Stance





Aggressiveness is how hard you press in a fight. Older help called this a
stance. A careful fighter defends better, tires less and gets fewer chances
to strike again. A reckless one strikes more often, defends worse and tires
faster.

Syntax:
> aggressiveness <defensive/normal/aggressive/reckless>
Sets your mode. You can shorten the mode name, and
aggression works as a
name for the command. With no mode, it explains what the setting does.

There are four modes: defensive, normal, aggressive and reckless. New
characters start at normal. Moving toward reckless gives you more chances to
strike again, makes your defense weaker and tires you faster. Moving toward
defensive does the opposite.

Example:
> aggressiveness aggressive
Aggressiveness set to aggressive.

An even fight against someone who is not hurting you much can drag on if you
stay defensive. Switch to aggressive if you want to push it along, or flee.

See also: Combat, Followthru, Wimpy, Flee











:: Beginning

.:. Combat Turn


Combat is turn based. Fighters take turns, and on your turn you choose one
action. When someone attacks you, you get a chance to defend. If you take too
long, the game picks an action for you. You can fight NPCs as well as
other players, and they will fight back. Fighting another player is covered
by policy PK.

Syntax:
> slash <target> [aim]
> thrust <target> [aim]
> unarmed <target> [aim]
Attack. The command names the kind of blow, and the game picks one of your
known forms of that kind. The optional aim is head, body (or torso, chest), a
side and limb such as right_arm, left_hand, left_leg or right_foot, or the
name of a bodypart, which you can shorten. Use an underscore in place of a
space.

> parry [attacker]
> dodge [attacker]
Defend against the person attacking you. When you are defending, you can
leave the name off. You have to deal with that attack before you can turn on
anyone else.

> pass
Skip your turn.
wait and flourish currently do the same thing.

> flee
Try to get away from the fight. See
help flee.

> turn get <object>
Plain get is blocked while you fight. This spends your turn picking up one
loose object from the room.

Settings:
> autocombat
Lets the game choose your attacks and defenses for you.

To avoid just one form while keeping automatic choices, use
disable;
see
help disable.

> aggressiveness <mode>
Sets how boldly you fight, from defensive to reckless.

> fthru <practice/normal/extreme>
Sets how hard you swing.

> wimpy <hit points>
Makes you try to flee when your hit points drop below that number.

> subdue
Toggles whether a deadly blow against another player knocks them out
instead of killing them.

> combat speed <number>
Sets how many seconds you get to act on your turn. Very short times are
refused.

Example:
> slash Sabin right_hand
Aiming at an area like right_hand makes the game pick a part within it, such
as the hand or a finger. The attack line names the part it picked.

If the game tells you your motions feel predictable, you have been repeating
the same kind of blow. Mix it up. You can add your own description to an
attack with a colon, see
help combat descriptions.

See also: Autocombat, Aggressiveness, Followthru, Wimpy, Subdue, AutoRewield








































































































:: Beginning

.:. Combat Turn Based


Combat is turn based. Fighters take turns, and on your turn you choose one
action. When someone attacks you, you get a chance to defend. If you take too
long, the game picks an action for you. You can fight NPCs as well as
other players, and they will fight back. Fighting another player is covered
by policy PK.

Syntax:
> slash <target> [aim]
> thrust <target> [aim]
> unarmed <target> [aim]
Attack. The command names the kind of blow, and the game picks one of your
known forms of that kind. The optional aim is head, body (or torso, chest), a
side and limb such as right_arm, left_hand, left_leg or right_foot, or the
name of a bodypart, which you can shorten. Use an underscore in place of a
space.

> parry [attacker]
> dodge [attacker]
Defend against the person attacking you. When you are defending, you can
leave the name off. You have to deal with that attack before you can turn on
anyone else.

> pass
Skip your turn.
wait and flourish currently do the same thing.

> flee
Try to get away from the fight. See
help flee.

> turn get <object>
Plain get is blocked while you fight. This spends your turn picking up one
loose object from the room.

Settings:
> autocombat
Lets the game choose your attacks and defenses for you.

To avoid just one form while keeping automatic choices, use
disable;
see
help disable.

> aggressiveness <mode>
Sets how boldly you fight, from defensive to reckless.

> fthru <practice/normal/extreme>
Sets how hard you swing.

> wimpy <hit points>
Makes you try to flee when your hit points drop below that number.

> subdue
Toggles whether a deadly blow against another player knocks them out
instead of killing them.

> combat speed <number>
Sets how many seconds you get to act on your turn. Very short times are
refused.

Example:
> slash Sabin right_hand
Aiming at an area like right_hand makes the game pick a part within it, such
as the hand or a finger. The attack line names the part it picked.

If the game tells you your motions feel predictable, you have been repeating
the same kind of blow. Mix it up. You can add your own description to an
attack with a colon, see
help combat descriptions.

See also: Autocombat, Aggressiveness, Followthru, Wimpy, Subdue, AutoRewield








































































































:: Beginning

.:. combat xp


combat xp

Combat experience is supplemental progress for active combat. RP remains fastest
and is still the preferred path for character growth. Combat XP does not replace
RP rewards, RP logs, RP contests, or RP economy systems.

Combat XP can come from two places when staff have enabled it:
  action experience during eligible fighting
  victory bonus experience when an eligible fight ends

Action experience depends on qualifying combat actions. For an eligible PvE
victory, the opponent's OFA (overall fighting ability) sets the fight XP
budget; level difference is applied once to that budget. The victory bonus
is part of that budget, not a fixed award or a promise of exact XP.

Eligible natural PvE fights stand on their own. Qualifying action experience
and victory bonuses are not reduced by repeat history: fighting the same
opponent again, returning to the same area, or re-engaging after a flee does
not diminish a later eligible PvE award.

PvP anti-abuse safeguards still apply. Scripted loops, no-emote sparring,
unattended actions, and predictable patterns in player versus player combat
can be diminished or denied.

RP during combat is still RP. If your roleplay is valid under the normal RP
rules, it can still qualify for normal RP systems. Generated combat form text
and coded result text do not count as player RP, and identical repeated text
is not counted again.

See also: help combat descriptions, help followthru practice.


:: Beginning

.:. combat_xp_mode


combat_xp_mode

Staff rollout control for combat XP.

Modes:
  off    no calculation, no log row, no grant, no player message
  shadow diagnostic calculation and log only, no grant, no player message
  live   calculation, log, grant, and player message

Default is live. Release safety comes from pre-release validation, not from
starting production in diagnostic-only mode. Use shadow only for staff diagnostics or
retuning projections when grants are not desired.

Before release, run the live-mode source-specific SIT gate plus the bounded
deterministic combat XP UAT balance gate across low/mid/high levels,
varied STR/DEX/weight profiles, weapon kits, armor, small animals, ordinary
humans, tough guards, PvE, PvP, and followthru practice. Verify action and
victory XP rows, player messages, RP report isolation, off-mode kill switch behavior,
and the approved 0.2500..0.3500 combat-to-RP ratio band around the 0.3000 target.

Staff tuning knobs cover action weight, victory bonus share, target RP ratio,
PvP practice handling, and winner bonus safety. Tune those controls instead of
changing RP accounting or adding kill only XP.

Audit with combat explog top, combat explog pvp, combat explog text, and
combat explog player <name>. Filters include --days, --mode, --source, and
--opponent where applicable.

Rollback or kill switch: set combat_xp_mode off. Off stops calculation,
logging, grants, and player messages for combat XP.


:: Beginning

.:. COMMANDS




The <commands> command gives a list of all the known verbs.

Syntax: <commands>

Most commands listed should have help available by typing: "help <command>"


:: Beginning

.:. common


Common Language/New Tongue

All modern language in the world of the "Wheel of Time" stems from the Old Tongue.
All people of the world speak the common language, be they from the Westlands, Shara,
Seanchan, Seafolk, or Aiel.

It is thought by scholars that the Old Tongue was kept alive through the publication
of books printed around the time of the Breaking. The common language, or "new tongue"
was a vulgar form of the Old Tongue during the time of the Ten Nations and took over
as the dominant language during Artur Hawkwing's time. Trade and invasion throughout
the world as well as the continuation of the printed word are most likely the causes
for the spread of the common language.

For more help on specific languages, please see:

Old Tongue, Trolloc Tongue, Ogier Tongue, Dialects


:: Beginning

.:. COMMUNICATION


There are a myriad of channels, both public and private, that you can
use to talk with other players. Type channels alone to see how to
customize which channels you receive and which you want shut off, and
channels list to see the channels available to you.

Syntax:
> channels
> channels list
> channels <channel>
> channels who <channel>

Example:
> channels list
> channels ooc
> channels who common

channels ooc, channels shout, channels bard and channels qa
switch those channels off and on for you; qa covers both question and
answer.
channels tell does the same for tells, and while they are
off you cannot send any either. Guild members switch their guild's
channel with its tag, such as
channels vg. channels repeat
decides whether you see your own messages echoed back. To see who is
listening, use
channels who ooc for the OOC channel, or
channels who common for the usual channels at once.

OOC ways to talk: ooc is the global channel for Out Of Character
conversation. Tell is a private message to one player, wherever they
are. Question and answer are the public channels for having questions
answered, and newbienet is a good channel for newcomers to ask on;
players not yet in any guild, the Visitor Guides and the Immortals can
use it.

Osay is OOC talk heard only in your own room. Each multiguild has a
channel of its own, used with its tag, and vg is the Visitor Guides'
channel. Glt is the Guild Leader channel, qsay is for those currently
in a quest, gsay and gtell talk to your group rather than your guild,
and shout reaches the whole game but is only available if it has been
granted to you.

IC ways to talk: say is for speaking aloud in your room, and emote is
the most commonly used command for showing your character's actions
and words during RP. Pemote is much like emote, slightly altered but
still very useful. Whisper and ask speak quietly to one person in the
room.

To speak on a channel, type its name and then your words. Every channel has
its own label and color, so you can tell them apart at a glance. The two to
know first are ooc and newbie.

Syntax:
> ooc <text>
> newbie <text>
> tell <name> <text>
> mail <name>

Example:
> newbie Hello! Where can I get a lantern?
Asks the Visitor Guides and the Immortals, who will happily answer.

OOC talks to the whole community, newbie reaches the helpers, tell is private
and instant, and mail writes a mudmail letter that the person reads later
(
help mail).

These channels are OOC unless clearly marked otherwise. Please do not
ask for help with an IC situation using OOC means, or use OOC
information in an IC manner; if unsure, ask the Immortal staff. The
old noooc, noshout, nobard, noqa, nogdt and gdton commands no longer
switch anything themselves; they just point you back to channels.
There is no general gdt channel any more either: each multiguild has
its own.

See also: Say, Tell, Whisper, Ask, OOC, Shout, VG, Qsay, Group,
Emote, Pemote, IC, Multiguilds, Mail, Who























:: Beginning

.:. COMPACT



Entering this as a command toggles the extra blank line output to
your screen after each command. This is useful if you have a small
display.

Syntax:
> compact

See also: Brief, Prefs, Lines


:: Beginning

.:. COMPARE



This allows you to compare one piece of equipment against another
to determine whether or not it is better than what you've got.
Example:
> compare <item1> <item2>
> compare sword dagger
You will receive a message informing you if which is better, or
if they are both about the same.

See also: Wear, Wield


:: Beginning

.:. COMPELLING



This weave and ability are currently disabled.





:: Beginning

.:. COMPULSION



This weave and ability are currently disabled.





:: Beginning

.:. CONCEAL TRAIL



This skill allows a character to conceal the trail left behind that
allows them to be tracked, thereby making them harder, if not impossible
to track.

Syntax:
> conceal trail

Due to the difficulties of concealing your trail, once you begin it will
cost significantly more of your Endurance to maintain the concealed trail
and it only gets more and more difficult and costly as you add people to
your group. If only one person in a group uses the conceal trail skill it
will still hide the entire group from those tracking them. Only one person
in a group needs to do this at one time.

See also: Track


:: Beginning

.:. CONFIG






   The options' menu (type "options" to open it) allows you to
select and activate/deactivate a number of options for your character,
regarding both role playing and code fighting.

   It is simple to do this; typing "
option doing resting on a chair" for
example will give your character a description of what he/she is doing
right now; typing "
option doing" will toggle it off again.

   The options togglable through this command menu are evident if you
type "
option list".

Also see: auto.



:: Beginning

.:. CONSIDER



Syntax: Consider <name of mobile or player>

Consider estimates a matchup using each fighter's current life, weapon and
offensive pressure against the other fighter's armor and defenses. It compares
the estimated time each would take to defeat the other, not their OFA scores.
This is a rough prediction, not a guarantee of the outcome; special abilities
and changing combat conditions can matter.

See also: OFA, Consider Messages, Powersense


:: Beginning

.:. CONSIDER MESSAGES


When using the consider command, you will receive various messages,
depending on how your OFA compares to that of of the mobile or player being
considered.

The consider messages are as follows:
User's OFA is 40.1 or more points below the target's OFA:
May you find shelter in the palm of the Creator's hand!

User's OFA is 20.1-40.0 points below the target's OFA:
You would need the Dark One's own luck!

User's OFA is 10.1-20.0 points below the target's OFA:
You are a fool whistling in high wind.

User's OFA is within 10 points of the target's OFA in either direction:
No one can see the Pattern until it is woven.

User's OFA is 10.1-20.0 points above the target's OFA:
The Pattern favors you.

User's OFA is 20.1-40.0 points above target's OFA:
What is done is already woven into the Pattern.

User's OFA is 40.1+ points above the target's OFA:
Go with the Light.

See also: Consider, OFA


:: Beginning

.:. CONSTITUTION








Your stats, statistics, affect quite a bit about your character.
They define your character, and determine in code what are your
character's strengths and weaknesses. If you have low Strength,
your character is rather weak. If you have high Dexterity, you
might be more nimble than most. Since the conversion to MM3, stats
have undergone a rather sizable overhaul. These are the stats and
their general affects.

Strength: This affects your character's overall strength, making you
          hit harder in battle, be able to carry more weight, as well
          as wear heavier armor.

Dexterity: This makes you naturally more difficult to hit in combat. It
           affects your speed and agility and precision. In combat it
           speeds up your reactions and helps your blows land, and it
           sets your Endurance along with your level. In addition, a
           raising DEX allows you to carry more items.

Weight: How heavy your character is, which you choose when you create
        your character. A heavier character has more Life, a lighter
        one has less.

See also: Training, Levels, Flows, Score, Life





:: Beginning

.:. contact


CONTACT is a command that lets players set contact information for themselves
and look up other player's contact information.

Usage:

  CONTACT <Name>

  CONTACT LIST
  CONTACT ADD <type> <value> [required guilds*]
  CONTACT REMOVE <number to remove

Valid Types are:
  E-Mail
  AIM
  ICQ
  Yahoo!
  MSN
  Other

Examples:

  To add a contact item for AIM that's visible to all players:

    CONTACT ADD Aim MyAimScreenName

  To add an email address that's only visible to people in Daes:
  
    CONTACT ADD E-mail talktome@myemail.com DD
    
*Required Guilds:

  This field is optional, and also a bit tricky to first understand.
  
  This field is a list of multiguild tags in the format of:
  
  A or B or C or D
  
  So if you list:  DD TT
  
  Then if someone has DD or TT for a multiguild on a character, then they'll
  be able to see the contact item.
  
  However, you can also combine multiguild tags inside of quotes to say that
  both are required (ex: "DD TT" = DD /and/ TT, DD TT = DD /or/ TT)
  
  And to round out the system you can combine them to make a general format
  of:
  
  A or B or C or D or "E and F and G and H..."
  
  Which can lead to combinations like this:
  
  CONTACT ADD ICQ 1234567 "DD TT" "DD WK" VG
  
  Which would be visible to anyone in th VisGuide guild, anyone that is in
  both Deas and the Tower, or Daes and the Wolfkin.
  



:: Beginning

.:. CONVERT


The exchange command is used to convert quest points to
experience points.  The exchange ratio is 1 qp to 150 xp.
Currently, qps can only be exchanged for experience points.

Syntax:
Exchange <#>

See also:  QPs, Quest points






:: Beginning

.:. Copper Pennies























The official monetary system for the Wheel of Time according to Robert Jordan
himself (remember, of course, that coins of the same denomination from different
countries are often different weights and hence, different values):

10 copper pennies = one silver penny.
100 silver pennies = one silver mark.
10 silver marks   = one silver crown.
10 silver crowns  = one gold mark.
10 gold marks     = one gold crown.

A Moment in Tyme currently uses 'gold' as the monetary unit.  This does not
translate nicely to Wheel of Time terms and will be changed in the future.

The command to see how much gold you have on hand is:  gold

Example:
> gold
You have 500 gold marks.

See also: Bank, Shops, List




















:: Beginning

.:. Copper Penny























The official monetary system for the Wheel of Time according to Robert Jordan
himself (remember, of course, that coins of the same denomination from different
countries are often different weights and hence, different values):

10 copper pennies = one silver penny.
100 silver pennies = one silver mark.
10 silver marks   = one silver crown.
10 silver crowns  = one gold mark.
10 gold marks     = one gold crown.

A Moment in Tyme currently uses 'gold' as the monetary unit.  This does not
translate nicely to Wheel of Time terms and will be changed in the future.

The command to see how much gold you have on hand is:  gold

Example:
> gold
You have 500 gold marks.

See also: Bank, Shops, List




















:: Beginning

.:. COPYOVER


Copyover is a staff command that restarts the game while keeping
playing characters connected. It saves those characters and hands
their open connections to the new game process. Players see a
notice to remain seated while it restarts.

Syntax:
> copyover
Restarts the game, but refuses if any player is mid-edit (writing
mail, boards, OLC content and similar editors).

> copyover -f
Forces the copyover past the editing check.

Example:
> copyover
Cannot perform Copyover. The following player(s) are editing: ...
> copyover -f

If the command aborts because someone is editing, talk to that
person and let them finish or save their work first. A forced
copyover saves every playing character; anyone still connecting is
told to come back in a few minutes.

See also: Refresh


:: Beginning

.:. COTL



Children of the Light (or known disparagingly as Whitecloaks)
---------------------------------------------------------------------------
   A society holding strict ascetic beliefs, dedicated to the defeat of
the Dark One and the destruction of all Darkfriends.  Founded during the
War of the Hundred Years by Lothair Manthelar to proselytize against the
increasing number of Darkfriends, they evolved during the war into a
completely military organization, extremely rigid in their beliefs, and
completely certain that they know the truth and the right.

Please see Template Show 10 for information on joining the Children
of the Light.








:: Beginning

.:. COUNCIL


Council is a multiguild designed for those who belong
to the various lawmaking and peacekeeping organizations
of the Land.  It is comprised of military policing bodies,
as well as magistrates, city clerks and other bureaucratic
officials who do not necessarily have noble titles. Some
nobles, however, may hold positions in Council in addition
to their noble position.  The Council guild is often
interchangeable with the Daes Dae'mar guild in the case
where a nobleman holds the rank of Captain of the Queen's
Guards, or where a noblewoman might also serve as a magistrate.
So if you wish for your character to be a Queen's Guard, or
a Magistrate, or a member of the Tar Valon city council,
this would be the guild to apply for.  Currently, this
guild does not have a GL, so applications should go through
the Storytelling Imms.

Those who wish to play a noble in addition to a Council
rank must still apply to join Daes Dae'mar as well.

This guild has generally mainly included Andoran officials,
but it is not actually limited just to Andorans.  It is
intended to include all civil servants of any nation.

See Also:  Multiguild, Daes Dae'mar


:: Beginning

.:. CRAFT


Craft opens a menu where you design a new item and pay to have it made.
You need to have learned the Craft skill; having a guild does not by
itself teach it to you. The Crafter talent improves your chances.

Syntax:
> craft

First pick a group of items, then the base item and its level. Higher
levels are better, but they cost more and are less likely to succeed.
The menu shows the cost and a success modifier, not your final chance;
your skill and the Crafter talent also affect the outcome. You can set
the item's keywords, short description and room description, then
choose to exit and create it.

Press return at a prompt, or choose the menu option to exit without
creating, to abort and lose nothing. Once you create the item, you pay
its price in coins, and if the attempt fails the item is lost and the
coins are not returned. You are told if you cannot afford it, if the
world cannot supply the materials, or if you could not carry the result.

See also: Crafter Talent, Tool, Fix


:: Beginning

.:. Crafter Talent



**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

.:. CREATE


If you have learned Create, you can shape simple items from sheer will
while walking the World of Dreams. You must be dreaming to use it,
and an attempt can fail.

Syntax:
> create list
> create <item>

Example:
> create list
> create bread

Create list shows what you can form, and create followed by an item's
name places it in your inventory. Only the listed items can be made.

See also: Dream, Dreaming, Talents


:: Beginning

.:. creation





Welcome to a Moment in Tyme character creation.  This is where you will create
your character to play in our world.  In the menu's that follow, you will have the
opportunity to build a character that is as individual as yourself.  You may set
your characters height, age, weight, strength, and agility.  You will be able to
customize your characters strengths and weaknesses by adding talents or flaws.

Unlike most other MUD creation systems, our system does not follow a rigid menu
based format.  You may change any part of your character at any time.  You may also
converse with visitor guides and staff members for help.  To see what commands are
available to modify your character, type 'commands'.  To get help, try the
'help' command.  For example, to get help on the 'mighty channeler' talent:
Type:

help mighty channeler

If you can't find what you're looking for in the help files,
try one of the following channels to ask for help.  If you don't get a response on
one channel try the other channel on the list:

newbie <text>
Example:  newbie What does the talent 'Mighty Channeler' do?

question <text>
Example:  question What does the 'weight' stat affect?

We look forward to having you join our world and hope you enjoy your stay!


Note: selecting male or female applies that sex's default body template. This can change your Strength, Agility, Weight, and remaining training sessions. You can adjust these later; increasing stats spends training sessions and lowering may refund sessions.





:: Beginning

.:. creation_greeting





Welcome to a Moment in Tyme character creation.  This is where you will create
your character to play in our world.  In the menu's that follow, you will have the
opportunity to build a character that is as individual as yourself.  You may set
your characters height, age, weight, strength, and agility.  You will be able to
customize your characters strengths and weaknesses by adding talents or flaws.

Unlike most other MUD creation systems, our system does not follow a rigid menu
based format.  You may change any part of your character at any time.  You may also
converse with visitor guides and staff members for help.  To see what commands are
available to modify your character, type 'commands'.  To get help, try the
'help' command.  For example, to get help on the 'mighty channeler' talent:
Type:

help mighty channeler

If you can't find what you're looking for in the help files,
try one of the following channels to ask for help.  If you don't get a response on
one channel try the other channel on the list:

newbie <text>
Example:  newbie What does the talent 'Mighty Channeler' do?

question <text>
Example:  question What does the 'weight' stat affect?

We look forward to having you join our world and hope you enjoy your stay!


Note: selecting male or female applies that sex's default body template. This can change your Strength, Agility, Weight, and remaining training sessions. You can adjust these later; increasing stats spends training sessions and lowering may refund sessions.





:: Beginning

.:. credits





Version tells you which version of the game you are playing, and
credits rolls the names of the people who built it.

Syntax:
> version
Shows the game's version line.

> credits
Pages the game credits: the coders, builders and friends of the MUD
thanked by name.

Example:
> credits
The credits scroll by one screen at a time, like any long text.

For the people currently running things, see the wizlist, and for
recent happenings see the news.

See also: Wizlist, News


:: Beginning

.:. Crown























The official monetary system for the Wheel of Time according to Robert Jordan
himself (remember, of course, that coins of the same denomination from different
countries are often different weights and hence, different values):

10 copper pennies = one silver penny.
100 silver pennies = one silver mark.
10 silver marks   = one silver crown.
10 silver crowns  = one gold mark.
10 gold marks     = one gold crown.

A Moment in Tyme currently uses 'gold' as the monetary unit.  This does not
translate nicely to Wheel of Time terms and will be changed in the future.

The command to see how much gold you have on hand is:  gold

Example:
> gold
You have 500 gold marks.

See also: Bank, Shops, List




















:: Beginning

.:. CTASKS








The task boards are where coders and builders keep their work lists.
Each one is a board of its own: ctasks for coding tasks, bdtasks for
building tasks. A task may be broken into subtasks, handed to a
person, and marked Unfinished, Pending or Finished as it goes.

These are staff boards. Coders open ctasks, builders open bdtasks, and
an immortal may use either one. Anyone else is turned away:

> Only coders may use this.
> Only builders may use this.

Syntax:
> ctasks list
> ctasks show [<task> [<subtask>]]
> ctasks new <title>
> ctasks subtask <task> <title>
> ctasks edit <task> [<subtask>]
> ctasks stats <task> [<subtask>]
> ctasks status <task> <subtask> <new status>
> ctasks assign <task> <subtask> <name>
> ctasks delete <task> [<subtask>]

bdtasks takes the same subcommands for the builder board.

Example:
> ctasks list
> ctasks new Charts for the Sea Folk docks
> ctasks subtask 6 Need a helm room
> ctasks show 6
> ctasks assign 6 1 Loth
> ctasks status 6 1 finished

Task numbers come from the list. This example uses task six and its
first subtask; use the actual numbers from your board.

ctasks with no subcommand prints the whole usage list. list
names every task on the board, with a star beside the ones that still
have subtasks left undone.
show with no number prints that list
again minus the tasks whose subtasks are all finished; with a number
it reads one task and tells you how many of its subtasks are still
incomplete, and a second number reads a single subtask of it. A new
task asks you to describe it, ending with two at-signs alone on a
line. You may edit a task you posted or one assigned to you. Ordinarily,
you may only remove a task you posted that has no subtasks yet. An
immortal whose trust is at least as high as the author's can override
that removal restriction.

Your own assignments:
> unfinished

Unfinished counts the tasks on either board that are assigned to you
and not yet done, and it runs by itself when you log in, so an open
assignment will find you. Someone outside the Coder and Builder
multiguilds is simply told there is nothing waiting for them.

Public talk about code projects does not happen here. That is the
project board, open to players as well as staff: help PROJ SHOW, and
Code for where to raise a project question as a player.

See also: Boards, Proj Show, Unread, Channels,
Builder Commands





:: Beginning

.:. CURE BLIND


Cure Blind

Cure Blind removes ordinary Blindness. Duststorm adds that blindness
separately from its effect on aim: curing the blindness lets the recipient
see again, but does not remove Duststorm's lingering accuracy loss.

This weave is not a cure for every reason someone cannot see. Other forms
of blindness and an inherently blind creature are not made sighted by
removing ordinary Blindness. It does not cure unrelated slowing or wounds.

You must grasp the One Power, know Cure Blind, and meet its prerequisites
and flow requirements. Use
inform 'cure blind' for current requirements
and teaching information. The existing rules for learning weaves apply.

Syntax:
> weave 'cure blind' <target>
> weave 'cure blind' <power level> <target>

Name a visible target in your room. Power levels 1-4 select spending tiers
independently of your grasp amount. Without a level, spending follows your
grasp; a plain grasp uses the weave's default.
Normal combat charging rules still apply.

Example:
> weave 'cure blind' 1 loth

See also: Duststorm, Weave, Spells, Combat Channeling


:: Beginning

.:. CURE WOUNDS


Cure Wounds

Cure Wounds restores health and repairs injuries to body parts that are
still present. It lessens ordinary cuts, bruises and burns as those parts
recover; fully repairing a part closes its ordinary wounds.

It does not mend fractures or regrow severed limbs. A burn can stop
worsening while the affected part remains injured: settled burns are not
the same as repaired injuries. Cure Wounds can repair that remaining harm.

You must grasp the One Power, know this weave, and meet its prerequisites
and flow requirements. Healing Talent describes the talent's role in
learning Healing weaves. Use
inform 'cure wounds' for current requirements
and teaching information.

Syntax:
> weave 'cure wounds' <target>
> weave 'cure wounds' <power level> <target>

Power levels 1-4 select spending tiers independently of your grasp amount.
Without a power level, spending follows your grasp; a plain grasp uses the
weave's default. Name a visible target in your room.
Combat casting also follows the normal charging and interruption rules.

Example:
> weave 'cure wounds' 1 loth

See also: Heal, Healing Talent, Weave, Spells,
Combat Channeling, Overchanneling


:: Beginning

.:. CUT





Slicing a weave is a defensive technique that interrupts another channeler's weave by severing the flows used to create it.  This results in a snap-back that physically impacts the channeler whose weave has been sliced.  The construction of the slicing weave varies by channeler gender.

For code purposes, when implemented, a channeler activating the autocut toggle will automatically attempt to slice, or cut, any incoming, hostile weaves.

See also: Autocut


:: Beginning

 
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