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.:. Daes Dae'mar



Pronunciation: DAH-ess day-MAR



Daes Dae'mar, also known as the Game of Houses, is the primary means of
social advancement and financial gain throughout the great houses of
Cairhien and the other large cities.

Although the 'Great Game' is primarily participated in by members of
houses with title, or royal blood, it can be played by anyone, from the
lowest maid to the highest Lord.

To participate in the game, all you need is a goal that is also desired
by someone else, whether it's someone you know, or a complete
stranger. And the result of the processes used to achieve this goal can
be anything from the physical elimination of your opponent to just a
simple victory without hard feelings or social status change. And the
means and processes used to achieve your goal can be anything you can
think of, from spying and note-passing to infiltration, and from simple
poisons to outright fighting.

Daes Dae'mar isn't meant to be a full-time occupation, but can at times
seem like it, but instead it is meant to be the name for the ways that
are used which consist of anything from somewhat shady undertakings, to
outright deception and deceit. This is not to mean that all the methods
used, and the people using them need be 'evil', it just means that they can
be perceived differently by the various individuals and/or groups
affected.

On tyme the game is also a guild...to participate give the current Daes
Dae'mar GuildLeader a mudmail and tell us a bit about yourself.
But remember, if you get caught, you may be held accountable for your
actions, so be careful...









:: Beginning

.:. Daes Daemar



Pronunciation: DAH-ess day-MAR



Daes Dae'mar, also known as the Game of Houses, is the primary means of
social advancement and financial gain throughout the great houses of
Cairhien and the other large cities.

Although the 'Great Game' is primarily participated in by members of
houses with title, or royal blood, it can be played by anyone, from the
lowest maid to the highest Lord.

To participate in the game, all you need is a goal that is also desired
by someone else, whether it's someone you know, or a complete
stranger. And the result of the processes used to achieve this goal can
be anything from the physical elimination of your opponent to just a
simple victory without hard feelings or social status change. And the
means and processes used to achieve your goal can be anything you can
think of, from spying and note-passing to infiltration, and from simple
poisons to outright fighting.

Daes Dae'mar isn't meant to be a full-time occupation, but can at times
seem like it, but instead it is meant to be the name for the ways that
are used which consist of anything from somewhat shady undertakings, to
outright deception and deceit. This is not to mean that all the methods
used, and the people using them need be 'evil', it just means that they can
be perceived differently by the various individuals and/or groups
affected.

On tyme the game is also a guild...to participate give the current Daes
Dae'mar GuildLeader a mudmail and tell us a bit about yourself.
But remember, if you get caught, you may be held accountable for your
actions, so be careful...









:: Beginning

.:. DAGGER


A Moment in Tyme has many kinds of weapons: daggers, swords, maces,
spears, axes, flails, polearms, bows and more. To put yours to good
use, you need fighting forms that suit it. Your skill in those forms
matters, rather than a separate skill for the weapon itself.

Syntax:
> wield <weapon>
> forms

Wield readies a weapon for battle. The forms command lists the
fighting forms you know.

Example:
> wield sword
> forms

Commands such as Slash and Thrust choose a form you know that fits
the weapon in your hands. The weapon style you choose when you create
your character decides which forms you begin with.

See also: Forms, Combat, Wield



































:: Beginning

.:. DAGGERS


A Moment in Tyme has many kinds of weapons: daggers, swords, maces,
spears, axes, flails, polearms, bows and more. To put yours to good
use, you need fighting forms that suit it. Your skill in those forms
matters, rather than a separate skill for the weapon itself.

Syntax:
> wield <weapon>
> forms

Wield readies a weapon for battle. The forms command lists the
fighting forms you know.

Example:
> wield sword
> forms

Commands such as Slash and Thrust choose a form you know that fits
the weapon in your hands. The weapon style you choose when you create
your character decides which forms you begin with.

See also: Forms, Combat, Wield



































:: Beginning

.:. damane



This skill is a Seanchan Guildskill for Sul'dams to summon a mob
as replacement for a pc damane. Command to use this skill is calldam.


:: Beginning

.:. DAMROLL






Your Damroll shows your power in damaging others, while your
Hitroll indicates your success rate at hitting others. The higher
it is, the better. Your hit/dam appear in your scoresheet.


See also: Score, Armor


:: Beginning

.:. Darkfriend



A Darkfriend is a person who has elected to serve the Dark One, though reasons
vary widely. Some choose to serve the Dark out of a lust for power, others out
of a hope for immortality, and more.

Darkfriend male channelers can earn protection from the madness and rot caused
by the Dark One's taint on Saidin. Aes Sedai Darkfriends, the so called Black
Ajah, are no longer bound by the Three Oaths.

Joining the Darkfriends
Three easy steps:
1. Mudmail the Shadow Immortal(s) a background for the character seeking to
join. Include the
name of the character, why the character would want
to join the Darkfriends, and
how best to approach the character in an IC
manner.
2. Wait. The Shadow will find you.
3. Be Patient. The Shadow will find you.

Roleplay is required to join, much the same as any guild, but unlike other
guilds, you will probably not know when you are RPing with people who could
sponsor you. Endless bugging of the Shadow Staff will not  assist your
application and could, in fact, hinder it. See steps 2 and 3 above.

For any further questions, contact a Shadow Immortal.





:: Beginning

.:. Darkfriends


The Shadow calls to people for a wide variety of reasons. Some are lured to
swear their souls to the Dark One by promises of immortality, others by
whispers of fulfilled ambition, and still others just because it lets them
commit the horrible acts that they yearn to commit. A few sell themselves to
the Shadow because they see its victory as inevitable, and they hope to salvage
something noble from the fall of humanity, but the Father of Lies is well-
named, and these few usually find themselves dying in vain.

Whatever causes Darkfriends to give themselves to the Shadow, they do gain
benefits from their service. Male Channelers, if they prove themselves useful,
gain protection from the Dark One's Taint upon Saidin. Male channelers and
female alike gain access to forbidden knowledge, and those Darkfriends who have
proven themselves time and again are sometimes even given command over Trollocs
and other Shadowspawn.

There are, of course, drawbacks to giving service to the Shadow. Darkfriends
are asked to do terrible things to further the cause of the Lord of the Grave,
and the Dark One is not an easy master.  He does not care over-much for any but
his most powerful servants, and even they are on tenuous ground if they fail
over-much. Beyond that, the most frequent way for Darkfriends to move up in the
esteem of their Great Lord is over the bodies of their erstwhile superiors, so
even the most powerful of Darkfriends cannot sit easily.

But then again... what other power in all of the world can offer you the
benefit of immortality if you serve well and true?

Joining the Shadow
Players wishing to have their characters start the game as Darkfriends or
wishing for their characters to become Darkfriends should contact the Shadow
Immortal. They will need to send in a Background via mudmail, along with a
detailed explanation of either how they were recruited to the Shadow or the
best way to recruit their character to the Shadow through Roleplay.


:: Beginning

.:. DARKNESS








Hold a torch or lantern when you need a light in the darkness. Every
new character starts with one. Merely carrying it is not the same as
equipping it as your light.

Syntax:
> hold <light>
> equipment

Example:
> hold torch
> hold lantern

Equipment shows what you have equipped, including your light. If your
light is already equipped, you do not need to hold it again.

Some lights burn down over time. When one burns out, it flickers, dies
and disappears, and you will need a new one: lanterns and torches cannot
be refilled. Others never burn out at all.

Torches and lanterns are sold in shops. See 'help shops' and 'help buy'
for buying them.

See also: Equipment, Buy, Shops





:: Beginning

.:. DART OF AIR


Dart of Air shapes a flow of Air into a dart that strikes one person
in your room. You must know the weave and be ready to channel.

Syntax:
> weave 'dart of air' <power> <target>

Example:
> weave 'dart of air' 3 loth
> weave 'dart of air' loth

You can leave out the power setting, as in the second example. See
Weave for choosing how much of the Power to draw on.

See also: Weave, Channeling, Air, Combat Channeling


:: Beginning

.:. DATE


This command displays the Real-Life date and time of the MUDs
clock. The current date and time are shown in military fashion
according to Pacific Standard Time. (GMT -800)




:: Beginning

.:. DAWN RUNNERS



=============================================================
Rahien Sorei (Dawn Runners)
=============================================================
Dawn Runners are the postal service of the Three-Fold Land. They
are used to transfer messages from clan to clan, and sept to sept.
They are trained with a variaety of weapons, as well as unarmed
combat. Carrying their messages and seeing them delivered is the
highest duty of a Rahien Sorei.


:: Beginning

.:. DC


Immortals Only

dc <descriptor number>

DC (DisConnect) is used to disconnect a socket.  If used on a playing socket,
the player will lose his/her link, but, unlike PURGE, will not extract the
player or dump the player's inventory on the ground.

DC is also useful for disconnecting people who have accidentally left
themselves at the main menu, or connections sitting in the "Get name" state.

See also: USERS



:: Beginning

.:. DD



Pronunciation: DAH-ess day-MAR



Daes Dae'mar, also known as the Game of Houses, is the primary means of
social advancement and financial gain throughout the great houses of
Cairhien and the other large cities.

Although the 'Great Game' is primarily participated in by members of
houses with title, or royal blood, it can be played by anyone, from the
lowest maid to the highest Lord.

To participate in the game, all you need is a goal that is also desired
by someone else, whether it's someone you know, or a complete
stranger. And the result of the processes used to achieve this goal can
be anything from the physical elimination of your opponent to just a
simple victory without hard feelings or social status change. And the
means and processes used to achieve your goal can be anything you can
think of, from spying and note-passing to infiltration, and from simple
poisons to outright fighting.

Daes Dae'mar isn't meant to be a full-time occupation, but can at times
seem like it, but instead it is meant to be the name for the ways that
are used which consist of anything from somewhat shady undertakings, to
outright deception and deceit. This is not to mean that all the methods
used, and the people using them need be 'evil', it just means that they can
be perceived differently by the various individuals and/or groups
affected.

On tyme the game is also a guild...to participate give the current Daes
Dae'mar GuildLeader a mudmail and tell us a bit about yourself.
But remember, if you get caught, you may be held accountable for your
actions, so be careful...









:: Beginning

.:. DEATH


A Player Kill occurs when one player attacks another player. When
a PK is initiated, the players involved enter into code combat and
fight until one or more of them runs away or dies.

Please keep in mind that Pkilling is always In Character. It is
highly advised that you read the Policy regarding Pkilling before
ever attempting it. To view this policy, type:
<policy PK>

If the player attacking you has
SUBDUE turned on, a deadly blow knocks
you out instead of killing you. Otherwise, to avoid dying in a Pkill fight
you must
flee and escape the battle.

When you die to anything other than another player, you lose some
experience. A death at the hands of another player costs none. Death does
not take your gold or your skills.

You wake up in Wisdom's House.

See also: Combat, Flee, Subdue, Recreate

















:: Beginning

.:. DEBUG


Immortals Only

debug <mobname>

DEBUG allows you to check the scripts of mobs that speak or act.

> debug puff



:: Beginning

.:. DECKWORK


A ship is kept ready by the hands working her. Deckwork is the skill
of tending a ship: her boarding plank, her sails, her anchor and her
docking lines. You must have learned the skill, and you must be aboard
a ship to use it.

Syntax:
> deckwork <task>
> deckwork status

Choose gangplank, dock, sails or anchor. Each task reverses its
current setting: raised sails are lowered, for example. Work the
gangplank at the plank itself; do the rest from the deck.

deckwork gangplank raises a lowered boarding plank, or lowers a
raised one. The plank can only be lowered while the ship is docked.
deckwork dock ties the ship up, or lets her loose. She will not
undock while the boarding plank is lowered, nor dock while the anchor
is down or the sails are raised.
deckwork sails raises or lowers the sails. They will not go up
while the ship is docked or the anchor is down.
deckwork anchor raises or lowers the anchor. It will not go down
while the ship is docked or the sails are raised.
deckwork status tells you whether the ship is docked, and how the
plank, sails and anchor are set.

Example:
> deckwork status

Before casting off, Mira asks after her ship and is told she is
docked, with the boarding plank lowered, the sails lowered and the
anchor raised.

See also: Seafolk Ships, Skills


:: Beginning

.:. DELETE


Syntax:
> delete <password>

Use this command with extreme caution.

DELETE will erase your character's pfile from the active database.  
Characters can only be recovered from deletion if a new character
with the same name has not been created after deletion.  Reversing
a deletion will only occur in
extremely rare circumstances.

See any of the Immortal staff (
wizlist) with questions.


:: Beginning

.:. deltext






These commands let you edit your personal text repository.

edittext <name>
- start a new editing session with the named file in the editor
viewtext <name>
- view the contents of an existing file
listtext <name>
- view all files owned by you that begin with <name>
  ie listtext /descriptions will list all files that begin
  with /descriptions
deltext <name>
- delete the named file









:: Beginning

.:. DEPOSIT




Commands to take money out of the bank, put money in the bank, or see how
much money you have in the bank. This command can be used at the old man
willing to handle your money.


> deposit 400    - Would deposit 400 of your marks into the bank.
> withdraw 1000  - Would withdraw 1000 of your deposited marks from the bank.
> balance        - Would display the current amount of marks you have in the bank.

See also: Gold, Score











:: Beginning

.:. DESCRIPTION







--------------------------Description---------------------------

  This command allows you to enter an in character (
Help IC) description
of your player, basically a list of physical attributes, as well as the
impressions other players should get when looking at you,  Simply type
'
description' to use it, and it will bring you into an editor in which
you can edit your description.  You can see other player's descriptions
by typing '
Glance (playername)'.  The description command allows you to
edit your current description, if you wish to keep your current description,
but would like to make another, type '
Switchdesc'.

Usage:

Description - Create or edit your description, close with @@.

Switchdesc  - Switches your current description with your alternate
              one.

Desc Clear  - Clears your entire description. (for use outside the
              description editor)

Options within description editor:

@? - Lists all the commands that are available for use within the
     description.

@# - When used with a specific number, it takes you to the beginning
     of that line,

@c - Clears every line within the description buffer.

@d - Used to delete a specific line, you must be on the line before
     you may delete it.

@e - Goes to the last line of the description.

@i - This command allows you to push the text from the line you're
     currently on, down to the next, leaving behind a blank line for new
     text to be added.

  You can also have extra descriptions set on your character, for things
others can notice about you. This can include your clothes, hair, weapons,
etc. Up to five such extra descriptions are settable.

To set or edit an extra descriptions:
description <keyword>.
For example:
description cloak.

Others can then see those if they type:
glance <your name> <keyword>.
For example:
glance olorin cloak.

To delete your extra descriptions, type:
description delete <keyword>.

See also: Glance, Switchdesc








:: Beginning

.:. DESCRIPTION CLEAR







--------------------------Description---------------------------

  This command allows you to enter an in character (
Help IC) description
of your player, basically a list of physical attributes, as well as the
impressions other players should get when looking at you,  Simply type
'
description' to use it, and it will bring you into an editor in which
you can edit your description.  You can see other player's descriptions
by typing '
Glance (playername)'.  The description command allows you to
edit your current description, if you wish to keep your current description,
but would like to make another, type '
Switchdesc'.

Usage:

Description - Create or edit your description, close with @@.

Switchdesc  - Switches your current description with your alternate
              one.

Desc Clear  - Clears your entire description. (for use outside the
              description editor)

Options within description editor:

@? - Lists all the commands that are available for use within the
     description.

@# - When used with a specific number, it takes you to the beginning
     of that line,

@c - Clears every line within the description buffer.

@d - Used to delete a specific line, you must be on the line before
     you may delete it.

@e - Goes to the last line of the description.

@i - This command allows you to push the text from the line you're
     currently on, down to the next, leaving behind a blank line for new
     text to be added.

  You can also have extra descriptions set on your character, for things
others can notice about you. This can include your clothes, hair, weapons,
etc. Up to five such extra descriptions are settable.

To set or edit an extra descriptions:
description <keyword>.
For example:
description cloak.

Others can then see those if they type:
glance <your name> <keyword>.
For example:
glance olorin cloak.

To delete your extra descriptions, type:
description delete <keyword>.

See also: Glance, Switchdesc








:: Beginning

.:. DESCRIPTIONS







--------------------------Description---------------------------

  This command allows you to enter an in character (
Help IC) description
of your player, basically a list of physical attributes, as well as the
impressions other players should get when looking at you,  Simply type
'
description' to use it, and it will bring you into an editor in which
you can edit your description.  You can see other player's descriptions
by typing '
Glance (playername)'.  The description command allows you to
edit your current description, if you wish to keep your current description,
but would like to make another, type '
Switchdesc'.

Usage:

Description - Create or edit your description, close with @@.

Switchdesc  - Switches your current description with your alternate
              one.

Desc Clear  - Clears your entire description. (for use outside the
              description editor)

Options within description editor:

@? - Lists all the commands that are available for use within the
     description.

@# - When used with a specific number, it takes you to the beginning
     of that line,

@c - Clears every line within the description buffer.

@d - Used to delete a specific line, you must be on the line before
     you may delete it.

@e - Goes to the last line of the description.

@i - This command allows you to push the text from the line you're
     currently on, down to the next, leaving behind a blank line for new
     text to be added.

  You can also have extra descriptions set on your character, for things
others can notice about you. This can include your clothes, hair, weapons,
etc. Up to five such extra descriptions are settable.

To set or edit an extra descriptions:
description <keyword>.
For example:
description cloak.

Others can then see those if they type:
glance <your name> <keyword>.
For example:
glance olorin cloak.

To delete your extra descriptions, type:
description delete <keyword>.

See also: Glance, Switchdesc








:: Beginning

.:. Dex







--------------------------------[ Dexterity ]--------------------------------

  Dexterity by itself makes you naturally harder to hit in combat, as you can
manuver faster than someone with lower dexterity.  However, you may not wish
to rely on it alone to save you, a person having more offensive/defensive forms,
fighting manuvers, than yourself could shift the balance.  Dexterity also effects
how many movement points (
Help Move).  To see your current dexterity, type 'score'
(
Help Score).

See also: Score, Stats


:: Beginning

.:. Dexterity







--------------------------------[ Dexterity ]--------------------------------

  Dexterity by itself makes you naturally harder to hit in combat, as you can
manuver faster than someone with lower dexterity.  However, you may not wish
to rely on it alone to save you, a person having more offensive/defensive forms,
fighting manuvers, than yourself could shift the balance.  Dexterity also effects
how many movement points (
Help Move).  To see your current dexterity, type 'score'
(
Help Score).

See also: Score, Stats


:: Beginning

.:. DF



A Darkfriend is a person who has elected to serve the Dark One, though reasons
vary widely. Some choose to serve the Dark out of a lust for power, others out
of a hope for immortality, and more.

Darkfriend male channelers can earn protection from the madness and rot caused
by the Dark One's taint on Saidin. Aes Sedai Darkfriends, the so called Black
Ajah, are no longer bound by the Three Oaths.

Joining the Darkfriends
Three easy steps:
1. Mudmail the Shadow Immortal(s) a background for the character seeking to
join. Include the
name of the character, why the character would want
to join the Darkfriends, and
how best to approach the character in an IC
manner.
2. Wait. The Shadow will find you.
3. Be Patient. The Shadow will find you.

Roleplay is required to join, much the same as any guild, but unlike other
guilds, you will probably not know when you are RPing with people who could
sponsor you. Endless bugging of the Shadow Staff will not  assist your
application and could, in fact, hinder it. See steps 2 and 3 above.

For any further questions, contact a Shadow Immortal.





:: Beginning

.:. DFBOARD



Dfboard is the special Darkfriend board.

See Also: Darkfriend, Channels



:: Beginning

.:. DFTALK



Dftalk is the channel used by the Darkfriends for their private
conversations.

> dftalk <string>
>
dftalk Hello, people of the dark!

See Also: Channels, Darkfriend, Dfboard



:: Beginning

.:. DIAGNOSE



Use this when you want to see someone's condition without using
Use this when you want to see another players condition
without using the
<look> command.

Example:
> diagnose narsil
Narsil has some nasty wounds and scratches.

See also: Look


:: Beginning

.:. DIAGONALS




















In order to move from place to place on this MUD there are ten
directions you need to be very familiar with: UP, DOWN, EAST, WEST,
NORTH, SOUTH, and the four diagonals NORTHEAST, NORTHWEST, SOUTHEAST
and SOUTHWEST. These will take you in whichever direction you want,
assuming you are standing and there is an exit that way from the room
you are currently in.

All of them can be abbreviated to: n, s, e, w, u, d, ne, nw, se, sw.
The exits command spells out every exit, and the autoexit line shows
them with those short forms.

Syntax:
> north
> northeast

Example:
> ne

See also: Exits, Autoexit, Look























:: Beginning

.:. dialects


Dialects

While all people in the current world of the "Wheel of Time" speak the common language, or
the "new tongue", not all of them speak the language in the same way. The following is a
list of notable dialects from the world of the "Wheel of Time":


Cairhien:

The Cairhienin speak in a precise, clipped accent, enunciating every word. Their speech is
characterized by a distinctive musical accent.


Illian:

Illianers do speak a unique version of the common language, one that does use the word 'do'
as an auxiliary before most verbs, and do no be having the usual forms of the verb 'to be'.

Example:
"You can no go into the palace alone. You say you will no channel unless you must, no to warn
these Black Aes Sedai. Then you must have muscle to swing a club if the need do arise, and eyes
to watch your backs will no be amiss either. I am known there, to the servants. I did take gifts
to the old Panarch too. I will go with you. You do make me stretch my neck on the headsman's block
because I did leave you at Falme. Fortune prick me if you do no! Well, it do be done now; you can
no object to this! I will go in with you."

(Bayle Domon to Nynaeve and Elayne; The Shadow Rising, Chapter 54)


Murandy:

Murandians are often described as having a lilting accent.
(NS, Ch. 5; CoT, Ch. 10)


Saldaea:

While Saldeans do not have a pronounced dialect they have developed a special language of the fans.
Saldaean women can use to convey anything from a simple 'yes' or 'no' to an eloquent declaration of
love.


Seanchan:

The Seanchan speak their own dialect of Common, which seems heavily accented and slurred to most
westlanders. Their speech is laced with terms from the Old Tongue.


Tarabon:

Taraboner commoners use a unique grammar for the common tongue. The speakers, they use nouns
and pronouns together, yes?

Example:
"We will need to negotiate with those sisters who remain in the Tower," Beonin mused, only half to
herself. "The Amyrlin we choose, she must be a skilled negotiator, yes?"

(Beonin to Sheriam and the rest of the Salidar leaders; The Fires of Heaven, Chapter 27)


For more help on specific languages, please see:

Old Tongue, New Tongue, Common, Ogier Tongue, Trolloc Tongue


:: Beginning

.:. Dice


The Dice command allows players to insert a random element into their Roleplay.
This can be used to solve disputes or to simulate IC games of chance. The
syntax for the Dice command is as follows:

Dice <number of dice to be rolled> <number of sides per die> <modifier to roll>

For example, "
Dice 1 6 1" would roll one six-sided die and add one to the
result. Dice are always totalled, never counted separately, and all modifiers
must be positive. It is quite possible to roll dice with a physically
impossible number of sides.

An easy way to simulate the popular WoT dice game "Pips" is to use "
Dice 5 6
0
." The highest roll wins, unless any of the characters rolls a number
divisible by five, in which case it is assumed that the character rolled the
same number on each die. The only exception to the above rule is a total roll
of 5, in which case the character has rolled
The Dark One's Eyes (all ones),
and loses. This system simulates a significantly higher chance of rolling all
the same number, but that only adds a little excitement to the game.

See also:  TOSS


:: Beginning

.:. dig


Usage: dig <direction> <room VNUM>

DIG allows you to create an exit from the room you are currently
stationed at to another room.  It quickly cuts an opening from the
room in the direction you choose that leads to another room you also
choose.

Example:

> dig n 59

That creates an exit north from the room you are currently in to the
room with the VNUM of 59.



:: Beginning

.:. DIRECTIONS




















In order to move from place to place on this MUD there are ten
directions you need to be very familiar with: UP, DOWN, EAST, WEST,
NORTH, SOUTH, and the four diagonals NORTHEAST, NORTHWEST, SOUTHEAST
and SOUTHWEST. These will take you in whichever direction you want,
assuming you are standing and there is an exit that way from the room
you are currently in.

All of them can be abbreviated to: n, s, e, w, u, d, ne, nw, se, sw.
The exits command spells out every exit, and the autoexit line shows
them with those short forms.

Syntax:
> north
> northeast

Example:
> ne

See also: Exits, Autoexit, Look























:: Beginning

.:. Dirt Kicking



-------------------
Dirt Kicking--------------------
  
  Used in battle, this skill kicks dirt on your victim. If you are
successful, the dirt will hit the victim's eyes, thus blinding him for
a short while and decreasing his battle performance.  After dirt kicking,
you must wait a few rounds before you may dirt kick again.







:: Beginning

.:. Dirtkicking



-------------------
Dirt Kicking--------------------
  
  Used in battle, this skill kicks dirt on your victim. If you are
successful, the dirt will hit the victim's eyes, thus blinding him for
a short while and decreasing his battle performance.  After dirt kicking,
you must wait a few rounds before you may dirt kick again.







:: Beginning

.:. DISABLE


Combat picks one of your known forms for you when you fight without
naming one. Disable takes a form out of that rotation, and enable
puts it back. Players use it when the game keeps choosing a form they
would rather not use.

Syntax:
> disable 'form name'
> enable 'form name'

Example:
> forms
> disable 'slash from right'
> enable 'slash from right'

Use the name shown by
forms; the case does not matter. One-word
names need no quotes. Put a name of more than one word in single or
double quotes so it is read as one name. With no name, either command
shows its syntax.

The commands only work on your own forms. A name you do not know
answers
Form not found., and turning one off twice answers that
it is already disabled. Enabled forms print normally in the
forms
list; a disabled form prints in a different colour there, which is
how you check the state you are in.

What disabling does:
When the game chooses a form for you, it skips your disabled ones. If
disabling leaves you nothing to fight with, the game says so and
names
* You have disabled forms. among the possible reasons it
prints. Fighting with a form you name yourself is not stopped by the
flag, so a disabled form is still there when you call for it.

See also: Forms, Combat, Skills





:: Beginning

.:. DISGUISE



This is a command available only to Immortals and Forsaken. It allows
them to disguise their name and appear to be someone other than who
they truly are.

> disguise <name>
> disguise Boogyman
This would disguise you as "Boogyman." You would show up in rooms
and on the WHO list with that name.



:: Beginning

.:. DISPLAY


Prompts are not yet working correctly to compensate for the changes
brought in with MikkiMUD 3.0. Some of these work as they should, but
most don't. When they come back online, the helpfile will be updated
accordingly. Sorry for the inconvenience.

The following fields are recognized by the prompt command:

&h       Hit points             &H       Max Hit points
&v       Endurance               &V       Max Endurance
&x       Experience to Level     &R       Exp to Level (Same as &x)
&w       Wimp Level             &f       Affects                
&g       Grasp Amount           &t       Lesson Tick Counter
&C       Carrying Weight         &c       Carrying Number
&e       Encumbrance             &n       Name                    
&1       Newline                 &2       Tab
&d       Doing                   &( &)    Group Delimiting
&G       Gold                   &Y       Year (4 digits)
&M       Month (2 digits)       &D       Day (2 digits)
&T       Time (24 hour: HH:MM)   &S       Seconds (2 digits)


                        
Immortals Only:

                      
&i       Invis Level
                      
&I       Ticks visible
                      
&r       Room Number

                        
Example Prompts:

SYNTAX:  Prompt -< `&h`/`&H`HP `&m`/`&M`CP `&v/`&V`MV >-
          
-< `&a`AC `&y`/`&u` >- -< `&x`XPTL `&R`RPTL &t`>- &f &1

EXAMPLE: -< 230/280HP 200/200CP 146/179MV >-
          
-< -120AC 30H/40D >- -< 2465XPTL 567RPTL >- (hu) (th)
              
  Group delimiting works as follows:  surround one or more
parts of the prompt string with &( (
text) &). These parts
will not display unless the fields between them contain
an amount above, or below zero.  For instance,

SYNTAX:   Prompt < `&h`H `&m`C `&v`v &(`Grasping` `&g` &)> &f &1

EXAMPLE:  < 100H 100C 100v (hu) (th) (While not Grasping)
EXAMPLE:  < 100H 100C 100v Grasping 100 > (hu) (th) (While Grasping)






:: Beginning

.:. Disputes




--------------------Disputes--------------------

Occasionally, the need arises for a third party to become involved
with your roleplay due to the fact that you may have a dispute or
disagreement with someone about a facet of your roleplay. This can
range from a fight that has gone wrong to a disagreement between
what is a reasonable action to take during roleplay.

For any roleplay disagreement, first try to come to an agreement
between yourself and the other party(ies) involved. If this does
not work, then contact a
Policy Immortal to deal with the
dispute. If you have any concerns, please read through
A Moment
In Tyme
's policy files by simply typing "policy".

See also: Policy





:: Beginning

.:. DISTRUST


Distrust lets you accuse a place's owner of being a darkfriend and
put the place to the torch. You confront the owner and, finding the
answers wanting, set the fire.

Not every place can be raided. Where it can, everyone who comes
after sees the ruin you left. You cannot raid a place that has
already been burned out.

Syntax:
> distrust

Example:
> distrust

Standing in a shop she suspects, Mira declares the keeper a
darkfriend and sets the place on fire.

See also: Darkfriend, Roleplay


:: Beginning

.:. DLC



Dlc is used by the Dreadlords to communicate amongst themselves.

> dlc <string>
>
dlc Hello, dreadlords.

See Also: Darkfriend, Channels



:: Beginning

.:. dodge


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

.:. DOING





This allows you to change what you are "doing" and display it for
others who enter the room to see, so that their character will
know what is going on when they enter.

Example:
> option doing <string>
> option doing standing near the door, wielding an axe.
Now, should someone else enter, they would see:
Loth is standing near the door, wielding an axe.

Your doing is also displayed in your score, in case you forget
what your current doing is set to.

See also: Options, Look, IC, Emote, Pemote, Score


:: Beginning

.:. DOINGTYPE





This allows you to change what you are "doing" and display it for
others who enter the room to see, so that their character will
know what is going on when they enter.

Example:
> option doing <string>
> option doing standing near the door, wielding an axe.
Now, should someone else enter, they would see:
Loth is standing near the door, wielding an axe.

Your doing is also displayed in your score, in case you forget
what your current doing is set to.

See also: Options, Look, IC, Emote, Pemote, Score


:: Beginning

.:. DOMANI


                Help Information for Arad Doman


Pronunciation: AH-rahd do-MAHN


SIGIL:  A silver hand, grasping a silver sword by the blade,
        point down; the Sword and Hand.
BANNER:  The Sword and Hand on a field of four green and
         three blue horizontal stripes.
CAPITAL CITY:  Bandar Eban
RESOURCES:  Trade


The nation of Arad Doman lies off the coast of the Aryth Ocean,
and has relied largely upon trade for its wealth.  Over the
years, Arad Doman has bickered with the nation of Tarabon over
the land to the south known as Almoth Plain.  This bickering
came to outright war, just before the arrival of the Seanchan.
Arad Doman is one of the few nations which surrendered to the
Seanchan after the former ruling family was deposed or had fled
the country.  As a result, Almoth Plain was 'awarded' to Arad
Doman for its cooperation, and both territories are now ruled
by Philipe Ankaer, High Lord of the Blood, a native of Arad
Doman raised to the Blood after swearing the Oaths.

The nation's capital is Bandar Eban, which is said to have
been built on the ruins of an older city after the War of the
Hundred Years.  It lies at the mouth of the River Daghon on
the coast of the Aryth Ocean, and is home to the famous Terhana
Library.  Since the arrival of the Seanchan, the city has been
stable. No one seems to know what happened to King Alsalam since
the Seanchan arrived, nor the rest of his family.  Rumors suggest
that the Seanchan did something to them, and these rumors tend
to cause a great deal of uneasiness among the people.  There
are also rumors of a "Domani Resistance" beneath the surface,
and despite the Seanchan's best efforts to quell it, this small
group of brave souls somehow refuses to be crushed.

THE DOMANI PEOPLE

Arad Doman is a nation known best for its women and the skill
of its people in commerce.  Most Domani merchants are women,
and the nation has owed its wealth and success to their skill
in bartering and wrapping men around their fingers in a brand
of seduction that has become, among them, an art form.  Domani
women are legendary for their beauty, copper-skinned and
exceedingly graceful.  It is said they can twist a man around
their wrist with a look, and imprison his heart with a smile.
Their dresses are scandalous by most standards, barely opaque,
and clinging to every curve, hinting at everything, while
revealing nothing.

Domani men usually have long, thin moustaches and wear earrings,
and are known famously for their quick tempers.  Some blame
their temperament on having to deal with their women, while
others claim it is caused by eating with
sursa, which are
thin, lacquered sticks.

In the past, the Domani acquired much of their wealth by
trading with the Seafolk, but with the Seanchan presence,
the Atha'an Miere have been scarce.  Arad Doman's commerce
has turned to Tarabon and Saldaea, as well as through sea
trade with other nations and the Seanchan.








:: Beginning

.:. DONATE



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

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

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

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

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

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

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




















:: Beginning

.:. DOWN




















In order to move from place to place on this MUD there are ten
directions you need to be very familiar with: UP, DOWN, EAST, WEST,
NORTH, SOUTH, and the four diagonals NORTHEAST, NORTHWEST, SOUTHEAST
and SOUTHWEST. These will take you in whichever direction you want,
assuming you are standing and there is an exit that way from the room
you are currently in.

All of them can be abbreviated to: n, s, e, w, u, d, ne, nw, se, sw.
The exits command spells out every exit, and the autoexit line shows
them with those short forms.

Syntax:
> north
> northeast

Example:
> ne

See also: Exits, Autoexit, Look























:: Beginning

.:. DRAG



If someone is sitting or sleeping in the room you are in you may
drag the player to an adjacent room using the
DRAG command.

> drag kinmourn east
This would drag Kinmourn east, assuming there is an eastern
exit to your room.

If the player is simply standing in the room you may
PUSH them
out of it if your Strength is high enough.

> push kinmourn east
This would push Kinmourn out the eastern exit of the room. If the
player is sitting, resting or sleeping, refer to the
DRAG command.





:: Beginning

.:. Drams




















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

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

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

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

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


:: Beginning

.:. DREAM




Preconditions for use: Talents - Dream Walker

This skill allows you to enter Tel'aran'rhiod, the World of Dreams.  Beware,
for harm that comes to you there will stay with you in the waking world.

Dream must be used while sleeping.

USAGE: <while sleeping> dream                 {enters Tel'aran'rhiod}
       <while in Tel'aran'rhiod> dream        {returns you to normal sleep}

See also: Dream Walker


:: Beginning

.:. DREAM WALKER



This talent is only available by application.  Speak with your GL
for initial approval, then apply with the Story Department.

This talent allows one to learn how to enter Tel'Aran'Rhiod, the
world of Dreams.

Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and
their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby
making it impossible for a Wolfkin dreamer to teach their dreaming abilities
to non-Wolfkin.  Everyone who is not a wolfkin and wants to be a dreamer,
including Wise Ones, will have to apply.

Applications should include the following:
1) Why you, as a player, want your character to have the talent.
2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking.
3) Why your character should be able to have the talent.
4) What your character plans to do with the talent, if and when it
   has been granted.
5) Show a willingness to learn the talent from 'scratch', through
   roleplay.  NO ONE has the right to have full dreamwalker talents
   handed to them on a silver platter.

Send applications via mudmail to Ayasha, Rissa and your GL.











:: Beginning

.:. DREAMER



This talent is only available by application.  Speak with your GL
for initial approval, then apply with the Story Department.

This talent allows one to learn how to enter Tel'Aran'Rhiod, the
world of Dreams.

Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and
their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby
making it impossible for a Wolfkin dreamer to teach their dreaming abilities
to non-Wolfkin.  Everyone who is not a wolfkin and wants to be a dreamer,
including Wise Ones, will have to apply.

Applications should include the following:
1) Why you, as a player, want your character to have the talent.
2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking.
3) Why your character should be able to have the talent.
4) What your character plans to do with the talent, if and when it
   has been granted.
5) Show a willingness to learn the talent from 'scratch', through
   roleplay.  NO ONE has the right to have full dreamwalker talents
   handed to them on a silver platter.

Send applications via mudmail to Ayasha, Rissa and your GL.











:: Beginning

.:. DREAMING



This talent is only available by application.  Speak with your GL
for initial approval, then apply with the Story Department.

This talent allows one to learn how to enter Tel'Aran'Rhiod, the
world of Dreams.

Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and
their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby
making it impossible for a Wolfkin dreamer to teach their dreaming abilities
to non-Wolfkin.  Everyone who is not a wolfkin and wants to be a dreamer,
including Wise Ones, will have to apply.

Applications should include the following:
1) Why you, as a player, want your character to have the talent.
2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking.
3) Why your character should be able to have the talent.
4) What your character plans to do with the talent, if and when it
   has been granted.
5) Show a willingness to learn the talent from 'scratch', through
   roleplay.  NO ONE has the right to have full dreamwalker talents
   handed to them on a silver platter.

Send applications via mudmail to Ayasha, Rissa and your GL.











:: Beginning

.:. DREAMWALKER



This talent is only available by application.  Speak with your GL
for initial approval, then apply with the Story Department.

This talent allows one to learn how to enter Tel'Aran'Rhiod, the
world of Dreams.

Wolfkin develop their talents per the guidelines of the Wolfkin Guild, and
their skills are tied to the wolves' existence in Tel'Aran'Rhiod, thereby
making it impossible for a Wolfkin dreamer to teach their dreaming abilities
to non-Wolfkin.  Everyone who is not a wolfkin and wants to be a dreamer,
including Wise Ones, will have to apply.

Applications should include the following:
1) Why you, as a player, want your character to have the talent.
2) What you, as a player, knows about Tel'aran'rhiod and Dreamwalking.
3) Why your character should be able to have the talent.
4) What your character plans to do with the talent, if and when it
   has been granted.
5) Show a willingness to learn the talent from 'scratch', through
   roleplay.  NO ONE has the right to have full dreamwalker talents
   handed to them on a silver platter.

Send applications via mudmail to Ayasha, Rissa and your GL.











:: Beginning

.:. DREPORT


The dreport command allows you to report on how you think the various
immortal departments are doing their jobs.  The command may also be used
to make various requests from certain immortal departments.

> dreport             Puts you in the report editor.

See Also: Reportedit, Reptool, Vote, Wizlist



:: Beginning

.:. DRINK







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








:: Beginning

.:. DROP



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

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

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

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

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

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

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




















:: Beginning

.:. Duplicate Ter'angreal



-------------------
Duplicate Ter'angreal--------------------
  
SYNTAX: Weave 'Duplicate Ter'angreal' <object>    {<object> is the original}
EXAMPLE: Weave 'Duplicate Ter'angreal' Necklace
  
Preconditions:
  
Talents:  Ter'angreal
  
Spells:   Probe Ter'angreal
  
Description:
  
  This weave allows the caster to duplicate a ter'angreal.
The duplication, if successful, will create a ter'angreal
that works in a similar fashion to the original.  The failure
rate is high, though something will most likely be duplicated
each time - it just may not work, or work in the wrong fashion.  
A point to note is that ter'angreal have a chance of burning
out the user if used incorrectly, so one must be careful using
a duplicated ter'angreal, as the chance of burn out may increase!
  
See Also: Ter'angreal, Probe Ter'angreal


:: Beginning

.:. Duststorm


Duststorm

Duststorm lashes eligible occupants of your room with stinging dust.
It deals damage and spoils surviving victims' aim, making their attacks
easier to avoid. It can also cause ordinary blindness. These are separate
effects: immunity to blindness does not prevent the damage or spoiled aim.
Cure Blind removes the blindness, not the accuracy penalty.

The accuracy penalty wears off. Recasting refreshes it rather than
stacking a stronger penalty, and saving and relogging does not clear it.

You do not name a target. Properly grouped allies are normally avoided,
but a misfire can still hit them. A successful cut can stop the weave
before it reaches its victims. Duststorm cannot be used in peaceful rooms.

Syntax:
> weave 'duststorm' <power>

Example:
> weave 'duststorm' 2

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

See also: WEAVE, Combat Channeling, Cure Blind


:: Beginning

 
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 Web Design by: Tannil and Guy
.:. Top of Page