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Other
| .:. HAGGLE |
HAGGLE Haggle is a passive Sea Folk skill, not a command. A trained Sea Folk customer may bargain automatically when buying from or selling to a shop. A successful bargain lowers the purchase price or raises the sale price. The amount varies with proficiency and luck. Purchase prices cannot fall below half the normal price, and sale prices cannot exceed twice normal. LIST and VALUE show ordinary quotes, not a promised successful bargain. Haggle does not change your possessions' assessed worth or taxes. See also: BUY, SELL, LIST, VALUE. |
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| .:. HAIL |
When you have the helm of a ship, Announce lets you speak as its captain to everyone aboard. Use it to call your passengers together or let them know what lies ahead. Syntax: > announce <message> Example: > announce Elin, please join us on deck. Land is in sight! You must be aboard the ship and have taken its helm. If you have learned to sail, type sail with no direction at an unoccupied helm to take control. Typing it again lets go of the helm. Your announcement reaches the ship, not everyone on the MUD. For a conversation with someone beside you, you can simply use Say. See also: Say, Seafolk Ships |
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| .:. handbook |
There is a brief guide on roleplay available. To access simply type 'handbook roleplay' |
| :: Beginning |
| .:. handbook roleplay |
There is a brief guide on roleplay available. To access simply type 'handbook roleplay' |
| :: Beginning |
| .:. HANDTALK |
Handtalk lets the Aiel talk with their hands to others in the same room. Other people only see the gestures. Syntax: > handtalk 1 <message> > handtalk 2 <message> Mode 1 is understood by any Aiel in the room. Mode 2 is understood only by Aiel who hold the same subrank as you within the Aiel guild. You must be Aiel and know the handtalk skill, and the attempt can fail if you do not know it well enough yet. You need to be standing to use it. Example: > handtalk 1 The water is near. > handtalk 2 Wait until the others have passed. See also: Emote, Say, Whisper, Skills |
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| .:. HARVEST |
This skill allows the player to harvest a number of different herbs, each having a different effect, ranging from healing to other, more lasting, effects. Not all of the uses are IC, but a good many of them can be used to accompany RP. Syntax: > harvest Example: > harvest You must have learned the skill, and you must be outdoors: nothing grows for you inside, in a city, on or under the water, or while you are flying. A successful search turns up one herb for your collection; an unsuccessful one finds nothing around these parts. After each attempt, give nature a while before you try again. See also: Forage, Herbs, Skills |
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| .:. HASMEMORY |
MOB MEMORY An NPC can permanently remember things about a player: quest steps, lessons, favors, anything that must survive logouts and reboots. Each memory belongs to one NPC (by vnum) and one player. A memory is a key, optionally with a value: mob rememberperm $n paid - remember the key 'paid' mob rememberperm $n QUEST started - set the key QUEST to 'started' mob rememberperm $n QUEST done - replaces 'started' with 'done' if hasmemory $n QUEST - QUEST is set, to any value if not hasmemory $n QUEST - QUEST was never set if hasmemory $n QUEST done - QUEST is set to 'done' mob forgetperm $n QUEST - forget QUEST, whatever its value mob forgetperm $n QUEST done - forget it only if it is 'done' mob forgetperm $n all - forget everything about $n mob forgetperm all QUEST - forget QUEST for every player The key is the first word; the rest of the line is the value. Case does not matter. To take a player through several steps, keep the step in one key and write the steps in the order the player meets them: if not hasmemory $n QUEST ...offer the quest... mob rememberperm $n QUEST started elseif hasmemory $n QUEST started ...check their progress... mob rememberperm $n QUEST done elseif hasmemory $n QUEST done ...thank them again... endif 'mob remember' and 'mob forget' are different commands: they set the mob's target ($q), not a permanent memory. Check how long ago this NPC last remembered a key about that player: if memoryage $n <KEY> <op> <number> [unit] The age is whole seconds since the NPC last remembered the key on this port, whatever its value. Remembering it again restarts its clock. If the key has no memory, or the target is not a player, every comparison is false. Operators: ==, !=, <, <=, >, >=. Use a literal whole number, not a $ code. Without a unit, the number is seconds. Unit words ignore case; use singular or plural (add s): second(s) = 1 second minute(s) = 60 seconds hour(s) = 3600 seconds day(s) = 86400 seconds mudhour(s) = 75 seconds mudday(s) = 1800 seconds mudmonth(s) = 63000 seconds mudyear(s) = 1071000 seconds Example: if memoryage $n GRASP >= 1 mudmonth See also: MOB COMMANDS, MOB FUNCTIONS, MOB LOGIC, SEMANTIC |
| :: Beginning |
| .:. HEAL |
Heal Heal repairs body parts that are still present, closes their ordinary cuts, bruises and burns, and mends their fractured bones. It does not regrow severed parts: missing limbs and their stump wounds remain after Healing. Healing leaves the caster exhausted and the recipient hungry. Low or negative Endurance does not by itself refuse a weave if you are already grasping and otherwise able to cast. Heal's cost can still put you in danger of overchanneling; its final exhaustion does not erase the risk from the cost of that cast. See Overchanneling before relying on Healing while tired. You must know Heal and meet its prerequisites and flow requirements. Healing Talent describes the talent's role in learning Healing weaves. Use inform 'heal' for current requirements and teaching information. Syntax: > weave 'heal' <target> > weave 'heal' <power level> <target> Grasp the One Power first and name a visible target in your room. Power levels 1-4 select spending tiers independently of your grasp amount. Omitting the level uses grasp-based spending; a plain grasp uses the weave's default. Normal combat charging rules still apply. Example: > weave 'heal' 1 loth See also: Cure Wounds, Healing Talent, Weave, Spells, Combat Channeling, Overchanneling |
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| .:. HEALING TALENT |
**This talent allows one to learn weaves that are specifically related to Healing or Harming someone with the One Power. One cannot Heal others without this talent. See also: Channeling Talents |
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| .:. help |
------Movement/Interaction:-------|--------Communication:------------------ NORTH SOUTH EAST WEST UP DOWN | SAY GSAY TELL NOTELL ASK OOC NEWBIENET LOOK EXITS SCAN GLANCE PEMOTE | WHISPER MAIL REPLY QUESTION ENTER LEAVE DRAG PUSH EMOTE |--------Information:-------------------- SLEEP WAKE REST SIT STAND | HELP INDEX, INFORMATION, NEWBIE (LOCK UNLOCK OPEN CLOSE) | TIMELINE, WELCOME, WIZLIST, POLICY ------Objects:--------------------| TEMPLATE SHOW <#> GET DROP JUNK DONATE PUT GIVE WEAR| GRAB INVENTORY EQUIPMENT REMOVE |--------Utility:------------------------ EXAMINE COMPARE WIELD USE READ | BUG IDEA TYPO QUIT SAVE BRIEF COMPACT WRITE | COLOR COMMANDS SOCIALS DISPLAY LINES ------Combat:---------------------| AUTO AREAS REPEAT TITLE DOING ALIAS See: TURN-BASED COMBAT | POLICY PK, POLICY OCS |--------Player:------------------------- CHANNELING | SCORE WORTH SPELLS SKILLS PRACTICE ----------------------------------| TRAINING FLOWSTRENGTH AFFECTED EQ Further information available: | TALENTS EXP HELP <keyword>, keyword being a | command. Ex. "HELP TIMELINE" | NOTE: see "HELP GUILDS" for guild info. --------------------------------------------------------------------------- For help-file listings and searches, see HELP LISTHELPS. |
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| .:. HELP INDEX |
------Movement/Interaction:-------|--------Communication:------------------ NORTH SOUTH EAST WEST UP DOWN | SAY GSAY TELL NOTELL ASK OOC NEWBIENET LOOK EXITS SCAN GLANCE PEMOTE | WHISPER MAIL REPLY QUESTION ENTER LEAVE DRAG PUSH EMOTE |--------Information:-------------------- SLEEP WAKE REST SIT STAND | HELP INDEX, INFORMATION, NEWBIE (LOCK UNLOCK OPEN CLOSE) | TIMELINE, WELCOME, WIZLIST, POLICY ------Objects:--------------------| TEMPLATE SHOW <#> GET DROP JUNK DONATE PUT GIVE WEAR| GRAB INVENTORY EQUIPMENT REMOVE |--------Utility:------------------------ EXAMINE COMPARE WIELD USE READ | BUG IDEA TYPO QUIT SAVE BRIEF COMPACT WRITE | COLOR COMMANDS SOCIALS DISPLAY LINES ------Combat:---------------------| AUTO AREAS REPEAT TITLE DOING ALIAS See: TURN-BASED COMBAT | POLICY PK, POLICY OCS |--------Player:------------------------- CHANNELING | SCORE WORTH SPELLS SKILLS PRACTICE ----------------------------------| TRAINING FLOWSTRENGTH AFFECTED EQ Further information available: | TALENTS EXP HELP <keyword>, keyword being a | command. Ex. "HELP TIMELINE" | NOTE: see "HELP GUILDS" for guild info. --------------------------------------------------------------------------- For help-file listings and searches, see HELP LISTHELPS. |
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| .:. HERBS |
There are certain herbs, potions and brews on the MUD. Things that, when quaffed, grant an affect to your character. The affect can be positive or negative, so one is advised against quaffing items when they are uncertain of the results. Example > quaff <item> See also: Wisdoms, Affects |
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| .:. HERON |
-Blademasters- The pinnacle of swordsmanship in the world of the Wheel of Time, Blademasters carry swords marked by herons to proclaim their skill. Any who have seen them fight, however, do not need the mark to know that they are among the most dangerous men and women to walk the lands. The rigorous training and experience required to reach this level of skill leaves only a handful of people in the known world skilled enough to even consider claiming the Heron. To become a Blademaster requires either that the prospect defeat a Blademaster in single combat or that they be proclaimed to possess the skill of a Blademaster by a council of their future peers. Most Blademasters train for decades before they claim the rank, although there are rumors of some who have attained it in as few as five years. Ask the Weapon Mastery Immortal about claiming the rank of Blademaster; 'wizlist' shows who the Immortals are. See also: Weaponmastery, Forms, Immortals |
| :: Beginning |
| .:. HIDE |
The hide skill allows your character to attempt to conceal themselves in a room, preventing other players from noticing you upon casual inspection of their surroundings. However, wolfkin and channelers holding the One Power have enhanced sight and so can often see through these attempts to hide. > hide |
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| .:. HINTS |
Tips for new players are seen every tick by default. While these contain useful information, after a time a player may wish to no longer see them. 'notip' acts as a toggle to turn the tips on and off. |
| :: Beginning |
| .:. HIT |
HIT, KILL and MURDER are not commands any more. To fight, use the turn-based combat commands such as slash, thrust and unarmed. They are all explained in help combat. Fighting another player is covered by <policy PK>. See also: Combat, Death |
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| .:. HIT POINTS |
Your hitpoints, or Life as it is called now, will tell you how much damage you can sustain. When you run out of Life, you die. The most Life you can have depends on your weight, which you choose when you create your character: a heavier character has more Life, a lighter one less. Your Life will gradually regenerate to its maximum, and does so faster if you are resting or sleeping. However, during a fight it will not increase at all. See also: Training, Score, Stats |
| :: Beginning |
| .:. HITPOINTS |
Your hitpoints, or Life as it is called now, will tell you how much damage you can sustain. When you run out of Life, you die. The most Life you can have depends on your weight, which you choose when you create your character: a heavier character has more Life, a lighter one less. Your Life will gradually regenerate to its maximum, and does so faster if you are resting or sleeping. However, during a fight it will not increase at all. See also: Training, Score, Stats |
| :: Beginning |
| .:. HITROLL |
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 |
| .:. HOLD |
Entering <equipment> as a command lists all of the equipment you are currently wearing. This equipment may be altered and changed by using the commands <remove>, <wear>, <wield>, <hold> and <grab>. > hold/grab <item> Basically, HOLD and GRAB do the same thing. They put an item into the Equipment slots for <held> and <used as light> > hold torch > grab rune You can also hold a lantern to use it as your light. See 'help light' for using torches and lanterns and replacing them. > wield <weapon|shield> This equips a weapon or a shield into your hands. You can ONLY wield weapons or shields. > wear|remove <item|all> With these commands you can either wear or remove a single item, or you may wear or remove ALL of your equipment with a single command. |
| :: Beginning |
| .:. HOLYLIGHT |
Immortals Only A toggle which allows you to see: Invisible people and objects Hidden people Dark rooms, even if you don't have a light It is expected most immortals will keep HOLYLIGHT on most of the time; it exists so that you have the ability to see what mortals see for debugging purposes. |
| :: Beginning |
| .:. HOME |
This command allows you to transport yourself to various places rather than walking there. Anyone can recall and it does not stop working after certain levels. Note that recall is an OOC action and cannot be used to escape an IC situation such as hostile Roleplay. Recall will not work while you are fighting, if your recalling rights have been revoked, or from a room where recalling is forbidden. You must also wait for a while after a fight with another player before you can recall again. A destination may itself be closed to recall. You must walk to a room before choosing it with recall set. Examples: > recall This takes you to The Recall Room. > recall guild <multiguild tag> This will take you to your multiguild's recall point. > recall <set|learned> Entering <recall set> sets a room as your recall point. <recall learned> will take you back to that point if you ever leave it. > recall gl This takes GuildLeaders to the GL lounge. > recall <city name|list> This will take you to the main recall of a city or list all the cities. To recall to a city with multiple words to its name, you must put it in Quotes: > recall 'far madding' > recall <city name> <location|list> This will take you to a location in a city or list all the locations in that city. See also: Multiguilds, GLCommands, Recall list |
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| .:. HORN OF VALERE |
The Horn of Valere The Grave is no Bar to my Call These are the words said to be inscribed on the legendary Horn of Valere, which it is said was hidden long ago to keep it safe until it was needed for the Last Battle. It is a well-known legend that he who sounds the Horn of Valere will summon the Heroes of the Horn back from the grave to fight against the Shadow. Prophecy states that it will be found in time for Tarmon Gai'don. Many stories have arisen from this legend and from the Prophecies, and have become a part of the bardic cycle 'The Great Hunt of the Horn'. The Great Hunt of the Horn is called in Illian on occasion. The Great Hunt had not been called for four hundred years, at the end of the Trolloc Wars, and at the beginning of the War of the Hundred Years. But it was recently called again in Illian on the Feast of Teven, and would be-Hunters came from every nation to seek the Horn, or at least glory or fame. The city celebrated their coming with a carnival celebration with song and dance, costumes and fireworks, and of course, a contest for the best telling of the Great Hunt of the Horn, which takes several days to recite in High Chant. The Hunters swore the Oath, and were sent forth on their quest with much pomp and circumstance. Since then, there have been rumors of the Horn everywhere, and a dozen people will tell you they can -sell- you the Horn of Valere. Other rumors tell of an army of heroes of legend appearing in Falme, but thus far, the Horn of Valere has not been returned to Illian, which is deemed its rightful place. Therefore, one must only conclude that it has not yet been found, or if it has been, it is still fair game, for all the Hunters true are sworn to bring the Horn back to Illian. See Also: Illian |
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| .:. Hornhunters |
-------------------Hornhunters-------------------- The Horn of Valere... 'Let whosoever sounds me think not of Glory, but only of Salvation.' The Great Hunt is once again upon us, The Horn of Valere, must be found... Requirements: 1. Be a good role-player, or at least be willing to work on it. 2. Have a strong desire for Roleplaying, and adventure. 3. MudMail the GL or Guild Imm a strong background. Note: At this time we do not require Guild Sponsors to be guilded into Hunters. This will however change once the guild grows and there are a steady number of Hunters online to RP with and gain sponsorship from. There are no class, age, race, or gender restrictions. Those who wish to join the Great Hunt are not entirely undistinguished: however. There are traits which will make entry into the guild smoother. Things such as being resourceful, adventurous, and willing to learn will go far. If you are prone to complaining, being easily bored, or generally lazy, chances are you will not gain the required sponsors. Hunters are unique in that you can role-play whatever you wish: sneaky, arrogant, timid, Lord, Lady - are all appropriate as long as its in the interests of RP. If you wish to Role-play as a Noble you must, however, gain the permission of the Daes Guild by sending their Guild Leader an application for the house and position you desire. Hunters have a very wide selection of Ranks and Subranks, which will be awarded for role-playing and IC standing. Last but not least Hunters possess some very handy code skills. The Grave is no bar to the call of the Horn, and the World is no bar for our search for it. Come and join the Hunt, you too could become Mythical. |
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| .:. HOUSE |
House manages the guest list of a house you own, so your friends can come and go through its door without you. It does not buy or build a house. Syntax: > house > house <player> You must be the house's owner and be inside it at the time. House on its own lists your current guests. House with a player's name adds that player to the list, or takes them off it again if they are already a guest. The player does not need to be online or with you. The list has a limit; if it is full, remove someone before adding another. Example: Inside your own house: > house > house loth Loth can now come into your house. Type the same again to take him off the list. See also: Econshow |
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| .:. HOUSING |
House manages the guest list of a house you own, so your friends can come and go through its door without you. It does not buy or build a house. Syntax: > house > house <player> You must be the house's owner and be inside it at the time. House on its own lists your current guests. House with a player's name adds that player to the list, or takes them off it again if they are already a guest. The player does not need to be online or with you. The list has a limit; if it is full, remove someone before adding another. Example: Inside your own house: > house > house loth Loth can now come into your house. Type the same again to take him off the list. See also: Econshow |
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| .:. HP |
Your hitpoints, or Life as it is called now, will tell you how much damage you can sustain. When you run out of Life, you die. The most Life you can have depends on your weight, which you choose when you create your character: a heavier character has more Life, a lighter one less. Your Life will gradually regenerate to its maximum, and does so faster if you are resting or sleeping. However, during a fight it will not increase at all. See also: Training, Score, Stats |
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| .:. Hundredweight |
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. |
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| .:. HUNTER TALENT |
**This talent allows one to be proficient in skills that can increase one's abilities as a hunter. See also: Nonchanneling Talents |
| :: Beginning |
| .:. HUNTING |
This skill allows you to track the movements of another player, following them to wherever they've stopped. You may also track mobs. You can track a mob or player even while they are hidden or invisible, however you will not be able to see them when you arrive in their room unless you have other skills to allow this. You cannot track across water or in rooms not "connected" to the mortal realm of the MUD. Immortal's rooms, for example. See also: Search, Conceal Trail, Talent Hunter |
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