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.:. 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.


:: Beginning

.:. 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





:: Beginning

.:. 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


:: Beginning

.:. 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


:: Beginning

.:. 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


:: Beginning

.:. 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


:: Beginning

.:. 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.





:: Beginning

.:. 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.





:: Beginning

.:. 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


:: Beginning

.:. 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


:: Beginning

.:. 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








:: Beginning

.:. 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








:: Beginning

.:. 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


:: Beginning

.:. 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.




:: Beginning

.:. 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





:: Beginning

.:. 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





:: Beginning

.:. 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


:: Beginning

.:. 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.


:: Beginning

.:. 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


:: Beginning

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