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Other
| .:. LABORER |
The Laborers guild, known by its tag LB, groups the Seafolk, Merchant, Wisdom, Tinker and Thief guilds together. Members of Laborers share their own talk channel. Syntax: > multiguild > seek <guild tag> > lbtalk <message> Example: > multiguild > templates list > lbtalk Good luck to you all. > gllist lb Type multiguild with no argument to see every guild tag beside its name. The template board holds the recruiting information guilds post for seekers: templates list indexes it, and templates show with a topic number reads one entry. Once you know which guild tempts you, seek it by its tag. gllist lb names the Laborers leaders, and the guilds grouped under it have their own tags and leaders too. Once you are guilded, channels lb switches the Laborers channel on and off for you. See also: Guild Tag, Seek, Templates, gllist, Channels |
| :: Beginning |
| .:. LABORERS |
The Laborers guild, known by its tag LB, groups the Seafolk, Merchant, Wisdom, Tinker and Thief guilds together. Members of Laborers share their own talk channel. Syntax: > multiguild > seek <guild tag> > lbtalk <message> Example: > multiguild > templates list > lbtalk Good luck to you all. > gllist lb Type multiguild with no argument to see every guild tag beside its name. The template board holds the recruiting information guilds post for seekers: templates list indexes it, and templates show with a topic number reads one entry. Once you know which guild tempts you, seek it by its tag. gllist lb names the Laborers leaders, and the guilds grouped under it have their own tags and leaders too. Once you are guilded, channels lb switches the Laborers channel on and off for you. See also: Guild Tag, Seek, Templates, gllist, Channels |
| :: Beginning |
| .:. languages |
Note: Typing the LANGUAGES command will show you which languages you know. Few languages are known to exist in the world of the Wheel of Time. This could be caused by the universal language used in the Age of Legends, the Age just prior to our current one. For more help on specific languages, please see: Old Tongue, New Tongue, Common, Trolloc Tongue, Ogier Tongue, Dialects |
| :: Beginning |
| .:. LANTERN |
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 |
| .:. LAST |
last <player_name> Will display the name and last time the person was logged in for mortals, for immortals this will also give their ID, level, and IP address. > last rand |
| :: Beginning |
| .:. LATENT |
There are men and women who have the ability to channel but will never do so until they are taught by another, active channeler. These men and women are called latent channelers. Active female channelers are able to feel it when they meet another woman who is able to channel. Gradually they are able to identify the sense of kinship felt as an indicator of having met another with the ability. Men can only tell another man is able to channel through a test using a flame created with Saidin to detect a resonance in another male channeler. See also: Channeler, Channeling, Wilder |
| :: Beginning |
| .:. LATENT CHANNELER |
There are men and women who have the ability to channel but will never do so until they are taught by another, active channeler. These men and women are called latent channelers. Active female channelers are able to feel it when they meet another woman who is able to channel. Gradually they are able to identify the sense of kinship felt as an indicator of having met another with the ability. Men can only tell another man is able to channel through a test using a flame created with Saidin to detect a resonance in another male channeler. See also: Channeler, Channeling, Wilder |
| :: Beginning |
| .:. LEARN |
Skills and spells can be player-taught, meaning that you can learn them from other characters in the game through roleplay. To learn skills, find a willing teacher. A suitable teacher in your room may also offer lessons through the learn command. To teach skills, you must first have the skill you wish to teach. You must also have a student, or multiple students. If you wish to teach more than two players at a time, you need the Teaching Talent. Teaching and being taught belong in roleplay: you may only give or take a lesson while you are roleplaying, although the roleplay need not show the teaching itself. Lessons in Weapon Mastery and Channeling Mastery skills are the exception. Your skills and spells also improve slowly as you use them. Syntax: > lesson begin <student> <skill|spell> <name> > lesson end <student> > lesson end Begin starts a lesson in a skill or spell you possess. End with a student's name ends that student's lesson; end alone ends all your lessons. Example: > lesson begin Mira spell lightning Learning and practicing on your own Practice without an argument lists your skills. Practice with an argument is disabled; use learn for self-practice instead. Syntax: > learn > learn <name> > learn skill <name> > learn spell <name> > learn stop > practice With a suitable room teacher, learn lists what they offer, and learn followed by a name asks to learn it. Learn skill and learn spell request self-practice. For ordinary skills and spells, you must already know enough to practice them. Self-practice uses Endurance and has learning restrictions; it is not a way to learn every skill or spell from nothing. Use learn stop to end your practice session. Example: > learn skill dagger > learn stop Forms You can learn forms in lessons, practice them alone, or improve them through use. Syntax: > lesson begin <student> form <form name> > lesson end <student> > learn form <form name> > learn stop A teacher must know the form, and the form must be teachable. You can learn a form you do not yet know in a lesson. You cannot surpass your teacher. Lessons normally stop at 50%; the Teaching Talent raises the limit to 75%. To practice alone, you must already know a learnable form. Begin practice at 30% or better, but below 50%. Practice uses Endurance; stop with learn stop. A session normally raises a form no higher than 50%, or 75% if you have the Teaching Talent. Learning slows as your proficiency grows. Players also improve learnable forms by using them in resolved attacks or defenses. By defending against a learnable form you do not know, you may pick it up at 1%. Once known, improve it through your own use or training. Non-learnable forms never improve through use or spread through defense. Weapon Mastery is the forms you know, not a separate skill. Each form has a fixed mastery tier; raising proficiency does not change that tier. Example: > forms > learn stop Use forms to find the name of a form you know before practicing it. Use learn stop when you want to end your practice session. See also: Forms, Skills, Spells, Teaching Talent |
| :: Beginning |
| .:. LEASH |
The a'dam is the Seanchan answer to a woman who can channel: a leash that makes her a damane, bound to the sul'dam who holds it. Only a Seanchan can leash, the target must be a woman who can channel, and she must be subdued before the leash will close. Syntax: > closeup <target> Moves you close to your target. You must hold the closeup on her for a little while before leashing, and if she gets away from you, you must start over. > leash <target> Fastens the a'dam on a subdued channeling woman under your closeup. A leashed damane follows her sul'dam and cannot weave or walk away on her own. Through the leash, her sul'dam draws a measure of her strength. A captured channeler cannot simply be linked into a circle, so the leash is how a Seanchan puts her gift to use. Example: > closeup mira You move closer to Mira. What are you thinking of? > leash mira Mira is now linked to you. See also: Subdue, Link, Damane, Seanchan |
| :: Beginning |
| .:. LEAVE |
If you type <enter> while you are outdoors, you will enter any nearby shelter. You can allso follow <enter> with an argument. For example: <enter window> would make you enter an open window in the room you are standing in. If you feel claustrophobic, simply typing <leave> will make you use the nearest obvious exit to the outside. |
| :: Beginning |
| .:. LESSON |
Skills and spells can be player-taught, meaning that you can learn them from other characters in the game through roleplay. To learn skills, find a willing teacher. A suitable teacher in your room may also offer lessons through the learn command. To teach skills, you must first have the skill you wish to teach. You must also have a student, or multiple students. If you wish to teach more than two players at a time, you need the Teaching Talent. Teaching and being taught belong in roleplay: you may only give or take a lesson while you are roleplaying, although the roleplay need not show the teaching itself. Lessons in Weapon Mastery and Channeling Mastery skills are the exception. Your skills and spells also improve slowly as you use them. Syntax: > lesson begin <student> <skill|spell> <name> > lesson end <student> > lesson end Begin starts a lesson in a skill or spell you possess. End with a student's name ends that student's lesson; end alone ends all your lessons. Example: > lesson begin Mira spell lightning Learning and practicing on your own Practice without an argument lists your skills. Practice with an argument is disabled; use learn for self-practice instead. Syntax: > learn > learn <name> > learn skill <name> > learn spell <name> > learn stop > practice With a suitable room teacher, learn lists what they offer, and learn followed by a name asks to learn it. Learn skill and learn spell request self-practice. For ordinary skills and spells, you must already know enough to practice them. Self-practice uses Endurance and has learning restrictions; it is not a way to learn every skill or spell from nothing. Use learn stop to end your practice session. Example: > learn skill dagger > learn stop Forms You can learn forms in lessons, practice them alone, or improve them through use. Syntax: > lesson begin <student> form <form name> > lesson end <student> > learn form <form name> > learn stop A teacher must know the form, and the form must be teachable. You can learn a form you do not yet know in a lesson. You cannot surpass your teacher. Lessons normally stop at 50%; the Teaching Talent raises the limit to 75%. To practice alone, you must already know a learnable form. Begin practice at 30% or better, but below 50%. Practice uses Endurance; stop with learn stop. A session normally raises a form no higher than 50%, or 75% if you have the Teaching Talent. Learning slows as your proficiency grows. Players also improve learnable forms by using them in resolved attacks or defenses. By defending against a learnable form you do not know, you may pick it up at 1%. Once known, improve it through your own use or training. Non-learnable forms never improve through use or spread through defense. Weapon Mastery is the forms you know, not a separate skill. Each form has a fixed mastery tier; raising proficiency does not change that tier. Example: > forms > learn stop Use forms to find the name of a form you know before practicing it. Use learn stop when you want to end your practice session. See also: Forms, Skills, Spells, Teaching Talent |
| :: Beginning |
| .:. LETTER |
Thank you for your letter. I apoloigze for being so long in replying to you, but my publisher has been very dilatory about forwarding mail to me. Enclosed is the letter granting you offcial status ( there is a semi colon here that won't work with Zmud) please note that it is not exclusive. Good luck with the MUD. Thanks again for writing. With best wishes, I am, (Signeture here) This letter grants to (Dini's name) the game operator(s) at (Dini's Home) (Dini's state) permission to use proper name and background material from Robert Jordan's WHEEL OF TIME novel series (The WOT material), limited as follows -- The permision is for use in an on-line role playing game, by the game's operators and participants. It is non-exclusive (ie. the same permission my be granted to others), and revocable by Mr. Jordan or his repersentative. -- It is understood that this game is not operated for profit. -- The operators and participants my (sic) make no use of WOT material outside the game, whether or not for profit. -- The operators and participants may create new material derived from the WHEEL OF TIME background, provided that no use is made of such material outside the game. -- Gaming objects may be transferred to other such games (through proting of source code, object inheritance, or any other means) only after all WOT material has been removed from the object descriptions. -- This permission is not transferable without the authorization of Robert Jordan or his representatives. Should the permission holders transfer management of the game to others, they will notify Rober Jordan, who may at his discretion transfer or rescind the permission. -- The game operators must state that they use WOT material with the permission of Robert Jordan. -- Robert Jordan shall under no circumstances be liable for any claim or damage aginst the operators or participants of the game resulting from the use of WOT material. -- The game operators must state in the game's printed and on-line documentation, the limits of thie permission as described here, and make a reasonable effort to establish that all participants understand these limits. -end- |
| :: Beginning |
| .:. LEVELING |
With the code change to MikkiMUD 3.0, the old system of Levels and RPlevels has been removed. Now levels are gained through EXP, which you earn by Roleplaying with other players, by fighting, and as your skills improve with use. You do not gain EXP from Teaching. Score and Worth show your total EXP, with RP EXP tracked as part of it. RP EXP comes from roleplay; fighting and skill improvement add non-RP EXP. Both help you gain levels and the Training Sessions that come with them. Your RP EXP is already included in the total, not an extra amount to add. Only RP EXP counts toward RP contests and your guild's RP totals. Roleplay remains the main and fastest way to advance; combat adds to it. As you gain levels, your Endurance grows, and you receive Practices for every level you gain. You may use these Practices, listed on your Score as Training Sessions, to Train up your Stats. In addition, these new levels are infinite. If you RP enough, you can go on gaining levels forever. Though, with each additional level you gain, your required EXP to the next level increases, making every following level more and more difficult to attain. The amount of EXP you increase depends on your Level Modifier. When you gain Talents during creation, your Level Modifier increases. The higher it goes, the harder it will be to gain levels, as you progress to the higher levels. See also: Training, Stats, Score, Flows |
| :: Beginning |
| .:. LEVELS |
With the code change to MikkiMUD 3.0, the old system of Levels and RPlevels has been removed. Now levels are gained through EXP, which you earn by Roleplaying with other players, by fighting, and as your skills improve with use. You do not gain EXP from Teaching. Score and Worth show your total EXP, with RP EXP tracked as part of it. RP EXP comes from roleplay; fighting and skill improvement add non-RP EXP. Both help you gain levels and the Training Sessions that come with them. Your RP EXP is already included in the total, not an extra amount to add. Only RP EXP counts toward RP contests and your guild's RP totals. Roleplay remains the main and fastest way to advance; combat adds to it. As you gain levels, your Endurance grows, and you receive Practices for every level you gain. You may use these Practices, listed on your Score as Training Sessions, to Train up your Stats. In addition, these new levels are infinite. If you RP enough, you can go on gaining levels forever. Though, with each additional level you gain, your required EXP to the next level increases, making every following level more and more difficult to attain. The amount of EXP you increase depends on your Level Modifier. When you gain Talents during creation, your Level Modifier increases. The higher it goes, the harder it will be to gain levels, as you progress to the higher levels. See also: Training, Stats, Score, Flows |
| :: Beginning |
| .:. LIFE |
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 |
| .:. LIGHT |
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 |
| .:. LINES |
This is a preference command that lets you set the number of lines the mud sends to you at once. If you find that board messages are scrolling off your screen, lower this number. If you find that you are pressing enter to continue more often than you'd like, increase this number. The maximum amount of lines you can set 255. Syntax: lines auto - Automatic mode. (Screen Size - 5 lines) lines show - Shows the current lines setting and window state (X*Y). lines # - Sets line output to #. line -# - Sets lines to (Screen Size - #) > lines <number> > lines 20 This would set your line output to 20. > lines -<number> > lines -5 This would set your line output to the current screen size - 5 lines. See also: Prefs, Compact, Brief |
| :: Beginning |
| .:. LINK |
Linking lets channelers join into a circle, pooling their strength behind a single leader. Only the leader weaves, but the circle lets her reach weaves no member could manage alone, and she draws on the circle's combined endurance while the cost of her weaves is shared out among the members. A circle is stronger than any one channeler, though each additional member adds less than the one before. Syntax: > link accept Toggles whether or not you will accept linking. > link <target> Brings the target into the circle you lead, or starts one with her. > link pass <member> Hands leadership of the circle to another member. > link dissolve The leader releases everyone from the circle. A woman must start every circle; a man can only take one over once a woman hands it to him. Both of you must be grasping the One Power, and the one invited must be willing to link. Women alone link at most thirteen; larger circles need men, and a circle never holds more than seventy-two channelers. A man must lead a circle of seventy-two, a circle of one man and one woman, or a circle of fewer than thirteen with more than one man -- until leadership passes to a man, no one can weave from it. Members cannot weave, release the Source or walk out of the circle while it stands, and only the leader can dissolve it. A member leaves only by dying, quitting, losing her connection, losing her grasp on the Source, being captured or being separated from the circle. Example: > link mira Mira is now linked to you. See also: Weaves, Grasp, Subdue, Leash, Autocut, Score |
| :: Beginning |
| .:. LINKLESS |
Many players frequently have problems with their links to the game. This can be very hazardous to your health in the middle of a battle. If you lose link during a battle, you will automatically cease fighting and attempt to escape the fight. If you come across a linkless character, be aware that it is highly illegal to attempt to PKill them or steal from them. If you are caught doing so, the punishment is severe. See also: Policy PK |
| :: Beginning |
| .:. LIST |
Entering the commands <buy> or <list> in a shop will list all of the items for sale within the shop. If you would like to purchase the equipment within the shop and have the gold to pay for it, use one of these commands: Example 1: Buy sword (Buys the first sword on the list) Example 2: Buy #3 (Buys the third item on the list) Example 3: Buy 4.sword (Buys the fourth sword on the list) Example 4: Buy 10 bread (Buys 10 pieces of bread) Example 5: Buy 10 #2 (Buys 10 of the second item on the list) See also: Shops, Sell, Value |
| :: Beginning |
| .:. LISTHELPS |
Syntax: listhelp [-date] [-missing] [-requested] [-ratings] [-search] [<reference>] [<text>] Specifying a reference displays only help keywords that have that reference. Specifying a text displays all help files that begin with that text. Specifying the -missing option shows commands that do not have a help file. Specifying the -requested option shows what help or policy lookups people are looking for but that do not exist yet. Specifying the -ratings option shows help or policy files that have been rated by players, sorted by the worst rated files first. listpolicy runs the same command on the policy table (-missing still lists commands without a help file); with no options, listhelp lists the help table and listpolicy the policy table. Syntax: listpolicy [same options as listhelp] Specifying the -date option sorts help files by date of last edit, oldest first. Specifying the -search option allows you to search the text of a help file, rather than the title. Note that the -search option must be the last option specified, and must precede the search argument. |
| :: Beginning |
| .:. LISTPOLICY |
Syntax: listhelp [-date] [-missing] [-requested] [-ratings] [-search] [<reference>] [<text>] Specifying a reference displays only help keywords that have that reference. Specifying a text displays all help files that begin with that text. Specifying the -missing option shows commands that do not have a help file. Specifying the -requested option shows what help or policy lookups people are looking for but that do not exist yet. Specifying the -ratings option shows help or policy files that have been rated by players, sorted by the worst rated files first. listpolicy runs the same command on the policy table (-missing still lists commands without a help file); with no options, listhelp lists the help table and listpolicy the policy table. Syntax: listpolicy [same options as listhelp] Specifying the -date option sorts help files by date of last edit, oldest first. Specifying the -search option allows you to search the text of a help file, rather than the title. Note that the -search option must be the last option specified, and must precede the search argument. |
| :: Beginning |
| .:. LISTTALENTS |
Listtalents shows every talent and flaw in the game, each with its leveling modifier. A positive modifier makes leveling cost more and a negative one makes it cost less. It is a reference list for the whole game: it does not show which talents you have. Syntax: > listtalents To see the talents you actually chose, use the talents command. The Level Mod on your score sheet reflects the talents and flaws you have. Not every name on the list can be chosen by every character. See also: Talents, Score, Levels |
| :: Beginning |
| .:. listtext |
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 |
| .:. LMRACES |
Immortals Only Lists the values for the races you may MSET a mob to. See also: MSET |
| :: Beginning |
| .:. LOAD |
Immortals Only load <mob|obj> <virtual number> LOAD is used to create mobiles and objects. The first argument specifies if you are trying to load a mobile or an object; the second is the virtual number. > load obj 3099 > load char 3005 See also: Vnum |
| :: Beginning |
| .:. LOCATE |
Locate reaches out for a thing in the wide world, if you have learned the skill. Given a name, it tells you how many of it exist; given a number and a name, it tries to point you toward that one in particular. Syntax: > locate <item> > locate <number>.<item> Example: > locate lantern > locate 2.lantern The numbered form answers with the direction the track leads, not the distance, and you must find your own way there. A failed search tells you nothing at all. Some matches cannot be tracked, such as an item inside another container. Finding a matching name does not guarantee a direction. See also: Track, Equipment |
| :: Beginning |
| .:. LOCK |
Use these commands to open, close, lock and unlock doors. > <open | close | lock | unlock> <door> <direction> > open door east > lock door north > unlock door up > close gate west See also: Lockpicking, Enter These commands also work on containers such as chests and bags, both carried and lying in the room. > open chest To lock or unlock a door or a container, you need the proper key. |
| :: Beginning |
| .:. LOCKPICKING |
A skill used for opening locked doors, gates, etc. Not all locks can be picked. Example: > pick <door> <direction> > pick door n > pick gate u See also: Steal |
| :: Beginning |
| .:. LOCKREPLY |
This command lets you lock all your future reply targets to the person who told or replied to you just before you did the lock. No target is specified. Just type <lockreply> once to lock your reply, and type it again to unlock your reply. After your reply is locked, every time you use reply until you unlock it, your replies will go to the person who yours replies are locked onto. See also: Tell |
| :: Beginning |
| .:. LOG |
Several commands share the word log, and they do unrelated things. Only rplog is an everyday player command; the rest are staff tools. Player log > rplog begin Starts recording your roleplay session so it can be read later. See help rplog for the whole command. Staff logs > syslog <level> Chooses how much of the on-line system log you are shown; the levels run from off through brief, normal and complete to spammy, and the upper levels are immortal only. > clog Toggles a global trace that logs every command typed on the MUD. Implementor only, and noisy enough that you should not leave it on. > olc log Lists the available builder audit shards, and olc log with a date shows that day's record of OLC edits. Creator level and above. Example: > syslog Your syslog is currently normal (2). See also: rplog, SYSLOG, OLC |
| :: Beginning |
| .:. LOOK |
This command studies various aspects of your surroundings. Entering <look> with no target will look at the room description and display any other players present, or items in the room. > look <player> This shows you the target and any visible equipment they are wearing. > look in <item> This displays the contents of a container. |
| :: Beginning |
| .:. LOOKAHEAD |
Toggling <lookahead> allows you to see what mobs or players you are approaching as you move in a direction. > lookahead See also: Look, Scan |
| :: Beginning |
| .:. LUCK |
Luck is no longer a factor in the MM3 code and was removed from your score. |
| :: Beginning |

