Please select by the first letter of the name or type in your search below:

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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

 
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 Web Design by: Tannil and Guy
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