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| .:. OBJECT VALUES |
WEAPON VALUES (MM32 BUILDER HELP) Use this help when editing an ITEM_WEAPON prototype with oedit or oset. Weapon value slots 0 through 14: 0 Weapon length in feet. 1 Number of damage dice. 2 Size of each damage die. Values 1 and 2 make the dice expression. 3 Attack type. 4 Metal material cost. 5 Leather material cost. 6 Wood material cost. 7 Piercing damage percentage, 0 through 100. 8 Slashing damage percentage, 0 through 100. 9 Crushing damage percentage, 0 through 100. 10 Weapon family (WEAPON_* ID). Forms use this for compatibility. 11 Reserved legacy data. Do not repurpose it. 12 Selected-weapon hitroll bonus. 13 Selected-weapon damroll bonus. 14 Signed legacy strength damage-curve steps, -34 through 34. Values 12 through 14 affect only the compatible ITEM_WEAPON selected for the current opposed forms action. Broken, disarmed, unequipped, or form-incompatible weapons contribute none of these values. Shields and nonweapon objects do not contribute weapon combat values. VALUE 12 - HITROLL Adds to the wielder's native hitroll. Attackers and defenders use the same rule, so a defender's selected weapon bonus can offset an attacker. Use this for weapon accuracy or defense in opposed forms. VALUE 13 - DAMROLL Adds to the damage dealer's native damroll. Positive effective damroll D contributes a random value from floor(D/3) through D+1. Use this for a broadly flat weapon damage improvement. VALUE 14 - LEGACY DAMAGE-CURVE STEPS Shifts only the damage lookup on MM2's 35-entry strength table. It never changes displayed/stored strength, carrying capacity, force, or encumbrance. Leave it zero on ordinary new weapons; use it only when preserving a measured legacy strength-granting weapon. Player mapping: delta = benchpress STR - 100. NPC mapping: delta = (legacy STR - 11) * 10. Table index: 15 + round(delta / 12.5), clamped to 0 through 34. Example: House Riatin blade #13217 has value 14 of +1. Its STR 11 soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1), so this wielder gains one curve damage. The table is nonlinear, so the same step can be worth zero, one, or several damage at another index. Editing and inspection: In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve steps (-34 to 34). The sequential menu currently skips values 4 through 6. oset <object-or-vnum> value12 <hitroll> oset <object-or-vnum> value13 <damroll> oset <object-or-vnum> value14 <curve-steps> Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34 for value14; value12 and value13 still rely on builder discipline. stat object <object>, vstat obj <vnum>, and successful identify output use the same labeled Object values section. Mob programs can inspect the same slots as objval12, objval13, and objval14. World and saved-object format: The world-file values line beginning at value 4 accepts 10 numbers (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads value 14 as zero; current writers emit all 11 numbers. SQL column value15 stores in-game array slot value 14 because SQL columns are numbered from one while object slots are numbered from zero. value15 is not another OLC value and must not be entered as one. NULL value15 on a saved object inherits slot 14 from its valid prototype; without a valid prototype it becomes zero. Binary rent/house/locker records also inherit slot 14 from the current prototype. Builder rule of thumb: value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only. See also: help OLC, help OLC SAVE, help STAT. |
| :: Beginning |
| .:. OCS |
OCS OCS stands for Overall Channeling Strength. You will find your Overall Channeling Strength listed in your score. This is a number that determines your overall strength and ability to channel the One Power. OCS is explained in more detail under Policy OCS. See Also: Emote Channeling, Skills, and Score |
| :: Beginning |
| .:. OEDIT |
Object editor: oedit <vnum> oedit save <zone> oedit copy <from> <to>. SOFT DELETE / UNDELETE (current behavior) oedit delete <vnum> / oedit undelete <vnum> medit delete <vnum> / medit undelete <vnum> redit delete <vnum> / redit undelete <vnum> Delete marks a prototype in memory; it does not remove live instances, resets, shops, exits or room occupants. Zone saves omit marked records. After saving and reboot/copyover, those prototypes are gone. Without a save, the memory-only mark is lost at reboot/copyover. Undelete before reboot/copyover and save again to keep the prototype on disk. Both commands require zone write permission and the edit lock, record history, and mark the zone unsaved. Delete succeeds even with references; its warnings list remaining resets/shops/incoming room exits in all zones. Marked vnums remain taken. Loading/editing/applying still works; copy or create cannot replace a marked vnum. History restore does not undelete. |
| :: Beginning |
| .:. OEDIT VALUES |
WEAPON VALUES (MM32 BUILDER HELP) Use this help when editing an ITEM_WEAPON prototype with oedit or oset. Weapon value slots 0 through 14: 0 Weapon length in feet. 1 Number of damage dice. 2 Size of each damage die. Values 1 and 2 make the dice expression. 3 Attack type. 4 Metal material cost. 5 Leather material cost. 6 Wood material cost. 7 Piercing damage percentage, 0 through 100. 8 Slashing damage percentage, 0 through 100. 9 Crushing damage percentage, 0 through 100. 10 Weapon family (WEAPON_* ID). Forms use this for compatibility. 11 Reserved legacy data. Do not repurpose it. 12 Selected-weapon hitroll bonus. 13 Selected-weapon damroll bonus. 14 Signed legacy strength damage-curve steps, -34 through 34. Values 12 through 14 affect only the compatible ITEM_WEAPON selected for the current opposed forms action. Broken, disarmed, unequipped, or form-incompatible weapons contribute none of these values. Shields and nonweapon objects do not contribute weapon combat values. VALUE 12 - HITROLL Adds to the wielder's native hitroll. Attackers and defenders use the same rule, so a defender's selected weapon bonus can offset an attacker. Use this for weapon accuracy or defense in opposed forms. VALUE 13 - DAMROLL Adds to the damage dealer's native damroll. Positive effective damroll D contributes a random value from floor(D/3) through D+1. Use this for a broadly flat weapon damage improvement. VALUE 14 - LEGACY DAMAGE-CURVE STEPS Shifts only the damage lookup on MM2's 35-entry strength table. It never changes displayed/stored strength, carrying capacity, force, or encumbrance. Leave it zero on ordinary new weapons; use it only when preserving a measured legacy strength-granting weapon. Player mapping: delta = benchpress STR - 100. NPC mapping: delta = (legacy STR - 11) * 10. Table index: 15 + round(delta / 12.5), clamped to 0 through 34. Example: House Riatin blade #13217 has value 14 of +1. Its STR 11 soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1), so this wielder gains one curve damage. The table is nonlinear, so the same step can be worth zero, one, or several damage at another index. Editing and inspection: In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve steps (-34 to 34). The sequential menu currently skips values 4 through 6. oset <object-or-vnum> value12 <hitroll> oset <object-or-vnum> value13 <damroll> oset <object-or-vnum> value14 <curve-steps> Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34 for value14; value12 and value13 still rely on builder discipline. stat object <object>, vstat obj <vnum>, and successful identify output use the same labeled Object values section. Mob programs can inspect the same slots as objval12, objval13, and objval14. World and saved-object format: The world-file values line beginning at value 4 accepts 10 numbers (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads value 14 as zero; current writers emit all 11 numbers. SQL column value15 stores in-game array slot value 14 because SQL columns are numbered from one while object slots are numbered from zero. value15 is not another OLC value and must not be entered as one. NULL value15 on a saved object inherits slot 14 from its valid prototype; without a valid prototype it becomes zero. Binary rent/house/locker records also inherit slot 14 from the current prototype. Builder rule of thumb: value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only. See also: help OLC, help OLC SAVE, help STAT. |
| :: Beginning |
| .:. OFA |
OFA stands for Overall Fighting Ability. It describes a fighter's intrinsic physical fighting capability: runtime maximum life and physical offensive skill and power. It does not count armor, current injuries, actual damage dealt, or hitpoints already removed. A higher OFA does not guarantee a win. Immortal staff can inspect a character's OFA with stat. Eligible PvE victory experience uses the opponent's OFA to set its fight budget. Action experience instead depends on qualifying combat actions. The older arrest roll is a separate mechanic and its numeric rules are unchanged. See also: Consider, combat xp, Stats, Skills, Weaponmastery |
| :: Beginning |
| .:. OGIER |
Ogier are a nonhuman race. They are very tall (adult males average 10 feet, slightly less for females), have long tufted ears and broad noses. Ogier live in steddings, which are areas where the One Power does not work or have any influence. Usually, they do not leave steddings willingly, if they leave for too long they sicken and die. Ogier are slow and pacific people and do not anger easily. Humans they consider hasty. Of course, Ogier do live at least three or four times as long as humans. and pacific people and do not anger easily. Humans they consider hasty. An Ogier of seventy is young. Ogier love knowledge and do not pass up any opportunity to study. Their books contain information and stories lost to humans. Often they use ancient names of places in their speech, also forgotten to humans. The Ogier have interesting marriage customs. All marriages are arranged by the mothers of the parties. The man has no say in his marriage, and the woman very little. Often they do not even know each other before marriage. Ogiers are great stonemasons. Most of the great cities of the world are Ogier-built. The Ogier also built the Waygates, and are now the only ones who can act as guides in the Ways. Most humans have never seen an Ogier, for they rarely leave the steddings. Many think Ogier are legends. It is said, though, that Ogier hate trollocs, and assisted humans in Trolloc Wars. Some Ogier have a special talent called treesinging. Indeed, the Aiel call them Treebrothers. Ogier love nature and trees. Ogier Ranks 1. Ancient One 2. Eldest of the Elders 3. Elder 4. Speaker 5. Treesinger 6. Teacher 7. Stonemason 8. Ogier 9. Youngster Subranks 1. Shangtai 2. Tsofu 3. Cantoine 4. Tremalking |
| :: Beginning |
| .:. ogier tongue |
Ogier Tongue The Ogier in the "Wheel of Time" appear to use the common tongue as their normal means of communication. The script used to communicate this language is very different from any other script known currently. The script and letters resemble flowing vines and leaves which flow from letter to letter in a very organic fashion. Few non-Ogier know how to decipher these words. While Ogier appear to use the same verbal language as ordinary people, their script is vastly different. It resembles vines and leaves, flowing from letter to letter in an organic fashion. Very few non-Ogier of the modern age can read the script. |
| :: Beginning |
| .:. OLC |
OLC stands for OnLine Creation. OLC is the system used by a Moment in Tyme to create rooms, objects, and mobile creatures for the enjoyment of players. The OLC command is used to grant builders access to specific zones, and also to list any areas that have been modified and not saved yet. (NOTE: To save, used the EDIT command that was used to create the content. For example, to save rooms in zone 100, you would type: REDIT SAVE 100) Syntax: olc grant <player> <zone> <type> <level> olc ungrant <player> <zone> <type> <level> olc status -- Display unsaved files status. <player> is the player to grant the permission to. <zone> is the zone number. <type> is one of: room - Player can edit rooms object - Player can edit objects mob - Player can edit mobiles shop - Player can edit shops zone - Player can edit zone data all - Player can edit anything in the zone <level> is the level of access granted. As of right now, everything requires level 2 access. Please note that you can grant a player multiple access levels in the same zone. For instance, to grant Duren the ability to edit objects and mobs in zone 100: olc grant duren 100 object 2 olc grant duren 100 mob 2 This would allow Duren to edit objects and mobs, but not rooms, mobs, shops, or zone data. Permissions can be ungranted using the ungrant syntax. See also: REDIT, MEDIT, OEDIT, ZEDIT, SEDIT, MPEDIT, VNUM, SHOW, WHERE, VSTAT MM32 weapon builders: see HELP WEAPON VALUES for all object value slots, combat effects, editing commands, and persistence rules. |
| :: Beginning |
| .:. olc save |
OLC SAVE (git-backed) In MM32, Oasis OLC save now triggers git commit+push on the builder branch. Examples: redit save 12 oedit save 12 medit save 12 sedit save 12 zedit save 12 mpedit save Flow: 1) The game saves the zone file(s) to disk. 2) You are forced into the in-game editor to write a git commit message. - Finish with @@ to commit+push. - Use @x to cancel git commit/push. 3) The game appends an audit footer (builder, zone/type/file, and vnums modified). 4) git add/commit/push runs asynchronously. Mob programs follow the same flow. mpedit save commits the program files it wrote (and world/prg/index when the save changed it) in one commit, and mprogadd / mprogdelete commit the mob's zone file, as medit save does. Promoting to prod: Use "portzone <zone>" to promote a zone from builder -> main. |
SHOW PRICE (Economy + Shop Price Breakdown) Syntax: show price <objvnum> [shopvnum] Output includes: - Material weights (misc/wood/metal/leather/gem/ivory/silk/porcelain) - Economy costs per material - Cost mod - Computed base value (GET_OBJ_COST) - Optional shop buy/sell profits and final buy/sell price (if shopvnum provided) |
| :: Beginning |
| .:. old |
Old Tongue The Old Tongue was the common language during the Age of Legends. Currently, it is only spoken by scholars and nobles and even then not perfectly. The Old Tongue fell into decline after the Breaking of the World and fell out into disuse after the Trolloc Wars. Modern dialects have evolved from this language. The Old Tongue may sound familiar to people who speak the common language, and any speaker fluent in the Old Tongue will be able to understand the common language. An excellent guide on the Old Tongue can be found at : [ http://www.angelfire.com/tx/jcs97b/otd.html For more help on specific languages, please see: New Tongue, Common, Trolloc, Ogier, Dialects |
| :: Beginning |
| .:. old tongue |
Old Tongue The Old Tongue was the common language during the Age of Legends. Currently, it is only spoken by scholars and nobles and even then not perfectly. The Old Tongue fell into decline after the Breaking of the World and fell out into disuse after the Trolloc Wars. Modern dialects have evolved from this language. The Old Tongue may sound familiar to people who speak the common language, and any speaker fluent in the Old Tongue will be able to understand the common language. An excellent guide on the Old Tongue can be found at : [ http://www.angelfire.com/tx/jcs97b/otd.html For more help on specific languages, please see: New Tongue, Common, Trolloc Tongue, Ogier Tongue, Dialects |
| :: Beginning |
| .:. ONE POWER |
See: Help Channeling for more information on this subject. |
| :: Beginning |
| .:. ONEPOWER |
See: Help Channeling for more information on this subject. |
| :: Beginning |
| .:. OOC |
OOC sends a message to everyone on the MUD who has the channel on. OOC is also the abbreviation for Out Of Character, which is exactly what this channel is for: talk between players, rather than between their characters. Syntax: > ooc <message> > ooc @ Example: > ooc Hello. Loth OOCs : Hello. ooc @ lists everyone visible on the MUD and shows whether they have OOC turned on or off. channels ooc switches the channel off and on for yourself. Starting a message with * or > simply turns the colon after your name into an arrow. Please do not use OOC to ask for help with an IC situation, and do not use anything you learn OOC in an IC way. If in doubt, ask one of the Immortal staff. For OOC talk with just the people in your room, use osay instead. OOC may also be relayed to Discord. See also: Channels, Osay, Say, IC, Emote |
| :: Beginning |
| .:. OPEN |
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 |
| .:. OPTIONS |
The options' menu (type "options" to open it) allows you to select and activate/deactivate a number of options for your character, regarding both role playing and code fighting. It is simple to do this; typing "option doing resting on a chair" for example will give your character a description of what he/she is doing right now; typing "option doing" will toggle it off again. The options togglable through this command menu are evident if you type "option list". Also see: auto. |
| :: Beginning |
| .:. ORDER |
This command is used to order mobs or players compelled to your control to do what you want them to do. You can order everyone under your command with <order followers>. This command is also used to order retainer mobs to have them Emote or Pemote. Note that the compulsion weave is currently disabled. At present this command may only be used on retainers. > order <retainer> <command> > order followers <command> See also: Retainers |
| :: Beginning |
| .:. ORIGIN |
Your race is basically your region of origin. Your character may be from any point in the known world you desire, so long as it is IC. However, some rules do apply. For instance, if you wish to Roleplay a character from Seandar you would have to gain approval from the Seanchan Guild Leaders, and probably be guilded to their Multiguild as well. If you think your character infringes into the realm of a certain guild, it may be wise to speak to that guild's GL before beginning to RP your character. Also note that it would likely be unwise to attempt to RP a character from places like Shara, or the Land of the Madmen (from the Wot Guide: the big white book) since there is no evidence that they had any contact with the people of Randland in general. Sharans kept to their own lands and only had contact with Aiel or Seafolk, whenever the two races went TO Shara. |
| :: Beginning |
| .:. OSAY |
Say is the command for IC (In Character) conversation in your immediate room. Using say counts as role-playing, and we strongly encourage using emote instead, as say is somewhat outdated as a means of RP. Syntax: > say <message> > ' <message> > esay <message> > osay <message> Example: > say Hello! You say, 'Hello!' The apostrophe is a short form of say. Esay says the same thing in your talk color, and if someone in the room is recording the scene with rplog, an esay goes into the log the way emotes do; a plain say does not. What your listeners understand depends on the language you are speaking at the time. Osay is the command for OOC (Out Of Character) conversation in your immediate room. Only the people in the room hear it, unlike the global OOC channel, and it marks your words as OOC. > osay Hello! (OoC)-> Loth says, 'Hello!' See also: Emote, OOC, IC, RP, Channels, RPLog |
| :: Beginning |
| .:. OSET VALUES |
WEAPON VALUES (MM32 BUILDER HELP) Use this help when editing an ITEM_WEAPON prototype with oedit or oset. Weapon value slots 0 through 14: 0 Weapon length in feet. 1 Number of damage dice. 2 Size of each damage die. Values 1 and 2 make the dice expression. 3 Attack type. 4 Metal material cost. 5 Leather material cost. 6 Wood material cost. 7 Piercing damage percentage, 0 through 100. 8 Slashing damage percentage, 0 through 100. 9 Crushing damage percentage, 0 through 100. 10 Weapon family (WEAPON_* ID). Forms use this for compatibility. 11 Reserved legacy data. Do not repurpose it. 12 Selected-weapon hitroll bonus. 13 Selected-weapon damroll bonus. 14 Signed legacy strength damage-curve steps, -34 through 34. Values 12 through 14 affect only the compatible ITEM_WEAPON selected for the current opposed forms action. Broken, disarmed, unequipped, or form-incompatible weapons contribute none of these values. Shields and nonweapon objects do not contribute weapon combat values. VALUE 12 - HITROLL Adds to the wielder's native hitroll. Attackers and defenders use the same rule, so a defender's selected weapon bonus can offset an attacker. Use this for weapon accuracy or defense in opposed forms. VALUE 13 - DAMROLL Adds to the damage dealer's native damroll. Positive effective damroll D contributes a random value from floor(D/3) through D+1. Use this for a broadly flat weapon damage improvement. VALUE 14 - LEGACY DAMAGE-CURVE STEPS Shifts only the damage lookup on MM2's 35-entry strength table. It never changes displayed/stored strength, carrying capacity, force, or encumbrance. Leave it zero on ordinary new weapons; use it only when preserving a measured legacy strength-granting weapon. Player mapping: delta = benchpress STR - 100. NPC mapping: delta = (legacy STR - 11) * 10. Table index: 15 + round(delta / 12.5), clamped to 0 through 34. Example: House Riatin blade #13217 has value 14 of +1. Its STR 11 soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1), so this wielder gains one curve damage. The table is nonlinear, so the same step can be worth zero, one, or several damage at another index. Editing and inspection: In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve steps (-34 to 34). The sequential menu currently skips values 4 through 6. oset <object-or-vnum> value12 <hitroll> oset <object-or-vnum> value13 <damroll> oset <object-or-vnum> value14 <curve-steps> Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34 for value14; value12 and value13 still rely on builder discipline. stat object <object>, vstat obj <vnum>, and successful identify output use the same labeled Object values section. Mob programs can inspect the same slots as objval12, objval13, and objval14. World and saved-object format: The world-file values line beginning at value 4 accepts 10 numbers (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads value 14 as zero; current writers emit all 11 numbers. SQL column value15 stores in-game array slot value 14 because SQL columns are numbered from one while object slots are numbered from zero. value15 is not another OLC value and must not be entered as one. NULL value15 on a saved object inherits slot 14 from its valid prototype; without a valid prototype it becomes zero. Binary rent/house/locker records also inherit slot 14 from the current prototype. Builder rule of thumb: value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only. See also: help OLC, help OLC SAVE, help STAT. |
| :: Beginning |
| .:. OSING |
OSING Syntax: osing staff | osing shield An Ogier trained in tree-singing can coax a staff or shield from the trees. You must be at least resting. Sing outdoors on land, not inside, in a city, in water, underwater or while flying. A forest room is not required. A successful song leaves the sung item on the ground: GET it to pick it up. The staff is a weapon and the shield is worn in your left hand. A song may fail. After either success or failure, you must rest your voice before singing another creation. Invalid choices do not tire your voice. See also: GET, WIELD, WEAR. |
| :: Beginning |
| .:. Ounces |
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 |
| .:. Out of Character |
-------------------- IC and OOC -------------------- Some basic concepts: A character is the person that you play. He/she can be good, evil, or anywhere in between. You have complete control over your character's actions. A player is you, the person sitting over the keyboard staring at the monitor. In Character (or IC for short) is the mode your character is in. Everything he/she says or does affects the world of a Moment in Tyme to some extent. It is advised to be IC as much as possible, since that is the main focus of the MUD. You are always assumed to be IC, unless clearly marked otherwise. Out of Character (or OOC for short) includes anything you, the player, say to anyone else. All channels of communication (tells, gdt, obviously the OOC channel) are assumed to be OOC, unless clearly marked otherwise. NOTE: It is not acceptable to request help with an IC situation your character might be in using OOC means, or to use OOC information in an IC manner. If in doubt, ask a member of the Immortal staff. See also: Emote, Pemote, Say |
| :: Beginning |
| .:. Out-of-Character |
-------------------- IC and OOC -------------------- Some basic concepts: A character is the person that you play. He/she can be good, evil, or anywhere in between. You have complete control over your character's actions. A player is you, the person sitting over the keyboard staring at the monitor. In Character (or IC for short) is the mode your character is in. Everything he/she says or does affects the world of a Moment in Tyme to some extent. It is advised to be IC as much as possible, since that is the main focus of the MUD. You are always assumed to be IC, unless clearly marked otherwise. Out of Character (or OOC for short) includes anything you, the player, say to anyone else. All channels of communication (tells, gdt, obviously the OOC channel) are assumed to be OOC, unless clearly marked otherwise. NOTE: It is not acceptable to request help with an IC situation your character might be in using OOC means, or to use OOC information in an IC manner. If in doubt, ask a member of the Immortal staff. See also: Emote, Pemote, Say |
| :: Beginning |
| .:. Overall Fighting Ability |
OFA stands for Overall Fighting Ability. It describes a fighter's intrinsic physical fighting capability: runtime maximum life and physical offensive skill and power. It does not count armor, current injuries, actual damage dealt, or hitpoints already removed. A higher OFA does not guarantee a win. Immortal staff can inspect a character's OFA with stat. Eligible PvE victory experience uses the opponent's OFA to set its fight budget. Action experience instead depends on qualifying combat actions. The older arrest roll is a separate mechanic and its numeric rules are unchanged. See also: Consider, combat xp, Stats, Skills, Weaponmastery |
| :: Beginning |
| .:. OVERCHANNELING |
Overchanneling means drawing on the One Power beyond the Endurance you have left. The weave command does not automatically refuse a cast just because your Endurance is low or already negative. Being allowed to attempt it does not make it safe. When the risk applies When you cast a weave, exhaustion, burnout and death risk use your Endurance after that cast's base cost has been paid. This includes the first cast that takes you below zero. You do not get a safe first overdraw followed by danger only on the next attempt. In combat, an accepted charge pays when it resolves, not when you begin gathering. Cancelling it before resolution avoids its base weave cost. A lower spend tier may use less Endurance, but choosing level 1 is not a promise of safety. Read the weave's own information and watch your remaining Endurance. Burnout cuts you off from the Source; drawing too much can also kill you. These are overchanneling consequences, not the same failure as a combat weave collapsing and backfiring. Backfire and failed trials A failed initial weave skill trial costs Endurance without beginning a charge. A held weave can instead collapse at maturity, or backfire when a heavy hit interrupts it. Backfire costs additional Endurance and stuns you. Failed-trial and fizzle/backfire penalties do not by themselves add another overchanneling burnout or death check. Heal and releasing the Source Heal pays its base spend before its final caster exhaustion. Its risk check still uses the Endurance left after that payment. The final exhaustion effect does not erase the debt or make an unsafe draw safe. If you still hold the Source, negative Endurance alone does not block another cast. Taking a fresh grasp is different: you cannot do that while your Endurance is negative. Letting go while exhausted makes you fall asleep, and does not undo a risk already taken. Example: > weave 'fireball' 1 loth This chooses a spend tier; it is not a safe-overchanneling command. See also: Weave, Grasp, Release, Combat Channeling, Heal, Endurance |
| :: Beginning |

