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

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Other


.:. WAGON










Travel wagons may be used as transportation from one part of the mud to
another, saving you from walking.  The travel wagon goes from location to
location, momentarily stopping to take on new passengers and deposit old.
The cart driver usually charges a fee for this service.  To use a travel
wagon you must be at the location of the wagon.

Syntax:
> travel wagon list
Lists the locations the wagon travels to. Wagon must be in the room.
> travel wagon
Enters the wagon.

Upon entering the wagon, you will not be charged the fee until the
wagon starts moving.

See also: Recall


:: Beginning

.:. wait


Combat is turn based. Fighters take turns, and on your turn you choose one
action. When someone attacks you, you get a chance to defend. If you take too
long, the game picks an action for you. You can fight NPCs as well as
other players, and they will fight back. Fighting another player is covered
by policy PK.

Syntax:
> slash <target> [aim]
> thrust <target> [aim]
> unarmed <target> [aim]
Attack. The command names the kind of blow, and the game picks one of your
known forms of that kind. The optional aim is head, body (or torso, chest), a
side and limb such as right_arm, left_hand, left_leg or right_foot, or the
name of a bodypart, which you can shorten. Use an underscore in place of a
space.

> parry [attacker]
> dodge [attacker]
Defend against the person attacking you. When you are defending, you can
leave the name off. You have to deal with that attack before you can turn on
anyone else.

> pass
Skip your turn.
wait and flourish currently do the same thing.

> flee
Try to get away from the fight. See
help flee.

> turn get <object>
Plain get is blocked while you fight. This spends your turn picking up one
loose object from the room.

Settings:
> autocombat
Lets the game choose your attacks and defenses for you.

To avoid just one form while keeping automatic choices, use
disable;
see
help disable.

> aggressiveness <mode>
Sets how boldly you fight, from defensive to reckless.

> fthru <practice/normal/extreme>
Sets how hard you swing.

> wimpy <hit points>
Makes you try to flee when your hit points drop below that number.

> subdue
Toggles whether a deadly blow against another player knocks them out
instead of killing them.

> combat speed <number>
Sets how many seconds you get to act on your turn. Very short times are
refused.

Example:
> slash Sabin right_hand
Aiming at an area like right_hand makes the game pick a part within it, such
as the hand or a finger. The attack line names the part it picked.

If the game tells you your motions feel predictable, you have been repeating
the same kind of blow. Mix it up. You can add your own description to an
attack with a colon, see
help combat descriptions.

See also: Autocombat, Aggressiveness, Followthru, Wimpy, Subdue, AutoRewield








































































































:: Beginning

.:. WAKE


















These are used to change your position. While you are sitting,
resting or sleeping, you will regain Life and Endurance at an
increased rate, with sleeping being the fastest. If sleeping,
you must wake, and then stand in order to get up. If sitting or
resting, simply standing will suffice.

See also: Life, Endurance


:: Beginning

.:. WAR COSTS




These are not yet ready. As soon as they are, rest assured,
information on it will be here.



:: Beginning

.:. WAR COUNCIL










-------------------------War Council--------------------------

  
War Council' main function is to keep track of all troops and
armies' positions and size in the world, and resolve battles or
conflicts as they arise. Any such conflicts -must- be resolved
as quickly and objectively as possible - conflicts should not be
left 'hanging' for many days at a time without good reason.

After the initial settings of each nation's and guild's exact
troops and placements of such by the War Council, in accordance
with the books written by Robert Jordan, everything is fluid: an
army can lose troops in combat, for example, or a guild may initiate
massive recruitments trying to increase its army, or hire trainers
to improve its effectiveness - but these things cost a lot of gold
and take some time. It is up to the War Council for the specific
amounts.

  
Given the above, the list of duties the War Council has been set
before them to accomplish seems fairly straight-forward and simple,
once we get past the initial barrier of finishing up all of the MUD
army sizes and such.

      
- It is the job of the War Council to determine the size and
          
overall capabilities of any given Army.

        
- It is the job of the War Council to track the movements and
          
recruitment drives and casualties of each army.

        
- Should an army or any substantial group of armed men wish to
          
reposition or move, it is up to the War Council to determine
          
just how long it will take to for them to accomplish this.
          
(Time to be determined in RL days)

        
- Should a battle or war between any number of MUD armies occur
          
it is up to the War Council to determine the casualties,
          
successes, and in the end, victory or defeat, depending upon
          
the actions of each during conflict.

        
- It is up to the War Council to determine the costs of maintaining,
          
recruiting and repositioning armies and charging the army's leader
          
accordingly in gold on a regular basis.
              
                
One note: It will be significantly more expensive
                
to recruit, give advanced training, or to reposition
                
troops throughout Randland than it will be to simply
                
maintain your current army as is.

      
- It is up to the War Council to keep News and Rumors updated with
          
relevant army information as it becomes needed. IE: BotRH invades
          
Shienar, we let folk know.

        
- If any given army or nation has some sort of info-net, the leader
          
of said army or nation may inquire of the War Council what they
          
might know about the actions of the various other armies in Randland.

See also: Policy War


:: Beginning

.:. Warders



               --I------- The Gaidin -------I--
  
   The Gaidin, men of legends mystified by tales of old, enshrouded
by myth's as much as those they serve: the guardians to the fabled
Aes Sedai, they are recognized as being amongst the most fearsome
of warriors in the land.
                              
-
   Words like duty is worn like a mantle, and they live by this as
if abiding to a pole-star, sometimes with steel barred in a flashing
promise of death: none treads safely from the prowess of the Gaidin
should they endanger those they are bonded to: even insults have
resulted in blood flowing. They are often referred to as "Leashed
Dogs", or "Death on a Leash": do not anger an Aes Sedai lest you can
become the subject of the wrath of their warders.
                              
-
   The training to become a warder is as rigorous as it is unique:
with the finest warriors gathered in one place young men are drilled
in the teachings of combat in all its forms: hand to hand, tactics,
sword fighting: the object is to make one man equal to three or four
regular soldiers, so that they can fulfill their duties to their
future bondmates.
                              
-
   There are many stories circling about the abilities bonded warders
receives: some claim that they can make it without food, water and
rest longer than normal people, and that they can receive wounds that
could kill a common person. Many other similar qualities are mentioned,
but few knows the truth behind the claims.

Further information: Template Show 11, Tower Guard

Warders talk among themselves on the
wdtalk channel: type your
message after the channel name.  Only members of the Warders
multiguild can use it, and
channels wdtalk switches it on or off
(
help channels).








:: Beginning

.:. WATER


Your flowstrengths reflect your proficiency in the five flows (air, water,
spirit, fire, earth).  Generally, men are stronger in fire and earth, and  
women are stronger in air and water.  Flowstrengths are used as preconditions
for various spells.

Air:    Air is used to gain spells such as wrap, gag, etc.
Water:  Water is the flow needed for spells like create water, waterwalk, and so on.
Spirit: Spirit is needed to use such spells as shield, gentle, etc.
Earth:  Earth is required for weaves along the lines of earthquake.
Fire:   Fire is the flow needed to manipulate spells such as slice weave, fireball, etc.

The higher your flows are, the better. Higher flows allow you to cut weaves
much easier. So, for example, if someone attempted to weave wrap upon you
and their flow of Air was lower than yours, you would stand a greater chance
of slicing their weave than they would have at succeeding at it. That is,
of course, if you have the slice weave spell.

To raise a flow from:
1  - 10     1 practice raises 3 points
11 - 20     1 practice raises 2 points
21 - 30     1 practice raises 1 point
31 - 40     2 practices raises 1 point
41 - 50     3 practices raises 1 point

See also: Training, Stats, Score




















:: Beginning

.:. WATER SEEKERS



=============================================================  
Duadhe Madhi'in (Water Seekers)
=============================================================
The Duadhe Madhi'in are known for their ability to survive in places
even the hardiest of Aiel would perish in. They have many secrets of
how to find water where no one else could. They are trained in weapons,
but spend most of their time
searching for water, the lifeblood of the
Aiel.



:: Beginning

.:. WD



               --I------- The Gaidin -------I--
  
   The Gaidin, men of legends mystified by tales of old, enshrouded
by myth's as much as those they serve: the guardians to the fabled
Aes Sedai, they are recognized as being amongst the most fearsome
of warriors in the land.
                              
-
   Words like duty is worn like a mantle, and they live by this as
if abiding to a pole-star, sometimes with steel barred in a flashing
promise of death: none treads safely from the prowess of the Gaidin
should they endanger those they are bonded to: even insults have
resulted in blood flowing. They are often referred to as "Leashed
Dogs", or "Death on a Leash": do not anger an Aes Sedai lest you can
become the subject of the wrath of their warders.
                              
-
   The training to become a warder is as rigorous as it is unique:
with the finest warriors gathered in one place young men are drilled
in the teachings of combat in all its forms: hand to hand, tactics,
sword fighting: the object is to make one man equal to three or four
regular soldiers, so that they can fulfill their duties to their
future bondmates.
                              
-
   There are many stories circling about the abilities bonded warders
receives: some claim that they can make it without food, water and
rest longer than normal people, and that they can receive wounds that
could kill a common person. Many other similar qualities are mentioned,
but few knows the truth behind the claims.

Further information: Template Show 11, Tower Guard

Warders talk among themselves on the
wdtalk channel: type your
message after the channel name.  Only members of the Warders
multiguild can use it, and
channels wdtalk switches it on or off
(
help channels).








:: Beginning

.:. WDTALK



               --I------- The Gaidin -------I--
  
   The Gaidin, men of legends mystified by tales of old, enshrouded
by myth's as much as those they serve: the guardians to the fabled
Aes Sedai, they are recognized as being amongst the most fearsome
of warriors in the land.
                              
-
   Words like duty is worn like a mantle, and they live by this as
if abiding to a pole-star, sometimes with steel barred in a flashing
promise of death: none treads safely from the prowess of the Gaidin
should they endanger those they are bonded to: even insults have
resulted in blood flowing. They are often referred to as "Leashed
Dogs", or "Death on a Leash": do not anger an Aes Sedai lest you can
become the subject of the wrath of their warders.
                              
-
   The training to become a warder is as rigorous as it is unique:
with the finest warriors gathered in one place young men are drilled
in the teachings of combat in all its forms: hand to hand, tactics,
sword fighting: the object is to make one man equal to three or four
regular soldiers, so that they can fulfill their duties to their
future bondmates.
                              
-
   There are many stories circling about the abilities bonded warders
receives: some claim that they can make it without food, water and
rest longer than normal people, and that they can receive wounds that
could kill a common person. Many other similar qualities are mentioned,
but few knows the truth behind the claims.

Further information: Template Show 11, Tower Guard

Warders talk among themselves on the
wdtalk channel: type your
message after the channel name.  Only members of the Warders
multiguild can use it, and
channels wdtalk switches it on or off
(
help channels).








:: Beginning

.:. Weak Channeler




**This flaw makes one weaker than normal in the power (per level and over all).  
-Note: This flaw may not be taken with the Puny Channeler Flaw.-
`
*See Also: Channeling Talents,  Flaws


:: Beginning

.:. Weapon Skills


A Moment in Tyme has many kinds of weapons: daggers, swords, maces,
spears, axes, flails, polearms, bows and more. To put yours to good
use, you need fighting forms that suit it. Your skill in those forms
matters, rather than a separate skill for the weapon itself.

Syntax:
> wield <weapon>
> forms

Wield readies a weapon for battle. The forms command lists the
fighting forms you know.

Example:
> wield sword
> forms

Commands such as Slash and Thrust choose a form you know that fits
the weapon in your hands. The weapon style you choose when you create
your character decides which forms you begin with.

See also: Forms, Combat, Wield



































:: Beginning

.:. Weapon Types


A Moment in Tyme has many kinds of weapons: daggers, swords, maces,
spears, axes, flails, polearms, bows and more. To put yours to good
use, you need fighting forms that suit it. Your skill in those forms
matters, rather than a separate skill for the weapon itself.

Syntax:
> wield <weapon>
> forms

Wield readies a weapon for battle. The forms command lists the
fighting forms you know.

Example:
> wield sword
> forms

Commands such as Slash and Thrust choose a form you know that fits
the weapon in your hands. The weapon style you choose when you create
your character decides which forms you begin with.

See also: Forms, Combat, Wield



































:: Beginning

.:. WEAPON 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

.:. WEAPONMASTERY


Weapon Mastery in combat is reflected in the fighting forms you know
and how well you have learned them. See Forms and Learn for how
forms work and how to learn them.

The Blademaster rank is a roleplaying distinction; see
Blademaster.
The Weapon Mastery department of the Immortals handles recognition;
see
Immortals.








:: Beginning

.:. Weapons


A Moment in Tyme has many kinds of weapons: daggers, swords, maces,
spears, axes, flails, polearms, bows and more. To put yours to good
use, you need fighting forms that suit it. Your skill in those forms
matters, rather than a separate skill for the weapon itself.

Syntax:
> wield <weapon>
> forms

Wield readies a weapon for battle. The forms command lists the
fighting forms you know.

Example:
> wield sword
> forms

Commands such as Slash and Thrust choose a form you know that fits
the weapon in your hands. The weapon style you choose when you create
your character decides which forms you begin with.

See also: Forms, Combat, Wield



































:: Beginning

.:. WEAR



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

.:. WEATHER



Entering this command will tells the current weather on the MUD.
However, weather was recently removed, as it served no purpose
beyond spamming Roleplayers with messages they did not pay any
mind. Now, the Event Imm staff controls the state of the Weather
on the MUD.


:: Beginning

.:. WEAVE


Weave lets a channeler shape the One Power into a spell. You must grasp
the Source first, know the weave, and meet its flow and prerequisite
requirements.

Syntax:
> weave '<name>' <1-4> [target/payload]
> weave '<name>' [target/payload]

Choosing a level

The number after the weave's name selects one of the weave's Endurance
tiers. It is not the weave's complexity or your mastery of it.
The tiers run from 1 to 4; higher tiers can spend more Endurance, but
some weaves have the same spend at more than one tier.

An explicit level chooses the spend independently of your grasp amount.
It does not grasp the Source for you or bypass any weave requirements.
Without a level, the weave uses your grasp-derived spend within its
allowed range. Grasping without an amount uses the weave's normal spend.

Targets and arguments

Use a named target for a weave such as Fireball. Area weaves such as
Earthquake, and create-weapon weaves, do not need a named target.
Other weaves take their own arguments: Project Voice takes quoted text.
Use Inform and the weave's own help page to check what it needs.

Example:
> weave 'fireball' 3 loth
> weave 'fireball' loth
> weave 'earthquake' 1
> weave 'earthquake'
> weave 'create flamesword'
> weave 'project voice' 1 'Hold the gate!'

In a fight, an accepted weave is held until its charging round ends.
Outside combat it resolves without that charging delay. See Combat
Channeling for timing, defenses, cancellation and failed charges.
Spending beyond your Endurance can be dangerous even on the cast that
first takes you below zero; see Overchanneling before risking it.

See also: Grasp, Release, Tie, Inform, Spells,
Combat Channeling, Overchanneling, Fireball, Project Voice


:: Beginning

.:. WEAVE PRECONDITIONS



Skills and weaves sometimes have requirements that must be
met in order for a player to be able to learn that skill or
weave. Requiring a player to sometimes have to learn other
skills/weaves before they are able to learn one that is more
advanced. To see the requirements (if any) of a skill/weave
you desire, use the <inform> command.

See also: Inform


























:: Beginning

.:. WEAVE PREREQUISITES



Skills and weaves sometimes have requirements that must be
met in order for a player to be able to learn that skill or
weave. Requiring a player to sometimes have to learn other
skills/weaves before they are able to learn one that is more
advanced. To see the requirements (if any) of a skill/weave
you desire, use the <inform> command.

See also: Inform


























:: Beginning

.:. WEAVE REQUIREMENTS



Skills and weaves sometimes have requirements that must be
met in order for a player to be able to learn that skill or
weave. Requiring a player to sometimes have to learn other
skills/weaves before they are able to learn one that is more
advanced. To see the requirements (if any) of a skill/weave
you desire, use the <inform> command.

See also: Inform


























:: Beginning

.:. WEAVES


If you possess the ability to channel you can learn various weaves,
magical spells. In order to learn a weave, you must first make sure
you meet its preconditions, then you must find a teacher. Weaves
and other channeling skills are taught player to player.

Knowing and using weaves

Use spells to list the weaves you know. Inform gives information about
a named weave. You still need its skill, required flows and prerequisites
to cast it; choosing a larger spend tier does not bypass those checks.
Follow the weave's own learning restrictions, where applicable.

Example:
> spells
> inform 'fireball'

Use Grasp to hold the Source, Weave to cast, and Release to let it go.
Weave accepts an optional level from 1 to 4 to select an Endurance
tier; without one, it keeps grasp-derived spending. The level is not
the weave's complexity.

In combat, accepted weaves charge before resolving and occupy your
primary action. Combat Channeling explains the delay and your defensive
choices. Overchanneling explains the danger of spending beyond your
Endurance, including the first cast that takes you below zero.

Weave help pages describe effects and choices, not permission to learn
every weave. Channeling skills can also be taught through approved RP
avenues and set by the appropriate immortals, as the existing Grasp
guidance explains.

See also: Skills, Channeling, Grasp, Weave, Release,
Inform, Combat Channeling, Overchanneling,
Fireball, Chain Lightning, Cure Wounds, Heal,
Cure Blind, Project Voice, Fire Protection





:: Beginning

.:. WEBPAGES



There are currently two known webpages for A Moment in Tyme:

The Official MiT Homepage
  
http://www.tymemud.com/
    This is the official webpage for A Moment in Tyme. You should
    be able to find a great deal of helpful information here.

The Seanchan Website
  
http://seanchan.stillnoname.com/
   This is the Seanchan webpage.  It is still in the works, and
   access to certain areas is restricted to guildmembers only.
   It contains useful information about the Seanchan and the
   Seanchan guild.

Note: If you wish to start your own Tyme page, please feel
free to do so but please let an Implementor know the address so
it may be referenced in this helpfile. What you put on your page
is up to you. Please ask an Implementor for permission to use anything
from the MUD itself.


:: Beginning

.:. WEIGHT


Weight affects your maximum hit points. Changing weight during creation may spend or refund training sessions depending on direction (up vs down).

:: Beginning

.:. Weights




















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

.:. WELCOME



A Moment in Tyme is a RolePlaying MUD, in the setting of the Wheel of Time
books written by Robert Jordan.

Your starting equipment
Your chosen starting outfit includes a torch or lantern. You also begin
with your chosen weapon and its starting forms, along with basic unarmed
forms. Use inventory to check what you carry, equipment to see what you
have equipped, and forms to see the forms you know. See 'help light' for
using your light and 'help shops' for buying more equipment.

Example:
> inventory
> equipment
> forms

----------------------------------------------------------------------
To See:                                                      Type:

Helpful locations in one of the MUD's main cities:          
help caemlyn
An Overview of a Moment in Tyme's roleplaying history:      
timeline
Information about the Guilds you can join:                  
help multiguild

What IC and OOC mean:                                        
help ic
What kind of Quests are available to you:                    
help quest

The communication options available to you:                  
help channels
For help on our mudmail system:                              
help mail

What kinds of skills you have or can get:                    
help skills

Policies enforced in a Moment in Tyme:                      
policy
How to find out what's been happening ICly:                  
update
----------------------------------------------------------------------

If you have a question, ask using the
newbie channel. To do this,
simply type "
newbie <text>." For example, "newbie Hey all. Where am I?"
would produce the following:

[Newbie] (Your Name) : Hey all. Where am I?

See Also: Handbook roleplay, Information








:: Beginning

.:. WEST




















In order to move from place to place on this MUD there are ten
directions you need to be very familiar with: UP, DOWN, EAST, WEST,
NORTH, SOUTH, and the four diagonals NORTHEAST, NORTHWEST, SOUTHEAST
and SOUTHWEST. These will take you in whichever direction you want,
assuming you are standing and there is an exit that way from the room
you are currently in.

All of them can be abbreviated to: n, s, e, w, u, d, ne, nw, se, sw.
The exits command spells out every exit, and the autoexit line shows
them with those short forms.

Syntax:
> north
> northeast

Example:
> ne

See also: Exits, Autoexit, Look























:: Beginning

.:. WHEEL OF TIME








-------------------The Wheel of Time-------------------

A Moment in Tyme (or Tyme, or MiT) is a multiplayer roleplaying game set in
the world of the Wheel of Time, a fantasy series written by Robert Jordan and
finished by Brandon Sanderson. Players control characters who go about
acting as they would in this world, working toward their own goals or those
of their guilds.

Our story follows the books up to the end of Winter's Heart. From there it
drifts into a mirror reality, like an alternate version of the world where
different things happen. See help timeline for how things stand now.

If you have not read the series:
That is perfectly fine. You may find some of the world-specific details a
little challenging at first, but there is a wealth of information online to
fill in the gaps. The Recall Room, where you begin, also points the way:
the rooms upstairs are a good place to learn a bit about the setting, and
the Visitor's Center is one room down.

The Visitor Guides, the Immortals and friendly players will gladly answer
questions about the setting. The newbie channel reaches them quickly.

Syntax:
> newbie <text>

Example:
> newbie Hello! Who are the Aes Sedai?

See also: Newbie, Timeline, Roleplay, Channels, Caemlyn





:: Beginning

.:. WHERE


WHERE (Find live instances + "Where is this used?" helpers)

Mortal usage:
  where
    - Lists the rooms where two or more players are gathered, with how
      many people are there and how many of them are roleplaying.

Immortal usage:
  where <name>
    - Shows live players and objects matching <name> and their locations.

New (prototype usage helpers):
  where obj  <objvnum>
    - Lists shops selling it, zone resets that load/give/contain it,
      and (best-effort) mobprogs referencing that vnum.
  where mob  <mobvnum>
    - Lists rooms/zones it spawns in (zone resets), and shops it runs.
  where shop <shopvnum>
    - Shows keeper, rooms, product list, buy/sell profits, and restrictions.

Notes:
  - Existing WHERE behavior is unchanged; these are additional
    immortal-only subcommands.


:: Beginning

.:. where mob


WHERE MOB (Spawn + shopkeeper report)

Syntax:
  where mob <mobvnum>

Shows:
  - Zone resets that spawn it (rooms/zones)
  - Shops that use it as a keeper


:: Beginning

.:. where obj


WHERE OBJ (Used-by report)

Syntax:
  where obj <objvnum>

Shows:
  - Shops producing/selling the object
  - Zone resets that load it, give/equip it to mobs, or place it in containers
  - MobProg code entries containing the vnum (best-effort text match)


:: Beginning

.:. where shop


WHERE SHOP (Shop details)

Syntax:
  where shop <shopvnum>

Shows:
  - Rooms, keeper mob, products, profits, and restrictions


:: Beginning

.:. WHISPER


Whisper lets you speak quietly to someone else in the room. Other
people normally see whom you are whispering to without hearing the
words.

Syntax:
> whisper <name> <message>

Example:
> whisper Rand Kill them all.
Rand sees you whisper the message to him, you see that you whispered
it to Rand, and anyone else in the room only sees that you whispered
something to Rand.

A whisper can still be overheard, so treat it as quiet rather than
secret. Ask works the same way when what you have to say is a
question.

See also: Ask, Say, Emote, IC, Channels


:: Beginning

.:. WHITE



Construction of the White Tower began around 98AB (After the Breaking),
along with the construction of the city of Tar Valon, though the Tower
was not actually finished until nearly a hundred years later. It is the
seat of Aes Sedai power, and a shining example of ancient architecture
in the craft of Ogier stonemasons, mingled with the wonders wrought by
the One Power.  It is the last remnant of a dying Age, designed and built
to become a place where knowledge of the One Power might be maintained.
It is where young women with the ability to channel are able to learn,
and where the Aes Sedai, who had been scattered into independent groups
after the Breaking, might come together in a single organization.

The history of the White Tower is long, too long to be detailed here,
but it is a given that the Aes Sedai wield a great deal of Power from
within it, both with the use of Saidar, and political influence.

Within the White Tower, the Aes Sedai have been organized into seven
AJAHS, each with its own purpose or area of expertise.

The Red Ajah:      Until recently, dedicated to finding and gentling
                   men who can channel.
The Green Ajah:    Also known as the Battle Ajah, they are dedicated
                   to the art of war.  The only Ajah known to bond
                   more than one Gaidin.
The Yellow Ajah:   This Ajah is dedicated to Healing.
The Blue Ajah:     This Ajah is focused on Causes.  Any cause, so long
                   as it is deemed important.  The Blue Ajah is also
                   said to have the most extensive network of Eyes and
                   Ears.
The Gray Ajah:     Dedicated to diplomacy, peacemaking and mediation.
The White Ajah:    Dedicated to the study of philosophy, the use of
                   logic, and research.  It is believed among the White
                   Ajah that the ability to channel is hereditary, and
                   that gentling or killing male channelers is what has
                   made the ability to channel so scarce.
The Brown Ajah:    Dedicated to knowledge and learning, the Brown Ajah
                   is dedicated to preserving history, both in regards
                   to the One Power and the Mundane.

The White Tower Hierarchy:

Novice -   A young woman who has been discovered to either have the
           spark inborn, or who is able to learn to channel.  The
           White Tower spends a great deal of time seeking out new
           Novices, for channelers are scarce, and those with the
           spark may become a danger to themselves or others if not
           properly trained.  Novices are taught to learn to channel
           the One Power safely, are given chores, and are required
           to attend lessons in history and other subject matter as
           well.  Novices are only allowed to wear the white Novice
           dresses they are given upon entry.  They must leave all
           other worldly possessions behind.

Accepted:  Once a Novice is deemed ready, she is given the test to
           become Accepted, and at this point, becomes an initiate
           of the Tower.  The novice must undergo a test in the
           depths of the White Tower basement, and if she emerges
           and survives, she is named Accepted, and given a dress
           banded with the colors of the seven Ajahs.  Training for
           Accepted is more rigorous than that given to Novices.
           However, Accepted are considered to be more responsible,
           and are free to choose their own areas of study, and may
           have fewer chores to worry about.

Aes Sedai: If an Accepted is deemed ready, she is given the chance
           for another test, this time to become Aes Sedai.  She
           must memorize 100 specific weaves, and be able to weave
           them flawlessly throughout the test in spite of any
           distractions that are placed before her.  If she passes
           the test, she is required to swear the Three Oaths on
           the Oath Rod, and is named Aes Sedai.  She is then given
           the chance to petition for entrance into her Ajah of choice.
           It is very rare that her chosen Ajah will not accept her,
           for it is said that Aes Sedai groom initiates for their
           appropriate Ajah from the time they are Novices.

Sitters:   There are three Sitters for each Ajah, and these 21 women
           make up the Hall of the Tower, which is meant to be a
           balance to the power wielded by the Amyrlin Seat.  The
           Sitters are most often chosen from among the oldest, most
           powerful among each Ajah, though age is never discussed.
        
MoN:       The Mistress of Novices is responsible for caring for the
           Novices of the White Tower.  She ensures that each Novice
           is tested thoroughly for any Talents, and is placed in
           the most appropriate classes.  She assigns chores, and if
           necessary, also assigns penances and administers punish-
           ments for severe misbehavior.  Even Accepted and Aes Sedai
           -may- be sent to the Mistress of Novices for penance if
           there is cause.

Keeper:    The Keeper of the Chronicles serves the Amyrlin Seat in
           all matters.  She is generally in charge of handling the
           correspondence between the Amyrlin Seat and the rest of
           the world.  She also announces the Amyrlin's presence,
           and generally accompanies her everywhere, makes the
           Amyrlin Seat's appointments, and screens visitors. The
           Keeper of the Chronicles has no actual real authority,
           other than over the information that is filtered up to
           the Amyrlin Seat.

Amyrlin:   The Watcher of the Seals, the Flame of Tar Valon, the
           Amyrlin Seat is the leader of the White Tower, and
           is properly referred to as "Mother".  She is the Law,
           though the Hall of the Tower exists to check her power
           like a form of parliament.  She wears a stole striped
           with the colors of all seven Ajahs.  The Amyrlin Seat
           of the White Tower is considered to be THE single most
           powerful woman in the known world.  Though she may be
           weak or strong in the One Power, her political influence
           is unsurpassed.


To learn about the White Tower guild, type:
TEMPLATE SHOW to
see the White Tower's listing.  You may also type '
wizlist'
or '
gllist' to see who the current White Tower Guild Leaders
are, and speak to them.

See Also:  Multiguild, Template


:: Beginning

.:. WHITE TOWER











Construction of the White Tower began around 98AB (After the Breaking),
along with the construction of the city of Tar Valon, though the Tower
was not actually finished until nearly a hundred years later. It is the
seat of Aes Sedai power, and a shining example of ancient architecture
in the craft of Ogier stonemasons, mingled with the wonders wrought by
the One Power.  It is the last remnant of a dying Age, designed and built
to become a place where knowledge of the One Power might be maintained.
It is where young women with the ability to channel are able to learn,
and where the Aes Sedai, who had been scattered into independent groups
after the Breaking, might come together in a single organization.

The history of the White Tower is long, too long to be detailed here,
but it is a given that the Aes Sedai wield a great deal of Power from
within it, both with the use of Saidar, and political influence.

Within the White Tower, the Aes Sedai have been organized into seven
AJAHS, each with its own purpose or area of expertise.

The Red Ajah:      Until recently, dedicated to finding and gentling
                   men who can channel.
The Green Ajah:    Also known as the Battle Ajah, they are dedicated
                   to the art of war.  The only Ajah known to bond
                   more than one Gaidin.
The Yellow Ajah:   This Ajah is dedicated to Healing.
The Blue Ajah:     This Ajah is focused on Causes.  Any cause, so long
                   as it is deemed important.  The Blue Ajah is also
                   said to have the most extensive network of Eyes and
                   Ears.
The Gray Ajah:     Dedicated to diplomacy, peacemaking and mediation.
The White Ajah:    Dedicated to the study of philosophy, the use of
                   logic, and research.  It is believed among the White
                   Ajah that the ability to channel is hereditary, and
                   that gentling or killing male channelers is what has
                   made the ability to channel so scarce.
The Brown Ajah:    Dedicated to knowledge and learning, the Brown Ajah
                   is dedicated to preserving history, both in regards
                   to the One Power and the Mundane.

The White Tower Hierarchy:

Novice -   A young woman who has been discovered to either have the
           spark inborn, or who is able to learn to channel.  The
           White Tower spends a great deal of time seeking out new
           Novices, for channelers are scarce, and those with the
           spark may become a danger to themselves or others if not
           properly trained.  Novices are taught to learn to channel
           the One Power safely, are given chores, and are required
           to attend lessons in history and other subject matter as
           well.  Novices are only allowed to wear the white Novice
           dresses they are given upon entry.  They must leave all
           other worldly possessions behind.

Accepted:  Once a Novice is deemed ready, she is given the test to
           become Accepted, and at this point, becomes an initiate
           of the Tower.  The novice must undergo a test in the
           depths of the White Tower basement, and if she emerges
           and survives, she is named Accepted, and given a dress
           banded with the colors of the seven Ajahs.  Training for
           Accepted is more rigorous than that given to Novices.
           However, Accepted are considered to be more responsible,
           and are free to choose their own areas of study, and may
           have fewer chores to worry about.

Aes Sedai: If an Accepted is deemed ready, she is given the chance
           for another test, this time to become Aes Sedai.  She
           must memorize 100 specific weaves, and be able to weave
           them flawlessly throughout the test in spite of any
           distractions that are placed before her.  If she passes
           the test, she is required to swear the Three Oaths on
           the Oath Rod, and is named Aes Sedai.  She is then given
           the chance to petition for entrance into her Ajah of choice.
           It is very rare that her chosen Ajah will not accept her,
           for it is said that Aes Sedai groom initiates for their
           appropriate Ajah from the time they are Novices.

Sitters:   There are three Sitters for each Ajah, and these 21 women
           make up the Hall of the Tower, which is meant to be a
           balance to the power wielded by the Amyrlin Seat.  The
           Sitters are most often chosen from among the oldest, most
           powerful among each Ajah, though age is never discussed.
        
MoN:       The Mistress of Novices is responsible for caring for the
           Novices of the White Tower.  She ensures that each Novice
           is tested thoroughly for any Talents, and is placed in
           the most appropriate classes.  She assigns chores, and if
           necessary, also assigns penances and administers punish-
           ments for severe misbehavior.  Even Accepted and Aes Sedai
           -may- be sent to the Mistress of Novices for penance if
           there is cause.

Keeper:    The Keeper of the Chronicles serves the Amyrlin Seat in
           all matters.  She is generally in charge of handling the
           correspondence between the Amyrlin Seat and the rest of
           the world.  She also announces the Amyrlin's presence,
           and generally accompanies her everywhere, makes the
           Amyrlin Seat's appointments, and screens visitors. The
           Keeper of the Chronicles has no actual real authority,
           other than over the information that is filtered up to
           the Amyrlin Seat.

Amyrlin:   The Watcher of the Seals, the Flame of Tar Valon, the
           Amyrlin Seat is the leader of the White Tower, and
           is properly referred to as "Mother".  She is the Law,
           though the Hall of the Tower exists to check her power
           like a form of parliament.  She wears a stole striped
           with the colors of all seven Ajahs.  The Amyrlin Seat
           of the White Tower is considered to be THE single most
           powerful woman in the known world.  Though she may be
           weak or strong in the One Power, her political influence
           is unsurpassed.


To learn about the White Tower guild, type:
TEMPLATE SHOW to
see the White Tower's listing.  You may also type '
wizlist'
or '
gllist' to see who the current White Tower Guild Leaders
are, and speak to them.

Members of the White Tower multiguild talk among themselves on the
wttalk channel, the former Tower Talk: type your message after
the channel name.  Only members of the White Tower multiguild can use
it, and
channels wttalk switches it on or off (help channels).

See Also:  Multiguild, Template





:: Beginning

.:. WHITECLOAK



Children of the Light (or known disparagingly as Whitecloaks)
---------------------------------------------------------------------------
   A society holding strict ascetic beliefs, dedicated to the defeat of
the Dark One and the destruction of all Darkfriends.  Founded during the
War of the Hundred Years by Lothair Manthelar to proselytize against the
increasing number of Darkfriends, they evolved during the war into a
completely military organization, extremely rigid in their beliefs, and
completely certain that they know the truth and the right.

Please see Template Show 10 for information on joining the Children
of the Light.








:: Beginning

.:. WHITETOWER











Construction of the White Tower began around 98AB (After the Breaking),
along with the construction of the city of Tar Valon, though the Tower
was not actually finished until nearly a hundred years later. It is the
seat of Aes Sedai power, and a shining example of ancient architecture
in the craft of Ogier stonemasons, mingled with the wonders wrought by
the One Power.  It is the last remnant of a dying Age, designed and built
to become a place where knowledge of the One Power might be maintained.
It is where young women with the ability to channel are able to learn,
and where the Aes Sedai, who had been scattered into independent groups
after the Breaking, might come together in a single organization.

The history of the White Tower is long, too long to be detailed here,
but it is a given that the Aes Sedai wield a great deal of Power from
within it, both with the use of Saidar, and political influence.

Within the White Tower, the Aes Sedai have been organized into seven
AJAHS, each with its own purpose or area of expertise.

The Red Ajah:      Until recently, dedicated to finding and gentling
                   men who can channel.
The Green Ajah:    Also known as the Battle Ajah, they are dedicated
                   to the art of war.  The only Ajah known to bond
                   more than one Gaidin.
The Yellow Ajah:   This Ajah is dedicated to Healing.
The Blue Ajah:     This Ajah is focused on Causes.  Any cause, so long
                   as it is deemed important.  The Blue Ajah is also
                   said to have the most extensive network of Eyes and
                   Ears.
The Gray Ajah:     Dedicated to diplomacy, peacemaking and mediation.
The White Ajah:    Dedicated to the study of philosophy, the use of
                   logic, and research.  It is believed among the White
                   Ajah that the ability to channel is hereditary, and
                   that gentling or killing male channelers is what has
                   made the ability to channel so scarce.
The Brown Ajah:    Dedicated to knowledge and learning, the Brown Ajah
                   is dedicated to preserving history, both in regards
                   to the One Power and the Mundane.

The White Tower Hierarchy:

Novice -   A young woman who has been discovered to either have the
           spark inborn, or who is able to learn to channel.  The
           White Tower spends a great deal of time seeking out new
           Novices, for channelers are scarce, and those with the
           spark may become a danger to themselves or others if not
           properly trained.  Novices are taught to learn to channel
           the One Power safely, are given chores, and are required
           to attend lessons in history and other subject matter as
           well.  Novices are only allowed to wear the white Novice
           dresses they are given upon entry.  They must leave all
           other worldly possessions behind.

Accepted:  Once a Novice is deemed ready, she is given the test to
           become Accepted, and at this point, becomes an initiate
           of the Tower.  The novice must undergo a test in the
           depths of the White Tower basement, and if she emerges
           and survives, she is named Accepted, and given a dress
           banded with the colors of the seven Ajahs.  Training for
           Accepted is more rigorous than that given to Novices.
           However, Accepted are considered to be more responsible,
           and are free to choose their own areas of study, and may
           have fewer chores to worry about.

Aes Sedai: If an Accepted is deemed ready, she is given the chance
           for another test, this time to become Aes Sedai.  She
           must memorize 100 specific weaves, and be able to weave
           them flawlessly throughout the test in spite of any
           distractions that are placed before her.  If she passes
           the test, she is required to swear the Three Oaths on
           the Oath Rod, and is named Aes Sedai.  She is then given
           the chance to petition for entrance into her Ajah of choice.
           It is very rare that her chosen Ajah will not accept her,
           for it is said that Aes Sedai groom initiates for their
           appropriate Ajah from the time they are Novices.

Sitters:   There are three Sitters for each Ajah, and these 21 women
           make up the Hall of the Tower, which is meant to be a
           balance to the power wielded by the Amyrlin Seat.  The
           Sitters are most often chosen from among the oldest, most
           powerful among each Ajah, though age is never discussed.
        
MoN:       The Mistress of Novices is responsible for caring for the
           Novices of the White Tower.  She ensures that each Novice
           is tested thoroughly for any Talents, and is placed in
           the most appropriate classes.  She assigns chores, and if
           necessary, also assigns penances and administers punish-
           ments for severe misbehavior.  Even Accepted and Aes Sedai
           -may- be sent to the Mistress of Novices for penance if
           there is cause.

Keeper:    The Keeper of the Chronicles serves the Amyrlin Seat in
           all matters.  She is generally in charge of handling the
           correspondence between the Amyrlin Seat and the rest of
           the world.  She also announces the Amyrlin's presence,
           and generally accompanies her everywhere, makes the
           Amyrlin Seat's appointments, and screens visitors. The
           Keeper of the Chronicles has no actual real authority,
           other than over the information that is filtered up to
           the Amyrlin Seat.

Amyrlin:   The Watcher of the Seals, the Flame of Tar Valon, the
           Amyrlin Seat is the leader of the White Tower, and
           is properly referred to as "Mother".  She is the Law,
           though the Hall of the Tower exists to check her power
           like a form of parliament.  She wears a stole striped
           with the colors of all seven Ajahs.  The Amyrlin Seat
           of the White Tower is considered to be THE single most
           powerful woman in the known world.  Though she may be
           weak or strong in the One Power, her political influence
           is unsurpassed.


To learn about the White Tower guild, type:
TEMPLATE SHOW to
see the White Tower's listing.  You may also type '
wizlist'
or '
gllist' to see who the current White Tower Guild Leaders
are, and speak to them.

Members of the White Tower multiguild talk among themselves on the
wttalk channel, the former Tower Talk: type your message after
the channel name.  Only members of the White Tower multiguild can use
it, and
channels wttalk switches it on or off (help channels).

See Also:  Multiguild, Template





:: Beginning

.:. WHO



Lists the people currently in the game.  Some people may be invisible.
Command-line options can be used to limit the listing.  The parameters
can be specified on the command-line in any order.

> who [-n sname] [-s] [-q]

-n : lists only people whose names or titles contain <sname>
-s : lists names in the short form
-q : lists everyone currently in a Quest
-a : lists only people in your room
-r : with -m <guild tag>, shows ranks and subranks
-i : lists all visible Immortals
-b : lists only people who are on the builder channel (builders only)
-v : lists only people who are Visitor Guides
-z : lists all online Guild Leaders
-m : when used with your guild tag, lists the online
     members of your guild.

> who -m <guild tag> -r
Lists the online members of your guild, and their ranks.

> who -n mikki
Lists everyone named Mikki, or with the word mikki in their title.

Reading the list: a tag in front of a name shows a role. Immortals wear the
tag of their department (
help immortals). Visitor Guides are mortal players
who volunteer to help newcomers (
help vg). Guild Leaders each run a guild
(
gllist). A red (RP) beside a name means that player is roleplaying; a
green (RP) means they are looking for roleplay (
help rpseek).

See also: Whois, Immortals, VG, RPSeek, Title


:: Beginning

.:. WHOAMI



This command simply prints the name of your character.

> whoami

See Also: Who, Whois



:: Beginning

.:. WHOIS


> whois <name>

This command lists all players whose name you entered with
the command. You may abbreviate and use only a letter or a
few letters to see the players online whose name starts with
that letter, or few letters.

See also: Who


:: Beginning

.:. WIELD



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

.:. WILDERS


Any man or woman who has touched the One Power without having been guided
and taught the proper way to channel, is referred to as a Wilder. These
people have "blocks" in order to prevent them from accessing their abilities
consciously, and they cannot channel voluntarily until and unless it is broken.
Those who would become Wilders in time, but have not yet touched the One Power
are known as
Sparkers.

The "blockbreak" skill is only able to be gained by channelers guilded in
the channeling guilds. However, if you find someone willing to roleplay
breaking your block you do not have to be guilded in order to have it
broken.

See also: Channeler, Channeling, Latent























:: Beginning

.:. WIMP





Wimpy makes you run from a fight on your own once you are hurt badly enough.
You choose the hit point level where your nerve breaks.

Syntax:
> wimpy <hit points>
Sets your wimpy level. In a fight, when your hit points fall below it, you
try to flee on your next turn. Use 0 to switch wimpy off.

> wimpy
Shows your current level.

You cannot set it higher than half of your maximum hit points. The default
is 30% of your maximum hit points.

Like any flee, a wimpy escape can fail. When it works, you see "Your wounds
force you from the fight."

Example:
> wimpy 200
Okay, you'll wimp out if you drop below 200 hit points.

See also: Flee, Combat, Aggressiveness


:: Beginning

.:. WIMPY





Wimpy makes you run from a fight on your own once you are hurt badly enough.
You choose the hit point level where your nerve breaks.

Syntax:
> wimpy <hit points>
Sets your wimpy level. In a fight, when your hit points fall below it, you
try to flee on your next turn. Use 0 to switch wimpy off.

> wimpy
Shows your current level.

You cannot set it higher than half of your maximum hit points. The default
is 30% of your maximum hit points.

Like any flee, a wimpy escape can fail. When it works, you see "Your wounds
force you from the fight."

Example:
> wimpy 200
Okay, you'll wimp out if you drop below 200 hit points.

See also: Flee, Combat, Aggressiveness


:: Beginning

.:. Wisdom Requirements



-----------------------[ Wisdoms Requirements ]-----------------------

For information on seeking the Wisdoms and/or the Kin, please see the guild
requirements at
template show 12.








:: Beginning

.:. Wisdom's Guild



-----------------------------[ Wisdoms ]-----------------------------

  The
Wisdoms are a group of women who are brought together by the ability
to
channel, or the spark, that most of the Wisdoms posses.  All of them -in
the books- were at one time in the
Tower. Some were sent away because they
were not strong enough to
Tower standards and others could not adapt to Tower
life, rules or whatever else. Not all cases are in the books so there is room
for speculation. Being that this is not the books, and that we are in a parallel
universe, the
Wisdoms do accept Wilders.  The Wisdoms have many rules, and
keep their secrets to themselves.  Although, it is later found that the
Tower
had almost always known of their existence.  

*  Leaders within the Wisdoms are designated more upon respect than upon
   authority.

*  There are no extra chores for not getting a lesson done, as they do Aes
   Sedai
do to novices, and accepteds.  As a matter of fact, learning to
  
channel is -not- required, unless your RP leads in that direction.

*  Being able to channel is not a requirement, even the best Wisdoms within
   the books couldn't
channel a lick.

  If you're looking for a guild that will be fun without bowing and scraping,
and treat you like family, then look no further.

See Also: Wisdom Req, Template Show 12











:: Beginning

.:. Wisdoms



-----------------------------[ Wisdoms ]-----------------------------

  The
Wisdoms are a group of women who are brought together by the ability
to
channel, or the spark, that most of the Wisdoms posses.  All of them -in
the books- were at one time in the
Tower. Some were sent away because they
were not strong enough to
Tower standards and others could not adapt to Tower
life, rules or whatever else. Not all cases are in the books so there is room
for speculation. Being that this is not the books, and that we are in a parallel
universe, the
Wisdoms do accept Wilders.  The Wisdoms have many rules, and
keep their secrets to themselves.  Although, it is later found that the
Tower
had almost always known of their existence.  

*  Leaders within the Wisdoms are designated more upon respect than upon
   authority.

*  There are no extra chores for not getting a lesson done, as they do Aes
   Sedai
do to novices, and accepteds.  As a matter of fact, learning to
  
channel is -not- required, unless your RP leads in that direction.

*  Being able to channel is not a requirement, even the best Wisdoms within
   the books couldn't
channel a lick.

  If you're looking for a guild that will be fun without bowing and scraping,
and treat you like family, then look no further.

See Also: Wisdom Req, Template Show 12











:: Beginning

.:. Wisdoms Requirements



-----------------------[ Wisdoms Requirements ]-----------------------

For information on seeking the Wisdoms and/or the Kin, please see the guild
requirements at
template show 12.








:: Beginning

.:. Wise Women



-----------------------------[ Wisdoms ]-----------------------------

  The
Wisdoms are a group of women who are brought together by the ability
to
channel, or the spark, that most of the Wisdoms posses.  All of them -in
the books- were at one time in the
Tower. Some were sent away because they
were not strong enough to
Tower standards and others could not adapt to Tower
life, rules or whatever else. Not all cases are in the books so there is room
for speculation. Being that this is not the books, and that we are in a parallel
universe, the
Wisdoms do accept Wilders.  The Wisdoms have many rules, and
keep their secrets to themselves.  Although, it is later found that the
Tower
had almost always known of their existence.  

*  Leaders within the Wisdoms are designated more upon respect than upon
   authority.

*  There are no extra chores for not getting a lesson done, as they do Aes
   Sedai
do to novices, and accepteds.  As a matter of fact, learning to
  
channel is -not- required, unless your RP leads in that direction.

*  Being able to channel is not a requirement, even the best Wisdoms within
   the books couldn't
channel a lick.

  If you're looking for a guild that will be fun without bowing and scraping,
and treat you like family, then look no further.

See Also: Wisdom Req, Template Show 12











:: Beginning

.:. WITHDRAW




Commands to take money out of the bank, put money in the bank, or see how
much money you have in the bank. This command can be used at the old man
willing to handle your money.


> deposit 400    - Would deposit 400 of your marks into the bank.
> withdraw 1000  - Would withdraw 1000 of your deposited marks from the bank.
> balance        - Would display the current amount of marks you have in the bank.

See also: Gold, Score











:: Beginning

.:. WIZARDS



An Immortal is a player that has been elevated to a special status.
Immortals keep the mud together for the players to have more fun.

The imms are divided into departments, the tag in front of their names
indicating the dept.

Example:
[Implementor] Duren
[Head Builder] Ayasha
[Guild Imm] Rissa

To see a list of all the current Immortal players, enter 'wizlist.'














:: Beginning

.:. WIZAT


Immortals Only

AT can be used to perform an action in a location other than where you are
standing.  The first argument can be a virtual room number or the name of a
character or object.  The remainder of the line is passed to the command
interpreter.

> at 16000 look
> at Alzireth poke Alzireth
> at 3.corpse get all corpse

See also: Goto






:: Beginning

.:. WIZHELP





Immortals Only

Gives a list of the IMM commands available at your trust level.



:: Beginning

.:. WIZINVIS





Immortals Only

wizi <level>

WIZI sets your invisibility level.  With no argument, wizi toggles between
making you fully visible and fully invisible.  If you specify a level, only
people with trust at and above the level you specify will be able to see you.

> wizi
> wizi 31



:: Beginning

.:. WIZLIST



++========================================================================++
||                           A Moment in Tyme                             ||
||                      Founded by: Mikki and Dini                        ||
||                         http://tymemud.com                             ||
++========================================================================++
||                 Implementors:   Duren                                  ||
++========================================================================++
|| Duren     (Head Coder)        | Syrah    (Building|Admin)              ||
|| Hale      (Coder)             | Acral    (Story|Guilds|Shadow)         ||
|| Jaiden    (On Hiatus)         | Ayasha   (On Hiatus)                   ||
++========================================================================++
||                      Mortal Guild Leaders:                             ||
||------------------------------------------------------------------------||
|| Asha'man:      Peyton           |  White Tower:    Jezz, Isadora       ||
|| Wolfkin:       Acral            |  Warders:        Isadora, Jezz       ||
|| Council:       Acral            |  Aiel:           Acral               ||
|| Illuminators:  Cathbad          |  Wisdoms:        Acral               ||
|| Band:          Mat, Maethir     |  Seanchan:       Thrain              ||
|| Daes Dae'mar:  Acral            |  Gleemen:        Acral               ||
||                   All Other Guilds:  Acral                             ||
++========================================================================++
||  Site Admin   | Implementors Emeritus: Alicia   Marek   Kane  Merdon   ||
||    Duren      |    Valoc    Pel   Kane   Janus   Kalah   Scott         ||
||               |    Birk   Mattias   Mikki   Dini   Beonca   Nicodemus  ||
||               |    Lucardo   Syrah                                     ||
++========================================================================++`


:: Beginning

.:. WIZLOCK


Immortals Only

wizlock [value]

WIZLOCK allows you to restrict the game.  WIZLOCK 1 prevents new characters
from being created.  WIZLOCK n, 2 <= n <= 34, prevents new characters and
allows only characters level n and above to log on.  WIZLOCK with no argument
displays the current WIZLOCK level.



:: Beginning

.:. WIZNET


Immortals Only

The immortal communication channel.

wiznet <text> | #<level> <text> | *<emotetext> | @

> wiz @                       {lists Imms on-line that are visible to you}
> wiz hello                   {just plain sends the text "hello"
> wiz #95 Some 94s... <fume>  {sends the message only to levels 95 and above}
> wiz *smile                  {sends the text "<--- smile" to Imms}

This code was provided by Gnort.

See also: Nowiz






:: Beginning

.:. WIZTELEPORT


Immortals Only

goto <location>
trans <victim>
teleport <victim> <location>

These commands are used to transports yourself and others to different rooms.
GOTO allows you to go to other rooms; TRANS transports a person from wherever
they are to the room YOU are in; TELEPORT transports your victim to some other
location.

For both GOTO and TELEPORT, the location specifier can be either a virtual
room number, or the name of a character or object.

> goto 16000
> goto arwin
> trans arwin
> teleport arwin 16000
> teleport arwin 2.packrat

See also: At, Set Room, Poofin












:: Beginning

.:. WKABILITIES




Wolfkin gain several special abilities from their kinship with wolves.  Except
where otherwise noted, these abilities for the most part are NOT CODED ON THE
MUD.  They can be, however, quite a fun addition to RP.  Also, note that most
of these abilities are learned from examples with Perrin in the books, and are
presumed to be common among all Wolfkin.

Improved Senses:  As a Wolfkin's eyes turn golden/yellowish, he/she gains the
eyesight of a wolf, and is able to see in total darkness as if it were twilight.
(Note:  This IS coded on the MUD as part of the Golden Eyes talent--anyone within
the WK guild can see and scan in darkness without a light.)  Wolfkin also have
a very acute sense of smell, and after a while can even determine others'
emotions by their scent.

Wolf-like Communication:  Wolfkin are able to communicate with wolves and other
Wolfkin in a telepathic manner, through thoughts and images.  A Wolfkin can
sense all nearby wolves (Perrin can sense wolves for up to about a mile away,
and Elyas can sense them from further away, so it is assumed that the awareness
of wolves grows with experience).  A Wolfkin can meld his/her mind with a wolf
in a manner that allows the Wolfkin to see what the wolf sees, feel its pain,
and taste what it tastes.  (See help WOLF NAMES for more info on wolf-like
communication.)

The Wolfdream:  A Wolfkin may sometimes see visions within the dream like a
Dreamer does.  Please do NOT use these visions as an excuse to take information
you know OOCly and use it ICly.  The visions Perrin saw in Tel'Aran'Rhiod were
very random and he usually could not even interpret them.  It is not fair for
someone who has put much time and effort into ICly hiding something about him or
herself to have his or her RP ruined by someone pretending to know that
information from Dreaming or Foretelling.





:: Beginning

.:. WKREQ


For the seeking requirements of the Wolfkin Guild please see
Template Show 13.








:: Beginning

.:. WKRP






The following help file is intended as an explanation of what Wolfkin are,
for players who have either not read the books yet or have not read them in
a while, and a very loose guide to RP as a Wolfkin, which is intended as
helpful advice and NOT restrictive rules that apply to every individual in
every situation.

WHAT ARE WOLFKIN?
The Wolfkin guild on the MUD represents the very small group of people in the
WoT books known as wolfbrothers.  The term 'Wolfkin' rather than 'Wolfbrother'
is used as the name of the guild on the MUD because females as well as males
are allowed to join it.  There are very, very few wolfbrothers in the books,
Perrin and Elyas being the most notable, but more are allowed on the MUD for
the sake of fun and letting it be RPed by anyone who wants to.

Wolfkin are people born with a kinship to wolves, and this kinship usually
shows up in adolescence (and usually occurs sooner if the person meets an
older wolfkin to help guide them, such as Perrin meeting Elyas).  The
ability usually manifests itself when wolves sense the thoughts of the
wolfkin and begin responding to them.  At about this time, the eyes of
wolfkin begin changing to a yellowish or golden color.

Wolfkin gain several abilities related to their kinship with wolves (see
help WOLFKIN ABILITIES for details), and are able to communicate with wolves
and other Wolfkin through thoughts and images. (Note: Because of this kind
of communication, Wolfkin are able to use gdt (guild channel) ICly, but only
if it is RPed as being through thoughts and images.)  Wolfkin after a while
also develop very wolf-like reactions, such as baring their teeth when
angered, and they tend to prefer being away from cities and large gatherings
of people.  For many Wolfkin, life is a constant struggle to balance being
human and being kin to wolves, and if this balance isn't maintained it is
very possible for wolfkin to completely lose their sanity and become lost to
the wolf side, thinking that they are really wolves.

The Wolfkin guild on the MUD has ranks as other guilds do, but they are very
different from most other guilds.  As Wolfkin are generally independent of
each other and unorganized, most of the ranks are equal.  There is a rank
called Cub for newer members, and an Outcast rank for Wolfkin who have
betrayed the wolves and are distrusted by them.  Besides that, the rest of
the ranks are equal and based on the individual WK's RP.  As WK do not label
themselves ICly, the rank names are only OOC designations resembling the
individual character's RP, and WK should not be referred to by their rank
names ICly.  The ranks are relatively unimportant and not meant to hinder
or restrict RP in any way.

All Wolfkin choose wolf names for themselves and if you intend to play a
Wolfkin then it is a good idea to start thinking of a wolf name when you
think up your background (read help WOLF NAMES for details).

WOLFKIN RP AND IC INTERACTIONS

Wolfkin are already loners by nature because of their kinship with wolves,
but this is made even more so by the fact that the golden colored eyes of
Wolfkin make other people very suspicious of them, sometimes to the point
of being called darkfriends.  Wolves are widely misunderstood and thought
to be creatures of the Dark One, which makes getting along with most people
even more difficult.  There are, of course, exceptions, but that is the
attitude of the general population.

In addition, here is a list of a few of the other guilds on the MUD who
would have special and more defined interactions with Wolfkin:

Aes Sedai:  The Wolfkin ability is completely new to Aes Sedai and they
have no understanding of it.  Thinking it something of the One Power, the
Red Ajah tried to gentle Elyas, who used to be a warder, but the gentling
had no affect as it has nothing to do with the One Power.  Because of the
curiosity of Sedai who would want to study Wolfkin, the wise Wolfkin who
wants to stay free avoids them.

Children of the Light (aka Whitecloaks):   The CotL, being a fanatical
organization intending to destroy darkfriends, takes the misunderstanding
of the nature of wolves to the extreme, thinking them creatures of the
Dark One and assuming all Wolfkin therefore must be darkfriends.  The Children
smell wrong to the wolves, in the way that a rabid dog smells wrong, and a
Wolfkin can usually smell the wrongness too.  They are, of course, best avoided.
(Note:  Please keep in mind that ICly the CotL severely outnumbers Wolfkin
and are an organized military, they should be AVOIDED, -NOT- HARASSED.
If you wish to OOCly harass CotL or provoke them to conflict etc. then
please don't join Wolfkin as our standard of RP is higher than that.)

The Shadow/Dark:  The wolves have a very severe hatred of all shadowspawn,
and a pack of wolves would go out of its way to kill any shadowspawn.  This
hatred for shadowspawn carries over to Wolfkin and is why a Wolfkin cannot
be a darkfriend.  Please keep in mind that though Wolfkin can sometimes sense
other peoples' emotions and intentions, they do NOT sense whether or not
someone is a Forsaken or darkfriend.  So if you know OOCly that someone is a
darkfriend or a disguised Forsaken, do NOT pretend to be able to know this
ICly as well.

Tuatha'an (aka Tinkers):  As Elyas is friends with Raen, a Tuatha'an
Mahdi, and tinkers have camps outside large cities, Wolfkin generally
get along well with Tinkers.  Remember that they are peaceful people
who follow the Way of the Leaf, and it is very impolite to bring a
weapon into their camp.

Those are just a few of the many groups of people in the WoT world and on
the MUD.  For most other guilds, each members' opinion of Wolfkin will
most likely be separate from the rest of the guild's and will depend on
that individual's RP (and vice versa for a Wolfkin's opinion of them).

Also remember that these are very general tips and guidelines and individual
RP may vary slightly.  For example a Tuatha'an would not be friendly with a
wolfkin who carries a weapon around in the Tuatha'an camp, or a Whitecloak
may become enlightened and friendly toward Wolfkin after having his life
saved by a pack of wolves and having a long conversation with a wolfkin.
Of course, that Whitecloak would most likely not want to talk to his fellow
Children of the Light about it for fear that they might think HIM a darkfriend
too, so though individual attitudes may vary it is not likely that overall
IC attitudes between entire guilds would change.






:: Beginning

.:. WM


Weapon Mastery in combat is reflected in the fighting forms you know
and how well you have learned them. See Forms and Learn for how
forms work and how to learn them.

The Blademaster rank is a roleplaying distinction; see
Blademaster.
The Weapon Mastery department of the Immortals handles recognition;
see
Immortals.








:: Beginning

.:. WM 4






-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

.:. WM4






-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

.:. WMA


Weapon Mastery in combat is reflected in the fighting forms you know
and how well you have learned them. See Forms and Learn for how
forms work and how to learn them.

The Blademaster rank is a roleplaying distinction; see
Blademaster.
The Weapon Mastery department of the Immortals handles recognition;
see
Immortals.








:: Beginning

.:. WOLF NAMES



The wolves communicate with each other (and with Wolfkin) telepathically through
feelings and images.  Their names for each other, people, and other things are
based on these images.  Here are a few wolf names for different things and
people:

Shadowkiller (Rand)
Heartfang (Ba'alzamon)
Moonhunter (Lanfear)
Long Tooth (Elyas)
Young Bull (Perrin)
Notdead (Gray man)
Twisted Ones (Trollocs)
Neverborn (Myrddraal)
Shadowbrothers (Darkhounds)
Two-legs (humans)
Hard-footed four-legs (horses)
Two-leg shes who touch the wind that moves the sun and call fire (Aes Sedai)

To add to RP, Wolfkin choose wolf names for themselves that represent the image
wolves have of them.  You are not required to have such a name thought up before
joining the guild but you should at least begin to think about it as soon as
possible.  Also, these names are for Wolfkin RP, you should never use your wolf
name with non-Wolfkin.



:: Beginning

.:. WOLFBROTHERS






The closest people have come to understanding the Wolfkin is best noted
by Loial in his writings [Book I pg. 339-341]:
'I don't much like people,' he said in a flat voice. 'Cities are full of
people. I don't go near villages, or even farms, very often. Villagers,
farmers, they don't like my friends. I wouldn't even have helped you if you
if you hadn't been stumbling around as helpless and innocent as newborn
cubs.'
'Wolves don't tame, not even as well as men. They're my friends. We keep
each other company, hunt together, converse after a fashion. Just like any
other friends.'
How do you become a Wolfkin?
'They found out, I didn't. Not at first. That's always the way of it, I
understand. The wolves find you, not you them. Some people thought me touched
by the Dark One, because wolves started appearing wherever I went. I suppose
I thought so too, sometimes. Most decent folk began to avoid me, and the ones
who sought me out weren't the kind I wanted to know, one way or another. Then
I noticed there were times when the wolves seemed to know what I was
thinking, to respond to what was in my head. That was the real beginning.
They were curious about me. Wolves can sense people, usually, but not like
this. They were glad to find me. They say it's been a long time since they
hunted with men, and when they say a long time, the feeling I get is like a
cold wind howling all the way down from the First Day.'
Can you teach me to be a Wolfkin?
'It can't be taught. Some can do it, some can't.'
--------------------------------------------------------------------------------
Please refer to the following help files for more information about joining
and playing a Wolfkin character:
WOLFKIN REQUIREMENTS
WOLFKIN RP
WOLFKIN ABILITIES
WOLF NAMES
WOLVES

Wolfkin help files written by Elyas, and modified by Dalakhil.



:: Beginning

.:. WOLFKIN






The closest people have come to understanding the Wolfkin is best noted
by Loial in his writings [Book I pg. 339-341]:
'I don't much like people,' he said in a flat voice. 'Cities are full of
people. I don't go near villages, or even farms, very often. Villagers,
farmers, they don't like my friends. I wouldn't even have helped you if you
if you hadn't been stumbling around as helpless and innocent as newborn
cubs.'
'Wolves don't tame, not even as well as men. They're my friends. We keep
each other company, hunt together, converse after a fashion. Just like any
other friends.'
How do you become a Wolfkin?
'They found out, I didn't. Not at first. That's always the way of it, I
understand. The wolves find you, not you them. Some people thought me touched
by the Dark One, because wolves started appearing wherever I went. I suppose
I thought so too, sometimes. Most decent folk began to avoid me, and the ones
who sought me out weren't the kind I wanted to know, one way or another. Then
I noticed there were times when the wolves seemed to know what I was
thinking, to respond to what was in my head. That was the real beginning.
They were curious about me. Wolves can sense people, usually, but not like
this. They were glad to find me. They say it's been a long time since they
hunted with men, and when they say a long time, the feeling I get is like a
cold wind howling all the way down from the First Day.'
Can you teach me to be a Wolfkin?
'It can't be taught. Some can do it, some can't.'
--------------------------------------------------------------------------------
Please refer to the following help files for more information about joining
and playing a Wolfkin character:
WOLFKIN REQUIREMENTS
WOLFKIN RP
WOLFKIN ABILITIES
WOLF NAMES
WOLVES

Wolfkin help files written by Elyas, and modified by Dalakhil.



:: Beginning

.:. WOLFKIN ABILITIES




Wolfkin gain several special abilities from their kinship with wolves.  Except
where otherwise noted, these abilities for the most part are NOT CODED ON THE
MUD.  They can be, however, quite a fun addition to RP.  Also, note that most
of these abilities are learned from examples with Perrin in the books, and are
presumed to be common among all Wolfkin.

Improved Senses:  As a Wolfkin's eyes turn golden/yellowish, he/she gains the
eyesight of a wolf, and is able to see in total darkness as if it were twilight.
(Note:  This IS coded on the MUD as part of the Golden Eyes talent--anyone within
the WK guild can see and scan in darkness without a light.)  Wolfkin also have
a very acute sense of smell, and after a while can even determine others'
emotions by their scent.

Wolf-like Communication:  Wolfkin are able to communicate with wolves and other
Wolfkin in a telepathic manner, through thoughts and images.  A Wolfkin can
sense all nearby wolves (Perrin can sense wolves for up to about a mile away,
and Elyas can sense them from further away, so it is assumed that the awareness
of wolves grows with experience).  A Wolfkin can meld his/her mind with a wolf
in a manner that allows the Wolfkin to see what the wolf sees, feel its pain,
and taste what it tastes.  (See help WOLF NAMES for more info on wolf-like
communication.)

The Wolfdream:  A Wolfkin may sometimes see visions within the dream like a
Dreamer does.  Please do NOT use these visions as an excuse to take information
you know OOCly and use it ICly.  The visions Perrin saw in Tel'Aran'Rhiod were
very random and he usually could not even interpret them.  It is not fair for
someone who has put much time and effort into ICly hiding something about him or
herself to have his or her RP ruined by someone pretending to know that
information from Dreaming or Foretelling.





:: Beginning

.:. WOLFKIN REQUIREMENTS


For the seeking requirements of the Wolfkin Guild please see
Template Show 13.








:: Beginning

.:. WOLFKIN RP






The following help file is intended as an explanation of what Wolfkin are,
for players who have either not read the books yet or have not read them in
a while, and a very loose guide to RP as a Wolfkin, which is intended as
helpful advice and NOT restrictive rules that apply to every individual in
every situation.

WHAT ARE WOLFKIN?
The Wolfkin guild on the MUD represents the very small group of people in the
WoT books known as wolfbrothers.  The term 'Wolfkin' rather than 'Wolfbrother'
is used as the name of the guild on the MUD because females as well as males
are allowed to join it.  There are very, very few wolfbrothers in the books,
Perrin and Elyas being the most notable, but more are allowed on the MUD for
the sake of fun and letting it be RPed by anyone who wants to.

Wolfkin are people born with a kinship to wolves, and this kinship usually
shows up in adolescence (and usually occurs sooner if the person meets an
older wolfkin to help guide them, such as Perrin meeting Elyas).  The
ability usually manifests itself when wolves sense the thoughts of the
wolfkin and begin responding to them.  At about this time, the eyes of
wolfkin begin changing to a yellowish or golden color.

Wolfkin gain several abilities related to their kinship with wolves (see
help WOLFKIN ABILITIES for details), and are able to communicate with wolves
and other Wolfkin through thoughts and images. (Note: Because of this kind
of communication, Wolfkin are able to use gdt (guild channel) ICly, but only
if it is RPed as being through thoughts and images.)  Wolfkin after a while
also develop very wolf-like reactions, such as baring their teeth when
angered, and they tend to prefer being away from cities and large gatherings
of people.  For many Wolfkin, life is a constant struggle to balance being
human and being kin to wolves, and if this balance isn't maintained it is
very possible for wolfkin to completely lose their sanity and become lost to
the wolf side, thinking that they are really wolves.

The Wolfkin guild on the MUD has ranks as other guilds do, but they are very
different from most other guilds.  As Wolfkin are generally independent of
each other and unorganized, most of the ranks are equal.  There is a rank
called Cub for newer members, and an Outcast rank for Wolfkin who have
betrayed the wolves and are distrusted by them.  Besides that, the rest of
the ranks are equal and based on the individual WK's RP.  As WK do not label
themselves ICly, the rank names are only OOC designations resembling the
individual character's RP, and WK should not be referred to by their rank
names ICly.  The ranks are relatively unimportant and not meant to hinder
or restrict RP in any way.

All Wolfkin choose wolf names for themselves and if you intend to play a
Wolfkin then it is a good idea to start thinking of a wolf name when you
think up your background (read help WOLF NAMES for details).

WOLFKIN RP AND IC INTERACTIONS

Wolfkin are already loners by nature because of their kinship with wolves,
but this is made even more so by the fact that the golden colored eyes of
Wolfkin make other people very suspicious of them, sometimes to the point
of being called darkfriends.  Wolves are widely misunderstood and thought
to be creatures of the Dark One, which makes getting along with most people
even more difficult.  There are, of course, exceptions, but that is the
attitude of the general population.

In addition, here is a list of a few of the other guilds on the MUD who
would have special and more defined interactions with Wolfkin:

Aes Sedai:  The Wolfkin ability is completely new to Aes Sedai and they
have no understanding of it.  Thinking it something of the One Power, the
Red Ajah tried to gentle Elyas, who used to be a warder, but the gentling
had no affect as it has nothing to do with the One Power.  Because of the
curiosity of Sedai who would want to study Wolfkin, the wise Wolfkin who
wants to stay free avoids them.

Children of the Light (aka Whitecloaks):   The CotL, being a fanatical
organization intending to destroy darkfriends, takes the misunderstanding
of the nature of wolves to the extreme, thinking them creatures of the
Dark One and assuming all Wolfkin therefore must be darkfriends.  The Children
smell wrong to the wolves, in the way that a rabid dog smells wrong, and a
Wolfkin can usually smell the wrongness too.  They are, of course, best avoided.
(Note:  Please keep in mind that ICly the CotL severely outnumbers Wolfkin
and are an organized military, they should be AVOIDED, -NOT- HARASSED.
If you wish to OOCly harass CotL or provoke them to conflict etc. then
please don't join Wolfkin as our standard of RP is higher than that.)

The Shadow/Dark:  The wolves have a very severe hatred of all shadowspawn,
and a pack of wolves would go out of its way to kill any shadowspawn.  This
hatred for shadowspawn carries over to Wolfkin and is why a Wolfkin cannot
be a darkfriend.  Please keep in mind that though Wolfkin can sometimes sense
other peoples' emotions and intentions, they do NOT sense whether or not
someone is a Forsaken or darkfriend.  So if you know OOCly that someone is a
darkfriend or a disguised Forsaken, do NOT pretend to be able to know this
ICly as well.

Tuatha'an (aka Tinkers):  As Elyas is friends with Raen, a Tuatha'an
Mahdi, and tinkers have camps outside large cities, Wolfkin generally
get along well with Tinkers.  Remember that they are peaceful people
who follow the Way of the Leaf, and it is very impolite to bring a
weapon into their camp.

Those are just a few of the many groups of people in the WoT world and on
the MUD.  For most other guilds, each members' opinion of Wolfkin will
most likely be separate from the rest of the guild's and will depend on
that individual's RP (and vice versa for a Wolfkin's opinion of them).

Also remember that these are very general tips and guidelines and individual
RP may vary slightly.  For example a Tuatha'an would not be friendly with a
wolfkin who carries a weapon around in the Tuatha'an camp, or a Whitecloak
may become enlightened and friendly toward Wolfkin after having his life
saved by a pack of wolves and having a long conversation with a wolfkin.
Of course, that Whitecloak would most likely not want to talk to his fellow
Children of the Light about it for fear that they might think HIM a darkfriend
too, so though individual attitudes may vary it is not likely that overall
IC attitudes between entire guilds would change.






:: Beginning

.:. WOLFKINREQ


For the seeking requirements of the Wolfkin Guild please see
Template Show 13.








:: Beginning

.:. WOLFKINRP






The following help file is intended as an explanation of what Wolfkin are,
for players who have either not read the books yet or have not read them in
a while, and a very loose guide to RP as a Wolfkin, which is intended as
helpful advice and NOT restrictive rules that apply to every individual in
every situation.

WHAT ARE WOLFKIN?
The Wolfkin guild on the MUD represents the very small group of people in the
WoT books known as wolfbrothers.  The term 'Wolfkin' rather than 'Wolfbrother'
is used as the name of the guild on the MUD because females as well as males
are allowed to join it.  There are very, very few wolfbrothers in the books,
Perrin and Elyas being the most notable, but more are allowed on the MUD for
the sake of fun and letting it be RPed by anyone who wants to.

Wolfkin are people born with a kinship to wolves, and this kinship usually
shows up in adolescence (and usually occurs sooner if the person meets an
older wolfkin to help guide them, such as Perrin meeting Elyas).  The
ability usually manifests itself when wolves sense the thoughts of the
wolfkin and begin responding to them.  At about this time, the eyes of
wolfkin begin changing to a yellowish or golden color.

Wolfkin gain several abilities related to their kinship with wolves (see
help WOLFKIN ABILITIES for details), and are able to communicate with wolves
and other Wolfkin through thoughts and images. (Note: Because of this kind
of communication, Wolfkin are able to use gdt (guild channel) ICly, but only
if it is RPed as being through thoughts and images.)  Wolfkin after a while
also develop very wolf-like reactions, such as baring their teeth when
angered, and they tend to prefer being away from cities and large gatherings
of people.  For many Wolfkin, life is a constant struggle to balance being
human and being kin to wolves, and if this balance isn't maintained it is
very possible for wolfkin to completely lose their sanity and become lost to
the wolf side, thinking that they are really wolves.

The Wolfkin guild on the MUD has ranks as other guilds do, but they are very
different from most other guilds.  As Wolfkin are generally independent of
each other and unorganized, most of the ranks are equal.  There is a rank
called Cub for newer members, and an Outcast rank for Wolfkin who have
betrayed the wolves and are distrusted by them.  Besides that, the rest of
the ranks are equal and based on the individual WK's RP.  As WK do not label
themselves ICly, the rank names are only OOC designations resembling the
individual character's RP, and WK should not be referred to by their rank
names ICly.  The ranks are relatively unimportant and not meant to hinder
or restrict RP in any way.

All Wolfkin choose wolf names for themselves and if you intend to play a
Wolfkin then it is a good idea to start thinking of a wolf name when you
think up your background (read help WOLF NAMES for details).

WOLFKIN RP AND IC INTERACTIONS

Wolfkin are already loners by nature because of their kinship with wolves,
but this is made even more so by the fact that the golden colored eyes of
Wolfkin make other people very suspicious of them, sometimes to the point
of being called darkfriends.  Wolves are widely misunderstood and thought
to be creatures of the Dark One, which makes getting along with most people
even more difficult.  There are, of course, exceptions, but that is the
attitude of the general population.

In addition, here is a list of a few of the other guilds on the MUD who
would have special and more defined interactions with Wolfkin:

Aes Sedai:  The Wolfkin ability is completely new to Aes Sedai and they
have no understanding of it.  Thinking it something of the One Power, the
Red Ajah tried to gentle Elyas, who used to be a warder, but the gentling
had no affect as it has nothing to do with the One Power.  Because of the
curiosity of Sedai who would want to study Wolfkin, the wise Wolfkin who
wants to stay free avoids them.

Children of the Light (aka Whitecloaks):   The CotL, being a fanatical
organization intending to destroy darkfriends, takes the misunderstanding
of the nature of wolves to the extreme, thinking them creatures of the
Dark One and assuming all Wolfkin therefore must be darkfriends.  The Children
smell wrong to the wolves, in the way that a rabid dog smells wrong, and a
Wolfkin can usually smell the wrongness too.  They are, of course, best avoided.
(Note:  Please keep in mind that ICly the CotL severely outnumbers Wolfkin
and are an organized military, they should be AVOIDED, -NOT- HARASSED.
If you wish to OOCly harass CotL or provoke them to conflict etc. then
please don't join Wolfkin as our standard of RP is higher than that.)

The Shadow/Dark:  The wolves have a very severe hatred of all shadowspawn,
and a pack of wolves would go out of its way to kill any shadowspawn.  This
hatred for shadowspawn carries over to Wolfkin and is why a Wolfkin cannot
be a darkfriend.  Please keep in mind that though Wolfkin can sometimes sense
other peoples' emotions and intentions, they do NOT sense whether or not
someone is a Forsaken or darkfriend.  So if you know OOCly that someone is a
darkfriend or a disguised Forsaken, do NOT pretend to be able to know this
ICly as well.

Tuatha'an (aka Tinkers):  As Elyas is friends with Raen, a Tuatha'an
Mahdi, and tinkers have camps outside large cities, Wolfkin generally
get along well with Tinkers.  Remember that they are peaceful people
who follow the Way of the Leaf, and it is very impolite to bring a
weapon into their camp.

Those are just a few of the many groups of people in the WoT world and on
the MUD.  For most other guilds, each members' opinion of Wolfkin will
most likely be separate from the rest of the guild's and will depend on
that individual's RP (and vice versa for a Wolfkin's opinion of them).

Also remember that these are very general tips and guidelines and individual
RP may vary slightly.  For example a Tuatha'an would not be friendly with a
wolfkin who carries a weapon around in the Tuatha'an camp, or a Whitecloak
may become enlightened and friendly toward Wolfkin after having his life
saved by a pack of wolves and having a long conversation with a wolfkin.
Of course, that Whitecloak would most likely not want to talk to his fellow
Children of the Light about it for fear that they might think HIM a darkfriend
too, so though individual attitudes may vary it is not likely that overall
IC attitudes between entire guilds would change.






:: Beginning

.:. WOLVES



This help file is meant to point out a few important facts about wolves that
anyone playing (or wanting to play) a Wolfkin character should know.

Wolves exist in the real world and in the world of dreams (Tel'Aran'Rhiod)
simultaneously, and even wolves that are dead in the real world still exist in
the dream world.  They do not see visions in Tel'Aran'Rhiod like some Dreamers
and Wolfkin do.

Wolves communicate with each other and with Wolfkin telepathically using
feelings and images (see help WOLF NAMES for details).

Wolves are intelligent and feel contempt for dogs, and Wolfkin treat them as
equals, NOT as pets (so please do not RP petting them etc.).

Wolves despise shadowspawn, and can smell shadowspawn even on peoples' minds.
They actively kill shadowspawn whenever possible, and a pack of wolves can
even bring down a myrddraal, but with much loss.

Wolves sense people and can sense their emotions.  Whitecloaks in particular
smell wrong to wolves in the way that rabid dogs smell wrong.  They also
recognize Aes Sedai.



:: Beginning

.:. WORTH



This command lists the amount of gold you carry, the amount
of gold you have in the bank, your current amount of Experience
and the amount of EXP you need to raise a level.

See also: Gold, Experience, Score


:: Beginning

.:. WOT








-------------------The Wheel of Time-------------------

A Moment in Tyme (or Tyme, or MiT) is a multiplayer roleplaying game set in
the world of the Wheel of Time, a fantasy series written by Robert Jordan and
finished by Brandon Sanderson. Players control characters who go about
acting as they would in this world, working toward their own goals or those
of their guilds.

Our story follows the books up to the end of Winter's Heart. From there it
drifts into a mirror reality, like an alternate version of the world where
different things happen. See help timeline for how things stand now.

If you have not read the series:
That is perfectly fine. You may find some of the world-specific details a
little challenging at first, but there is a wealth of information online to
fill in the gaps. The Recall Room, where you begin, also points the way:
the rooms upstairs are a good place to learn a bit about the setting, and
the Visitor's Center is one room down.

The Visitor Guides, the Immortals and friendly players will gladly answer
questions about the setting. The newbie channel reaches them quickly.

Syntax:
> newbie <text>

Example:
> newbie Hello! Who are the Aes Sedai?

See also: Newbie, Timeline, Roleplay, Channels, Caemlyn





:: Beginning

.:. WRAP


Wrap is a weave that pins someone in place. The air tightens
around your target and they cannot move, though they can still
speak, and a channeler who is wrapped can still weave.

Syntax:
> weave 'wrap' <target>

Example:
> grasp
> weave 'wrap' loth
Loth is told the air around him thickens and that he suddenly
cannot move.

You must grasp the Source first and know the weave with its usual
flow and prerequisite requirements, as with any weave. Wrap holds
its target while you maintain it, or for a while on its own if you
tie it off. A wrapped target can still be hurt, and a blow in
combat may break the hold early. When the weave finally comes off,
your target stands and moves again. You cannot wrap a mob that is
already in a fight.

See also: Weave, Tie, Grasp, Release, Inform


:: Beginning

.:. WRITE



There are quite a few things to read on the MUD. But the READ
command works only on things like mail, or notes that you might
pick up. There are various languages as well, such as Ogier or
Old Tongue, Trolloc or Common. If you wish to read any of these
languages, you need to have the "read <language>" skill.

To read a mail or a note, simply type:
read <item> or read <2.item> etc.

Going right along with the READ command is the
WRITE command.


In order to write a note you need a blank piece of paper or parchment
and a pen of some sort in your inventory. If you know a specific language
you may write in it.

> write ogier parchment quill
At this point you'll be asked to type in the text of your note.

Also note that you cannot use a specific language to send MUDmail, nor
do you need any language skills to read MUDmail.

See also: Boards, Mudmail





:: Beginning

.:. WTBOARD


Wtboard opens the legacy White Tower board. It still works for
members of the Aes Sedai, Warder or White Tower guilds, and for
staff with the necessary access.

For newer White Tower posts, use the guild board instead. It is a
separate board, with its own topics and numbering.

Syntax:
> glboards wt list
Lists the White Tower guild-board topics.

> glboards wt show <topic>
Reads a topic on that guild board. You need authorization and WT
membership, or the appropriate staff access, to use it.
glboard
works as an abbreviation of
glboards.

> wtboard list
Lists the topics on the legacy board.

> wtboard show <topic> [<comment>]
Reads an old topic, or one of its replies.

Example:
> glboard wt list
> glboard wt show 2

Use the list from the board you intend to read: a number on one
board does not identify the same post on the other. Both use the
board subcommands described by
help boards and help proj show.

See also: Boards, Proj Show, Unread


:: Beginning

.:. WTTALK











Construction of the White Tower began around 98AB (After the Breaking),
along with the construction of the city of Tar Valon, though the Tower
was not actually finished until nearly a hundred years later. It is the
seat of Aes Sedai power, and a shining example of ancient architecture
in the craft of Ogier stonemasons, mingled with the wonders wrought by
the One Power.  It is the last remnant of a dying Age, designed and built
to become a place where knowledge of the One Power might be maintained.
It is where young women with the ability to channel are able to learn,
and where the Aes Sedai, who had been scattered into independent groups
after the Breaking, might come together in a single organization.

The history of the White Tower is long, too long to be detailed here,
but it is a given that the Aes Sedai wield a great deal of Power from
within it, both with the use of Saidar, and political influence.

Within the White Tower, the Aes Sedai have been organized into seven
AJAHS, each with its own purpose or area of expertise.

The Red Ajah:      Until recently, dedicated to finding and gentling
                   men who can channel.
The Green Ajah:    Also known as the Battle Ajah, they are dedicated
                   to the art of war.  The only Ajah known to bond
                   more than one Gaidin.
The Yellow Ajah:   This Ajah is dedicated to Healing.
The Blue Ajah:     This Ajah is focused on Causes.  Any cause, so long
                   as it is deemed important.  The Blue Ajah is also
                   said to have the most extensive network of Eyes and
                   Ears.
The Gray Ajah:     Dedicated to diplomacy, peacemaking and mediation.
The White Ajah:    Dedicated to the study of philosophy, the use of
                   logic, and research.  It is believed among the White
                   Ajah that the ability to channel is hereditary, and
                   that gentling or killing male channelers is what has
                   made the ability to channel so scarce.
The Brown Ajah:    Dedicated to knowledge and learning, the Brown Ajah
                   is dedicated to preserving history, both in regards
                   to the One Power and the Mundane.

The White Tower Hierarchy:

Novice -   A young woman who has been discovered to either have the
           spark inborn, or who is able to learn to channel.  The
           White Tower spends a great deal of time seeking out new
           Novices, for channelers are scarce, and those with the
           spark may become a danger to themselves or others if not
           properly trained.  Novices are taught to learn to channel
           the One Power safely, are given chores, and are required
           to attend lessons in history and other subject matter as
           well.  Novices are only allowed to wear the white Novice
           dresses they are given upon entry.  They must leave all
           other worldly possessions behind.

Accepted:  Once a Novice is deemed ready, she is given the test to
           become Accepted, and at this point, becomes an initiate
           of the Tower.  The novice must undergo a test in the
           depths of the White Tower basement, and if she emerges
           and survives, she is named Accepted, and given a dress
           banded with the colors of the seven Ajahs.  Training for
           Accepted is more rigorous than that given to Novices.
           However, Accepted are considered to be more responsible,
           and are free to choose their own areas of study, and may
           have fewer chores to worry about.

Aes Sedai: If an Accepted is deemed ready, she is given the chance
           for another test, this time to become Aes Sedai.  She
           must memorize 100 specific weaves, and be able to weave
           them flawlessly throughout the test in spite of any
           distractions that are placed before her.  If she passes
           the test, she is required to swear the Three Oaths on
           the Oath Rod, and is named Aes Sedai.  She is then given
           the chance to petition for entrance into her Ajah of choice.
           It is very rare that her chosen Ajah will not accept her,
           for it is said that Aes Sedai groom initiates for their
           appropriate Ajah from the time they are Novices.

Sitters:   There are three Sitters for each Ajah, and these 21 women
           make up the Hall of the Tower, which is meant to be a
           balance to the power wielded by the Amyrlin Seat.  The
           Sitters are most often chosen from among the oldest, most
           powerful among each Ajah, though age is never discussed.
        
MoN:       The Mistress of Novices is responsible for caring for the
           Novices of the White Tower.  She ensures that each Novice
           is tested thoroughly for any Talents, and is placed in
           the most appropriate classes.  She assigns chores, and if
           necessary, also assigns penances and administers punish-
           ments for severe misbehavior.  Even Accepted and Aes Sedai
           -may- be sent to the Mistress of Novices for penance if
           there is cause.

Keeper:    The Keeper of the Chronicles serves the Amyrlin Seat in
           all matters.  She is generally in charge of handling the
           correspondence between the Amyrlin Seat and the rest of
           the world.  She also announces the Amyrlin's presence,
           and generally accompanies her everywhere, makes the
           Amyrlin Seat's appointments, and screens visitors. The
           Keeper of the Chronicles has no actual real authority,
           other than over the information that is filtered up to
           the Amyrlin Seat.

Amyrlin:   The Watcher of the Seals, the Flame of Tar Valon, the
           Amyrlin Seat is the leader of the White Tower, and
           is properly referred to as "Mother".  She is the Law,
           though the Hall of the Tower exists to check her power
           like a form of parliament.  She wears a stole striped
           with the colors of all seven Ajahs.  The Amyrlin Seat
           of the White Tower is considered to be THE single most
           powerful woman in the known world.  Though she may be
           weak or strong in the One Power, her political influence
           is unsurpassed.


To learn about the White Tower guild, type:
TEMPLATE SHOW to
see the White Tower's listing.  You may also type '
wizlist'
or '
gllist' to see who the current White Tower Guild Leaders
are, and speak to them.

Members of the White Tower multiguild talk among themselves on the
wttalk channel, the former Tower Talk: type your message after
the channel name.  Only members of the White Tower multiguild can use
it, and
channels wttalk switches it on or off (help channels).

See Also:  Multiguild, Template





:: Beginning

 
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.:. Top of Page