[ Twilight's Dawning: Help Files ]!Syntax: !
! repeats the last command you typed.
"COMBAT CASTING" "DEFENSIVE CASTING"Combat casting and defensive casting function just like dodge.
Except for they are only usable when fullattack is off.
"DEVASTATING CRITICAL"This skill is automatic once trained. Your critcal hits become more
powerful. Instead of dealing x1.5 damage they deal x2.2 damage.
"REMOVE INVIS"Syntax: cast 'remove invis'
This spell will make an invisible object in the character's inventory
visible.
This is an AGGRESSIVE spell when used on others. I.e, it will attack
another player if you attempt to use it on them.
"SOUL PETRIFICATION" SOUL PETRIFICATIONSyntax: cast 'soul petrification' self
This increases the users' fortitude making him/her a tougher opponent
in battle.
"THE RING OF LIGHT" Magic has existed since the beginning of time. It is the true source
that drives the universe. Without magic, the world would be cast
into utter chaos. The few who possess the power of magic are
often destined for great things. That is why this clan "The Ring
of light" exists. It is here to help striving young arcaneists
reach their ultimate goal...the goal of perfection. The clan
itself was made by none other than the god of magic, Vanador
Darkalter. This clan is for magic users only. Muticlass
characters are alowed, but magic is the force behind the clan
and magic is the force that will lead one to ultimate power!
Without magic, one is without purpose.
"UNARMED COMBAT"This skill allows a sohei to fight without a weapon, similar to a monk or
ninja. This skill is not near as potent as the unarmed abilities of the
monk or ninja, but it does stack with the monk and ninja training. When
combined with Dark Talons and Raking Claws, the sohei can be a formitable
unarmed opponent.
"VENGEFUL GAZE OF GOD"This spell allows clerics who can smite and paladins who can cast
ancestral vengeance to call down the wrath of their deity. This spell
drains almost no mana, but drains small amounts of favor. This spell deals
damage based on favor and if your favor is high it will almost always deal
max damage. With the low wait time and mana cost of 1 this spell can be
devastating in battle.
NOTE: If you do not know both SMITE and ANCESTRAL VENGEANCE,
DO NOT PRACTICE THIS SKILL. You will not be able to use it.
"WRATHFUL STRIKE"With this skill a Dark-knight whom has the ability to backstab from
another class can put all of his/her hatred, malice, anger, vengeance, and
wrath into one attack to cause mass outmounts of damage. Also this attack
is considered an evil act and lowers alignment. This attacks damage is
based on: level, hitroll, damroll, and alignment(lower the better). In
addition this attack can drain experience from players.
AASIMARTo carry out their responsibilities celestials sometimes spend great
amounts of time in mortal realms. Being devoted and kind, they
occasionally fall in love with mortals who then concieve Aasimar children.
No matter the form, Aasimar are always comely and delightful to the senses,
having golden skin, sparkling eyes, angelic wings, or some other sign of
their higher nature. Aasimar are often dismayed at the evil among their
kin and take a stern, sometimes harsh view of base instincts or malevolent
actions. Never truly fitting into any mortal society, Aasimars are usually
loners and wanderers attempting to right wrongs wherever they can.
Allowed Classes: Cleric Warrior Druid Ranger Sohei Bard Dragoon Psion
Arch-knight Sentinel Elementalist Paladin Arch-mage
Deficient Classes: Mage Augurer Monk
Bonuses: WIS: +2 CHA: +2 MP: +5
Penalties: CON: -1
*See also: race.
'ACETUM PRIMUS''Acetum Primus,' is the third and most powerful of the known acid
disciplines at the Mage's disposal. This incantation pulls forth the
strongest caustic agents in the casting Mage's neighboring planes,
and propels them in a tight cyclone-like blast towards the Mage's
chosen victim. The cross-dimensional disturbance, the physical
violence, and the bonescouring potency of the conjured compound all
work together to effect an estimable estrapade.
'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT'
'MAGIC MISSILE' 'SHOCKING GRASP'These are all attack spells, most of them minor spells doing only
minimal damage. Damage also increases as the casters level increases
for these spells.
Syntax: cast fireball <victim>
Syntax: cast 'acid blast' <victim>
Syntax: cast 'colour spray' <victim>
Syntax: cast 'shocking grasp' <victim>
Syntax: cast 'burning hands' <victim>
Syntax: cast 'magic missile' <victim>
*See also: the respective trees, or any other skill or spell name.
'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'Syntax: cast 'acid breath' <victim>
Syntax: cast 'fire breath' <victim>
Syntax: cast 'frost breath' <victim>
Syntax: cast 'gas breath' <victim>
Syntax: cast 'lightning breath' <victim>
Breath spells which can vary due to the casters toughness and vitality.
*See also: trees, any other spell or skill name.
AD ADS ADVERTISING.
It is against the rules of this mud to advertise another mud either on
public channels (say, chat, ask, answer, shout, yell, music, quest, avatar,
newbiechat, any guild, order, clan or council channel, wartalk or racetalk),
through your title, description, or biography or via leaving a note on any
public, guild, order, clan or council board in the Realms. If you are
asked to desist and do not do so immediately, your priveleges on this mud
may be restricted or terminated.
'ADRENALINE CONTROL'Adrenaline control allows a person to better control how they respond
to stress and react to situations better. It gives the person a stronger
fortitude and improves coordination.
'ADRENALINE RUSH'A rush of adrenaline improves a person's armor and strength
and depending on how experienced, ability with a weapon.
ADVENTURE.
In our efforts to give credit to everyone who deserves it, we almost
forgot to give credit to one of the "grandfathers" of computer adventure
games... David Platt, the author of the original "Adventure" (c)1979.
Also credit to Ken Wellsch for porting the original Fortran-77 version
to UNIX-C (over a period of about 3 years) (c)1984.
AFFECTED 'AFFECTED BY'Syntax: affected (abbrevation: af)
Syntax: affected by (abbreviation: af by)
'Affected' is a spells-at-a-glance function, which displays only the spells
(and skill affects) your character is currently under. Each affect will be
listed by name only for the sake of brevity (if you want to know what each
is doing, use help or 'score').
Characters level 20 or above and deadly characters will also see the number
of rounds remaining for each affect. Affects with a remaining lifespan of
less than 25 rounds are displayed in white, and those in immediate danger
of wearing off will flash.
'Affected by' displays a character's affects separate from its spell/skill
affect list. This is useful for ensuring that affects given from equipment
are actually functioning. For example, if you are wearing a visor with
detect_invis but 'affected by' does not show you as having that affect, you
are not detecting invisibility.
'Affected by' also displays your current susceptibilities, resistances and
immunities if your character is level 20 or higher.
AFKSyntax: afk
(abbreviation for "away from keyboard")
The 'afk' command will place an [AFK] flag beside your name
on the who list when activated. It can be toggled on or off by typing
afk, and will also automatically turn off when you enter any command.
AIDSyntax: aid
This skill allows you to bring a stunned person back into consciousness.
ALERTNESSSyntax: c alertness
Alertness renders the target resistant to the sleep spell.
ALIASSyntax: alias
Syntax: alias
The ALIAS command allows you to set shortcuts for commands or long
strings of text. These can be quite useful for shortening routinely
entered commands. Example: alias heal cast heal samson
This assigns the command 'cast heal samson' to the alias 'heal'
so that typing in 'heal' will issue the full command.
You can create up to 30 aliases.
Typing ALIAS with no arguments will list your current aliases.
Your aliases will save with your character upon leaving the game.
An alias may only contain a shortcut for a single command. If more
sophisticated aliases are needed, a mud client package would probably
serve the purpose better.
To remove an alias, type 'alias' followed by the shortcut you
wish to remove.
ALIGN2In Twilight's Dawning, there is another element of alignment
which although not recorded on your <score>, has a large impact
on RP(Role Playing). This is the Law or Chaos axis of alignment.
Just as in good or evil, there is also a Neutral alignment for Law
versus Chaos.
A Lawful character is more strict, always plans their actions,
and has a very ingrained moral code. This character rarely changes
their position on a matter once they have made a decision. They
follow the letter of the law despite a good or evil alignment. A
lawful good character will follow the laws and do their best to
uphold them. A lawful evil character will work within the laws to
increase their power.
A chaotic good character will do what is 'right' in their eyes, and
cares nothing for what the law says is right. A chaotic evil character
is evil for evil's sake. They enjoy tormenting and causing fear and
destruction.
ALIGNMENT ALIGN ZAPPINGAlignment can range from -1000 to +1000. When at +1000, you are
considered devout, or of a good alignment. And when at a -1000,
a fiendish, or evil being you will be. Neutral alignment
occurs with a 0 alignment. Each of these three alignments have a
range and are as follows:
-Good ranges from +1000 to +351.
-Neutral ranges from +350 to -350.
-Evil ranges from -351 to -1000.
Killing mobs of good alignment will cause your alignment to tip
further towards being evil, and vise versa if you were to fight
evil mobs. Fighting neutral mobs keeps your alignment about equal
to what you have currently, only causing your alignment to sway
when you are on the high or low end of the scale.
*Please note: Having a certain alignment can restrict you from
wearing some types of equipment. If you cannot wear an item due
to your alignment you will be 'zapped' and forced to drop the
equipment.
*Also note: The command setalignment is available. This means that
killing mobs will no longer adjust your alignment. However, certain
skills, spells, other affects, and immortals discretion can. If you
choose a set alignment you will be expected to role play that alignment.
If future decision brings you to want to change your alignment, heavy
role playing will be necessary. (The judgment to change your align
is at the discretion of an Immortal.)
*See also: score, align2
ALTERCITYsyntax: altercity
field being: tax, relocate, deity, lockdown, subpower
Political Leaders and the main leader of a city can set tax and relocate.
Tax is a number between 2 and 20. It is the % tax rate.
Relocate sets the relocation fee.
Religious Leaders and the main leader can set deity.
Deity is the patron deity of the city and affects converting citizens and
guards.
The main leader of the city can set lockdown and subpower.
Lockdown stops non-citizens from entering the city.
Subpower sets the secondary power, and it is either political, military, or
religious.
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=-.-=-.-=-.-=-.-=-.-=-.-=-.-=-.-=-.-=-.-=-.-=-.-=
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-Area additions-
Several new areas have been added. See help world.
-Spell\skill additions-
Countless skills/spells have been added for the new PrCs.
Check slist, sklookup, and help files for more information.
-Deity Updates