#HELPS 0 distorted~ ~ 101 'BUILDING GUIDE' 'BUILDING SPECS'~ {!--------------------- {4D{8i{&s{4t{8o{&r{4t{8e{&d{8 Illusions{x {&Building Specs {!-------------------{x {&This guide will go by Levels, as the MUD is based upon such.{x {@Equipment {&- {RA{&.{RK{&.{RA {@Objects{x {$ Weapons {& --{x {# Level {$1{&-{$10{&:{@ Ave {!{!1{&-{!12{x{x {# Level {$11{&-{$25{&:{@ Ave {!{!13{&-{!26{x{x {# Level {$26{&-{$45{&:{@ Ave {!{!27{&-{!46{x{x {# Level {$46{&-{$70{&:{@ Ave {!{!47{&-{!72{x{x {# Level {$71{&-{$85{&:{@ Ave {!{!73{&-{!87{x{x {# Level {$86{&-{$98{&:{@ Ave {!{!88{&-{!99{x{x {# Level {$99{&-{$101{&:{@ Ave {!{!100{&-{!104{x{x {% Quest Weapons: {$One-Handed{&: {@Ave {!105{&-{!120 {$Two-Handed{&: {@Ave {!115{&-{!125{x {$ Armor{& -- {# Level {$1{&-{$10{&: {@AC Protection {!1{&-{!4{x {# Level {$11{&-{$25{&: {@AC Protection {!5{&-{!11{x {# Level {$26{&-{$45{&: {@AC Protection {!12{&-{!17{x {# Level {$46{&-{$70{&: {@AC Protection {!18{&-{!22{x {# Level {$71{&-{$85{&: {@AC Protection {!23{&-{!28{x {# Level {$86{&-{$98{&: {@AC Protection {!29{&-{!33{x {# Level {$99{&-{$101{&: {@AC Protection {!34{&-{!40{x {% Quest Armor{&: {@AC Protection {!41{&-{!60{x {& Weapons receive +5 bonus rolls to distribute per level group.{x {& Armor receives +3 bonus rolls to distribute per level group.{x {& Unique Items may go above written standards by 5. {x ~ 0 rank~ Syntax: Type rank for syntax. {x {x Rank is the new ranking system for the mud. The base rank everyone starts out with is 1500. You want to try for the highest amount of rank you can get. Rank <type> <person> will show you how much you will get for beating that person. The higher the rank the better. This will become more useful as it becomes more standardized and more people get involved with the system. ~ 102 hedit~ These commands make a new helpfile- hedit summary create distorted.hlp (newkeyword) Of course, don't put the ()'s in, just the new keyword you want a help file for. Hope that helps. All helpfiles are in rot.are, help.are, mobprg.hlp, olc.hlp, sedit.hlp, distorted.hlp. Use either rot.are, help.are, or distorted.hlp. ~ 105 continent~ Effects: {x 1) Questors will only give out quests on their own continent. {x 2) You cannot gate/shadowwalk/forestwalk/dimensionwalk/portal between continents. {x 3) You CAN create a nexus between them. ~ 0 n00b~ n00b or the newbie flag is what new pk's receive. The flag prevents true pk's from spam-killing them and also gives the n00b's time to find equipment and adjust to this gaming world. When dying, n00b's also only lose half the normal pk rank as a total pk. To remove the n00b flag you either need to reach 1530 pk rank, or 100 hours of game time. If you have been shown to know what you are doing and have the support of others, you may have a involuntary graduation from n00b as well. ~ 1 'BLINDNESS DUST'~ Skill-type: Manual Syntax: blindness or 'blindness dust' A Monk carries a special dust among his gear which he uses to blind his enemies. Due to the nature of the dust, the Monk must be careful because the dust can blind multiple opponents at once. ~ 1 STOMP 'GROUND STOMP'~ Skill-type: Automatic When a Monk throws their opponent to the ground, if conditions are favorable they have a chance to stomp on their opponent using their foot. ~ 1 'HEALING TRANCE'~ Skill-type: Manual Syntax: healing or 'healing trance' A Monk at times needs to concentrate on healing themselves. At these times they are capable of going into a trance during which they focus their pain out of their body and their wounds heal quicker. ~ 1 PURIFY 'PURIFY BODY'~ Skill-type: Manual Syntax: purify or 'purify body' The art of purification is but long lost, yet some Monks still practice it at times. When in need, a Monk can go into a trance where their mind and body become one. Any magical affects or physical concentrations seem to slide off them during the trance which results in a deep sleep. ~ 1 WILL 'WILL OF IRON'~ Skill-type: Manual Syntax: will or 'will of iron' A Monk can concentrate thier will so strongly as to feel less pain during combat, as if their nerves were made of iron. ~ 1 DEFLECT~ Skill-type: Automatic A special skill taught only to the learned, a skilled Monk can turn their opponent's weapon back onto them. ~ 1 'SIDE KICK'~ Skill-type: Manual Syntax: side or 'side kick' Part of the standard martial arts schooling, the side kick is one of a Monk's offensive moves. ~ 1 'VITAL HIT'~ Skill-type: Automatic During combat a Monk is constantly searching for less defended places on their opponent to hit. They often aim for unprotected areas such as the head, neck, sides, and knees of their opponent. When they successfully hit these areas they are capable of doing a considerable amount of damage. ~ 1 'FOLLOW THROUGH'~ Skill-type: Automatic Every time a Monk kicks an opponent, they have a chance to land a second kick if they opponent is not properly defended. ~ 1 'QUICK STEP'~ Skill-type: Automatic A very advanced technique, the quick step is a lightning fast attack that hits an opponent multiple times in a short amount of time. ~ 1 'SPIN KICK'~ Skill-type: Manual Syntax: spin or 'spin kick' Part of the advanced martial arts schooling, the spin kick attempts to knock an opponent back while the Monk prepares for their next move. ~ 1 'EMBALM'~ Skill-type: Manual Syntax: embalm A dark art practiced by Necromancers, embalming corpses with special fluids and preservational magic help to prevent a corpse from decaying. The Necromancer conjures the fluids and necessary components from dark magic, so no tangible components are needed. An embalmed corpse has better results when attempting to animate it or mummify it. ~ 1 'PRESERVE LIMB' PRESERVE~ Skill-type: Manual Syntax: cast 'preserve limb' or cast preserve A dark art practiced by Necromancers whereby they prevent the decay of severed limbs or dead body parts. This spell is used to store parts needed by the Necromancer to create golems. ~ 1 'CREMATE'~ Skill-type: Manual Syntax: cast cremate A spell of the dark arts which conjures forth the hot fires of a crematorium upon a victim. ~ 1 'FLESH GOLEM' FLESH GOLEM~ Skill-type: Manual Syntax: cast 'flesh golem' or cast flesh Necromancers stockpile many dead limbs and body parts in order to imbue them with dark magic. The result is an abomination, a golem sewn together of these parts by magic. The Necromancer will need more than one or just two parts in order to build a golem. ~ 1 'IRON GOLEM' IRON GOLEM~ Skill-type: Manual Syntax: cast 'iron golem' or cast iron A Necromancer has the ability to build a stronger golem than a flesh golem. This is a more advanced spell and requires a large amount of concentration. The result is a much more powerful golem. ~ 1 'FEAR'~ Skill-type: Manual Syntax: cast fear BANSHEE FEAR Banshees are deadly creatures to look upon. To merely gaze in their eyes can cause a victim to be terrified. When an victim is affected by fear he will find it more difficult to confront other people and often will be seen breaking down weeping. NECROMANCER FEAR A terrible spell of the dark arts whereby a Necromancer conjures fear into the heart of an opponent, sometimes so great, that the victim's heart can explode. ~ 0 $~ #$