#HELPS -1 'RACE HELP' 'RACE' 'RACES'~ *************************************************************** * The Races Of Rylelia * * The basic races available to all players. * *************************************************************** * Human - All sizes and builds, variety in all aspects * * of hair and eye color. All aligned cityfolk. * * Elvish - Slim and quick from 5-6' in height with pointed * * ears. They are neutral in nature. * * Hobbit - Small human types, from 3-5' in height. They * * tend to live close humans and are good natured. * * Dwarf - Short and stout. 4-5' in height. Dwarves tend * * to be gruff and steadfast. Neutral in nature. * * Drow - Ebony skinned white haired Elvish cousins. They * * have a tendency to be bloodthirsty and evil. * *************************************************************** * Each race has its place in Rylelia. They all serve intregal * * parts in the ecology of Rylelia. Each race has its own * * skills and abilitys, see individual racial helps to learn * * more about these. ( ie HELP HUMAN ) * *************************************************************** ~ -1 GUILD 'GUILD HELP' 'CLASS' 'GUILDS'~ *************************************************************** * The Guilds Of Rylelia * *************************************************************** * Everyone Starts out with all the skills of an adventurer. * * Each person also chooses a guild to start in. Choosing your * * guild only sets the stage for what you can learn in the * * future, and most importantly who your allies are. * *************************************************************** * * * Warrior - Hired mercenarys, excellent in the ways of war * * Arcane - Secretive masters of sorcery and magic items * * Priest - Political and powerful users of sphere magic * * Rogue - Despised and outlawed, this guild stays hidden * * * *************************************************************** It is rumored that other guilds exist for the powerful Type [ help guildname ] for further help on each guild. ~ -1 LONG~ *************************************************************** * Your Long Description * *************************************************************** * You must enter a long description now * * Below is a good example of a long description * *************************************************************** * An Elf of medium height, apparently in his fifties. * * He has iron gray hair and craggy features. His eyes * * are a deep green and seem to look through you. His * * skin is a pale white and void of marks. His build is * * muscular but slim. * *************************************************************** * Descriptions MUST be at least 5 lines in length! * * Make what you entered for SHORT DESC match your * * LONG DESC, no blue eyes there and black here! * * LONG DESC MUST BE ALL PHYSICAL TRAITS, NO BACKGROUND! * * NOTE!!!! SOME TERMINALS WILL HAVE TO HIT ENTER AFTER '@' * *************************************************************** ~ -1 EMAIL~ *************************************************************** * Your Personal Email Address * *************************************************************** * We use this strictly to verify your character, if you * * do not want to enter this section, simply do not play * * on this mud. * *************************************************************** ~ -1 BACKGROUND~ *************************************************************** * Your Characters Background * *************************************************************** * This is the fun part. You do not have to know alot about * * Rylelia to complete this section, just enter at least 5 * * lines of background on your character. These are read by * * the Admins to determine if you character is acting in * * character, so if your background says you are a total evil * * thief, then that should shape your actions. * *************************************************************** ~ -1 SHORT~ *************************************************************** * Configuring Your Short Description * *************************************************************** * They should include information about your character that * * others would see. Do include physical attributes, do not * * include clothing, items or anything that is not physical in * * nature. Use the following examples to make yours. * *************************************************************** * * * A tall, golden haired man. * * A skinny, blue eyed woman. * * A lithe elf, with brown hair. * * A chubby dwarf with a facial scar. * * A lanky drow, with black eyes. * * Notice it is all physical in nature. * * A bad short desc will get you deleted, if you need help * * send up a pray after you login. * *************************************************************** ~ -1 START~ *************************************************************** * Starting Location * *************************************************************** * * * Starting location sets where you begin and makes a point * * for certain spells and abilitys. (such as word of recall) * * there is no 'recall' ability here * *************************************************************** * CA -Calinth City Center (start here if you know the city) * * WE -West side of Calinth (start here if you are new) * * SO -South side of Calinth (dangerous location) * * OU -Outside of Calinth (only the most experienced) * *************************************************************** ~ -1 STATS~ *************************************************************** * Statistical Infomation * *************************************************************** * Strength - Your physical power, measures damage and * * helps in martial type skills. * * Intelligence - Marks how smart you are and how quick you * * can learn and master skills & abilities. * * Wisdom - Determines how much you learn each time * * you use a skill. Also affects spells. * * Dexterity - Helps determine your hitting potential & * * keeps others from hitting you. * * Constitution - Your physical mass and your ability to * * withstand blows. * * Charisma - Physical appearance, or charm. * *************************************************************** * Choose Wisely As These Stats Are Hard To Modify * *************************************************************** ~ -1 SPHERE 'RELIGION' 'SPHERES'~ *************************************************************** * The Sacred Spheres Of Rylelia * *************************************************************** * Several spheres of influence and belief are followed by * * the peoples of Rylelia. Most of the following are Major * * spheres and have dietys directly related to them. Other * * minor spheres exist as well, these can possibly be * * picked later as your character grows and matures. * *************************************************************** * spheres give more substance to your character, and the way * * you act had better reflect the sphere you are in. * * * * TRUTH JUSTICE BALANCE LOVE HARMONY * * NATURE HATRED GREED WAR CHAOS * * MAGIC DEATH NONE * *************************************************************** ~ -1 HUMAN HUMANS MAN~ Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versitile, being skilled in all types of skills. Humans may also modify and train there power more than any other race, and are able to gain more benefit from magical devices. Humans can be of just about any height and weight. ~ -1 WANDS STAVES SCROLLS~ Magical items require training to use properly. If your character lacks the necessary skill to use an item, he will fail, possibly destroying it. The item skills are as follows: scrolls The reading of magical scrolls and books (see 'help recite') staves The use of staves and similar devices (see 'help brandish') wands The use of wands and similar items (see 'help zap') ~ -1 ROGUE 'ROGUE'~ The theives and killers of Rylelia. There guild halls are supposedly hidden deep under the city or out in the forests of the Dearthwood. They hold a loose alliance with the warrior guild and have a hatred of the Cavaliers. Rogues are excellent at sneaking and stealing and learn these skills quickly. Their presence is not tolerated by any of the law abiding guilds, and they are quickly put to death when caught commiting a crime. The Rogues guild breaks the saying "there is no honor among thieves" as they work together and protect each others interest to death. If you play a Rogue you are the scum of society and hated by most. Be quick thinking and quick moving and you will stay alive, remember the city alleys are your best ally, knowing the ways of the streets will save your life. ~ -1 WARRIOR~ The Warriors are a guild of fighters who have banded together as mercenarys to gain power and riches. Warriors especially human ones, gain rank fast. There skills are centered on fighting and combat, and few if any ever learn any spells. Warriors members have a tolerance with all the guilds, and often accompany even Arcane to adventure in strange places. The Warrior guild owes the Emporer respect and are called upon from time to time to act as town guards or to help track down a violent criminal, this is usually only if a Cavalier is not available. Warriors can use scrolls and wands, but usually dont, keeping their trainings to the fighting arts. Warriors come in all shapes and sizes, and can be of both sexes. ~ -1 PRIEST 'PRIESTS'~ Priests are martial oriented priests who specialize in the sphere oriented magics. Priests tend to live a life without luxury, although powerful priests are known to sit in opulence with the emporer. This guild is growing in power and in a war to destroy the Arcane guild of Rylelia. Priests have a few organized guild houses around Rylelia each being fortified and stocked. Priests tend to not deal with other guilds unless they seek to gain some favor or some political footstep. This guild is left alone by the Overlord and his minions, as they are a great force in politics. Priests have few skills, but the ones they do have are very powerful. There have been rumors of a secret temple that priests of high power seek out in their later years. A priest that does not follow the rules is frowned upon and will be expelled from the order. ~ -1 CAVALIER~ Help is being prepared for this. ~ -1 EXOTIC WEAPONS WEAPON AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP~ Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers both spears and staves, but not polearms sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level. ~ -1 'SHIELD BLOCK'~ Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. ~ -1 SECOND DUEL~ Second allows a character to wield two weapons at once, the only disadvantage is that a shield cannot be worn. Also the second weapon has to be lighter than the first. It is sometimes quite difficult to find a weapon to second. ~ -1 BACKSTAB~ Backstab is the favored attack of thieves, murderers, and other thieves.It can be used with any weapon type, but is most effective with piercing weapons. The damage inflicted by a backstab is determined by the attacker's level, his weapon skill, his backstab skill, and the power of his opponent. ~ -1 BASH~ The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is not generally a wise idea. ~ -1 BERSERK~ Only the powerful can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic. ~ -1 DIRT 'DIRT KICKING'~ Consider by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. ~ -1 DISARM~ Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon. ~ -1 DODGE~ In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. ~ -1 'ENHANCED DAMAGE'~ Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed. ~ -1 ENVENOM~ The envenom skill is a cowardly skill, designed to win a battle through alchemy and treachery rather than skill or strength. Or, put another way, it's a skill used by the smart to kill the foolish. Food, drink, and weapons may be envenomed, with varying effects. Poisoned food or drink puts a mild poison spell on the consumer, and is unlikely to be more than a minor inconvience (after all, the typical adventurer could drink sewer water with only a trace of the runs). A poisoned weapon, on the other hand, can inflict serious damage on an opponent as the poison burns through his bloodstream. But be careful, blade venom evaporates quickly and is rendered almost powerless by repeated blows in combat. ~ -1 'HAND TO HAND'~ Hand to hand combat is a basic skill in Rylelia. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. ~ -1 KICK~ Kicking allows the adventurer to receive an extra attack in combat, a powerful kick. However, a failed kick may throw an unwary fighter off balance. ~ -1 PARRY~ If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type. ~ -1 RESCUE~ A friend in need is a friend indeed. And when in combat, a friend with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster) ~ -1 TRIP~ Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. ~ -1 'SECOND ATTACK'~ Training in second attack allows the character a chance at additional strikes in combat -- allow a 100% second attack does NOT guarantee 2 attacks every round. ~ -1 'THIRD ATTACK'~ Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. ~ -1 SHARPEN~ Sharpen allows a character skilled in the ways of weapons to take out a wet stone and hone his or her weapon to razor sharpness, increasing its effectivness in battle. ~ -1 CIRCLE~ Circle allows a character to slip around a foe during battle and deliver a backstab like blow to their foe. This attack is difficult to do and makes you give up a turn or two after you do it. ~ -1 SKIN~ Skin allows a character who is well trained in this skill to take a corpse and create a valuable skin. This skin will sometimes also have a good armor rating. ~ -1 BUTCHER~ Butcher allows a character to take a corpse of a creature and butcher it to create steaks that are edible. This is a great skill for those avoiding the sprawl of the city. ~ -1 ROUND ROUNDHOUSE~ Round or roundhouse is a powerful kick that is delivered mainly by priests and martial artists. It delivers more damage than a regular kick but takes more time to recover after delivering one. ~ -1 HIDE SNEAK~ Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Sneak may be used when moving (including to sneak by monsters). ~ -1 'FAST HEALING'~ The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. ~ -1 LORE~ Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. ~ -1 HAGGLE HAGGLING~ Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrainined adventurer had best guard his treasure closely. ~ -1 PEEK~ The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. ~ -1 PICK 'PICK LOCK'~ Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. ~ -1 MEDITATION~ This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. All fighter types, with their troubled minds and violent attitudes, have much trouble learning to meditate. ~ -1 STEAL~ Theft is the defining skill of the thief, and is easily learned by them. It allows items to be stolen from the inventory of monsters and characters, and even from shops! But beware, shop keepers gaurd their merchandise carefully. ~ -1 'DETECT GOOD'~ Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura. ~ -1 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. ~ -1 'RECHARGE'~ Syntax: cast 'recharge' <item> The recharge spell is used to restore energy to depleted wands and staves. Fully exhausted items cannot be recharged, and the difficulty of the spell is proportional to the number of charges used. Magic items can only be recharged one time successfully. ~ -1 'DEMONFIRE'~ Syntax: cast 'demonfire' <target> Demonfire is a spell of blackest evil, and as such can only be used by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. ~ -1 'RAY OF TRUTH'~ Syntax: cast 'ray of truth' <target> Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil. ~ -1 'PORTAL'~ Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... ~ -1 'NEXUS'~ Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... ~ -1 'HEAT METAL'~ Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. ~ -1 'HOLY WORD'~ Syntax: cast 'holy word' Holy word involves the invocation of the full power of a god, with disasterous effects upon the enemies of the user coupled with powerful blessings on the caster's allies. All creatures of like alignment in the room are blessed and filled with righteous divine wrath, while those of opposite morals (or both good and evil in the case of neutral priests) are struck down by holy (or unholy might) and cursed. The user suffers greatly from the strain of this spell, being left unable to move and drained of vitality. ~ -1 FRENZY~ Syntax: cast 'frenzy' <target> The frenzy spell fills the target with righteous fury, greatly increasing his or her attack skill and damaging capacity. Unfortunately, this divine wrath is coupled with a tendency to ignore threats to personal safety, making the character easier to hit. Frenzy provides immunity to the calm spell (see 'help calm'), and may only be used on those of the caster's alignment. ~ -1 CALM~ Syntax: cast 'calm' One of the most useful and often overlooked abilities of the master is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violence activity there is in a room, the harder the spell, and it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is. ~ -1 HASTE~ Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. (see 'help slow'). ~ -1 SLOW~ Syntax: cast 'slow' <target> Despite popular mythology, slow is not the opposite of haste, but is a spell with it's own unique set of effects. When cast on an unfortunate victim, it slows its movements, making it easier to hit and reducing its rate of attack. The effect of slow also double movement costs and halve healing rates, due to reduced metabolism. ~ -1 PLAGUE~ Syntax: cast 'plague' <target> The plague spell infests the target with a magical disease of great virulence, sapping its strength and causing horrific suffering, possibly leading to death. It is a risky spell to use, as the contagion can spread like wildfire if the victim makes it to a populated area. ~ -1 'CREATE ROSE'~ Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no use whatsoever. ~ -1 'PROTECTION GOOD' 'PROTECTION EVIL'~ Syntax: cast 'protection evil' <target> cast 'protection good' <target> The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ -1 'CHAIN LIGHTNING'~ Syntax : cast 'chain lightning' <target> Chain lightning is a deadly spell, producing a powerful bolt of lightning that arcs from target to target in the room, until its force is fully expended. Allies of the caster may be hit by this spell if they are members of a clan, while the caster himself will not be struck unless no other viable target remains. Chain lightning is most effective when used on groups of creatures. ~ -1 FARSIGHT~ Syntax: cast 'farsight' cast 'farsight' <direction> The farsight spell expands the caster's consciousness, allowing him or her to see far away beings like they were in the same room. It takes intense concentration, often leaving the caster helpless for several minutes. The spell may be used for a general scan that reaches a short distance in all directions, or with a directional component to see creatures much farther away. ~ -1 MASS HEALING~ Syntax: cast 'mass healing' The mass healing spell, as its name might suggest, performs a healing spell on all players in the room. It also throws in a refresh spell for good measure. ~ -1 'FLOATING DISC'~ Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caser around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. ~ -1 FIREPROOF~ Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects. ~ -1 $~ #$