Help Files FULL
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WARNING DISORGANIZED
Swamp Troll
Swamp Trolls are large ugly creatures, they are known for their strength and they have great constitution. Swamp Trolls are usually extremely stupid creatures who live in swampy marshlands. They have amazing regeneration abilities, wounds that would kill a normal creature heal in seconds on a swamp troll. Their hide is thick, and its almost impossible to make a swamp troll bleed to death.
Swamp Trolls have the following abilities: -Regen (their health regenerates extremely fast) -Immunity to bleed (bleeding wounds will heal very quickly) -Fire weakness (they take 20% extra damage from fire spells) -Cold resistance (they take 20% less damage from ice spells) ~
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Help Index Topics
The sharune helpfiles are always under construction as new features are added all the time. If you need information about something on the MUD and you cannot find it in the helpfiles please let us know.This way we can add it making it better for everyone.
Type: HELP RULES............Gives updated rules that concerns the mud. HELP POLICIES.........Up to date information about our policies. HELP NEWBIE...........Information for newbies (new players). HELP START............Some hints to get you started. HELP MOVEMENT.........Helpfiles about moving around in the world. HELP COMMUNICATION....Gives details about how to communicate with others. HELP COMBAT...........Contains helpfiles about fighting and combat. HELP MAGIC............Helpfiles about the magic system.
HELP INDEX............Gives a full index of most helpfiles available.
COMMANDS..............Gives a list of all commands available to you. SOCIALS...............Gives a list of all social commands available. NEWS..................The latest news. http://www.sharune.com/news.html
&rRead HELP &RRULES &rand HELP &RPOLICIES&r!&s
~
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Mujuon
Mujuons are often referred to as "Windwalkers" or simply "Bird Men". The
latter has more truth to it than onemight think. The Mujuon race does in fact have several things in common withtheir airborn brethren. The most obvious is of course the majestic wings,ranging in width between eight and an astonishing twelve metres. Their eyes arelarge and pitch black and their noses carry a slight resemblence to a beak. There is however more to them than meets the eye. The bones of a Mujuon are nothard and solid like the ones of a human. Instead they are hollow and quite bendable (to a certain degree that is), rather like bird-bones. Mujuons are generally taller than humans. This is due to their long, slender legs. In contrast to most other races Mujuon women are equal to the men in height. Their facial features are pleasant and statuesque with high cheekbones and distinct jaw-lines.
Mujuons have the following abilities: -Spellshrug (they have a small chance to avoid spells) -Fly (syntax: fly) -Omnivision (they can see both in darkness and light) ~
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Tiring Maneuvers
Category: battle lore Reflexive skill.
Tiring maneuvers is a skill that is automatically checked for each round in combat. If the skill is sucessfull, the opponents that a person is fighting will loose a small amount of exhaustion points. ~
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Multiple Opponent Fighting
Category: Battle Lore Reflexive skill.
With this skill you get a chance to score an attack against everyone that is currently fighting you. This skill is used every round. If using it successfully while fighting three opponents you could score an attack on each and everyone of them every round.
See also: SKILLS ~
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Warcry
Category: influence Syntax: warcry
Large savages such as ogres or trolls are known for their powerfull voices. Often the most skilled and fierce savages have learned the art of scaring their opponents by roaring at them. A warcry effects everyone in the room and can be heard at a long distance. Only the brave can withstand the horrendous roars unaffected while others will whimper in terror or even flee. ~
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Bodyslam
Category: unarmed combat Syntax: bodyslam [victim]
Large savages such as ogres and trolls are known _and_ feared for their great body masses. The most skilled and fierce of the savages sometimes engage in combat by madly slamming their opponents with their bodies, which offcourse might be fatal, for the savage or the victim. ~
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Tumbling Attack Tumbling_Attack
Category: offensive fighting Reflexive skill.
Anyone can fight while standing, whereas it is almost impossible to do so while lying on the ground. Tumbling attack is a skill that lets a player, regardless if he or she is standing or lying prone on the ground, attack an opponent. ~
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Tumbling Evasion Tumbling_Evasion
Category: defensive fighting Reflexive skill.
Anyone can dodge an attack while standing, whereas it is almost impossible to do so while lying on the ground. Tumbling evasion is a skill that lets a player, regardless if he or she is standing or lying prone on the ground, dodge an attack. ~
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Riposte
Category: defensive fighting Reflexive skill.
Riposte is a skill that is used simultaneously as parry. If a player successfully parries an attack then a check for riposte is done. If the riposteis also successfull the player will deal out a counter-attack and strike back at the attacker.
See also: DODGE, PARRY ~
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Dual Wield
Category: battle lore Reflexive skill.
While fighting with one weapon is quite simple to learn and practice, the art of two weapon fighting, or, "dual wield" is a much more difficult thing to do. A player that has the skill dual wield can wield two weapons simultaneously, one in each hand, and when fighting, he or she might be able to deal out an additional attack with the second weapon. Double attack might give an additional attack with secondary weapon if the character is level 40 or above. ~
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Bash
Category: Shields Syntax: bash
bash [victim]
Bash is a skill that requires a shield in order to be used. When a player wears a shield he or she can try to bash his or her opponent to the ground. The outcome of the bash is dependant of the size of both the player and the victim. ~
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Quick Shot
Category: archery Reflexive skill.
Whenever you try to fire a bow and you have this skill a roll will be made to see if you get a quickshot. It means you aim and fire much faster than normally.
See also: ARCHERY, DOUBLE ARROW_SHOT, MULTIPLE FIRE ~
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Shield Punch
Category: shields Reflexive skill.
This skill requires a shield in order to be used. When used successfully the player will deflect an attack, punching his opponent with his shield and inflicting some damage. ~
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Tackle
Category: unarmed combat Syntax: tackle, tackle [victim]
Tackle is a size-depentant skill and it works exactly as bash. The difference is that this skill does not require a shield and the victim or aggressor will not be rendered prone for as long. ~
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Headbutt
Category: unarmed combat Syntax: headbutt, headbutt [victim]
Headbutt is an offensive skill that only the skilled (or) crazy fighter dares to use. When used the player slams his or her forehead into the opponents face dealing out some damage, and if lucky, knock the victim unconcious for a short period of time. ~
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Elbow
Category: unarmed combat Syntax: elbow, elbow [victim]
To punch someone in the face is of course quite effective if you want to hurt them. To smash your elbow into their face is however more effective. It hurts them more and is a much quicker movement, though more difficult to perform. ~
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Combination Attack
Category: unarmed combat Syntax: combination [attack1] [attack2] [attack3] [attack4] [attack5]
This skill is a very difficult skill that only the experts of martial arts are able to perform. The skill is a combination of several different attacks that are performed in a quick series, all directed at the victim that the performer is fighting against. There are four different categories of attacks that the martial artist can choose in order to put together combinations, "kicks", "punches", "throws", "ruse".
"punches" (easy to perform) Punches are fast and easy to perform though they doesn't deal out so much damage as kicks. The less competent martial artist often use punches in combinations.
"kicks" (quite easy to perform) Kicks are quite fast, though not at all as fast and easy to perform as the punches. All kicks deal much more damage however, and when used in combinations it is these that often hurts the opponent.
"throws" (difficult to perform) Throws are very effective against all types of opponents in that that the throw puts the victim on the ground prone. They doesn't deal any damage and can only be used as the last attack in a combination. When a throw is successfull the combination will stop, that's why the skilled martial artists often put them last in their combination attacks, after kicks, punches and ruse.
"ruse" (very difficult to perform) Only the best martial artists posses such skill that they in dangerous situations dare to try nasty tricks that might end up in disaster. The ruse attacks are very difficult to perform beacuse they all require exquisit precision. They deal some damage, but also have different special effects.
Below follows some examples how to use the combination attack skill, in all examples the player is allready fighting an opponent:
"combination punch punch punch punch punch" This combination will start with a punch, if successfull next attack (which also is a punch) will occur, and so on, each attack dependant on the one before.
"combination punch kick ruse" This combination starts with a punch, then a kick will be performed if the punch was successfull, then a ruse at the end that's dependant on the kick.
"combination kick kick throw" This combination starts with a kick, then another kick that's dependant on the success of the first one, then last of all a throw that's dependant on the success of the second kick.
"combination throw kick kick" This combination starts with a kick, then a throw will be performed (dependant on the success of the kick), and then the combination will end. The two kicks at the end will never be performed since after any throw the combination attack will automatically end. ~
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Toggle Paging
Syntax: toggle [option]
toggle (gives a list of options)
Toggle is the command used to change your preferences. Typing the command without any arguments give you a list of possible options to toggle. When you toggle something it will be switched bewtween on/off or yes/no.
Paging
When you toggle paging, you can either supply a number as argument, in which case you set the page line number that will be shown. When you toggle it without an argument, you switch between on/off. Syntax: tog paging (switched on/off)
tog paging 50 (sets number of lines that will be paged to 50)
Color
When you wish to toggle the color level, you must give one of the following arguments: off | brief | complete Syntax: toggle color off
Wimpy
The wimpy toggle must have a numeric argument. 0 sets wimpy to off. Syntax: toggle wimpy 100 (you will flee at 100 hit points)
toggle wimpy 0 (you will not flee automatically at all)
NOTE! Wimpy is not always a life-line, it does not automatically means that you are safe when you have it toggled. If you are not standing, or if you are stunned or unable to flee, wimpy toggle will not make you flee.
See also: INTRODUCE ~
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Death Corpse Dying
When your character dies he suffers a painful experience as his soul is torn from his physical body. When he reenters the world of the living he will suffer from temporary weakened stats. The size of the penalty will depend on which level the character was.
When you die you will also suffer a slight experience loss but you will NEVER loose a level from dying, only experience points.
A corpse of your physical body is left in the room where you died. After a period of time the corpse will turn into a pile of bones only to crumble to dust as more time passes. When you die there is a small chance that one or more items will drop into your corpse, and you must search it to find them. . The corpse will be saved when the game crashes or reboots with all equipment that was inside it.
If you wish to search a player corpse that isn't your own you may search it until all items dropped into it are found. If a corpse is not looted before it crumbles all items in it will fall onto the ground.
See also: START, LEVEL, EXP ~
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Score
Syntax: score
This command will display your general and combat stats.
Damage multiplier is how hard you attack your enemies with physical attacks. If your multiplier is 2, the damage is doubled. This value can increase with strength and special equipment.
Hitroll bonus shows if you have any special bonuses to your fighting skill when engaged in melee combat. If the bonus is +5, you gain 5 to your skill when doing the skillchecks for your attackroll.
Courage shows how brave your character is. It affects skills like rescue and helps out in many other situations where courage is needed. This value can either increase when acting brave (doing much rescues) or decrease when fleeing from battle.
There is a small table which shows your absorption for different parts of the body against different kind of attacks. If your abs vs slash on head is 10, it means the damage inflicted with physical attacks towards any part of your head is reduced with 10 percent.
Armor skill penalty shows if you receive any penalty from the armor you are wearing. If wearing heavy armor you might get a lot of penalties if you have a bad maneuvering in armor skill. It is based on the weight of the items you wear. With a good maneuvering in armor skill, you may reduce the penalty from wearing different kinds of armor.
Armor exhaustion modification shows how much your exhaustion is modified by the weight of the armor when moving and fighting.
General condition shows if you are hungry, thirsty or perhaps sick from a disease or poison.
Affects show your current affections.
See also: STATS, ATTRIBUTES ~
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Count Wealth
Syntax: count
This command will help you count all your coins you have in your inventory or any containers you are wearing (money pouches). Some unintelligent races may not be able to use this feature due to their lack of basic addition skills.
See also: MONEY ~
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Gather
Syntax: gather
This command can be used to collect all your coins of same type and make one big pile instead of several smaller ones. This command will only affect the coins in your inventory.
See also: COUNT ~
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Coin Coins Money Cash Gold Currency
There are several different types of coins in the realms of Sharune. They are also referred to as pieces since they usually do not resemble coins. Instead they appear as small nuggets of gold or iron. Each different type is worth more or less then the others. Below is a table showing the worth of the different pieces.
(All pieces are compared to iron pieces.)
iron 1 tin 5 copper 25 bronze 125 silver 625 gold 3125 platinum 15625 mithril 78125
This means that a tin piece is worth 5 iron pieces, and 1 gold piece is worth 5 silver, or 25 bronze. Mithril, platinum, gold and silver are very rare pieces used only by very wealthy merchants. The other types of pieces are more common around the world. A good hint is to use a pouch to carry coin pieces. It can be fastened to the belt. This is a good way to keep track of your money.
See also: GATHER, COUNT
~
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Theme
The sharune theme is based on original ideas by the creators of the world. There are no famous characters from other games, movies or stories. The world is totally based upon our own imagination. The theme is based on medieval fantasy with elves, orcs and other "standard" races of fantasy themes. It has also several unique and original cultures and species. No areas including any famous names, characters, places or items will be approved into the mud. ~
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Scaling
Syntax: scaling
This wilderness skill is used when travelling over mountains. When successful the amount of exhaustion points needed to pass through the mountain will be greatly reduced. If the leader of a grouphas used this skill with success it will affect anyone following him.
See also: PATHFINDING ~
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Pathfinding
Category: Wilderness Syntax: pathfinding
This wilderness skill is a very useful resource while travelling through nature. When a character successfully uses this skill, he/she may find a path through the nearest surroundings which decreases the exhaustion cost while moving. When a leader of a group uses pathfinding, all his/her followers will also follow the path and thus benefit.
See also: RANGER, SKILLS ~
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Introduction Introduce
Syntax: introduce [target]
introduce all (introduces to everyone in the room)
When you introduce yourself to someone that person will know you by name. Before introducing he will just see something like:
A lanky Human with blue eyes and brown hair stands here. A lanky Human says 'hello'.
When you die, all your introductions are wiped out due to the extreme experience of death.
If you wish that anyone should see you by name immediately without having you to introduce to them use the auto intro toggle. You can toggle this on by typing "tog intro". This may be good if you are with a large group of people doing a zone together that may involve several deaths. If you wish to stay "anonymous" to people toggle this option off. You will then only be introduced to those you choose to introduce to.
See also: TOGGLE ~
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Goblin
At first glance the goblin kinship to the Bog Trolls is not easilly detected. This of course has its natural explanation. In the early days when the realm of Sharûne was still young and the Great Rebirth was a rescent event a small community of Trolls emigrated from the lush swamps of the south-east and sought new and richer pastures in the western mountains. In those times the lands were in quite a turmoil because of the new gods and the weather behaved accordingly. That particular year the snow fell early and the unfortunate Trolls found themselves cut off by the unruly snow. They took refuge in deep tunnels and caves and waited for winter to pass. It did not. That winter, referred to in ancient Elven annals as "Clae'thuinn", the "EverWhite" lasted eightyseven years! Meanwhile, inside the mountain, the Trolls had discovered that they had chosen their home poorly. The tunnels led nowhere and the weight of the snow and ice had made the outer grottos collapse trapping them underground. As the years went on the inbreeding in the trapped communty had become a real problem.
The lifespan of a Troll is usually a few houndred years but since these Trolls had started to resort to cannibalism as an additional food source life expectancy was now down to just about fifteen years. So life went on and so did the inbreeding. Normally such behaviour would have ended in an assortment of drooling freaks but surprisingly it did not. Trolls were at this time extremely adaptable to their surroundings and instead of mutating uncontrollably the trapped race began to shrink. Their hair fell off and their bodies became all the more slender and agile. Tunnels that previously had been far to narrow for the bulky Trolls had now become accessable. And so it came to pass that a new race emerged from the damp bowels of Sharûne to claim the world. The first Goblins beheld the light of day!
This was a good deal of time ago and many things about the Goblins have changed, however many things have also remain the same. Goblins still practice marriage within the family to "keep the bloodlines clean" as they themselves would describe it. They do not eat eachother anymore save for very special occations, "the annual Eating Frenzy" being the one most frequently performed. Goblins live in VERY large communities consisting exclusivly of relatives because of their inbreeding habits. A goblins family tree is probably more inscrutable than Dwarven quantum-physics. The official leading post of the community is passed around seemingly without logic. This is due to the fact that the qualities required for chiefhood changes all the time. One week the person with the most teeth gets to rule and the next week one needs to have hair on the back etc. The real power however lies in the hands of the village Shaman because he is most likely the smartest and therefore the best liar.
Goblins have the following abilities: -Nimble dodge (a small chance to avoid melee attacks) -Regeneration (their health regeneration is way above average) ~
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Races
Races available to players are.
Good Races: Evil Races:
Human Mindtearer Dwarf Swamp Troll Elf Cave Troll Halfling Orc Centaur Deep Dwarf Raukburhrum Sphoraxun Gnome Goblin Mujuon Shaeroka River-Faun Dark Elf Northman Arachnox ~
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Typo
Syntax: typo <message>
The message will be sent to the gods and stored in a file for later viewing.
- Note* Be sure to add the whole sentence when sending a typo as well as the
actual word that might be misspelled else the gods are unable to locate the error. Also try to add the actual mob, description, command of the typo.
Example : typo "Typo on the command kick, one message displays as,
A kobold guard staggers under your foreful kick,
it should be forceful, Thanks!
See also: IDEA, BUG, PETITION, COMMUNICATION
~
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Idea
Syntax: idea [message]
This sends the idea to the gods. It will also be logged for later viewing.
See also: BUG, TYPO, PETITION, COMMUNICATION ~
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Petition
Syntax: petition [message]
This sends a message directly to the immortals. It should only be used when there is need to talk about something concerning the mud.
If you wish to submit ideas, use the idea command. If you have seen a typo, use the typo command. If there is a minor bug, use the bug command, else petition it to the gods.
DO NOT spam on the petition channel, the gods may not like this!
See also: IDEA, BUG, TYPO, COMMUNICATION ~
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Bug
Syntax: bug [message]
The message will be sent to the gods and stored in a file for later viewing. See also: IDEA, TYPO, PETITION, COMMUNICATION ~
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Communication Say Shout Gsay Whisper Tell Channels Talk
Below are listed all available commands for communication.
say - this will be displayed to everyone in the room. gsay - this will be displayed to groupmembers in the room. shout - this will be displayed to everyone in the nearby area. petition - this will be displayed to all immortals. nhc - this will be displayed to everyone that has NHC toggled on.
NHC is an abbrevation for Newbie-Help Channel.
ooc - this will be displayed to everyone in the room that has ooc
toggled on.
whisper - this will be displayed to the person that you're whispering to. tell - this will be displayed to the target.
Notice! Realms guides have the authority to mute (silence someone so they cant use global communication) if a player is behaving badly with any communication channel! See HELP MUTE for more information. ~
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Direction Sense
Reflexive skill.
This skill is used when travelling through forests, mazes or any other places that requires some sense of direction. A failed direction sense check in a place needing it may cause you to walk in wrong direction.
See also: SKILLS ~
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Search
Syntax: search
search [container]
There are times when items in a container or doors in a room are not evident. This command may or may not reveal such items. You may have to search several times to find a hidden object or door, if one indeed exists.
See also: PERCEPTION, HIDE ~
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class necromancer
The necromancer is a mage that has specialized in knowledge of death. Necromancers are of evil alignment and deal with undead monsters such as skeletons, zombies, ghouls, wraiths and in some rare cases dracoliches. Necromancers are difficult to play and mostly travel alone with their undead followers that they animate from corpses. Necromancers work best alone, but they can also group with other people if they wish to. Their undead followers however do not like other players and will return to the realms of death if encountering other players of the same racewar side. ~
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Perception
Reflexive skill.
This skill is used whenever you need to perceve something such as ambushes, someone trying to backstab you or when searching for secret entrances or objects.
See also: SEARCH, SKILLS, BACKSTAB ~
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Tracking
Category: Wilderness Syntax: track
When successful you will get a list of the newest tracks in the room and approximately how old they are.
See also: SKILLS ~
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Undead
An undead monster is a creature that has died and then animated after its death. Undead monsters all share some common features. They are afraid of light and be harmed by the sun. They are evil aligned and are extra sensitive to clerical attacks such as repel undead, holy word etc. They also take additional damage from weapons made of silver. ~
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Combat Endurance
Category: Battle Lore Reflexive skill.
With this skill you can fight longer without loosing as much exhaustion. When you have lost more than 2/3 of your exhaustion points you will get penalties at fighting and using skills.
See also: EXHAUSTION, SKILLS ~
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Sphere Necromancy
This sphere of spells deals with death and dead bodies and bones. Necromancers use spells from this sphere to raise undeads and control them for their evil armies. ~
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First Aid Bandage
Syntax: first [target]
bandage [target]
The bandage skill can be used to heal a player who is very close to death. When successful the person bandaged will regain a few hit points. Apon failing a bandage the affect will be the opposite. On a critical failure immediate death will occur. You cannot bandage while in combat or bandage someone else who is engaged in combat
See also: SKILLS ~
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Undead Touch
Spere: sphere of necromancy
This is a spell that enchants the necromancer giving him a minor undead power to deal additional magical damage with his hands. The magical damage can not be absorbed by regular armor. ~
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Switch Opponents
Category: Battle Lore Syntax: switch [target]
This enables you to switch opponents mid-battle, directing your damage towards a new opponent.
See also: SKILLS, KILL ~
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Dodge
Category: Defensive Fighting Reflexive skill.
The natural protection against all physical attacks. It allows the victim to dodge attacks against him without getting hurt.
See also: SKILLS, PARRY, RIPOSTE ~
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Carcass Carnivoure
Sphere: sphere of necromancy
This spell can only be cast upon corpses and restores some of the necromancers health and exhaustion points. ~
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Parry
Category: Defensive Fighting Reflexive skill.
This skill is very similar to the "dodge" skill, but the parry deflects the person's incoming attack rather than avoiding it.
See also: SKILLS, DODGE, RIPOSTE ~
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Fletching
Syntax: fletching (Only works in forests) Needed: A fletching tool kit.
This skill is used to create arrows for bows. A fletching tool kit is needed including feathers and appropriate iron tops for the arrows. Failure of the skill can result in the toolkit being ruined.
See also: ARCHERY, SKILLS ~
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Undead Symbiosis
Sphere: sphere of necromancy
This spell turns the necromancer into an undead for a brief period of time. As this both has advantages as well as drawbacks it is a dangerous but also powerfull spell to use. ~
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Bows
There are a three major things that are worth mentioning when it comes to firing a bow. First, it is much easier to hit a target that is fighting, which makes archers deadly if used correctly in groups. Second, an archer can shoot at a crowded target with no penalties at all. Third, a ranger with a bow can hunt for food in forests. ~
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Resurrect Undead
Sphere: sphere of necromancy
This spell requires the consent of the target and is cast upon another players corpse. When cast upon the corpse the player will be resurrected IF he is an undead, otherwise nothing will happen. This spell can be cast upon the necromancers own corpse aswell. ~
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Mend Dead Flesh
Sphere: sphere of necromancy
This spell will mend a small amount of hit points when cast upon an undead monster or player. If it is cast upon anything that is not undead nothing will happen. ~
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Double Arrow Shot
Category: Archery Reflexive skill.
This skill is used automatically if you have 2 arrows available in your quiver, hands or inventory. Then successfull you will load two arrows and fire them at the same time.
See also: ARCHERY, QUICKSHOT, MULTIPLE FIRE ~
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Bonewither
Sphere: sphere of necromancy
This spell can be used in two different ways. If cast upon a pile of bones the bones will wither and will not be resurrectable. If cast upon another player or monster it deals a small amount of damage. ~
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Fistfighting
Category: Unarmed Combat Reflexive skill.
This skill is used in combat when you are not wielding any weapons. ~
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Blood Pleasure
Sphere: sphere of necromancy
This spell will only have an effect if it is cast upon an undead monster or player. When it is successfully cast the target will gain hit points when they bleed instead of loosing them. The target will also gain a small amount of hitpoints when they drink blood. ~
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Shadow Embrace
Sphere: sphere of necromancy
This spell summons an evil shadow that briefly embraces the victim causing a moderate amount of damage. ~
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Riding
Category: Athletic Syntax: mount [horse]
The riding skill check is made whenever you try to mount a horse or when you try to ride it. If you fail the skill check you can fall off the mount or other nasty things may happen. The more you failed the harsher the effect will be.
See also: MOUNT, SKILLS ~
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Mounted Battle
Category: Mounted Combat Reflexive skills.
This skill is automatically used when you are sitting on a mount in battle. Whenever you get hit or make fancy maneuvers a a check versus mount combat is made. Failure could mean that you fall off the mount, putting you in a dangerous situation as you be laying on the ground.
See also: MOUNT, RIDING, SKILLS ~
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Swimming
Category: Athletic Syntax: swim [direction]
Swimming is a skill that is used to travel through deep water. Depending on the success of the skill check it will decrease different amounts of exhaustion points.
BEWARE! When your exhaustion reaches 0 in deep water, you will start drowning!
See also: DROWN, SKILLS ~
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Flesh To Bone
Sphere: sphere of necromancy
This spell is cast upon corpses and turns them into bone piles. Since a necromancer needs bones in order to animate a skeleton this is a quite usefull spell for that purpose. ~
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Apathy
Sphere: sphere of necromancy
This spell can only be cast upon undead monsters or players. When cast, the targets mind will be numbed so that it can not attack the caster. If the target is already figthing the caster it will stop fighting as soon as the spell is cast. ~
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Hide Outdoor Shadows
Category: Wilderness/Subterfuge Stealth Syntax: hide
"Hide" allows you to cleverly conceal yourself from the occupants of a room, regardless of whether they are NPCs or PCs. There is always a chance that you will be unsuccessful when hiding and your failure will not be obvious to you. To break the hiding, issue any command. The effect will wear off after a period of time.
"Hide shadows" will make you able to hide anywhere while "hide outdoors" will only work in the wilderness.
See also: THIEF, RANGER, SKILLS ~
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Mend Bones
Sphere: sphere of necromancy
This spell heals a moderate amount of hitpoints to monsters that consist of bones such as skeletons and dracoliches. ~
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Name Names Policy
Names play an important role in a mud based on roleplaying. Names like Butthead, Swordsmaster, Bob or Lucifer do not fit into the Sharune theme. There are many help files for names that you can read and get ideas from and the random name generator at the login screen of the mud might help you if you have no ideas of what name you want to use.
In the world of Sharune we want every character to grow unique from the rest. We encourage roleplaying and therefor request you to make your choice of name as original as it can be. A good fantasy name will better integrate your character into the world of Sharune and help in the interaction with other players.
Below there is help for how to choose a suitable first name, last name and a title for your character.
Your Character's Name:
Sharune is a roleplaying MUD where you can socialize with other players and adventure together. Your character's name has to be approved by the Gods of Sharune. This is done by us to maintain a roleplay atmosphere on the MUD. Please do your best to make up your own original fantasy name for your character. After all, it is more fun for yourself. You are not Conan, or Drizzt, you are not like them. Try this and maybe you discover that you can create a character with a better background or personality. If you stick with your character, develop, and perhaps become a powerful mage or warrior you will probably find that you are happy and proud that you made up the character's name yourself. Go out in the world and get a name for yourself!
Names are NOT accaptable if:
1. The name is ridiculous.
2. The name does not fit the race of the character.
3. The name is a real life word in any language.
4. The name is a real word backwards.
5. The name is a real life name in any language.
6. The name is stolen from something/somewhere/someone.
7. The name is not a fantasy name and do not fit into the
world of Sharune.
There is a name approval system in the character creation which will screen many of the bad names but some still get through when there is no one to review them and they get accepted automatically.
If you have a bad name you will be asked to make up a new.
See also: NAME [Race], TITLE Example : help name elf ~
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Name Raukburhrum
Raukburhrums often use harsh names that sounds powerful. They are a proud people of boarmen and their names are very important to them. When a raukburhrum reach a certain position(level 10) in their society they may join a clan, or house as they call it. It is very common for them to adapt the name of the house as a last name. Players can either choose one of the below last names or make up their own.
Name examples: Bolgrung, Tarkaush, Kardram Last name examples: Proudheart, Stoutframe, Strongboar ~
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Name Cave Troll
Cave trolls are rather unintelligent, hulking beasts that live in damp caves and tunnels of the underworld. Their names are very simplistic and tend to have an "earthen" sound to them.
Name examples: Songor, Blunga, Nangar, Mortog. ~
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Carcass Pervertions
Sphere: sphere of necromancy
This spell works like the carcass carnivoure spell but is more powerful. When cast upon a corpse the necromancer gets fully restored, all hit points as well as all exhaustion points. The corpse howerver will be so severely damaged that it will be impossible to resurrect it afterwards. ~
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Name Swamp Troll
Trolls are dumb, simple creatures, with a gutteral, harsh language and their names should be in such ways.
Examples: Ulgh, Kralk, Kroblk, Chulza ~
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Dissolve Flesh
Sphere: sphere of necromancy
This spell dissolves the flesh of the victim, causing severe pain and a great amount of damage. ~
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Name Dwarf
Dwarves are a good, clannish people, proud of their heritage, and very closely knit. They are builders of stone, miners and forgers of metal and makers of fine ale. They take great pride in strength and battle prowess and their names often reflect this. Dwarven names never include the characters "z", "x", "q", or "kk".
Dwarven first names are short -- two syllables -- and very strong sounding. Dwarven names should never be gutteral or harsh.
Name examples: Gruemor, Balur, Bomir, Bofkar, Gafgar. Last name examples: Greatbeard, Bigbelly, Ironchin, Redbeard.
Dwarves are also often named after famous ancenstors. Example: Balur son of Burgl. ~
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Name Elf
Elven names are soft sounding and very lyrical, they avoid using hard or harsh sounding names. Their names usally contain more than one syllable and if an elf has a short name is extremely soft sounding. Letter combinations such as "TH", "LH", and "AE" are very common in elven names. Elves do not combine the letters "OU" or use the characters "z", "q", or "x" which simply doesn't fit their way of pronouncation. Elven lastnames can either be similar to the first name, or made up from nature words such as stars, trees, lakes etc.
Name Examples: Lohrandelarien, Eldathaelin, Vylahn, Loriaal, Aela, Naendain. Last name examples: Starsinger, Mistdancer, Nightweeper, Daydawn, Silverleaf. ~
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Ghast Prescense
Sphere: sphere of necromancy
This spell turns the necromancer into an undead ghast for a short period of time, invisible to mortal eyes. ~
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Name Dark Elf
Dark Elven names are like the envarian elven names soft sounding and very musical. The soft parts usually contain the letters "TH", "LH", "AE", "AI" or "UI". The names always consist of two soft parts that are bound together by atleast one, often two harsh or hard sounding parts such as "KR" or "SH".
Name Examples: Aeshruin, Raeshain, Lhathashan, Kraenshuin.
Dark Elven last names are almost always soft sounding such as the first names but without the harsh or hard parts. The letters "AE", "AI", "UI" and "AU" are very common.
Lastname Examples: Luianda, Naedane, Undaen. ~
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Death Embrace
Sphere: sphere of necromancy
This is a much more powerful version of the spell shadow embrace. When cast, death briefly embraces the victim causing an incredible amount of pain and damage. ~
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Damage Bonus
Dependant on your characters strength or equipment you will be given certain bonuses to increase the damage dealt on your opponent. These bonuses are shown under the command "score".
Your damage bonus is calculated as a multiplier. If your multiplier is 2 the damage you inflict is multiplied by 2. When you wear equipment with a damage bonus it is added to your strength damage multiplier. So if your strength is good you will gain more from a damage bonus item than if your strength was bad.
Whenever you "hit" someone, the damage calculated is the damage from your weapon multiplied with your damage bonus multiplier.
See also: SCORE ~
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Deep Dwarf
In the early days when the bowels of the world were still uncharted territory all dwarves lived in unison in the highlands of what was to become the kingdom of Envaris. Though rumors had begun to spread of riches beyond belief waiting to be harvested from the unknown underword in the east. Most dwarves thought it best not to seek their fortune in this savage land as corruption had already spread widely in these parts. Despite the warnings of their elders a group of young fame-seeking dwarves decided to explore and claim the rich new world for their own. Many of the other young men and women were tempted to join the adventurous undertaking and shortly after that wagons were rolling eastward into the vast ranges of the Dragonmaw. Noone knows exactly what then happened to but whatever it was it twisted them into vile creatures of darkness and shadows. The Deep-Dwarves had been born.
Deep Dwarves have the following abilities: -Iron Will (no skill penalties from low engergy/health durring battle) -True faith (25% more from all clerical heal/vitality spells) ~
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Exhaustion Moves Movement
Exhaustion shows how many points (and maximum points) of movement and actions your character has, in other words stamina. You will loose exhaustion points while travelling, fighting, swimming and other actions that cause fatigue.
If you run out of exhaustion points while swimming there is a chance that you sink will below the surface and drown. Be careful when swimming!
The number of exhaustion points you get depends on what race you have chosen.
See also: SWIMMING, DROWNING, ENDURANCE ~
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Nightmarish Appearance
Sphere: sphere of necromancy
This spell creates an aura of horror about the caster that is extremely frightening. Anyone that enters the room or tries to attack the necromancer will likely whimper in terror or flee in panic. ~
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Experience XP xp
Experience is a term to measure how "experienced" your character is. There are many ways to gain experience to become a more proficient fighter/ranger/wizard or what ever class you are playing, but the MOST EFFECTIVE way is to go on adventure with fellow players and kill monsters.
Whenever you kill a monster(or player) you will earn experience points. You can also get experience points by solving quests. When enough experience points are earned you raise a level.
Notice that there is a difference in the gain of experience depending on what race you choose to play. A human does not need as much experience as an elf to gain a level. This is mostly based on what innates the race has. Races with very powerful innates, such as elves and trolls will gain levels slower. Certain classes will also need more experience than others to level. The easiest combination to gain levels with is a human fighter. ALL other races and classes are more difficult to gain levels with.
If you are a member of an adventuring party(a group) that kills a monster all the members of the group will gain experience. The highest leveled character in the group will gain the most experience and all others will gain a little less depending on the level difference between them and the highest leveled character in the group.
A generally good guideline to follow is: Try to group with players that are about the same level as you are. Try to kill monsters that are the same level or higher than you are. Try to kill "dangerous" monsters. For example, killing a troll will give you MUCH more experience than killing a human of the same level as the troll, killing a halfling will give you less. ~
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One With Death
Sphere: sphere of necromancy
This spell brings the necromancer into a state of mind as close to death as one can be without being dead. The necromancer gains extreme powers that reverts the life-flow from all normal attacks so that he or she gains hipoints instead of loosing them. The only thing that can cause damage to the necromancer while in this state are clerical attacks such as repel undead, holy word etc which will off course deal a devastating amount of pain. ~
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Equipment
Equipment are the items you wear. Typing eq will give you a list of all the worn items and where they are worn. Different types of items will have different effects. ~
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class fighter
A figher is a person that specializes in the handling of weapons, shields, armors and almost all skills regarding combat. The fighter class is the best class when it comes to over-all combat skills. A fighter is skilled in almost all weapons and defensive skills, making them perfectly capable of dealing both large amounts of damage aswell as withstanding damage.
Note! This class is recommended for new players! ~
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Inventory
This command shows the items you are carrying in your inventory. It does not show items that are inside containers or items that you are wearing as equipment.
See also: EQUIPMENT ~
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Hometowns
Specifies your characters place of birth and home. This is also where your character starts after getting killed. Some races have the chance to choose what hometown they wish to start in. A listing of the hometowns can be found in the credits.
Hometowns are often bad good locations to attack someone in. Many hometowns have justice systems protecting the inhabitants. Many hometowns also has a city defense code, which means that mobs will shout for help and the city patrol guards will come to their aid.
You will not gain as much experience from killing mobs inside hometowns as you will killing mob outside it. A good hint is to leave the town and explore if you wish to level faster.
See also: CREDITS, CITY_DEFENSE, JUSTICE ~
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Human
The human race is the dominating race on Sharune and their cities and population outnumbers all other races. The reason to their success is mostly because of their broad range of abilities and the great variety of occupations among them. As an effect of this, the humans that grow up in larger cities with a large number of different races around them become multi-cultural and have better knowledge of foreign languages than most other people. Because of the great tolerance among humans to different lifestyles, the big cities always keep masters of all professions. These masters tend to always be open to new ideas and always strive for improvement. Humans have always been one step ahead and they will continue to be that as long as they are he rulers of the major cities.
Humans have through all known times had the greatest faith in the deities of the world. This has resulted in close religious connections between the gods and the humans, granting the otherwise weak race benefits and aid in hard times from their mighty deities. Due to this fact humans will gain a -much- stronger affection from ALL non-harmfull religious spells.
Due to the fact that most humans have grown up in large multi-cultural cities with lots of people all around them since their childhood, they have a great knowledge when it comes to handling other people. This has resulted in that humans on an average make better leaders than other races in sharune.
Humans have the following abilities: -True faith (25% bonus from all clerical/vitality spells) -Avenge fallen (gives a small bonus to all skills while affected) -Pray (syntax: holypray) (this innate requires the player to be kneeling) ~
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Kick
Category: Unarmed Combat Syntax: kick <victim> Aggressive skill.
A successful kick inflicts damage on the victim dependant on the strenght damage bonus and other damage bonuses of the attacker aswell as the quality of his/her boots. The victim can also get stunned by the kick. Kicks can be used against any non-immaterial race. ~
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Lastnames
Every character can get a last name. This is NOT a title. The lastname cannot have any ansi colors and it must follow certain rules according to the race of the character.
You must be level 20 to apply for a lastname.
Examples: Fylne Daydawn, Tkuth Tul'var, Andaras Springleaf
Use petition to speak to the immortals when you want a lastname.
Before you ask for a lastname make sure you have thought of the following: - Decided what name you want according to the rules in the helpfile for that
race.
- Have made a description (l-descs) of your character. This must be an
approved description following the rules for character descriptions. (When this l-desc is approved you may also change your short description.)
See also: Title, Description ~
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Levels Scrolls
Whenever you get enough experience points you will raise in levels. The levels stretch from 1 to 56.
The levels up to level 35 are attainable by simple experience gain.
The levels from 36 to 45 must be attained by reciting a special scroll for the particular level. You must also have enough experience points for the next level. The scrolls can be bought in different shops around the world and they are !rent. To read where you can find these scrolls check help SCROLL LOCATIONS.
The levels from 46-50 can only be attained by reciting scrolls like the previous levels but also requires your racewar side to have conquered majority of the keeps. (For more info about keeps check help KEEPS). These scrolls cannot be bought and can be found in high level zones. For information about where to find these you can read help SCROLL LOCATIONS.
The levels from 51 to 56 can only be attained by quaffing special potions that can be found in the toughest zones in the game. To be able to quaff them your racewar side must have conquered majority of the keeps. To see where you can find these potions check help POTIONS LOCATIONS.
Also notice that to gain the higher levels (35+) you might not be able to find experience in mobs that dwell in common cities or zones, you will have to find and fight far more greater monsters then city guards or bears.
Your level also decides how good you can become at a skill and many resistance rolls are made toward your level.
See also: EXPERIENCE, XP, SKILLS, CLASSES, KEEPS, SCROLL LOCATIONS, POTION LOCATIONS ~
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Linkdead Lag
Lag = slow connection between client-server.
When playing games over the Internet there is a constant possibility that the connection between the server and the client is lost. Some players have worse links then others but there is nothing the MUD can do about it.
Losing the link can be a lethal problem if you are engaged in combat or standing at dangerous locations but we cannot take any responsibility for that. That is not our problem.
If the link between your client and the mud server seems bad at the moment, do not risk going to dangerous places. It might even be best even log off and wait for it to clear. If you die due to a link problem you will not be reimbursed for your loss!
NOTICE! The game does _NOT_ lag in itself. When you experience lag it is a problem somewhere on the internet between your computer and the game server. It is probably some router or similar that is causing the lag. When you lag, the rest of the game does _NOT_ lag. That means it may be very dangerous for yourself when you have lag. Other players (possibly your enemies) may not lag at all.
HINT 1: To find out how good your ping is to the server open up a windows command prompt (or a unix shell) and type in: ping sharune.no-ip.com
A ping of less than 50 ms is considered very good. A ping of around 100 ms is average. A ping of more than 200 ms is usually bad.
HINT 2 (for windows users): To see where the link problems occur you can open up the windows command prompt and type in the following: tracert sharune.no-ip.com
It will show pings to the different routers your packages go through on the way to the server. ~
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class elementalist
Elementalists are mages dealing with some of the four different elements of the world of Sharune. The elements are fire, ice, earth and light. Each element has its own powers and unique abilities, but they are also similar in many aspects. The different elementalists can all create walls and use a wide variety of offensive spells. Each elementalist gets to choose two different elements they want to utilize and they get no spells from the remaining two. ~
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Mud
MUD is an acronym for "Multi-User-Dungeon". Sharune is currently built from a DIKUmud codebase with alot of customized code made especially for Sharun. This non stock code cannot be found elsewhere making Sharune a unique mud.
A MUD is a computer program (game) over the Internet where players can log on and interact. Each player controls a fictional character of his choice and can walk around the world, attack monsters and talk to other players.
See also: NEWBIE ~
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Name Mujuon
Mujuon names are like the elven names. Soft sounding and very lyrical. They usually contain letter combinations like "TH", "LH", or "AE". Mujuon names never include the characters "z", "x", or "q".
Name examples: Aeshruin, Raeshain, Lhathashan, Kraenshuin.
Mujuon last names are often soft sounding like the first names or made of real words describing their appearance or family.
Last name examples: Windwalker, Cloudsinger, Airdancer. ~
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Name Human
The names of humans varies with time, different names comes and goes as fashion changes. Humans try to be different and dislike to have names that sound like other races' names, such as elves or dwarves. Humans try to be unique with their names but try not to use complicated or long ones.
Name Examples: Cevelon, Tagishia, Cherec, Vahk, Kurun, Fiora, Thoronon. ~
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Name River Faun
River-Fauns use names that are very lyrical, but not as soft sounding as the elven names. Their names contain three or more syllables and the letter "L" is ONLY used after a consonant. Vowel combinations such as "oi", "ae", "uo", "ai" are very common among the River-Fauns.
Name Examples: Aesagara, Kuorglemdai, Segraekrion, Ykloidenden. ~
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Newbies Newbie Start Started
New players that are new to the world of Sharune or new to mudding are often refered to as "newbies". We suggest that if you feel that you are new to mudding or just new to mudding at Sharune you should read the helpfiles and ask any questions that arise.
There is a newbie channel for new players to ask questions. The channel is called NHC (Newbie Help Channel). You may only ask and answer question over this communication channel. Anyone breaking the simple rule will be punished.
Here are some tips for new players, which may help you in your journeys through the realms.
1. Type "commands". That will give you a long list of available commands
that you can use. You can also use the helpfiles on most of them. Like HELP KILL.
2. DO NOT attack the first players or mobiles (monsters) that you see.
If you are in a city, try find your way out of it first. It will help alot. Most cities are protected by patrolling guards and justice systems and you are not allowed to kill things on sight inside them. Try find an area outside the city instead.
3. Ask questions! You can use the NHC channel or use the PETITION channel
to talk directly to the immortals. You can also ask other players questions. They will often gladly help.
4. Read the helpfiles! Here are some helpfiles you should read.
SCORE, ATT, DEATH, EXP, LEVEL, SPELLS
5. The "score" command gives general combat stats about your character.
While the "attribute" command shows your attributes and information.
6. To stay fit you need to eat and drink. Always try buy food and fill up your
waterskin before exploring the world outside the city you start in. Read
helpfiles on EAT, DRINK, INVENTORY, EQUIPMENT. When you first logged in you
are wearing you waterskin in your belt and holding your bag in your hand. To
drink from you waterskin you need to remove it from the belt:
remove waterskin
Then to drink from it you type:
drink waterskin
You can then wear it again with (which puts it in belt as default):
wear waterskin
You have roasted chicken in your bag when you start playing the game for the
first time. To get the chicken from the bag you need to remove it from your
equipment to your inventory by typing:
remove bag
Then you can see what is inside it with:
examine bag
To get the chicken from the bag you type:
get chicken bag
Then you can eat it:
eat chicken
7. To get a view of the world and the nearest surroundings you can visit our
website to get more information. Maps are available at: http://www.sharune.com/world/atlas.shtml
See also: NHC, PETITION, NEWBIE GUIDE ~
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Leadership
Category: influence Reflexive skill.
Leadership is a skill that plays a very importat role on Sharune. The number of followers you can coordinate and control in your group is dependant on the size of that player aswell as your skill in leadership. Large stupid races such as trolls, ogres and raukbhurums are much more difficult to control than smaller more intelligent races. Goblins are a little special, being very obedient and thus easy to control. As your leadership skill increases you can handle more and more people in your group up to a certain limit.
See also: GROUP GROUPING ~
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Mass
Mass is a value for your characters total size and height. This is dependant on the race you play. While an Ogre might have a mass of 50 due to his great size, a Mujuon will only have a mass of 20. Mass is used to calculate when different characters clang together, like shieldrushing, bodyslam etc.
See also: BASH, BODYSLAM ~
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Mob Monsters NPC
MOBs or mobiles are the non-player-characters (NPC) of the MUD. These are controlled by the immortals and by the MUD program itself. There are thousands of different mobs to be found around the realms of Sharune. They can be anything from dragons, elven princesses to drunks in a bar och regular commoners.
They have an important role in the MUD as it would not be fun to interact with a world where noone lived.
See also: MUD, PLAYER, NEWBIE ~
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Movement
Each character has a number of exhaustion points determined by their race, their constitution and their endurance skill. Whenever you move your exhaustion points will decrease with a number determined by what type of terrain you are moving through. If you are fully rested and move one room it will ALWAYS take only 1 exhaustion point and if you wait a short while you will be fully recovered again. You can keep moving slowly like that if you're travelling far. If however you start to moving really fast your exhaustion points will decrease very quickly and they will also recover more slowly. A good way to travel is otherwise by horse or by ship.
You can move in different directions by typing the name of the direction. For example to move north you type: north ~
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Group Grouping
Syntax: group [player]
group all
group self (to ungroup yourself if you are in a group)
A group is precisely what it sound like, a group of players or monsters. Forming a group is the best way of venturing together with other players. It will give you many advantages when dealing with the hardships of the world. To form a group everyone needs to follow one person that you nominate as leader.
The group-leader needs the consent of all followers. When he has the consent of all followers he can type "group all" to form a group with everyone, or "group [player]" to group that one player.
To ungroup someone the leader types "group [player]" once again and that player will be kicked out of the group.
To disband a group the leader can type "disband".
SEE ALSO: CONSENT LEADERSHIP ~
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Consent Consenting
Syntax: consent (Without argument. Gives a list of those who have consented to
you and what types of consent it is.)
consent [player]
consent [player] group
In order to do certain things you need to give consent to other players. You can only give consent to one person at a time and to do so you simply type "consent [player]". That gives him full consent. You can choose to give other types of consent by typing it out. For example if you want to let someone group you into their group you could type "consent [player] group".
These are the different types of consent: - group - drag (dragging of your corpse) - loot
NOTICE! This could be dangerous! Only give consent to people that you trust! To remove your consent simply type consent without any argument. ~
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Multiplaying
Multi-playing means having more then one character in the game at the same time or to share a character with someone else. Multi-playing is totally forbidden.
YOU WILL BE DELETED FOR MULTI-PLAYING
1) You may not have more then one character in the game at same time.
UNLESS, it is to change equipment between your characters. This may ONLY be done in a INN. (See help INN if you do not know what this means.)
2) You may NOT log in a character to get the equipment from
another of your characters that has died. This may not be done even if the corpse has decomposed.
3) You may not log on a character to cast spells on another of your
characters.
4) You cannot camp/rent a character near a place where a mob/equipment
reloads in order to get to it first. This it not fair against the other players and is illegal.
5) You may not login another character to take revenge for another
of your characters that just was killed. You cannot assist in doing revenge with any other character that the one that has died.
6) You may not pass information between racewar sides!
Transfering information between the racewar sides is illegal, and will result in deletion. This could be giving out information where groups are doing exp or zones, or just give information which players are in the opposite racewar wholist.
7) You may not use an alternative character to "scout" for other players then
log on a different character to report it or gather a group and attack them (if the player found anything). By scouting with a certain character forces you to use it in the battle as well.
Multi-playing is a serious offense at Sharune and most likely whatever you do concerning multi will result in deletion.
Play one character ONLY! ~
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class paladin
Paladins, or holy knights as they are called by some, are the true masters of protection and organized warfare. They often use broadswords which is their favourite weapon, though they are quite skilled with chain weapons such as morningstars and flails. All paladins are trained in heavy armors thus noone stands even close to them when it comes to maneuvering in heavy armors. When they gather for war to protect their faith or religion they often set out in large mounted companies. This is the reason why they are considered the masters of mounted combat. Their faith also gives them some minor magical abilities.
Special abilities: layhands (syntax: lay), call warhorse (syntax: call)
NOTE! If a paladin looses too much alignment he will not be able to use any spells or specials abilities. They must stay extremely good at all times. They also gain 20% more experience from killing evil monsters than usual but looses around 40% experience from killing good aligned living beings. ~
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Sizeup
Category: Subterfuge Syntax: sizeup [victim]
Sizup is a powerful version of consider. A successful skill check may give information of the victims level, class and a rough idea how hard he/she is to kill.
Level based skill. (It increases with levels.)
See also: CONSIDER ~
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Courage
Courage shows the value on how courageous you are. You can have a maximum courage of 90 points and a minimum courage of 10 points. Low values can result in a character not being able to rescue and fleeing has by then become your characters way of life.
When fleeing, you might loose courage points and rescue can increase your courage. So players that really play wimpy, will have drawbacks from it but it may also be helpfull in some situations. When fighting dangerous mobs in far away locations the party will want brave fighters who could help them in battle. To become a brave fighter you must actually play like one. Fleeing as soon as you get hit will not make you a hero.
The greater the value your courage shows the more courageous you are.
See also: FLEE, RESCUE ~
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Mind Blast
Sphere: Psionic Sphere Syntax: focus 'mind blast' [victim]
With slight concentration, the psionicist can direct series of telepathical waves towards the victims mind. The victim suffers a small amount of damage upon the impact. ~
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Classes
The class of your character simply decides what skills and spells you have access to. On Sharune there are several different classes and each one is different and unique from all others. Some classes are quite similiar in certain areas and we have thus split them up in categories.
Below follows a listing of all available classes on Sharune.
Warriors Magicians Priests Adventurers
Fighter Wizard Shaman Rogue Berserker Sorcerer Sage Pirate Savage Elementalist Anti-Paladin Minstrel Battlerager Bladesinger Cleric Noble warrior Animist Paladin Ranger Psionicist Rune priest Marauder Enchanter Spirit master Amazon Necromancer Monk
(*Class that will be implemented within a near future)
SEE ALSO: HELP [CLASSNAME] ~
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Absorb Disease
Sphere: Psionic Sphere Syntax: focus 'absorb disease'
Any psionicist who during his lifetime gets infected by any disease or virus can through deep concentration use this psychometabolical devotion to restore all the cells in its body. ~
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Battle Sense
Sphere: Psionic Sphere Syntax: focus 'battle sense'
Using the power the psionicist can channel his mental strength into tangible physical affects allowing him to call upon his inner strength. In this heightened state the psionicist tend to grow stronger but it has also a noticable affection in battle. ~
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Death Field
Sphere: Psionic Sphere Syntax: focus 'death field'
A death field is a life draining region of negative energy concentrated from the psionicist's mind. Any being within the region of the field suffers a great loss of health points as this dark and evil power tugs at the victims soul. ~
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Complete Healing
Sphere: Psionic Sphere Syntax: focus 'complete healing'
Any psionicist who has mastered this power can heal himself completely of all ailments, wounds, and normal diseases. He places himself in a long trance which is needed to complete the healing. The trance is deep, and cannot be broken unless the character loses a fair amount of health points. In this state, the body is repairing itself at an incredible fast rate. At the end of the meditation the psionicist will be completely recoverd. ~
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Body Reduction
Sphere: Psionic Sphere Syntax: focus 'body reduction'
The psionicist can by shrinking its body reduce it to half his normal size. The procedure is almost instant allowing the psi to reach the new size within a few seconds. However, all equipment worn by the psi remain unchanged. In the procedure there is a big chance that the incantator might lose some of the items he is wearing since they no longer fit his build. ~
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Associations Guilds Clans
REQUIREMENTS TO START A GUILD
-There must be atleast 5 people starting the association and 1 must be assigned as leader. Each of these members must be atleast level 20. Everyone must be online the game at the time the guild is created.
-The guild name must have been thought out and approved by the immortals. (Read below for more info on guild names).
-5 guild rank titles must have been figured out. Leader, neophyte, applicant etc. (They can have colors). The ranks must fit the guild theme.
-There is no guild startup fee but buying a guildhall will cost money. See below for more info.
- When all the requirements are met, and you have figured out a name for your guild you can use the petition command and ask the immortals for help to create it. If the name does not meet the requirements you will be asked to create a new name, so it is a good idea to have a few backup names at hand.
GUILD NAMES:
The same naming policy that goes for character names in the mud also goes for guild names. This means that it has to be original. For example: "The Cult of Conan" would not be appropriate.
-It can be 30 characters long max.
-It must follow a color theme. (No randomly spammed out colors.)
-Guild names/titles may not include names of immortals.
-The immortals have the right to decline any name/title they deem unfitting for the Sharune theme or simply looks ugly by the immortal's point of view.
BENIFITS OF GUILDS
-A cool title bonding the members together. -A private global OOC channel. -Guild banking (deposit and withdraw). -Possible guildhalls (see below for more info). -Free webpages for the guild. Contact support@sharune.com for more info. Also read help GUILD WEBPAGE. -There is a weekly due of 1 gold / 50 association power for associations. The cost is never less than 5 gold even if the association power is less than 250.
GUILD HALLS
All associations may buy guild halls. This is a private zone create by some member of the guild through the online building tool. Only guild members will be able to enter it. The creator should have at least some previous experience in building for Sharune. An association must submit a guildhall charter, which should include theme and concept. No guildhall may be built before this charter has been approved by the gods.
-The initial cost for a guild hall is 5 mithril pieces.
-Guildhall features: 10 rooms, 1 Inn, 1 Fountain, 1 shop of basic needs, 1 healing room, 1 guild board and four guardian golems.
-Additional rooms costs 1 mithril/room.
-A portal to all keeps currently controlled by the guild(cost 10 mithril).
See also: HELP GUILDWAR ~
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ABS Absorption
ABS is an abbrevation for absorption. Our combat system is not based on the usual mud AC (armor class) where it is used to decide if you hit or get hit. We have removed AC from Sharune altogther. Instead we use a system to calculate if you get hit and if so the ABS is used when calculating the damage received. The system, depending on some factors, decides where the attack hits and then checks if you have any armor at that location. The absorption of your armor will then draw damage from the attack. Thus if you are using a platemail you would suffer less damage then if you were wearing a leather jacket. Our combat system does NOT use body part hit points (hp) as we see it as unfitting for a MUD. You receive a total amount of hp and any damage you take affects your total hp. Every piece of armor has an ABS value which is used individually. You are only protected by the ABS from the armor you are wearing at the location that was hit. ~
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Trophy
Trophy is a restriction that makes killing the same mob over and over pointless. Each mob that a player kills (that are of his level or above) is added to the playerfile and counted. When a mob has been killed too many times less experience points will be given to the player.
The numbers in your trophy list shows a percentage taken off the experience the mob gives when it is killed. ~
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Mental Teleportation
Sphere: Psionic Sphere Syntax: focus 'teleport'
With this devotion the psionicist can cause his body to dissapear into thin air and then materialize randomly elsewhere. The range of the teleportation is limited and there is always a great chance that the psionicist ends up in danger which can result in death. ~
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Phobia Amplification
Sphere: Psionic Sphere Syntax: focus 'phobia amplification' <target>
Telepathic waves directed to the targets mind causes deeply routed fears to appear augmented in the target's mortal visage. In great success, those visages causes the victim to exaggerate and flee in panic. ~
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Temporal Slumber
Sphere: Psionic Sphere Syntax: focus 'temporal slumber' [target]
With this devotion, the psionicist can cause the target to fall into a temporal slumber. The target will sleep in a trance-like stage until someone or something causes him damage. If the target is left in slumber it will sleep until the psionicist is too far away to control it. ~
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Mind Wipe
Sphere: Psionic Sphere Syntax: focus 'mind wipe' [target]
This strong wave of psionical energy directed to the target's mind can, if successful, wipe the targets memory completely. This causes it to forget all memorized spells and it also wipes the memory on all introductions to other players. However, the mind wipe do no physical damage. ~
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Immovability
Sphere: Psionic Sphere Syntax: focus 'immovability' <target>
The psionicist can with strong energy waves block the targets central nerv system and prevent him from moving for brief amount of time. During this time, the victim can see and hear what happens around him/her, but is unable of perform any kind of action until the strong energy has left the body. ~
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Ether Sense
Sphere: Psionic Sphere Syntax: focus 'ether sense'
The psionicist can with this spell active, sense players in the same region or zone as himself. The "sense" will warn him directly through disturbances in the ether. ~
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Detonate
Sphere: Psionic Sphere Syntax: focus 'detonate' [target]
Detonate is a nasty and destructive spell. It envelopes the victim's body in painful explosions. With the detonate spell the psionicist can direct energy to the targets insides and then attack it with waves of psychokinetic chocks that detonate that causes great damage to the victim's body. ~
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Shift Nexus
Sphere: Psionic Sphere Syntax: focus 'shift nexus'
With this spell, the psionicist can communicate with the elders at Nexus - and pray for transportation home. The trip is almost instant but the preparations take time and alot of power from the caster. After the trip, there is a fair chance that the psionicist falls in a light coma, exhausted from the trip. However, this spell is not totally safe. If the trip fails, the whole canal of energy can backfire and send the psionicist to unknown places and other planes. ~
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Permanent Aging
Sphere: Psionic Sphere Syntax: focus 'permanent aging' [target]
This spell attacks the target both physically and mentally. If successful, the psionicist can age the target up to half its lifetime and cause it to become old and weak. There is one drawback with this dangerous spell though which can be fatal to the psionicist. It can backfire and hit the psionisist instead. When this happens the energy formed in the mind causes a powerful explosion that knocks the psionisist senseless. On rare occasions the failure has ended with the death of the psionisist. ~
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Aura Sight
Sphere: Psionic Sphere Syntax: focus 'aura sight'
With the aura sight the psionicist gets the ability see hidden things and living organisms that the mortal eye can not normally notice. It also allows the psionicist to see invisible things. ~
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Body Expansion
Sphere: Psionic Sphere Syntax: focus 'aura sight'
Through concentration the psionicist can form and change his body. When he uses this ability to expand and enlarge himself he will grow to twice his normal size. The change will also affect his strength and constitution in a positive way. ~
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Flesh Armor
Sphere: Psionic Sphere Syntax: focus 'flesh armor'
This spell hardens the psionicists skin to an almost stone like texture. It protects the user slightly against physical attacks and remains hardened as long as the psionicist can control it. The higher level the psionicist is, the harder and the flesh armor gets thus granting more protection. ~
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Summon Planar Creature
Sphere: Psionic Sphere Syntax: focus 'summon planar creature'
Through contact with the elders at Nexus, the psionicist can communicate and have a planar creature summoned to his presence. It will obey every order and follow the psionicist until he dies or the creature itself is killed. ~
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Life Draining
Sphere: Psionic Sphere Syntax: focus 'life draining'
With this devotion, a psionicist can drain hit points from another being and add some of them his own. The character can absorb up to ten percent more hit points than his maximum health. This spell can never kill or cause anything to die. But it can drain the life out of a being until it passes out in a drained slumber. ~
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Dimensional Warp
Sphere: Psionic Sphere Syntax: focus 'dimensional warp'
The dimensional warp allows the caster travel in time and space between two existing targets. During the warp the psionicist's molecules disperse and become one with the ether. The journey is almost instantanious and the psionicist can travel through all dimensions. However, when travelling great distances, the chance of miss direction is very high and the caster can end up in the wrong plane or in another dimension in time. ~
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Mind Control
Sphere: Psionic Sphere Syntax: focus 'mind control'
This spell is directed towards the targets brain in attempt to charm it completely. It directly attacks the victims physical mind resulting in a temporary blackout of the brain. However, the more intelligent the victim is the harder it is to control it. The spell can only be used against mobiles. Player will never in any way be affected by this spell. ~
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Ectoplasmic Form
Sphere: Psionic Sphere Syntax: focus 'ectoplasmic form'
In this altered form, the psionicist is able to disperse its molecules to a non existant form. This grants the caster movement through solid doors and other forms of obstacles. ~
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Shadow Form
Sphere: Psionic Sphere Syntax: focus 'shadow form'
A psionicist using this power transforms himself into a living shadow along with his clothing and equipment. The shadow form works as invisibility but also hides the psionicist during the dark hours of night. It can, however, be detected with the detect invisibility spell. ~
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Adrenaline Rush
Sphere: Psionic Sphere Syntax: focus 'adrenaline rush' [str, dex or con]
By controlling the production and release of adrenalin in his system, the psionicist can give himself temporary physical boosts on demand. When he increases his adrenalin level the character gains points, which he can add directly to his Strength, Dexterity, or Constitution scores. ~
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Inflict Pain
Sphere: Psionic Sphere Syntax: focus 'inflict pain'
This is a particulary nasty form of torture. It causes no actual harm to the subject and leaves no marks or scars, but causes excruciating pain of any sort the telepath desires. ~
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Psychic Crush
Sphere: Psionic Sphere Syntax: focus 'psychic crush'
The psionicist can crush the target's mind with concentrated energy. ~
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Sphere Fire
This elemental sphere of spells deals with fire and heat. ~
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Magic Spells
There are several different forms of magic in the world of Sharune. Some classes gain their spells by praying while others have to memorize their spells. There is also a psionicist type class that uses mana to focus their will power to create a magical effect.
The different spells available are divided into several spell spheres. These spell spheres can be accessed by the different classes.
In order to cast a spell the caster must be of atleast the same level or higher than the spell in question. To get a full list of spells available to you type "spells". This will create a list with all spell spheres, and the spells that you have available.
Some powerful magic must be learned before you can cast it, either by visiting a great teacher and perhaps acomplishing some quest to prove yourself worthy.
See also: MEMORIZE, PRAY, SPHERES, CAST, SPECIALIZE ~
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Memorize Pray Forget Prayers Memory
Syntax: rest, then:
memorize | pray (To start memorizing spells already used.)
memorize spellname | pray spellname
forget spellname
Memorize/pray refreshes your knowledge of a spell allowing you to add the complex phrases and motions to your active memory. This allows you to instantly cast the spell when needed instead of having to study your spellbook or pray to your god. Some spells require special items while memorizing/praying which could be things like holy items, spellbooks, magical staffs or scrolls. When a spell has been memorized it is ready to be cast. When the spell is cast it is purged from your active memory and needs to be memorized/prayed again.
At each level you have a certain amount of slots you can add spells to for each circle and sphere. As you gain more levels you gain more slots to add spells to and you will be able to cast more spells before praying/memorizing.
Example: You can memorize: Magical Ways - 2 1st, 2 2nd
That means you can memorize 2 first circle spells and 2 second circle spells from the Magical Ways sphere.
When you have memorized a spell it is added to your active memory and will stay there until it is casted. Once casted the spell is removed and you need to memorize it again. To make this easy, after the spell is removed, you don't need to type it in again. The spells are "stacked" and saved and you only need to sit down and type memorize/pray to start memorizing them all back to your memory again.
With the "forget" command you purge an active spell from your mind or one that you are currently memorizing to be able to replace it with a new spell.
See also: SPELLS, CAST ~
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Dark Elf
Dark elves are the evil cousins of the envarian elves. The dark elves live deep within the blackwoods where their capital 'Khaztrazen' is located. Like the envarian elves the dark elves are immortal, thus they can only die from violence and not from old age. Dark elves are known all over the world, or rather "feared", for they are cruel, wicked, and VERY evil. They find pleasure in death and pain, in torture and the worship of dragons. Everyone, even orcs are afraid of venturing into the blackwoods, for it is well known that those not of dark elvenkind that enter will never return.
Dark Elves have the following abilities: -Sneak (it is difficult to notice when they enter/leave a room) -Spellshrug (30% chance to avoid offensive spells) -Traceless passing (they leave no tracks) ~
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Elf
Elves are immortal and can only die through violence or loss of the will to live. Their harmony with life around them causes them to only need a few hours of meditation each night to be rested. Thus the need for sleep is alien to them. All elves are highly resistant to extremes in temperature, both warm and cold, and they only need light clothing during winter. Elves worship deities who rule the music, the winds, the waters, and the living things of Sharune. They love forests and often build their homes high up in the tree tops. The elves are the offspring of the union between their mortal mother and a God. This union has granted them their long life span and resistance to sickness. Aging does not affect the elven body at all and the elves always appear young and healthy.
Elves are one with nature and leave no tracks, not even in snow. It may appear as if they almost float above the ground. This is however not true and they walk like everyone else but with very light feet and it may be something magical about them, preventing them to leave marks in the nature as they pass through. This makes it impossible to track an elf even as a skilled tracker.
Unlike most other humanoid races the metabolism of the elves prevents them from being overweight and both males and females appear slender with delicate features. The appearance of the elves varies some between the different bloodlines. All elves project a visible aura making them light up their surroundings wrapping them in a sense of calmness.
Innate abilities common to all of the elven subraces: -Traceless passing (they leave no tracks) -Sneak (they are somewhat difficult to notice when they enter/leave rooms) -Nightvision (they can see rather good in darkness) -Spellshrug (30% chance to avoid offensive spells) ~
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Pkill
Pkill is an abbrevation for player vs player killing.
Sharune has a racewar theme with full pkill. Beware though, killing players from the same side of racewar may get you into trouble. Both from other players and the justice code of the mud.
The evil hometowns do not have a justice system and player killing is not restricted, infact even encouraged.
If a good player kills another good race player that has not gotten the KILLER flag (for murdering someone) or the THIEF flag for stealing from someone, their good pkill number increases. When a good character receives more than 5 good pkills they turn OUTCAST and will be so in every good race city.
See also: RACEWAR, JUSTICE, OUTCAST ~
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Racewar Points
There is a constant racewar in the realm of Sharune between the good and evil races. This means that there is full pkill between the both sides.
The players are split up on these sides and live in their own "worlds". They cannot see each others names when they meet, nor can they see the opposite side in the "who list" or speak to them through "tells".
When you kill someone from the other side of the racewar you gain racewar points and based on your attained racewar points you get certain bonuses and abilities.
When you die in racewar pk you lose ALL your racewar points divided by the amount of people in the group that killed you and you have to attain them back from 0 again. When you die a "normal" death (in a zone for example) you loose 10% of your racewar points. For example if you get killed in a pure solo racewar fight you will loose all your racewar points. If you get killed by two people in a racewar fight you loose half your racewar points.
To see the current list of people and the highest ranked players based on racewar points you can use the "fame" command.
For levels below 36 (1-35) the maximum attainable racewar points are 12. To be able to pass 12 racewar points you must attain level 36+.
The bonuses and abilities you get from racewar points are the following: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Bonuses:
- 1% more hps / racewar point.
- 1% more end / racewar point.
- 1% more abs / racewar point.
See also: PKILL, RELICS, KEEPS, REPUTATION, WHO, TELL ~
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Rules Policies Policy
These are the current rules at Sharune mud. They are subject to change at any time and as a player you are expected to keep yourself up to date with this document. If you happen to break a rule, stating that you did not know of the rule in question is not a valid argument.
1) Multi-Playing is NOT allowed.
When you have more than one character logged in at the same time you are multiplaying. There are no warnings if you get caught multi-playing and the penalties for doing so are very harsh, from deletion to loosing half your levels. The mud server has several advanced features tracking down multi- players and we use them every day to enforce the rule.
There is only one exception to multiplaying and that is if you are standing with both characters at the same inn, but ONLY for handling equipment between the characters. If any of the characters involved are in different rooms at any time or if they aid eachother in battle at the inn it will however be considered multiplaying.
You may not use one character to cast spells on one of your other characters, even if they stand at the same inn. This also applies to certain portal spells such as moonwell and wormhole.
If you die with one character you may not use another of your characters in any way in order to clear out monsters or to make it easier to retrieve the corpse or lost items of the first character.
2) Robot characters are NOT allowed.
You may not have your character played by triggers made by clients while eating dinner or walking the dog. Robot characters will be deleted on the spot without any warnings.
3) Bug abuse is NOT tolerated.
If you find a bug, you MUST report it immediately to a staff member, either with petition or the bug command. After you have reported the bug you may _not_ take advantage of it in any way unless stated otherwise by a staff member.
If you find a bug that crashes the game and if you are the first person to report it to the staff you will gain three free levels as a reward. If you're already level 50 or higher you will however only gain one free level.
4) Players should settle their own disputes.
Immortals do not interfere with the game play in any way. Players should try to solve their problems among themselves and talking to an immortal should be a last resort.
5) Sexual or racial harrassements in ANY way are not tolerated. Tells, shouts,
even socials like grope, lick, kiss etc are also considered as harrassements. If you feel that someone is harassing you kindly ask them to stop. If they continue harassing you report it to the immortals with the petition channel. The offender will then be watched and if the harrassement continue, the person performing them will be dealt with.
6) You may not use the in-game communications channels OOC (out-of-character).
Using the in-game communication channels for talking about the RL, movies, television or whatever is strictly probhited. You may only use the OOC chat channel for this kind of talk. Breaking this rule may result in getting a mute (unable to use _any_ communication channels except ooc). To read more about the different channels and which ones you can use for ooc chat, read HELP COMMUNICATION. If you find someone that is NOT using RP on the in-game channels you can report this to the staff with the petition command and we will watch those persons for any further abuse. We will give penalties to anyone abusing the in-game communication channels. The penalties will range from experience loss to both demotions and deletions.
7) You may not use "bad" language over the global or IC (in character)channels.
Swearing and using dirty words over global channels is not allowed and anyone using them will be muted. Swearing over the IC channels must be in a roleplaying fashion. (Words like "fuck" etc does not exist in the Envarian language.)
8) You may not advertise for other muds on any channels. This is not good
ethics and anyone caught doing so will be punished severely with possible deletion.
9) When having conversation with the Immortals through any channels you must
show respect. Do NOT swear or talk in a bad language. The Immortals have full authority to do whatever they want with you. If they get uncomfortable with you, in any way, you may very well get demoted/deleted or banned. NEVER insult a God/Immortal, it will get you deleted.
10)Never use any other language than English over public channels. You may use
whatever language with your friends in gsay, tell or any personal channel. If you use say/gsay or any public IC channel where someone can hear you that is not proficient in that language, use English only.
11)RP-toggle. When you have (RP) toggled on you MUST try your very best to keep
roleplaying your character. You may NOT talk about anything concerning real life over public channels. Anyone caught abusing this rule will immediately be set to 0 exp for their current level or even negative exp. Continual abuse will result in demotion of levels or even deletion. Penalties like banning the use of the toggle and mute of channels may also be delivered to abusers. You may not talk about stat "numbers" or in-game mechanics that has nothing to do with roleplaying.
12)You are NOT allowed to trade characters with other players or in any
other way share characters with other players. If we find out a character has been given away or traded we will DELETE it immediately, and any other characters in connection with it.
13)You may not SPAM on any channels or with any commands. That means repeatedly
using the same commands over an over. This is extra important with communication commands. Do not SPAM. If you do, you will be dealt with harshly.
14)Characters on the evil side of the racewar are not allowed to cross over to
the southern side of the Titan's Spine Mountains. If you somehow end up
there
(by some portal spell etc) you should immidiately leave the aea or if you find yourself unable to do that you should ask the immortals for advice. If you do not do this it is a large chance that the immortals will think that you are breaking this rule and you might be punished accordingly.
15)Intentionally letting one of your characters(or someone elses character)
loose link at a certain location in order for you(or someone else) portal in to gain equipment from a zone is strictly illegal. EVERYONE that participates in this kind of cheating will be deleted on spot!
16)You may not login another character to take revenge for another of your
characters. If someone has killed one of your characters you must wait one hour until you can attack them with _another_ of your characters than the one you died with.
17)If you have been involved in a racewar fight OR if you have participated in
the sacking of a keep you are not allowed to log on a character of the opposite side of the racewar until one hour has passed. Abuse of this rule will be punished with deletion of all characters involved.
18)Abusing the bug that allows you to collect several keys to the same keep,
then locking yourself(or somebody else) in so that the keep can be sacked safely is illegal. If caught abusing this bug, all characters involved in the cheating will be deleted.
19)Transfering equipment between different racewar sides is completely illegal
and will be punished with deletion of all characters involved.
20)Logging on one of your characters and letting a friend of yours which is
playing on the opposite side of the racewar repeatedly kill you to gain reputation is considered cheating. Both you and the person killing you will be punished.
21)Entering the safe-areas of the other side of the racewar on the battlefields
of Kar'n Krathor is strictly illegal. Those areas are meant to be safe from enemies and if you somehow manage to get there you should leave at once.
22)No character above level 35 is allowed to be on the battlefields of Kar'n
Krathor.
23)Asking someone else to do it, or logging a character of your own with the
single purpose to crumble someone elses pets(spirits undead followers) is strictly illigal and all characters involved will be harshly punished.
24)You may not use an alternative character to "scout" for other players then
log on a different character to report it or gather a group and attack them (if the player found anything). By scouting with a certain character forces you to use it in the battle as well.
25)You may only use the official sharune client to play the game. Any player
found abusing this rule will be deleted. The client can be downloaded from: http://sharune.no-ip.com/downloads/dikuclient/install.htm
26)You may only wear/wield 1 artifact item. If we see anyone wearing or wielding
or having more than 1 artifact on their character in any location such as inventory or bags they will immediately be DELETED without warning. You may only have ONE artifact on your character.
~
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NHC Newbie Channel
Syntax: nhc [message]
This is the newbie channel which can be used to ask or respond to questions regarding the mud. It may not be used as a communication channel or for chatting. Anyone caught doing so will be punished by the gods!
To toggle the channel off type: tog nhc ~
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Renting
There are special inns and taverns where you can rent and log off the game. When you rent all items are saved and the location is stored so you will log back into the game where you rented.
Renting is FREE of charge at the moment. This means you can rent whenever you wish and have an inn available.
See also: LOCKER, CAMP ~
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Quit
When typing quit you will cut off the link to the game server and disconnect. This will leave your character linkless in the room it was currently in for a period of time until it automatically is dragged into the void. Anything can happen to your character during that period, such as it being attacked and killed.
We recommend that you find an inn and rent instead or set up camp.
See also: RENT, CAMP ~
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Camp
Sometimes you have to log off out in the wilderness without being able to reach an inn to rent. You can then in most situations "camp". It will take a small amount of time to set up the camp and you cannot move or fight during this period or the camping procedure will be aborted.
See also: LOCKER, RENT, QUIT ~
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Lockers Store
You can store equipment safely at most taverns and inns around the realm. The equipment is saved over boots and can be retrieved at any times from the room you stored the object in.
This is a way to get rid of "storage characters". Use the storage lockers in the hometowns instead!
You can store an object in a tavern or other location with lockers available by typing:
store sword
To extract the object from the lockers you type:
retrieve sword
To get a list of all available items in the locker at the room you are in type:
locker
See also: RETRIEVE ~
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Retrieve
Syntax: retrieve [item]
This command is used to retrieve objects from lockers in taverns or inns.
See also: MULTI, LOCKER ~
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Gnome
Gnomes are small, sturdy humanoids who are well known for their quick hands and good humor. Smaller and weaker than humans, gnomes have more wit to compensate. Gnomes live in colonies of their own but are often found among the major surface communities. Gnomes and dwarves are distantly related and gnomes often understand dwarven fairly well.
Gnome have the following abilities: -Spellshrug (small chance to avoid spells) -Regen (their health regeneration rate is way above average) ~
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Orc
Orcs are the dominant evil race in Sharune with a population second only to the humans. They are powerfully built humanoids with broad torsos and long sinewy arms. Their rough skin ranges in tone from greyish green to almost black and their pale yellow eyes glow faintly in the dark. An Orc's face is bony and wrinkely with a broad, flat nose and a rather protruding lower jaw. Most orcs have large, blunt canine teeth which makes it troublesome for them to close their mouths completely. It is therefore more than common that orcs drool and spit alot while talking. This is however not a problem since orcs enjoy spitting and swearing at each other. Chances are that the insults will result in a good fight. Orcs more or less invented senseless violence.
Orcs live in heavily guarded villages deep within large forests. Because of their great dislike for trees and other growing things there is always a large cleared area around every settlement. Orcish clear cutting crews are known for using powerful chemical toxins to prevent regrowth in the areas that they have "prepared". The elves call these orcs "Cessim" which comes of the words that orcs chant while hacking down the trees. "Sash-um borzul thrakatuluk!" means when translated into human tounge; "mow all that filthy crap down!"
It is a common notion that raiding orcs kill and maim indescriminately. This is not at all true. Truth be told they are far more sadistic. The use of rape in warfare is deeply rooted in orcish tradition. Orc DNA is surprisingly compatible with that of other humanoid races. Thus, villages who have suffered attacks by orcish troops sometimes produce a number of rather peculiar crossbreeds. These unfortunate individuals are often shunned by society and end up criminals and outlaws.
Orcs have the following abilities: -Berserk (makes them able to deal a fair amount of extra melee damage) ~
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Sphoraxun
It is well known that humans often like to make their own names for other races, mainly because they do not care to learn the acctual names or find them hard to remember. It has therefore come to pass that the fire breathing Sphoraxuns in the mouths of man have come to be called simply 'the dragon men'. They are of course not even closely related to the magnificent dragons, but it is easy to see why it has become a common notion that they are. The Sphoraxuns are large raptilian humanoids with a rough scaly skin and a long powerful tail. The males and females look practically indentical to an untrained eye and the gender rolls are allso totally equal.
Family means nothing to a Sphoraxun, religion however is everything. There is no such thing as a non believer in their society. All Sphoraxuns, warrior and priest alike, pray at least once a day to their deity, Salamander, the divine Mother. The earthly power lies in the hands of the Grand Matriarc who rules supreme from her throne in the cathedral. Each year there is held a thirty day ceremonial feast wich begins with the Matriarc choosing seven of the high priests as her husbands to honour the Fiery Grace of Salamander. The husbands are all sacrificed by decapitation on the final day of the feast.
The Sphoraxun capital lies in a huge cavern deep below the volcanic island of Argammoth, a few kilometres north-east of the shores of Sharûne. In the middle stands the cathedral of Salamander like a jagged spike, reaching some three houndred metres in hight. The rest of the city is built around it in circular layers. The priests and holy men live closest to the tower and the warriors inhabit the outermost circle together with the poor and the criminals. Below the cathedral lies the vast birth chambers and the catacombs in wich the previous Matriarcs are buried. Sphoraxun embryos are in need of extremely high temperatures to evolve. Since no living creature is able to produce such heat using only their body the dragon people leave their eggs in the care of their Hatchery Men. These munks, sterilized at birth, have for countless millennia dedicated their lives to the tending of the hatchlings and the protection of the ceremonial birth chambers. Each egg is carefully placed in a mold and secured with clamps. After carving the unborn Sphoraxuns Soul-name into the shell the Hatchery Man slowly lowers the mold into molten lava where it remains for tree years before it finally hatches and a new life springs from the womb of Salamander.
Sphoraxuns are not a overly keen on crafting. Instead they tend to accuire the items they need from other races, mostly Deep Dwarves since their underworld settlements are the ones closest located to those of the Sphoraxuns. There is however one outstanding exeption to their avoidance of earthly creation. Deep down in the glowing red pits of the nether domains they harvest their most precious treasure; the mystical Grammorn metal. The black shimmering material is often called Dream Iron by the dragon people due to its many special abilities. The foremost of wich being its heat resistant nature. Grammorn is used when making the molds in wich the eggs are set to await the day of hatching. This makes it essential for the survival of the Sphoraxun race. The strangest thing about the Dream Iron is the way in wich it is forged. Unlike all other metals in the world of Sharûne grows stronger and harder as its temperature rises. On the other hand it turns softer and more managable the colder it gets. Thus the Sphoraxun blacksmiths are clad in thick robes and furs while working the metal with icy hammers on magically frozen anvils. It would seem strange that the forging of the Dream Iron is not handled by some more suitable race, but because it is so vital to the Sphoraxuns it is deemed inproper to let even the smallest nugget slip into the hands of others. Grammorn can only be found at extreme depths wich makes it unminable for all but the fire-born dragon men.
Sphoraxuns have the following abilities: -Fireshield (they have a permenant fireshield which will harm their opponents) -Fire resistance (they take 80% less damage from fire spells) -Ice weakness (they take 20% more damage from ice spells) ~
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Shaeroka
Shaerokas are a human sized, highly intelligent lizard-people that inhabit the deep jungles of Sharunes south-eastern parts. Although naturally bipedal, a Shaeroka sometimes tends to use both arms and legs to move around. This mode of transportation is most common when they move through the trees which they often do as they are excellent climbers.
The Shaerokan anatomy has had many esteemed biologists scratching their scalps. Their soft skin has the ability to immitate the background to such an extent that it renders the creature invisible even to the keenest of eyes. The long digits have a number of small suction cups on them which gives Shaerokas a supreme grip. Needless to say a Shaeroka fighter dropping his weapon is unheard of.
The Shaerokas live in their own towns located either in the enormous jungle trees or on poles over the dark murky waters of the vast steaming mangrove swamps. Each community is run by the council of elders whose word is law. They have skilled fighters, priests and magicians who defend the towns and also often perimeter defences consisting of different kinds of traps. The Shaerokas' well developed direction sense combined with a strong urge to explore causes those not eager to fight to end up traveling the realm of Sharune in search of treasure and glory.
Shaerokas have the following abilities: -Chameleon skin (they cannot be seen on scan). -Endurance regen (their endurance regenerates fast). -Sneak (it is difficult to notice when they enter/leave a room). ~
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River Faun
River-Fauns are humanoids that possess the hind legs of a horse and large pointed ears. Their facial features resemble that of a humans except for their wide goat-like nose. They build their homes close to rivers and they love to sing and play music while sitting by the water. They are superiour swimmers and they can breathe water and air equally well. Their upper body is sparsely covered with light blue scales that glitters beautifully in the sun. River-Fauns project a soft aura that makes them appear magically beautiful and they are rumoured to possess a mysterious charming ability.
The following special abilities are available for river-fauns: -Water breathing. -Hard magical (prismatic) scales(bonus to abs, and they also have a slight chance
to reflect any offensive spells cast at them back to the caster).
-Natural swimmers(bonus to swim skill). -Common lore (they always see names of people without them having to introduce
themselves).
~
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Halfer
Halfers are remarkably small humanoids that are renowned for being goodhearted and naive. Thieves by nature, halfers are much weaker than humans but possess impressive dexterity and often have a penchant towards meticulousness. Unfortunately for other beings who must deal with them they also have a tendency to be somewhat cleptomanic. They are the smallest of the races and often overlooked.
Halfer have the following abilities: -Nimble dodge (a small chance to avoid melee attacks) -Map invisibility (they are not visible on the map) -Random hide (they hide randomly when standing in crowds) ~
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Wimpy
Syntax: toggle wimpy [number_of_hit_points]
Toggling this on makes you flee automatically when you are below the hit points limit while fighting. You must specify a hit point value for "wimpy" to be activated. Typing "toggle wimpy 0" will deactivate it.
See also: TOGGLE ~
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Vicious
Syntax: toggle vicious
Setting the "vicious" toggle to ON will allow you to automatically attempt the killing blow on opponents that are mortally wounded.
See also: TOGGLE ~
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Tank
This is the term for the character in the group who is receiving all of the opponent's damage. ~
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Wear
Syntax: wear [object]
wear all
"Wear" will allow you to try on some of the armor or items you have obtained during your travels. If you are carrying more than one item of the same type and you want to exchange them, use the following syntax:
remove [item] (you now hold two pieces of this item)
wear 2.[item]
The last item you remove or pick up always appear at the top of your inventory list. ~
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Wield
Syntax: wield [weapon]
In order to use a weapon it must be wielded. Some weapons require great strength to wield and may be too heavy for your character to use. Some classes have the skill of using two weapons. You cannot hold anything else if wielding two weapons or wielding one weapon in two hands. ~
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Remove
Syntax: remove [equipped_item]
remove all
If you no longer wish to wear or wield an item, remove it. You can also type "remove all" to remove everything you are currently wearing. ~
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Glance
Syntax: glance [opponent]
glance [target]
While in battle it is often advantageous to check the health condition of your comrades or the mob that you are fighting. Where the look command will list all the equipment the player or mob is wearing the "glance" command will provide you with a synopsis of the current health of the mob or player that you are glancing at. ~
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Follow
Syntax: follow [target]
If two or more players decide to travel in the same direction why not have one lead and the rest follow?
To stop following someone, simply type: follow self or follow me.
See also: GROUP ~
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Flee
This command, if successful, will allow you to leave the room through the nearest exit if there is one. However, some monsters will hunt you down in various manners after you flee so be warned.
Whenever you flee there is a chance that nasty things may happen. You can trip over your own feet for instance.
See also: ESCAPE ~
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Disband
Use the "disband" command to dissolve your group of adventurers.
See also: FOLLOW, GROUP ~
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Consider
Syntax: consider [opponent] [direction]
This command will compare your character's level with that of the monster's and it will give you a rough estimate of your chances of defeating it. This estimate is by no means exact and does not take hit points, special attacks or damage into consideration. Also, most of the times the consider command is based so that it will take a group of characters to kill the mob.
For example: If a mob considers easy for you. It might not be easy to kill alone. But it would be easy to kill with an average sized group of save caliber as yourself.
Here are a few example of how the command can be used: If you are standing in the same room as an orc, you can type 'consider orc'. If you scan a dragon close by to the east you can type 'consider dragon east', and then you will see how tough the dragon is and wether or not it is agressive. ~
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Cast Focus Spellcasting
Syntax: cast 'spellname' argument
focus 'spellname' argument
This command is used to "cast" or chant spells. The spellname must always be enclosed by ' '. Focus is used by psionicist to form reality with their willpower.
Depending on the spell the argument may vary. Some spells are used to target objects while other target characters or mobiles. When the spell is cast it is removed from the active memory of the caster and needs to be memorized/prayed again.
When you are fighting someone and casting a spell without giving an argument, the person you are fighting will automatically be targetted.
When casting spells upon yourself, you may substitute your name with "me" or "self".
Depending on the spell the actual time of "casting" the spell may vary. It will be indicated with *** how long time it is left before the spell is finished.
Example:
Casting, fireball: *********
Examples on how to cast spells:
cast 'strength' self cast 'fireball' cast 'fireball' ogre cast 'minor creation' barrel
See also: MEMORIZE, SPELLS, SPHERES ~
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class sorcerer
A sorcerer is the most destructive of all magicians and gain the most horrible and evil spells and skills. Sorcerers sometimes deal with the knowledge of death, though most common are wizards that are masters of destruction and annihilation. ~
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class wizard
A wizard is an offensive sort of all-round magician that gain spells from many different areas and purposes. Their main profession however, is the handling and controlling of staffs and transportation spells while they are still able to deal large amounts of damage. ~
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class cleric
Clerics are holy priests that deal with deities and their respective powers. They are granted powers by their gods which they might use for good or evil. No class is as powerful against undead monsters and demons as clerics are. Clerics are masters of healing, most adventurers fear to go anywhere without one. ~
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class animist
Animists are simply wizards of the nature. They deal with wilderness, animals but also powerful magic whose purpose is to control or manipulate nature in one way or another. Be it to conjure storms or to create a beautiful summers day. They are somewhat proficient in the arts of healing, although their main area is dealing damage. They are rarely seen in cities and tend to spend most of their time out in the wild.
Note! This class is recommended for new players! ~
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class pirate
Pirates are quite rare in the realms of Sharune, though the few that still exist often sail in the bay of blood, spreading terror through raids and plunderings. They are the rulers of the seas and their skills deal with sailing ships, navigating as well as naval combat. They are also very competent fighters that prefer the use of scimitars or falchions.
Special Abilities: Call (syntax: call) ~
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class ranger
Rangers are known to most men as the 'wildmen' simply because they live out in the wild and rarely visit towns and other crowded places. All rangers share an uncanny dedication to nature and everything that lives in it. Yes, even to beasts and predators. They are the masters of wildlife and are also known for their use of herbs and plants for medical purposes. As they rely heavily on bows in order to hunt for food, they are also the masters in this area. Noone, not even trained fighters or soldiers are as good as the rangers when it comes to handling a bow. Due to their great knowledge of the wilderness, rangers are reknown for having wild animals as pets which they can call for at will.
Special abilities: Call (syntax: call) ~
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class amazon
Amazons are a primitive society led by the one amazon that is considered the strongest or most competent warrior. They capture men and use them for breeding purposes before they sacrifice them and all children that are born boys are also sacraficed to the great queen godess. Amazons are feared warriors that are almost as competent as fighters in close combat. They are however specialized in the utilization of spears. ~
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class rogue
Rogues are brought up in a harsh environment. Forced to fight and steal to stay alive, rogues quickly hone their skills. You do not stay in this profession for very long if you are not good at what you do. While most rogues work alone in a attempt to quickly become rich some are employed as professionals in a guild. While in a guild their skills will, through hard work, slowly and meticulously be perfected under hours of endless tutelage. Skilled rogues are able to pick locks and remove their goods silently and move unseen. Although the professionals are reluctant to use force, they will kill a target to secure the specific needs of their employer if needed. ~
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Build Builder
Here are some information for new builders on how to build their areas. Most of the OLC (online creation) tool is pretty obvious but the 'zedit' may be a little harder to understand than the other editors.
Be sure to read ALL of these helpfiles as they will explain most of the information needed to build your zones.
Also make sure you KNOW the theme of the mud before starting to build an area. You will find most of the information about this on the website.
www.sharune.com
Connect/create rooms: To create or connect a new room, the 'connect' command is a useful tool.
Helpfiles you _should_ read:
HELP VNUM - Information about vnums and what they are. HELP REDIT - Room editor, the basic tool to make your area. HELP MEDIT - Mobile editor. HELP OEDIT - Object editor. HELP ZEDIT - Handles the zone resets. (Load mobiles, close doors etc.) HELP CONNECT - Connects/creates new and existing rooms. HELP OLC - Command to save your zone to disk. HELP THEME - Information about the sharune theme. HELP AREA APPROVE - What it takes to get an area approved to main game.
HELP TRIGEDIT - Editor for making scripts for rooms/objects/mobiles.
Also read the builder's handbook on the website, it contains everything you need to know to build. Ask a higher immortal to give you a password into the pages.
The builder's port is the main building tool on SharuneMUD at the moment. It is NOT the real mud. Most of the commands are disabled and being an "immortal" is not really as fancy as it sounds. Basically it means you have a character with access to building commands.
To get access to a real immortal on the mainmud you must build atleast 2-5 complete zones that are finished and connected into the mainmud. This depends on the quality and sizs of the finished work.
G'luck with the building and hope we will see you as an immortal on the mainmud in the near future where other duties awaits! :) ~
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Vnums
Vnums are the virtual numbers (prototypes) of rooms, objects and mobiles as well as triggers. A zone is usually based on 0-99 vnums. If your zone number is 210, your vnums would be 21000-21099, or if the zone is 5, the vnums would be 500-599.
There are a set of vnums for each type (rooms/objs/mobs/trigs) so you can make 0-99 rooms, 0-99 objs, 0-99 mobs and 0-99 trigs. This means you can have an object with vnum 21000 as well as a mobile with same vnum.
To keep track of your vnums it is the easiest to, as often as possible, have the same vnum for the mobile as for the room it should be in. For example if you have a room with vnum 21000 and you wnat to place a mobile in that room then you should set the mobiles vnum to 21000.
To see your currently used vnums you can use the commands RLIST, MLIST, OLIST, TLIST.
Syntax: rlist 21000 (you give the start room vnum)
mlist 21000 (you give the start mob vnum)
olist 21000 (you give the start obj vnum)
tlist 210 (you give the zone number)
The commands count 100 numbers up and you will see everything that has been created in that range.
See also: BUILD ~
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Olc
Syntax: olc (lists what needs to be saved)
olc save all (saves everything to disk)
OLC is the abbrevation of On Line Creation. It is the tool the builders use to create their areas online. ~
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Redit
Syntax: redit (to edit the room you are inside) redit [vnum] (to edit a room you are not inside)
Redit is used to edit rooms. Most of the options in the editor are very obvious and do nott need any further explaination.
In the description editor, use /h to get help on which options that are available.
Remember that the minimum requirement for a room description is three full lines after use of /fi, which should always be used.
The format on room names should be as titles with capital letters.
Examples: a small cave entrance <--- is WRONG
A Small Cave Entrance <--- is CORRECT
When you make DOORS and want them to be closed/locked or hidden when the zone resets you must use the 'zedit' command. See help zedit.
Some hints when writing descriptions:
- Try not to use the word 'you' in the descriptions. - Never write any actions. Do not force the actor to perform actions. Writing something like: 'You look into the drawer and find...' is WRONG. - Never use any descriptions of the actors transportation. Writing: 'As you walk on the path...' is WRONG. The actor may be flying.
See also: BUILD, VNUM, DIG, CONNECT ~
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Medit
Syntax: medit [vnum] (a vnum must always be the argument)
Medit is the mobile editor. Most of the mobile's stats are automatically assigned as you choose the level and race of it.
ALWAYS set the race first.
Some hints when making mobiles:
- If you do not want the mobile to move give it the SENTINEL flag. - You must use 'zedit' to load the mobiles into the rooms. See help zedit.
See also: BUILD, VNUM ~
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Oedit
Syntax: oedit [vnum] (a vnum must always be the argument)
Oedit is used to edit objects. Most of this is done automatically and you only need to choose the item/weapon types for it to work.
You cannot set special damage dices or values on weapons. It has been done this way so that there will be a strict balance in the mud. If you wish to have somekind of superior or special weapon, please talk to some higher level immortal so he can change it. ~
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Zedit
Syntax: zedit (to edit the command list for the room you are inside)
zedit <vnum> (to edit zone info for a room you are not inside)
Zedit is used to edit the .zon files which are used for the mud to execute the zone's reset. It contains information on where to load mobs and objects, lock/close/hide doors and other stuff that should be executed as the zone resets.
When editing with the Zedit, you make new "commands" that should be made when the zone resets.
Example from the Zedit: [Command list] 0 - Load A small purple worm [23100], Max : 6 1 - Load A small purple worm [23100], Max : 6 2 - Load A small purple worm [23100], Max : 6 3 - <END OF LIST> N) New command. E) Edit a command. D) Delete a command. Q) Quit
To create a new command simply type 'n' then choose which number the command should have in the list. The 3 - <END OF LIST> shows which command number you can use if you don't want to mess up the previous commands.
When you create a new command you may get the question: "Is this command dependent on the success of the previous one? (y/n)"
It means that the command will only be executed if the previous command worked. You SHOULD use this option when equipping mobiles with objects etc.
So it would look like: 0 - Load A small purple worm [23100], Max : 6 1 - then Equip with a bone collar [23101], Worn on feet, Max: 1
The MAX value: This value is used so that if there are more items/mobs of that vnum in the world than the max value, the command will not be executed.
So if you wish to load several mobs of same vnum in several different rooms, you must use the total max value of them. So if you are going to load 20 mobs in 5 rooms, you must put max value 20 on each command. ~
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Trigedit
This editor is used for making simple scripts for mobiles/objects/rooms.
Much can be done through the scripts but if you have any ideas let some coder know. He may then be able to create a spec_proc for you fast, which is hardcoded into the mudcode. ~
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Connect
Syntax: connect [direction] [room number]
or : connect [direction] [new]
This command is used to connect new or existing rooms together with exits.
Example: connect north new
See also: BUILD, VNUM, DIG ~
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Theme
The sharune theme is based on original ideas by the creators of the world. There are no famous characters from other games, movies or stories. The world is totally based upon our own imagination. The theme is based on medieval fantasy with elves, orcs and other "standard" races of fantasy themes. It has also several unique and original cultures and species. No areas including any famous names, characters, places or items will be approved into the mud. ~
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Area Approval
To get your area approved and moved onto the main game there are several things that must be done correctly. Also NOTE that the head builders WILL modify the area as they see fit when transfering it to the main game. It could mean changing stats on equipment, rewriting descriptions or removing mobiles.
I understand and agree to the following statement: "All people who donate and/or make an area for Sharune are bound by the following: you CANNOT at a later date demand that the zone be removed from the mud for ANY reason! Once a zone is given to and becomes part of Sharune it is permanently the property of Sharune. For example, if at a later date a BUILDER is caught cheating and is demoted for it, the builder CANNOT in turn demand that Sharune remove the zone in question."
The head builders of Sharune CAN and WILL modify any received zones as they wish to make the area fit into the mud. They may fix bugs, remove unbalanced equipment or spellcheck descriptions.
In order to get your area approved by the Sharune Gods, make sure the following things are correct in your zone.
ROOMS
- All room descriptions must be of minumum _four_ lines,
and fixed with /fi.
- All rooms are finished. No unfinished room anywhere.
- No rooms linked to strange locations.
- No "spammy" ansi, neither in the roomname or roomdesc. The
ansi should be used reasonably.
- All houses must have the indoor flag, cities "city" flag,
etc.
- Roomdescs shouldn't have any grammar errors or bad
spelling.
- Make sure all rooms have the correct flags for the rooms.
"Dark" for cave etc.
- When using numbers to describe something write it out,
'twenty five' instead of '25'.
MOBILES
- ALL mobile descriptions must be of minumum _three_ lines,
and fixed with /f.
- Make sure the mobile has aliases, level, position, race
sex and class set.
- Never add or remove ANY affection flags on mobs. If you have,
reset race on the mobile so default flags are set.
- Never make too short L-descs for mobiles since they tend to
"disappear" in large roomdescs. Keep it a minimum of 50 letters.
&RDOORS&n
- Every door must have "Door alias", "Door S-desc" and "Door flags"
set from both directions.
- Make sure that you have added the door in zedit, and told it
to close the door on reset.
- If a door should be locked opened with a key, make sure the vnum
for the key is set to the door.
&ROBJECTS&n
- All items with stats must have a description of atleast
two full lines.
- All item ansi must be ended with &n, it can't "bleed".
- All stats must be bought through the Sharune EP system.
- Make sure weapon type and material is set on all weapons.
- Make sure the correct wear flags are set on the objects.
- Make sure the correct armor type and material is set on all
armors. (Armor = headwear, armwear, legwear, body.)
- Make sure item L-descs start with a capitalized letter and
ends with a dot.
- Item s-descs must NOT contain any capitalized letters.
&RARMORS&n
- Make sure the correct armor type and material is set on all
armors.
- Make sure the correct wear flags are set on the armors all
armors.
- No armor (headwear, armwear, legwear or body) can have +abs.
See also: HELP BUILD ~
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Dwarf
Preferring to dwell in fortresses built into huge mountain ranges, mountain dwarves are a mining race known for their fine craftsmanship of weapons and armor. They are good-natured, sturdy, fearsome warriors who possess, due to extremely dense muscle and bone structure, high endurance. Stronger but clumsier than humans, mountain dwarves tend to live to be hundreds of years old and often acquire great wisdom with their age. This accumulation of intense wisdom frequently induces many of this race to become mentors later in life. Mountain dwarves are born with natural infravision, which allows them to maneuver quite skillfully in the dark. They are well respected among most of the other races, and often trade among the general colonies.
Dwarves have the following abilities: -Iron Will (they get no skill penalties by having low energy in battle) -Stoneskin (absorbs a rather fair amount of melee damage) ~
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Name Deep Dwarf
Deep dwarves are an evil race of dwarves that dwell in the Underworld. They are a clannish people, proud of their heritage, and closely knit. Traders, miners, raiders and thieves by birth, they take pride in strength and battle prowess. Their names reflect this.
Deep dwarf first names are long (4+ syllables) and strong sounding, although not particularly guttural or harsh.
Examples: Grumzoruk, Trozkar ~
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Backstab
A backstab is an attempt to sneak up on the victim and place a weapon in the victim's back at the point where it will do the most damage. The amount of damage is dependent on the proficiency of the backstabber.
You may only backstab with piercing weapons. ~
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Outcast
When someone is outcast they will be attacked on sight by city guards of all good race cities. They are outcast from whole Envaris and can only seek refuge in cities like Tar-Tooth or Dragonfall.
A character can get outcasted for various of reasons. As an example a good race character will be flagged outcast after killing more than 5 other good races (that has not received KILLER or THIEF flags).
See also: PKILL, RACEWAR ~
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Skills Savage
Savages get the following skill categories:
Swords : secondary
shortsword : secondary long sword : secondary broadsword : secondary bastard-sword : secondary falchion : secondary scimitar : secondary two-handed sword : secondary
Axes : primary
handaxe : primary battleaxe : primary two-handed axe : primary
Clubs : primary
club : primary mace : primary warhammer : primary quarterstaff : primary two-handed club : primary war mattock : primary two-handed mace : primary battlesledge : primary
Daggers and knives : secondary
knife : secondary dagger : secondary dirk : secondary stiletto : secondary throwing dagger : tertiary
Spears : secondary
shortspear : secondary two-handed spear : secondary throwing spear : tertiary
Battle lore : primary
combat endurance : primary first aid : tertiary multiple opponent fighting : primary tiring maneuvers : primary switch opponent : primary blindfighting : primary protect : primary rescue : primary warcry : primary
Defensive fighting : primary
dodge : primary parry : primary riposte : primary tumbling attack : primary tumbling evasion : secondary
Unarmed combat : primary
fistfighting : secondary kick : primary tackle : primary bodyslam : primary
Crushing techniques : primary
critical crush : primary
Athletic skills : secondary
climbing : secondary riding : secondary leaping : secondary skiing : secondary running : secondary swimming : secondary
Awareness : tertiary
perception : tertiary locate hidden : tertiary detect noise : tertiary direction sense : tertiary
Maneuvering in armor : primary
maneuvering in light armor : primary maneuvering in medium armor: secondary
~
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Skills Mercenary
Mercenaries get the following skill categories:
Swords : secondary
shortsword : secondary long sword : secondary broadsword : secondary bastard-sword : secondary falchion : secondary scimitar : secondary two-handed sword : secondary
Axes : secondary
handaxe : secondary battleaxe : secondary two-handed axe : secondary
Clubs : secondary
club : secondary mace : secondary warhammer : secondary quarterstaff : secondary two-handed club : secondary war mattock : secondary two-handed mace : secondary battlesledge : secondary
Daggers and knives : secondary
knife : secondary dagger : secondary dirk : secondary stiletto : secondary throwing dagger : tertiary
Spears : secondary
shortspear : secondary two-handed spear : secondary throwing spear : tertiary
Chain weapons : secondary
morningstar : secondary flail : secondary
Shields : secondary
guard : secondary shield block : secondary shield rush : secondary shield punch : secondary bash : secondary
Battle lore : secondary
combat endurance : secondary first aid : secondary multiple opponent fighting : secondary switch opponent : secondary blindfighting : secondary dual wield : tertiary rescue : secondary
Defensive fighting : primary
dodge : primary parry : primary riposte : secondary tumbling attack : secondary tumbling evasion : secondary
Archery : tertiary
bows : tertiary
Mechanical weapons : tertiary
crossbow : tertiary
Whips : secondary
whip : secondary nine tails : secondary
Thrown weapons : secondary
bola : secondary sling : secondary dart : secondary
Unarmed combat : secondary
fistfighting : secondary kick : secondary tackle : secondary headbutt : primary
Slashing techniques : tertiary
critical slash : tertiary sweeping attack : tertiary
Thrusting techniques : tertiary
critical thrust : tertiary
Crushing techniques : tertiary
critical crush : tertiary
Mounted battle : tertiary
mounted combat : tertiary
Athletic skills : primary
climbing : primary riding : primary leaping : primary skiing : primary running : primary swimming : primary
Awareness : tertiary
perception : tertiary locate hidden : tertiary detect trap : tertiary direction sense : tertiary sizeup : tertiary
Influence : tertiary
leadership : tertiary
Subterfuge attack : tertiary
backstab : tertiary throat crush : primary circle : tertiary subdue : tertiary
Subterfuge stealth : tertiary
hide shadows : tertiary
Maneuvering in armor : primary
maneuvering in light armor : primary maneuvering in medium armor: primary maneuvering in heavy armor : secondary
~
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class psionicist
The psionicist uses the power of his mind and body to accomplish feats by his own will. Some would call a psionicists powers 'magical', but that is not the case. Unlike the magicians who use the magic to infuse the world and environment, the psionicist uses it to infuse himself. A psionicist uses this internal energy in a similar way to that a mage uses his external force.
Intead of praying or memorizing for spells, the psionicist uses mana, 'mental power', when using its abilities. The mental power is a sort of energy supply that charges whenever the psionicist meditates. ~
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Skill Skills
The way skills work on Sharune is an all unique system which has been carefully developed and balanced. Each skill has a value which tells how good your character is at that particular skill. All skills are divided into categories, where each category has skills of similar types. The category "swords" for example holds all the skills for different swords, where "short sword", "long sword" and "two-handed sword" are a few.
There are three different levels that a skill or category can have, and these levels tell how proficient your character can be at best in that category or skill. The three levels are "tertiary", "secondary" and "primary". A fighter for example receives the level "primary" in the category "swords" and all skills in that category. This means that fighers can get the maximum skill value in that area, where a mercenary only has "secondary" will not be as good at handling swords. The level of a skill/category can never change, whereas the value in the skill/category will change with time if the skill is used(or not used!).
When you play with your character you will develop your skills, learn and improve them which will make your character better in different fields. If you use swords lots you will get better in the sword skills and category and if you spend alot of time in the wilderness you will get good at direction sense, or perhaps foraging for food. With time, as your character gets very proficient and experienced, you might notice that skills that you have not used for a long time might decrease. You will perhaps forget a little about them. This is of course only a natural effect for if you spend alot of time practicing some fighting skills you might loose some proficiency in other areas. One cannot be good at everything!
For help about a certain skill see "help [skillname]", and for help about the skills available for a certain class see "help skills [classname]", and for help about skills in a certain category see "help [categoryname]". ~
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Category Swords
The swords skill category contains the following skills:
shortsword long sword broadsword bastard-sword falchion scimitar two-handed sword ~
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Category Axes
The axes skill category contains the following skills:
handaxe battleaxe two-handed axe ~
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Category Clubs
The clubs skill category contains the following skills:
club mace warhammer quarterstaff two-handed club war mattock two-handed mace battlesledge ~
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Category Daggers Knives
The daggers and knives skill category contains the following skills:
knife dagger dirk stiletto throwing dagger ~
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Category Spears
The spears skill category contains the following skills:
shortspear two-handed spear throwing spear ~
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Category Chain Weapons
The chain weapons skill category contains the following skills:
morningstar flail ~
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Category Shield
The shields skill category contains the following skills:
guard shield block shield rush shield punch shield block projectiles bash ~
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Category Battle Lore
The battle lore skill category contains the following skills:
combat endurance first aid multiple opponent fighting tiring maneuvers switch opponent blindfighting protect close in dual wield rescue warcry ~
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Category Defensive Fighting
The defensive fighting skill category contains the following skills:
dodge parry riposte tumbling attack tumbling evasion ~
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Category Archery
The archery skill category contains the following skills:
bows bowying fletching quickshot multiple fire double arrow shot ~
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Category Mechanical Weapons
The mechanical weapons skill category contains the following skills:
crossbow siege bow catapult flame bellows ~
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Category Whips
The whips skill category contains the following skills:
whip nine tails ~
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Category Thrown Weapons
The thrown weapons skill category contains the following skills:
bola sling dart ~
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Category Unarmed Combat
The unarmed combat skill category contains the following skills:
fistfighting kick tackle headbutt elbow kneekick legsweep springleap bodyslam ~
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Category Fencing
The fencing skill category contains the following skills:
rapier feint swashbuckling disarm acrobatic maneuvers ~
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Category Slashing Techniques
The slashing techniques skill category contains the following skills:
critical slash sweeping attack ~
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Category Thrusting Techniques
The thrusting techniques skill category contains the following skills:
critical thrust ~
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Category Crushing Techniques
The crushing techniques skill category contains the following skills:
critical crush ~
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Category Dragon Way
The way of the dragon skill category contains the following skills:
sneak dragonpunch dragonkick ~
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Category Tiger Way
The way of the tiger skill category contains the following skills:
tigerclaw tigerleap predator instincts ~
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Category Serpent Way
The way of the serpent skill category contains the following skills:
(none yet) ~
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Category Scorpion Way
The way of the scorpion skill category contains the following skills:
(none yet) ~
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Category Mounted Battle
The mounted battle skill category contains the following skills:
double swing horsebash stampede mounted combat mounted charge ~
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Category Athletic Skills
The athletic skills skill category contains the following skills:
climbing riding leaping skiing running swimming flying(mujuon only) ~
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Category Wilderness Skills
The wilderness skills skill category contains the following skills:
hide outdoors packing foraging tracking pathfinding herbalism wildcall scaling hunting ~
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Category Awareness
The awareness skill category contains the following skills:
perception locate hidden detect noise detect trap direction sense farsee sizeup ~
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Category Meditation Skills
The meditation skills skill category contains the following skills:
chanting meditation ~
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Category Trading
The trading skill category contains the following skills:
haggle appraisal evaluate driving ~
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Category Seamanship
The seamanship skill category contains the following skills:
navigation sailing naval combat ~
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Category Influence
The influence skill category contains the following skills:
leadership command follower command group encourage battle tactics ~
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Category Subterfuge Attack
The subterfuge attack skill category contains the following skills:
backstab cut throat throat crush follow up circle garrote subdue dirt toss ~
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Category Subterfuge Mechanics
The subterfuge mechanics skill category contains the following skills:
disarm traps disguise conceal pick lock set traps apply poison disguise other conceal other delve ~
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Category Subterfuge Stealth
The subterfuge stealth skill category contains the following skills:
hide shadows steal stalk mingling peek ~
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Category Subterfuge Defense
The subterfuge defense skill category contains the following skills:
fall techniques divert avoid escape retreat feign death ~
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Category Lore
The lore skill category contains the following skills:
identify poison lore reading/writing artifact knowledge read runes attunement ~
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Category Spellknowledge
The spellknowledge skill category contains the following skills:
spellcraft spellforge spellhold spellturn spellswitch ~
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Category Alchemy
The alchemy skill category contains the following skills:
brewery ~
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Category Demon Lore
The demon lore skill category contains the following skills:
demonic weapon ~
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Category Animal Skills
The animal skills skill category contains the following skills:
animal training animal handling animal kinship animal healing ~
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Category Music Art
The music art skill category contains the following skills:
singing dancing violin flute harp drum ~
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Read
Sytax: read <target>
You can use the "read" command to read boards, mails or any piece of paper. ~
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OOC
OOC
Syntax: ooc [message]
This is the Out-Of-Character channel used to communicate with your friends regarding anything NOT concerning the mud. Any talk involving the gameplay in the mud will not be tolerated.
If you are annoyed by the OOC channel you can turn it off by typing: tog ooc
See also: IDEA, BUG, TYPO, COMMUNICATION ~
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Socials Actions
Socials are commands used to enhance the atmosphere of the mud.
Commands like smile, grin, poke, giggle are considered socials.
To get a list of available socials type: socials ~
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Artifacts
Artifacts are unique items that are very powerful compared to normal equipment. There only exist one instance of each artifact. These relics play an important role in the racewar and are never "hidden" on a corpse when someone dies, they can be looted by anyone. (Read help death.)
The artifacts can be found on the battlefields of Envaris. They are said to linger in the deepest vaults, guarded by their protectors.
The following artifacts exist on Ethros:
&cThe &Wsilvery &Kbastard&C-&Ksword &cof the elven warlords&n
This powerful blade was once forged in the deep halls of the Twargan lords, created through a bargain with the barbaric northmen to aid them in an upcoming war. After leaving the hands of the tribes of north, the blade ended up with the elves. Uncommonly, they took it into their possession and imbued it with the powers of their kind to aid whoever that would get their hands on this masterpiece.
Powers: Unknown
&gThe &Kdoomed &gdagger of the &KUnspeakable&n
The forging of this small weapon by the ancient forest shadows was interrupted by the use of the unholy magic from the depths of the earth. It was in the woods that many now call the Forest of the Unspeakable, where the evil powers rose from soil and root, and took possession of this dagger, cursing both the trees and those who have to meet the blade of this weapon.
Powers: Unknown
&gThe ancient &Wbone&g-&yscepter &gof &rDragonia&n
Long ago, the craftsmanship of the Dragonians had produced this scepter, made purely of bones of the eldest dragon which was seen in the skies. Its grey skeleton was used for this piece of art, but it was then yet unknown that it beheld powers which still had to come to life. It was lost, however, in a volcanic eruption, and it felt generations pass and pass. Many years later, it was found again by young Dragonians, now ready in let its powers be invoked.
Powers: Unknown
&cThe &Cmystical &Kbattleaxe &cof the &KTwargan &blords&n
Deep under the earth, this mystical and legendary weapon was made, in the forges of the Twargan tribe. Radiating a mysterious glow, it became the weapon of the mightiest warrior of their armies, and a succesful mean to swiftly gain the victory upon enemies. The axe became a symbol for the supreme power of the Twargan lords, and still its force cannot be underestimated.
Powers: Unknown
&wThe &Wholy &Cmace &wof the &Wgods&n
Eras ago, this mace fell down from the heavens of Atheon unto the soil of Envaris in order to protect the Elven lands from evil invaders from the east. Those were kept off the areas near Lhuidain, and forced back to the east by Elven warriors and archers. Ever since, this mace had been kept safe to the outer world in Elven hands, until the Elven lands were denounced protected enough to give this mace a resting place.
Powers: Unknown
&wThe &Wfeathered &rhelm &wof &yheroism&n
Long kept as a worshipped artifact in the city of Avant's Vengeance, this helm, with all its coloured feathers, was untouched by mortal for a long time. Yet on a sudden day, the priests of the town found it was stolen by unknown hands. A long search followed, yet it was never seen again in Human lands. It was rumoured to be kept in evil hands in the North of Envaris, but noone was ever able to see this rumour confirmed and stay alive long enough to speak about it to others.
Powers: Unknown
&bThe &Bmagi staff &bof &Bpower&n
For centuries, mankind has been searching for this magical staff with its great powers. Yhrun, the ancient wizard, hid it at the ends of his days, and it stayed uncovered for a long time in the Spiderhaunt Woods. On a sudden morning, Natel the Explorer stumbled upon this strange product of spell forging, and took it with him on one of his journeys. No creature exactly knows how it happened, but an evil being finally took the staff, and Natel's life with it.
Powers: Unknown
&wThe &Wgauntlets &wof &Wpower&n
Ancient as these gauntlets are, they were made by the eldars of the Bordur tribe, a clan of the North. Handed over from father unto son for a long time, this pair of gauntlets always was in the possession of the tribe chief, who wore them when war broke out between the Bordur and other clans. They were lost, however, during the Second Ice Blizzard who ravaged over the northern lands a few centuries ago, and have been without a bearer since.
Powers: Unknown
&cThe &Boceanic &Csphere &cof the &Bseas&n
Formed and twisted by the ocean waves, this sphere travelled along the bottom of the seas for an enormous amount of time. It lies in its fate, however, that it eventually had to appear on shore, near the mound of a river. There, bathing River-Fauns found this water-adorned sphere, and brought it further into the continent of Envaris. Somehow, it drifted off again, into the depths of the water.
Powers: Unknown
&KAvenger&g, the &Kblade &gof the &KGhastwoods&n
This powerful weapon was formed from the dust of ancient Ghastwood trees. The blade of ash was imbued by eldar forest magic, and was given a soul of its own. For years, the blade was passed on through the immaterial hands of forest ghasts en tree spirits, until Avenger was found by a Human soldier, named Mor. It was he who took it to Envaris, where, in the end, it was lost by the heir of Mor.
Powers: Unknown
&gThe silvery &Wblade&g of the &wMujuons&n
It has been said that this blade, made by the ancient Windshapers, was created from nothing but wind, and crafted with nothing but wind. The special powers this silver has, as it is not originating from ore, was used by the Mujuon people to defend their skies and lands for as long as was needed. Until the city of Lijigor was finally built in all its glory, the blade served as a defensive thread against enemies. In the years that followed, the silvery weapon was seldom used in war, yet it kept a high sacred status amongst the bird people.
Powers: Unknown
&yThe &Kstone&y-&Kring &yof &yliving &Yearth&n
Not too long after the beginning, a few ice crystals fell down from Atheon and melted in a circle on the ground. It was there, that the molten ice turned slowly into stone and sank into the earth over the years. On the same spot a tree started growing, hundreds of years ago. The stone ring grew with the tree, like it had melted with the earth before. For long, it lived quietly in the wood, until a woodcutter came by, cut down the tree and used the piece of wood this ring was in for his own hearth. A new life was born for this piece of divine craftsmanship.
Powers: Unknown ~
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Changes News Updates
To see the current changes in the game type: news ~
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Spellcraft
Category: Spellcasting Reflexive skill.
Spellcraft is used whenever you try to cast a spell. A roll is made each tick that you are casting a spell and if it fails you will loose concentration and abort the spell. ~
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Delete Character
DELETE REROLL CHARACTER
Player files left inactive for four or more months will be deleted. Level one characters are deleted after 1 week. This is not done automatically and it may be several weeks before the program that prunes inactives and low levels is run.
The STAFF are NOT responsible for your characters. NO ONE HAS THE ABILITY TO CHANGE OR LOOK UP CHARACTER NAMES OR PASSWORDS nor will we be adding any such utility. Security of password and knowledge of character name is YOUR problem.
Do NOT 1) ask the STAFF to delete a character for you 2) ask the STAFF to figure out a character name you have forgotten 3) ask the STAFF to "change your password" or help you remember it 4) ask the STAFF to change your character's name 5) ask the STAFF for site information on ANY player. Site information is on a "need to know" basis any only a FORGER may give it out.
NOTE: If your character is hacked in ANY way, we will NOT reimburse or restore you. We WILL look into the person who did it and possibly delete him or her but you will NOT receive compensation for this. Your character is YOUR responsibility. ~
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Kill Attack Hit Murder
Syntax: kill [victim]
To attack someone simply type kill [victim]. A good hint to do before attacking someone/something is to consider it.
See also: CONSIDER ~
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Ships
Ships are a way to travel over the large oceans around the realm of Sharune. There are several types of ships, like galleons and sloopes. Each having different stats and different sailing abilities. There are several known routes where ships travel on constant basis and one can buy a ticked to get a ride along the journey. This is the easiest way to travel the oceans. Only the wealthiest merchants can afford to buy or build a ship on their own, but some islands and areas lies outside the standard routes and can only be reached with an own ship sailed by a navigator.
See also: BUY_SHIP, SHIP_COMMANDS, BUILD_SHIP, MERCHANT, NAVIGATOR ~
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Ship Commands Sail Stop Dive
There are several different objects onboard a ship depending on what type of ship it is. These are the different ship objects and what can be done at each place onboard a ship:
SHIP CONTROLS (usually a wheel, but it may differ from ship to ship.)
Available commands: SAIL DIRECTION This command is used to move the ship on the ocean. Sailing against the wind will make it harder to travel. The speed of the ships may differ between the ship types (dependant on how many sails then can have.). Only the captain of the ship may sail it, or characters with the skill STEAL. You cannot sail a ship without the skill SEAMANSHIP. The ship will continue to sail in the given direction until it hits something or the direction changes. Usage example: <sail east> LOOK OUT Only characters with the skill SEAMANSHIP can look out at the controls of the ship. This give a wide view around the ship compared to looking out at the masts or landbridge. Usage example: <look out> SHIPCAPTAIN NAME This changes the captain of the ship. Only the owner of the ship may set the captain. Usage example: <shipcaptain zeudes> ANCHOR DOWN This anchors the ship at the current location. It can only be done when the ship is out at sea. Only the captain of the ship can order this command. By anchoring the ship, it will load back into the mud at crashes or reboots at that location, unless the ship docks at another place afterwards. When ordering this command, the captains load location is also changed, and he will load back into the mud at the ship controls. This command cannot be done while the ship has sails set in the masts. The ship cannot sail while being anchored. Usage example: <anchor down> ANCHOR UP Only the captain of the ship can order this command. This brings the anchor up and the ship is ready to sail again. Usage example: <anchor up> STATUS Only characters with the skill SEAMANSHIP can issue this command. This gives information about the ship's sails, hull and status. Usage example: <status> STOP This can be done by the captain of the ship. The ship stops and lies still in the water. Usage example <stop>
SHIP MASTS (there can be up to three, depending on ship type.)
Available commands: SETSAIL This sets the sails in the mast, in order to do this one must have the skill SEAMANSHIP. Usage example: <setsail> BREAKSAIL This removes the sails in the mast, in order to do shit one must have the SEAMANSHIP skill. Usage example: <breaksail> LOOK <object> When looking at the mast object, one can see if the sails are set. Example usage: <look mast> LOOK OUT Anyone can look out at the mast, but the view is not as wide as from the ship controls. Example usage: <look out>
SHIP LANDBRIDGE, GANGPLANK (The looks on these may vary alot.)
Available commands: DISEMBARK When disembarking you leave the ship. This can only be done when the ship is docked. To leave the ship while its on the ocean, you must dive into the water, risking your life. DIVE This is a way to leave a (sinking) ship on the ocean. By diving into the water there is a chance you will drown. A good SWIMMING skill gives you a better chance of surviving. Two things can happen when diving: (1) you drown and die, loosing all yer equipment. (2) you manage to stay alive, and wash up on some nearby shore. When this command can result in an immediate death, you must type dive confirm to execute it. Example usage: <dive confirm> BOARD <object> This can be done to ships that are in the same place as the ship you are onboard. You jump over to the ship next by. Example usage: <board galleon> LOOK OUT Anyone can look out at the landbridge, but the view is not as wide as from the ship controls. Example usage: <look out> FLY UP Characters with fly can leave the ship by flying up.
See also: SHIPS ~
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Buy Ship
Only merchants can buy and own ships, but one of the sea subraces of humans called Nagash known to be seafolk and pirates also has the ability to own ships. Buying a ship is very expensive and can only be done between merchants (players). In order to get a new ship, it must be built which normally is more expensive.
See also: BUILD_SHIP, MERCHANT ~
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Build Ships
Only merchants can build a ship. This is done buy ordering a ship to be built and paying the costs. This way the merchant can customize the ship as he like and choose the type of ship to be built. Depending on what type of ship it is to be built he will get a certain amount of rooms to build. There is also more work building a ship then buying one that already is in the game. All rooms in the ship must have descriptions aswell as the items and mobiles.
Example: Galleon - 30 rooms, 15 mobiles
See also: BUY_SHIP ~
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Page
Syntax: page [victim] message
This sends message to the victim along with a "beep" through the victims PC-speakers if available. ~
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Buy Sell Trade List
Syntax: buy <item> <seller>
sell <item> <seller>
list (Will display available items in the shop.)
These commands are used for making purchases or selling items in the various shops found around Sharune. The prices in these shops will be affected slightly by how personable you are and how charismatic you are.
When you buy something in a shop you can use "buy 3" if the item has number 3 in the list. ~
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Stand Sit Kneel Recline Rest Alert Sleep Wake
As in the real world, your character will eventually get tired and run out of energy or get injured in the line of fire. When this occurs, you may wish to sit and rest or sleep for a quick bit. You recover more quickly when sleeping than when resting, and more quickly resting than standing.
Command Does
stand stand up sit sit down kneel go to your knees recline lay down rest relax alert pay attention, doesn't change position sleep go to sleep, doesn't change position wake wake up, doesn't change position. ~
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Prompt
The prompt looks as follow when not engaged in combat.
< 100h/100H 97e/97E Pos: Standing > <>
h/H = hit points/max hit points e/E = exhaustion(max exhaustion p/P = power/max power (mana) pos = your current position
The combat prompt is slightly different and shows more information.
< 100h/100H 97e/97E Pos: Standing EP: Standing > <T: Kyos TC: Excellent E: an orc warrior EC: Excellent>
Your normal hit/move/mana is displayed normally in the upper left corner. EP = enemy position T = the current tank (target that your victim is hitting on) TC = the condition of the tank E = enemy (the one you are hitting on) EC = enemy condition ~
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Drag
Syntax: drag object(s) <direction> Syntax: drag object(s) enter <object>
This command allows you to drag a takeable object from room to room or into an object (such as a ferry or moonwell) that you, yourself can enter. Dragging items costs a lot of movement points, however.
You can stack the objects you are dragging as thus: drag pcorpse drag 2.pcorpse drag 3.pcorpse north ~
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Practice Learn
You practice your skills by using them. Some skills you have to use yourself in battle, others are reflexive skills which you learn by just fighting. ~
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Compact
Syntax: toggle compact
If you have a small display or are at a lower baud rate (e.g., 2400), you might want to use this toggle option. It turns off (or on) the extra newline after output to your screen. ~
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Clear
This command clears the screen from text. ~
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Scan
Syntax: scan
Scan will show you any players/mobiles in the line of sight (rooms).
Here is an example: <> scan You quickly scan the area. A black skeletal warrior who is close by to the north. A black skeletal warrior who is close by to the north. An enbalmed mummy who is nearby to the north. ~
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Steal
Syntax: steal <object> <victim>
steal coins <victim>
"Steal" is used to take items or money from other creatures without their knowledge or consent. The success of your theft will depend on your proficiency and whether or not the person is conscious. ~
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Disengage
Typing "disengage" while assisting in combat allows you to withdraw from the fight. Disengage will not work if you are the tank.
See also: FLEE ~
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Color Colors Ansi Colour
Syntax: tog color complete
color complete
There are different levels of color.
You can toggle it off, brief or complete. ~
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Assist
Syntax: assist <victim>
This command is used to come to the aid of a particular person, and you begin fighting whomever (or whatever) they are fighting. It is useful to prevent possibly deadly mistakes if there is more than one of a particular monster in a room. ~
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Recite
Syntax: recite <scroll> [<target>]
This command is used to invoke the magic in a scroll. Your target can be an object, a creature, or nothing (which may be yourself). Because scrolls are magical, they will have no effects if used in a "No Magic" room. ~
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Forage
Syntax: forage
This skill can be used in the wilderness to find food. After typing forage it will take a short while to finish foraging. ~
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Fame Reputation
Syntax: fame (gives a list of the most famous characters)
Reputation is a messure of how famous your character is. By typing "fame" you can see a list of the most famous characters in the realm. You can see your own reputation in your attributes. You gain reputation by being part of the ongoing racewar between the good and evil.
When you kill another player from the other racewar side you will gain 1 reputation point. The point you get is also modified by your level versus the victims level. The level modifier is calculated as squared(victims level / your level). The modifier is never above 1, 0 or below 0. As an example if you are level 50 and kill a level 25 player solo. You will gain 1*(25/50)*(25/50)= 0.25 reputation points. If you are in a group with 5 memebers the reputation points is divided by 5. In the example above you would have gained 0.05 reputation points.
When you die, you always loose 1 reputation point. ~
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Emote
The "emote" command allows you to creatively pretend that your character is doing something that the available socials do not currently allow.
Example:
emote licks his mouth and smiles happily.
would send:
(your name) licks his mouth and smiles happily.
to everyone in the room. ~
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Shops
Shops are places where players may purchase equipment for their adventuring needs or sell extra items and treasures. Many shops trade only in specific types of merchandise, or may not have enough money to pay you what your item's true value is. Thus, a baker or an armorer may refuse to buy your armor, even if it is of high quality!
See also: BUY SELL ~
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Fly
Syntax: fly [direction] (up or down)
land (fly directly to ground and land)
Example: fly up
This command is used to fly. To be able to fly you must either have wings (mujuons), powerfull magic or a mount with wings. ~
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Board
Syntax: read <board> <message # | object>
Use the "read" command when you wish to read something, such as a message on the bulletin board or a sign.
To remove a message that you have posted on a board, use the "delete" command.
You will read the first board in the room if you do not specify a specific board.
Example:
> delete 5 : will delete message 5 if you wrote the message > read 5 : will read the 5th message on the second board
~
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Balance
Syntax: balance
This command (when used inside a bank) will display how much money you have deposited in the bank. ~
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Dirt Toss
Syntax: dirt [victim]
This rogue skill is used to toss dirt into the face of an opponent. If done successfully the victim may be blinded. ~
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Attributes Stats
The "attributes" or the "stats" command shows you your character's statistics with characteristics as well as levels and other useful information. Your characteristics are given a "ranking" determined by your characters values in relation to other races, where human statistics is the average of all races.
See also: SCORE ~
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Height Weight
Your height and weight are displayed in the attributes in inches and lbs.
See also: ATTRIBUTES ~
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Size Sizes
The size are: Tiny : 2' or less
Small : 2'+ to 4'
Medium : 4'+ to 7'
Large : 7'+ to 12'
Huge : 12'+ to 25'
Giant : 25'+
You can only wear/wield items that are your size and one size up. A medium sized character can for example wear medium and large equipment. Some items can be used on all sizes. ~
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Empathy
Empathy (Emp) - Emotional capacity and magical prowess is the primary components of this characteristic. The empathy stat also includes judgement, mana and alignment. ~
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Intuition
Intuition (Int) - This stat is a combination of luck, perception and mental reactive ability. A characters intuition reflects many things in the game, and very intuitive characters can almost seem to be favored by the gods at times. ~
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Strength
Strength (Str) - Rather than the brute musculature, this characteristic is a measure of the ability to use existing muscles to their greatest advantage. ~
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Constitution
Constitution (Con) - Stamina, general health and the ability to absorb more damage as well as resistance to disease and poison are all reflected in this characteristic. ~
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Agility
Agility (Agi) - Litheness and quickness are the primary components of this characteristic. ~
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Dexterity
Dexterity (Dex) - Manual skill and hand, eye coordination is embodied in this characteristic. ~
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Charisma
Charisma (Cha) - Bardic voice, presence, appearance and the ability to use these to affect others is the primary components of this characteristic. ~
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Wisdom
Wisdom (Wis) - The ability to take available information and use it in a useful and creative way. Wisdom is also a measure of knowledge of the physical and the spiritual worlds as well as their relation to each other. ~
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Critical Hit
The chances of getting a critical hit depends on your skill with that weapon. Whenever you score a critical strike, the damage and severity of the attack is capped by your skill value. ~
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Map Vmap
When you leave a city or area you may travel over the wilderness map. It is made of colored ASCII characters.
You can turn the map on and off with: toggle map
Here are some characters you may encounter on the map and what they mean: [&W@&n] You. This is your location on the map. (Centered) [&WP&n] Another player character. [&BM&n] A mobile (npc, non-player-character). [&g.&n] Grass, plains or fields. [&K+&n] Usually a road or path. May be in different colors like &y+&n. [&yM&n] Mountains, usually rocky but can be travelled over. [&gM&n] Mountains covered with forest. [&KM&n] Very high and steep mountains which cannot be passed. [&WM&n] High snowy peaks, impossible to pass. [&g&v*&n] A Forest. [&b&v &n] Ocean. Can only be travelled by ship. [&b^&n] A small creak or river which can be passed by swimming. [&b&v^&n] A strong, wide river which can usually not be passed by swimming. [&w&v^&n] A Zone/area. Could be a cave/city/entrance etc.
There are many more characters you can encounter which will probobly appear obvious as you learn the map system.
A detailed map of Sharune can be found at the website at: http://www.sharune.com/maps.shtml ~
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Afk
Syntax: afk [message]
AFK is and abbrevation for Away-From-Keyboard.
When using this command you get a flag saying you are (AFK). When someone tells anything to you, the message you have typed in will be displayed to them. ~
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Ban
A site ban is one way of letting you know that you and/or your behavior or someone from your site are not welcome on Sharune.
Reasons players and/or full sites MAY be banned: 1) Multiplaying 2) Stealing 3) Bug abuse 4) Running robots 5) Lying to a member of the Staff 6) Questionable behavior when dealing with the Staff 7) Repeatedly breaking rules
Reasons players and/or full sites WILL be banned: 1) Sexual harassment 2) Repeated stealing, lying, bug abuse 3) Character hacking and ANY hack attempts 4) Slander or libelous behavior towards any Staff member
It is YOUR responsibility to know the RULES. ALL OF THEM.
If the behavior warrants it, we WILL ban an entire site in order to prevent one or two players from connecting. It sucks, but it's a fact of life. This is a free MUD, you do not have a "right" to play here and the Staff do NOT have to put up with twinkish behavior.
If you log on from another site or user ID to circumvent the ban, that site will also be banned. If this happens repeatedly, we WILL complain to the site. If the site is unbanned and the abuse continues, it will be rebanned and the ban will be PERMANENT.
Do not have your sysop or sysadmin email us. We are no longer accepting any emails from anyone on bans.
What To Do If Your Site is Banned:
1) Do NOT attempted to continually connect to the mud. We will email your site with a complaint if you do so. 2) Do NOT email us. We are NOT accepting any more emails from players asking about bans. Bans are reviewed on a
weekly basis and if we feel the ban should be lifted,
it will be. Asking us to lift the ban will not expedite matters and, in fact, may just cause us to reconsider lifting it and ban it permanently. 3) Do NOT email the Forgers or ANY other Staff member with a complaint. 4) Do NOT ask about the ban over petition or have friends as about the ban for you. We are not going to explain why a site is banned or tell you who got it banned. If
want to know why, read the above reasons as to why a site
is banned.
~
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Commands
To see the full list of available commands type: commands ~
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Eat Drink
Syntax: eat <food>
drink <drink_container>
These commands are for when you're hungry or thirsty. ~
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Description
Available at the entry menu, this option allows you to add a description of your character that will appear to any player that looks at you. Please keep profanity and any sexual or racial connotations out of your description.
1) Your description must be at least five lines in length. (5x80 characters).
It must be written in plain text. No ascii pictures are allowed.
2) Describe only PERMANENT, VISABLE, physical features that will not change. (No
actions, smiling, aromas, clothing, items, emotions, war paint, woade cleanliness, brushed hair, etc.) Tattoos and birthmarks need to be in places that would be normally visable (no inner arm/leg, no back, etc).
3) Your description should not tell the viewer what he/she would conclude from
what is seen. (For example, "His scars show that he has been in many battles" would not be acceptable because the viewer should be the one to conclude how the scars were obtained.
4) Your description must fit your character's race. (A human should not have red
eyes and a gnome should not be six feet tall. If you have "blue tinged hair" then you'd better be able to explain just HOW you got that hair color according to your race. Fully dyed hair will NOT be accepted.)
5) Try to use proper grammar, spelling and punctuation. If you have a few
mistakes, we will ignore it, but if it looks so out of place or REALLY looks bad, we will ask you to fix it.
6) You may not include any names or titles in the description. When looking at
you how could someone know your name?
7) USE /f in the editor before you save (with /s or @ on a newline).
This formats the text to correct line length and makes it look much better.
When you have an approved description you may apply to get a short description that reflects your long description. The short description is the description others see of you when they look in the room.
Example: A slender Elf with blue eyes and brown hair.
You can see your current short description with the "score" command.
Use petition when you have thought out a good short description that suits your current long description and ask the staff members to change it for you. ~
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Deposit Withdraw
Syntax: deposit [amount] [coin type]
withdraw [amount] [coin type]
These commands can only be used inside a bank.
Example: deposit 5 gold ~
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Banks
Banks are special places where you can store money. They can be found in most large cities around the world.
At a bank you can deposit/withdraw and check your balance.
See also: DEPOSIT, WITHDRAW, BALANCE ~
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Spheres
The different magic spells found in Sharune are divided among several different magic spheres. Each class with spells available assigned a number of spheres which they can use.
Example of spheres: - Nature's Way - Sphere of Fire - Sphere of Ice - Life Mastery - Holy Hand ~
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Wizlist
Typing "wizlist" will allow you to view a current listing of all the staff members constantly working to make the mud a better and funnier place for the players. ~
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Regeneration Regenerate
This allows you recover from physical damage at a faster pace. ~
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Get Take
If you find something interesting on the ground, you can use "get" or "take" to pick it up.
Example: "get torch"
If you are in a hurry, or if you feel greedy, you can type get all.
You can also use "get" and "take" to extract objects from containers.
Example: "get dagger from bag" or more simply, "get dagger bag"
When there is more than one object of the same name in the container or room and you wish to get a particular one, use the following example as a guideline:
You are in a room and you see:
A longsword is lying in the dirt here.
A longsword is lying in the dirt here.
If you wished to get the second sword, you would type:
"get 2.longsword"
See also: DROP, PUT ~
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Put
Syntax: put <item> (in) <container>
put 2.<item> (in) <container>
put all (in) <container>
put all.item (in) <container>
put <coin_number> <coin_type> (in) <container>
This allows you to put items in containers. ~
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Remort
Remort is usually refered to starting over at level 1 with a new class on most muds. Sharune does NOT have a remort system. It destroys balance and really messes up the structure of the game(s). That is why the balance on most muds are totally messed up! ~
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Zones Areas
Syntax: areas <argument>
areas 5 (lists all zones up to level 5)
areas faur (lists all zones made by faur)
Giving the argument "all" or giving no argument lists every zone.
NOTE! Only finished zones, ready for playing are listed. Also the level ranges
listed are based on how hard the zones are for a group. Not a solo player.
See also: NEWBIE GUIDES ~
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World
A detailed map of Sharune can be found at the website. The world in the MUD is based completely from the map.
It can be found at: http://www.sharune.com/guidebook/map.html ~
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Raukburhrum
The Raukburhrum ('rawk-burrum', both singular and plural) are a race of large creatures with the body of a human and the head of a hog. Males range in hight between 200 to 240 cm, female Raukburhrum are slightly shorter. Raukburhrum possess an incredibly powerful frame and are more than a match in strength and stamina to most races in Sharune.
Their sensitive snouts grants them a sense of smell far superior that of a trained bloodhound. An old saying states; "don't ever try to sneak up on a Raukburhrum unless you've washed yourself real good".
More than one orc have learned this lesson the hard way and, more often than not, paid for it with his life. Apart from their keen noses the hogfolk are blessed with a resistance that is rarely matched in nature. Strong poisons barely affect them and they almost never get sick. Being a people that have waged bloody war for countless millennia the Raukburhrum have developed such a tradition of strategy and politics that these things have become almost religious for the proud hogfolk. The Raukburhrum houses, run by the elderly warlords, are surely a force to be reckoned with in trade as well as conflict.
The greater part of the Raukburhrum population are noble folk with important positions in one of the noble houses. These extremely proud individuals are rarelely seen outside of the walls of their majestic mansions, and certainly never without the company of armed guards. Those who do intermingle with other races are almost always warriors from the lower parts of the Raukburhrum hierarchy. However low in position, a Raukburhrum is always entitled to a number of privileges that normally only comes with nobility. This is all thanks to the Raukburhrum social security system, of which they are quite alone.
Raukburhrums have the following innates: -Berserk (they deal a fair amount of extra melee damage) -Doorbash (syntax: doorbash [direction]) -Immunity to poison ~
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RP Voting
Every week, each player over level 5 gets to vote for best roleplayer in Sharune. The character with the most votes gets an RPP (roleplaying point), this RPP can award or affect the character in different ways. Remember, that the character you hate most in the game may be the best roleplayer... ~
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Protection from Heat
Sphere: Protections
This spell reduces damage taken from any kind of heat attacks/spells. ~
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Protection from Cold
Sphere: Protections
This spell reduces any damage taken from cold attacks/spells. ~
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Minor Globe of Invulnerability
Sphere: Protections
The minor globe deflects attack spells of level 5 and below leaving the user of the spell unharmed. ~
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Protection from Gas
Sphere: Protections
This spell reduces damage taken from any kind of gas attacks/spells. ~
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Protection from Acid
Sphere: Protections
This spell reduces damage taken from any kind of acid attacks/spells. ~
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Protection from Curse
Sphere: Protections
This protection gives the target of the spell a bonus to the saving roll against curses. ~
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Protection from Poison
Sphere: Protections
Protection from poison gives the target of the spell a bonus to saving rolls against poison. ~
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Protection from Magic
Sphere: Protections
This spell reduces any damage taken from spells slightly and gives a small bonus to saving rolls against spells. ~
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Protection from Lightning
Sphere: Protections
This spell reduces any damage taken from lightning attacks/spells. ~
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Globe of Invulnerability
Sphere: Protections
The globe of invulnerability deflects attack spells of level 10 and below leaving the user of the spell unharmed. ~
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Stoneskin
Sphere: Protections
This spell gives the caster of the spell a random bonus between 20-100 absorption to each attack against him. The spell "absorbs" damage until the affection wears off or the stoneskin has scattered. ~
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Magical Shell
Sphere: Protections
This spell forms an invisible magical shell about the caster that protects his body from magical damage. The damage taken by spells will be reduced by a signigicant amount. ~
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Group Globe of Invulnerability
Sphere: Protections
This spell gives globe of invulnerability to everyone in the caster's group. See help globe of invulnerability for more information. ~
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Create Fire
Sphere: Fire
This spell creates a small campfire into the room providing heat and light. ~
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Burning Hands
Sphere: Fire
The caster's hands start to burn giving additional damage when hitting his/her victims. ~
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Flaming Weapon
Sphere: Fire Syntax: cast 'flaming weapon' sword (or any weapon in the inventory)
The weapon starts to flame adding additional damage to every successfull attack. ~
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Firebolt
Sphere: Fire
Normal attack spell using heat damage. ~
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Fire Servant
Sphere: Fire
This spell summons a minor fire servant from the plane of fire to aid the caster. ~
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Burn
Sphere: Fire
Normal attack spell using heat damage. ~
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Heat Weapon
Sphere: Fire
This offensive spell heats the victim's weapon making him loose it to the ground. It only affects unmagical weapons. ~
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Fireshield
Sphere: Fire
This protective spell enshroudes the caster in a flaming shield. Anyone attacking the caster will be harmed by the heat. ~
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Flameburst
Sphere: Fire
Normal attack spell using heat damage. ~
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Triad of Flames
Sphere: Fire
Normal attack spell using heat damage. (Tripple firebolts.) ~
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Firestorm
Sphere: Fire
Area attack spell using heat damage. ~
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Conjure Fire Elemental
Sphere: Fire
This spell summons a minor fire elemental from the plane of fire to serve the caster. ~
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Mass Heat Weapons
Sphere: Fire
Area spell which is same as the "Heat Weapon".
See also: HEAT WEAPON ~
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Fireball
Sphere: Fire
Normal attack spell using heat damage. ~
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Incendiary Cloud
Sphere: Fire
Area attack spell using heat damage. ~
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Group Fireshield
Sphere: Fire
This spell gives fireshield protection to everyone in the caster's group. ~
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Immolate
Sphere: Fire
Heat attack spell which also affects the victim with burning for a short period of time. ~
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Touch of Olm
Sphere: Incantations
Normal attack spell. ~
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Powerword Stun
Sphere: Incantations
This spell stuns the target if it fails a spell resistance roll. ~
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Finger of Hurgoth
Sphere: Incantations
Normal attack spell. ~
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Telekinesi
Sphere: Incantations
This spell bashes the target to the ground if it fails a spell resistance roll. ~
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Gbis Paralyzing Touch
Sphere: Incantations
This spell paralyzes the target for a short period of time if it fails a spell resistance roll. ~
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Hand of Goth
Sphere: Incantations
Normal attack spell. ~
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Powerword Blind
Sphere: Incantations
This spell works as the "blindness" spell. If the target fails a spell resistance roll it will go blind for a short period of time. ~
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Report
Syntax: report (reports health and exhaustion to room)
greport (reports health and exhaustion to group)
(g)rep health (reports health to room/group)
(g)rep exhaus (reports exhaustion to room/group)
This command reports your current status (health and exaustion) to either your group or everyone in the room. ~
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Compare
Syntax : compare <item1> <item2>, example: compare sword axe or,
compare sword 2.sword
This command is useful when you want to determine which item is better. It simply compares the power of the two items, to help giving you a rough idea of which one to use. There is no guarantee however, some items have secret powers that isn't calculated into here. And if you want to know the exact statistics of an item you have to cast an identification spell upon it. ~
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Detect Trap
Syntax : detect <direction> example: detect north
This skill makes it possible for thieves to detect traps in rooms adjecent to the room in which they stand. Traps tends to be harder to detect the higher the level of the zone is. Failure however, can make anyone uncertain... ~
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Remove Traps
Syntax : removetraps <trap> example: removetraps snare
This skill is a great resource for the thief, making him a powerful alliance to the group. To remove traps is a dangerous but powerful ability that enables the thief to disarm the trap and then destroy it. A trap must first be uncovered with the comand search before it can be removed, and failure can result in a catastrophy if you fumble... ~
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Avoid Traps
Reflexive skill.
This skill is a measure of how good chance you have to avoid traps. The skill is checked every time you walk into a room with a trap and failure results in triggering the trap on you and possibly your group. ~
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Set Traps
Syntax : settrap NOTE! Trapper needs to hold his/her trapkit to do this.
This is the skill to set traps, using only a trap kit which is purchasable if you have the right contacts. The efficiency of the set trap is determined by the skill of the trapper. Failure in set trap can result in breakage of the kit. ~
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Roleplaying RP
Syntax: toggle rp
Roleplaying is encouraged and enforced in Sharune, which means that every character should take actions according to it's personatity and social tendencies. It is recommanded that every player developes a RPS (roleplaying sheet) for their character to help in roleplaying situations, this RPS can be found in the main menu which pops up when entering or leaving the game. To roleplay means to play another roll than yourself, or to play yourself in a fantasy environment this is called to be IC (In Character). You are OOC (Out of Character) when you talk about what you did in real life or pull a joke about your 44 magnum that you keep in your bag of holding. To be OOC is not allowed on the IC channels. IC channels are: say, gsay, shout, whisper, and ask. You can read about the OOC rules under HELP RULES.
When you have the (RP) flag toggled on you will not see communication from those who have not toggled it on to prevent them from making a bad RP atmosphere. You should ONLY toggle the (RP) flag on when you are roleplaying. There are strict rules for this and anyone breaking them will be dealt with harshly. Read HELP RULES before using this toggle, it is not an excuse to not know the rules!
There is a slight bonus to all experience received while having the (RP) flag toggled on. However, do NOT abuse it. If you have (RP) toggled on and you are not roleplaying, you will loose ALL of your experience if someone finds out. ~
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RPP (Roleplaying Points)
Roleplaying points are granted through great roleplaying (see help voting) and can award the character in different ways. ~
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Name Halfer
Halfer names are often short and easy to speak. They seldom use complicated names and prefer to make it as simple as possible, like the most other things in their lives.
Examples: Bibbe, Pidd ~
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Name Shaeroka
Being a highly intelligent lizard-people the Shaerokas use a lisping language and dialects. They often use "ss" or "z" in their names and they can be fairly complicated and long.
Examples: Silliss, Zarlass, Ssithliss ~
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Name Sphoraxun
Sphoraxuns are a reptilian race that inhabits the deep lava tubes of the Argammoth island. They talk in strange tongues which can almost be related to the speech of the Shaerokas of the Mohmbruhl mangroves. The sphoraxuns often have "ch", "sph", "q", "x", "sz" and "xu" as part of the names.
Examples: Atrichlu, Sziphorax, Quoraxu ~
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Name Gnome
Gnomes are a peculiar race of the forest and often use short and fairly strange names. However, they never use silly names as they are proud of their existance.
Examples: Gbi, Fossirox ~
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Name Orc
Orcs use brutal, harsh and gutteral sounding names. Strings like "ch" "kk" and "ck" can often be found in their names.
Examples: Cvlask, Coroth, Gdrack ~
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Name Goblin
Goblins use short and simple names that may be gutteral and somewhat strange sounding.
Examples: Grobb, Snirchk, Fesblid, Slugnim ~
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Motd
This gives the "Message Of The Day" which is displayed at the login menu. ~
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Armor Maneuvering in armor
Category: battle lore Reflexive skill.
Maneuvering in armor decides how much armor you can wear. It is a limit on how much armor you can wear totally and it is also a limit on each piece of equipment that you try to wear.
You might need a certain value in the skill to wear a certain helmet for example.
The manevering in armor skill is mainly affected by your level, so in order to wear "better" equipment you will need to get higher in level. ~
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Crossbows
There are a two major things that are worth mentioning when it comes to firing a crossbow. First, it is much easier to hit a target that is fighting, which makes crossbow archers deadly if used correctly in groups. Second, a crossbow archer can shoot at a crowded target with no penalties at all. Dwarves and deep dwarves are superiour at handling heavy crossbows. ~
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Omnivision
All monsters and players that have omnivision are able to see perfect in both dark and light. This is the most powerfull of all visions. ~
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Save
Syntax: save
When saving your character it is stored to the player files. This is also automatically done by the server, so there is usually no need to type this.
To save your equipment when you want to log out you must either camp or rent. If you do not camp or rent and type quit all your items will fall to the ground.
If you loose your connection and go "linkdead" your character will automatically be logged out after a period of time. Until then he will stand still (unless you are following someone or flees automatically when attacked with the wimpy toggle) and be vulnerable to attacks.
See also: CAMP, RENT ~
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Titles
Examples of a characters with titles:
Fylne Daydawn, the Ashen Avenger of Kyos Balur son of Burgl - Lord of the Twargans - Cherec Tigerfist, the King of the Barbarian Tribes
Any player can get a title for their character. There are however some requirements.
- The character must be level 46+. - The character must fullfill all the requirements for lastnames.
Read help lastname.
- The player must submit a story of atleast 2 pages which tells how the
character got the title.
- The title may include at MOST 4 colors. ~
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Stable Unstable Horse Horses
Syntax: stable horse (save an animal to the stable)
unstable horse (retrieve an animal)
unstable horse storm (unstables horse and gives it the name storm)
stable list (shows list of available animals in this stable)
You can put your animals in stables around the world. The animals that are in a stable are saved over reboots and crashes.
Animals that are in the game (unstabled) when the game crashes are LOST. They are not reimbursed! You need to buy yourself a new horse.
NOTE! You can only put YOUR animals into a stable, not some animal you randomly found somewhere. Either you must have bought the animal or it must have been tamed (animal handling skills). ~
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Claim
Syntax: claim [victim]
Claim can be used to make lost animals follow you again. If you "owned" it before you lost it (through dying or logging off perhaps), the animal will recognize you and become your follower again. If someone has used any animal taming skills on it, it will not recognize you again, since it has a new owner.
Example: claim horse ~
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Layhands
Syntax: layhands [target]
Layhands is a paladin ability that instantly heals all the targets wounds. It can be used once/day (mud day).
Example: lay kyos (will heal all kyos wounds) ~
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Call
Syntax: call [argument]
Call is an ability that some classes get. Depending on the class they can "call" different kind of animals. Paladins for example can call for a warhorse while rangers and marauders can call for wild animals like wolves and panthers.
Example: call warhorse, call warg. ~
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Gods Immortals
Immortals are the dedicated administrative staff of Sharune. They have spent many MANY hours to make the mud what it is today.
It is a free game and the Immortals have spent their free time to build it so they should be treated with respect. Anyone treating an Immortal without showing the respect they deserve will be punished harshly. If deletion or banning is the only way to make the player understand what he/she is dealing with then so be it.
However, there are some certain rules which the Immortals must abide:
1. Immortal-non-inferference. Immortals are NOT allowed to interfer
with the gameplay, unless it has something to do with bugs or game testing or questing.
2. Immortal Gameplay. An Immortal may not both play the game with a
_mortal_ character and have his/her Immortal on at the same time. An immortal have to log off and wait 1 hours in order to log the mortal character, and vice versa.
3. You may never use your Immortal to change the stats/skills/etc on your
mortal character.
4. Always do your best to help the players in different situations. A
player should never be ignored. If you can't help the player, ask the higher gods for guidance. Never spread false information.
5. Ignore or approve names. Ignore or approve the names that don't fit,
or fit into the game. If you are unsure of wether it's a suitable name or not, check the name help files for the race or ask a forger before you approve it.
6. You may NEVER at any circumstances let someone else play your god.
If this happens you will be deleted.
7. VERY IMPORTANT: Never let anyone see your password to your god
character.
8. You may never use your Immortal to map the zones of Sharune and
learn them in purpose for your mortal's advantage.
9. Always act politely and humbly against players, unless they act bad
against you.
&RNOTE: These rules are for the Immortals of Sharune, not the forgers. Any Immortal who is caught _abusing_ or breaking these rules will be deleted or demoted permanently. These are simple rules that are not hard to follow.&n ~
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Name Centaur
Centaur names are somewhat influenced by the elven names. Soft sounding and very lyrical. They usually contain letter combinations like "TH", "LH", or "AE". Centaur names never include the characters "z", "x", or "q".
Name examples: Andaeana, Lhaeynda, Aegond. Last name examples: Coming Soon! ~
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Centaur
Centaurs are creatures with the head and torso of a human attached to the body of a horse. They hunt the plains and forests as nomads using crude, often scavenged, melee weapons and light armor. Centaurs are best known for their incredible accuracy with their stout bows. The bows are so powerful that it would take several hale warriors to bend them.
Innate abilities: -Horsekick (they have a much larger chance of proning their enemies with kick) -Fast endurance regen (they regenerate exhaustion fast) -Horse bash (they can bash their enemies, syntax: bash [target]) ~
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pick locks
Category: Subterfuge mechanics Syntax: pick [door name]
Picking locks is the secret art of the thieves, making them able to break through locked doors with little or no effort. In order to successfully pick a lock, a lockpick with the same level or higher as the zone is required. High level lockpicks tend to not break as often as low level ones. ~
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Stalk
Category: subterfuge stealth Syntax: stalk <direction> (stalks in the given direction)
stalk <victim> (begins to stalk the given victim)
stalk (aborts stalking)
Stalking is a discipline only known by thieves and assassins. The skill can be used in two different ways, either to stalk someone, follow them around hidden without them noticing you, or stalking in a direction and hiding automatically when the movement is complete. Stalk is checked for by several other skills, such as backstab and cut throat. A good skill value in stalk is a -must- for any assassin. Beware though, perceptive enemies might be difficult to stalk! ~
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Cut throat
Category: subterfuge attack Syntax: cut <victim>
This skill is the most lethal, and also the most difficult of the assassin skills. When cutting someones throat, the assassin must first stalk the victim in order to make it a success. In successfull cases, the victim looses a great amount of hitpoints, begins to bleed and is muted for a short period of time. ~
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Hamstring
Category: subterfuge attack Syntax: hamstring
This skill can only be used in combat by skilled assassins. When successful the assassin reaches down to the victims achilles heal, and cuts it. This will result in an immobilized victim. Naturally, this skill can only be used against humanoids. ~
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Close in
Category: battle lore Syntax: closein
This skill is only granted to thieves, assassins and monks, which all are specialists in close combat with light or no weapons. When fighting an enemy that is wielding a two-handed weapon, this skill makes so the thief/assassin/monk moves closer in to the body of the enemy, making him unable to use his two-handed weapon. Kicks and tackles are usefull for knocking someone that is standing close to you away, making you able to hit them again, while bashes cant be done since they require some free space to charge on. ~
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Veil of Darkness
Sphere: Dark Lore
This spell is used to carpet the room with a veil of darkness. If there is no light source in the room those who cannot see in darkness will be blinded until something is lit. ~
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Dark Bolt
Sphere: Dark Lore
This spell deals damage to a single target. ~
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Bleeding
Sphere: Dark Lore
This spell causes the victim to start bleed if they fail a spell resistance roll. ~
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Bleeding True
Sphere: Dark Lore
Similar to the bleeding spell which causes target to start bleeding. The severity of the bleeding is much worse, and blood will gush fast out of large awfully wounds. ~
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Helm of Torment
Sphere: Dark Lore
This spell causes an invisible "helm" to attatch to the victims head, causing great pain and pictures of horror. During the affection the target gains a penalty to courage and wisdom.
The victim must fail a spell resistance roll to be affected. ~
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Sphere Dark Lore
This sphere deals with darkness and black magic. It includes spells like bleeding, darkbolt and black rain. Only evil spell users get access to this sphere. ~
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Soulshadow
Sphere: Dark Lore
This spell causes the victim to be unable to go invisible in any way for a long period of time. ~
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Drain Soul
Sphere: Dark Lore
This spell causes the victims soul to be drained and his/her constitution will be severely lowered during the affection of the spell.
The victim is unaffected if he/she succeeds with a spell resistance roll. ~
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Black Eyes
Sphere: Dark Lore
This evil spell causes the eyes of the target to turn black during a short period of time. The victim will be completely blinded until the eyes turn normal again. ~
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Cone of Blackness
Sphere: Dark Lore
This spell causes damage to a single target as a cone of blackness is shot from the caster's palm into the body of the victim. ~
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Shadowbolt
Sphere: Dark Lore
This spell causes damage to a singel target as a bolt of shadows is shot from the fingertips of the caster. ~
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Shadow Form
Sphere: Dark Lore Affect: self
This spell causes the body of the caster to be hidden in a following shadow. When the caster is in darkness (no light sources or sun) he will turn invisible. Whenever the caster is in light the invisibility will fade away and the caster will be fully visible. ~
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Black Hand
Sphere: Dark Lore
This spell causes damage to a single target as the caster touches it with a hand of blackness. ~
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Dark Thoughts
Sphere: Dark Lore
If the victim fails a spell resistance roll, evil thoughts will terrorize her/his mind for a period of time. During this time the victim will not be able to do any nice things due to his/her dark thoughts. (Rescue, cast heal spells etc.) ~
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Black Rain
Sphere: Dark Lore
This spell causes dark clouds to form in the sky, raining black water that corrodes the skin of everyone in the near area causing great damage. ~
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Pain
Sphere: Destructions
This spell causes damage to a single target as great pain flows through his/her body. ~
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Acid Blast
Sphere: Destructions
This spell causes damage to a single target as a blast of acid is shot from the caster, corroding the skin of the victim causing small wounds. ~
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Impair
Sphere: Destructions
This spell causes the target to get weaker and gets a severe penalty to strength for a short period of time. ~
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Touch of Disruption
Sphere: Destructions
This spell causes damage to a single target as the caster touches him/her. ~
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Rupture Ear
Sphere: Destructions
This spell causes a single target's ear to rupture and he/she will not be able to hear anything for a short period of time. ~
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Explosion
Sphere: Destructions
This spell causes a great explosion doing damage to everyone in the near area. ~
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Eye Disruption
Sphere: Destructions
This spell causes great damage to the targets eyes making him/her blind for a short period of time. ~
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Destructive Phrase
Sphere: Destructions
This spell causes damage to a single target as the caster speaks a phrase of destructive magical words. ~
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Collapse Lung
Sphere: Destructions
This spell causes the targets lung to collapse, causing a great penalty to exhaustion and makes him/her unable to speak for a short period of time. ~
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Death Cloud
Sphere: Destructions
This spell causes a cloud of death to sweep over the area causing damage to everyone that is close enough. ~
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Material Annihillation
Sphere: Destructions
This spell causes damage to a single target. ~
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Disintigrate
Sphere: Destructions
This spell causes damage to a single target and goes through all his/her equipment to see if anything is disintigrated (destroyed). ~
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Magic Missile
Sphere: Magical Ways
This spell causes damage to a single target as a magical missile is shot from the palm of the caster. ~
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Minor Creation
Sphere: Magical Ways Syntax: cast 'minor creation' food
This spell can be used to create various of minor items.
Available items: - food ~
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Sense Invisibility
Sphere: Magical Ways
This spell can be used to sense if there is someone invisible in the room. ~
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Detect Magic
Sphere: Magical Ways Affect: self
This spell causes the target to be able to see magical auras. ~
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Detect Poison
Sphere: Magical Ways Syntax: cast 'detect poison' potion
cast 'detect poison' [name of player]
This spell reveals to the caster if someone or something is affected by poison. ~
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Detect Curse
Sphere: Magical Ways Syntax: cast 'detect curse' sword
This spell reveals to the caster if an object is cursed. ~
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Sense Lifeforms
Sphere: Magical Ways
This spell reaveals to the caster if there is any lifeforms in the room that he/she cannot see (hidden). ~
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Deep Pockets
Sphere: Magical Ways Affect: self
This spell causes the pockets of the caster to be magically deep. He/she will be able to carry much more, and it will be much harder to steal from him/her. ~
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Dispel Magic
Sphere: Magical Ways Syntax: cast 'dispel magic' [player name]
This spell causes any magical affections of the target to fade away. ~
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Comprehend Languages
Sphere: Magical Ways Affect: self
This spell causes the caster to easier understand other languages. She get a slight bonus to all laungage checks. ~
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Concealment
Sphere: Magical Ways Affect: self
This spell causes the caster to be concealed (invisible) in a cloak of magic. The caster cannot move or do any actions without revealing himself and loosing the concealment affection. ~
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Wizard Eye
Sphere: Magical Ways Syntax: cast 'wizard eye' [player name]
The caster of the spell can see into the room of the target. For this to work the target must have introduced to the caster and be of same or lower level. ~
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Reveal Invisible
Sphere: Magical Ways
This spell causes everyone in the room that is invisible to fade back into visibility if they fail a spell resistance roll. ~
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Locate Object
Sphere: Magical Ways Syntax: cast 'locate object' sword
This spell makes the caster able to see where certain objects are located. ~
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Reveal Lifeforms
Sphere: Magical Ways
This spell causes all hidden characters in the room to reaveal themself if they fail a spell resistance roll. ~
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Identify
Sphere: Magical Ways Syntax: cast 'identify' sword
This spell causes the caster to see the exact stats of an object. ~
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Group Detect Magic
Sphere: Magical Ways
This spell works the same way as detect magic, except for everyone in the caster's group. ~
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Detect Invisibility
Sphere: Magical Ways Affect: self
This spell causes the caster to be able to see invisible things/creatures for a short period of time. ~
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Lesser Invisibility
Sphere: Magical Ways Affect: self
This spell causes the caster to become invisible for a very short period of time. ~
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Detect Life
Sphere: Magical Ways Affect: self
This spell makes the caster able to see lifeforms until the affection fades away. ~
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Illuminating Prism
Sphere: Magical Ways Affect: self
This spell causes an illuminating prism to float above the caster's head, lighting up the room. ~
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Greater Invisibility
Sphere: Magical Ways Affect: self
This spell makes the caster invisible for a long period of time. ~
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Sphere Magical Ways
This is a very basic sphere of magic that most magicians get. It contains most of the basic spells like, invisibility, identify, magic missile and detect magic. ~
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Sphere Nature Ways
This sphere of magic deals with the wilderness and is the base spell list of the animist class. ~
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Goodberry
Sphere: Nature Ways
This spell creates an edible berry that can be used as food. ~
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Shillelagh
Sphere: Nature Ways
This spell causes small damage to a single target as the caster conjures a shillelagh. ~
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Create Spring
Sphere: Nature Ways
This spell creates a spring in the room from which anyone can drink or fill their liquid containers. ~
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Vigorize Light
Sphere: Nature ways
This spell causes the target to gain a little amount of lost exhaustion. ~
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Vigorize Critic
Sphere: Nature Ways
This spell causes the victim to regain a large amount of lost exhaustion. ~
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Faerie Fire
Sphere: Nature Ways
This spell causes the victim to glow with a faerie fire, making him much easier to hit in melee combat. ~
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Faerie Fog
Sphere: Nature Ways
This spell reveals any hidden persons in the room. ~
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Camouflage
Sphere: Nature Ways
This spell makes the caster invisible in the nature. Whenever the caster moves or perform some action she is revealed. ~
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Tree Portal
Sphere: Nature Ways Syntax: cast 'tree portal' [player name]
This spell can be used to transport the caster through a portal in a tree to the target. It can only be used in forest environments and if the target and the caster is inside the same area. ~
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Sticks to Snakes
Sphere: Nature Ways
This spell causes some sticks on the ground to take life in form of snakes and attack the target causing some damage. ~
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Water Breathing
Sphere: Nature Ways Affect: self
This spell causes the caster to be able to breathe underwater. ~
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Barkskin
Sphere: Nature Ways
This spell gives the target a great deal of absorption against all melee attacks. ~
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Sunray
Sphere: Nature Ways
This spell causes a great deal of damage to a single target and can also cause blindness. ~
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Rejuvenate
Sphere: Animist
This spell causes the target to age backwards and get younger. There can be some serious side effects causing permanent negative affections. ~
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Moonwell
Sphere: Nature Ways Syntax: cast 'moonwell' [player name]
This spell opens up a moonwell in the ground. Anyone can step through it appearing on the otherside at the targets location. The moonwell can be used from both sides. ~
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Chameleon Form
Sphere: Nature Ways
This spell makes the caster invisible. ~
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holy weapon
Sphere: Holy warrior Syntax: cast 'holy weapon' <weapon>
This spell enchants the weapon with divine powers which makes it magic and able to hit immaterial beings. The weapon also begins to radiate with a soft sheen which lights up dark places, and it will smite undead and evil aligned monsters with a great deal of additional damage. ~
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true faith
Sphere: Holy warrior Syntax: cast 'true faith'
This spell strengthens the paladins faith a great deal, which in turn will make so that his/her deities will protect him/her from the evils of the world. Any damage taken from evil aligned creatures will be reduced by a significant amount. ~
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Flowstop
Sphere: Life Mastery Syntax: cast 'flowstop' [player name]
This spell can be used to stop bleeding. ~
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Burial Ceremony
Sphere: Life Master Syntax: cast 'burial ceremony' corpse
With this spell a cleric can bury a corpse of someone that has given him/her consent to do so. The owner of the corpse must be present in the room and will receive all lost exp that has been stored in the corpse at moment of death. All equipment still in the corpse will be transfered to the room, and the corpse will vanish. ~
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Stances
Syntax: stance defensive
stance offensive
stance normal
You can switch your fighting stance with this command, giving you bonuses and penalties in different areas of fighting. While using a defensive stance you will get bonuses in defensive skills and penalties in offensive and vice versa. ~
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Auction
Syntax: auction [object amount cointype]
auction [cancel | identify]
auction [bid amount cointype]
This command is used to put an item to the auction or to bid on items that are being auctioned. In order to use this command or see any output from the city autioneer you must have the auction channel toggled on.
To hear the auctioneer and to be able to bid on items you must be inside a larger city of the realm. To bid on items you must also have the money available in your inventory, OR you can bid directly from your bank account. However, when bidding through the bank you must use coin types and amounts that you have available in the bank. If you have 1 gold and 5 iron in the bank, you cannot bid 6 iron. Then you must either bid 1-5 iron or 1 gold.
To put an item to the auction you must be inside a special auction house which can be found in most cities.
You can also cancel your ongoing auction, identify the items and get current stats of the bidding.
How to put an item to the auction? First you must be in an auction house. No auction may be ongoing when you start your own bidding. Then you must wait until the current auction is finished. To initialize the auction you must have the object in your inventory and you must choose a minimum cost, for example 5 tin. Example: auction sword 5 tin
How to bid on an item in the auction? First you must be inside a larger city of the realm. Your bid must be 10% higher than the last bid. You must have the money on you when you place the bid. They are taken from you, and returned if someone bids over your bid or if the auction is cancelled. Example: auction bid 8 tin
How to know what stats the item have before bidding? You can use the identify option of the auction. However, this costs money dependant on the item that is being auctioned. The auctioneer will tell you the identify cost during the auctions. Example: auction identify ~
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Challenge
Syntax: challenge <name>
You can also challenge some people into larger two-on-two fights by typing: challenge <friend name> <opponent1 name> <opponent2 name>
The gladiatum must be free for you to be able to challenge someone. If there is someone inside the gladiator pits, you must wait until it is free.
You cannot challenge anyone that is more than 2 levels below yourself. When challenging a two-on-two fight, the average levels are used instead and the range is 5 levels.
When you defeat someone in the gladiatum you will earn arena reputation and perhaps you will go into the hall of fame. Your victims will be moved to the nursery room of the arena and all their equipment will fall to the ground for you to pick up. When you have fought off all the players in the gladiator pit you must find the key to the exit gate. Some gladiator NPC will have it, which you must kill. With the key you can unlock the gate and leave the gladiator pit as the winner.
In two-on-two fights, the killer of a victim gains the reputation IF he is not grouped with his friend. If they are grouped, the reputation point is randomized between them (giving classes like clerics, sages etc a chance to gain arena reputation).
NOTE! The gladiator pits have live animals like lions which will attack anyone that comes into the area. It might be wise to gain some power before challenging anyone into battle. (The lions are around level 1-5 and can be lethal at low levels). If you die to a lion or any other beast or player within the gladiator pit you will lose an arena reputation point.
There are no loss of experience, real reputation (racewar reputation), death affection or "real" equipment. When you die, the gladiator equipment you are wearing is transfered to the room for the winner to take. ~
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Artifact Lore
Syntax: lore <item>
identify <item>
This skill can be used to "identify" items to calculate their true powers and special abilities. ~
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class sage
The elven sages are the mages and priests of the elven communities. They pray to their gods and are rewarded with many different spells. They are known to have spells that cause a great deal of damage, and spells that are to help those people they group with. They are equally powerful with offensive spells as they are with healing spells.
Note! This class is recommended for new players! ~
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class rune priest
Rune priests are holy men and women of the twargan and deep dwarves. They are devoted to praying to the dwarven gods and enchanting sigils and runes with powerful magic. They are granted clerical powers by their gods, and have the power to protect people from many types of magic. They are among with clerics, the most proficient healers. ~
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Mind Tearer
Mind tearer names often have "aa", "ex", "x", "ph" and "xf". They are a strange magical race that inhabits the plane of nexus that lies between the existance of the material plane.
Examples: Xforal, Neraax, Phiolax, Xinaphor ~
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Realms Guides RG
A realms guide is a player that has received special status within the game. It is a player that devote some of his/her time online to help new players get into the game. They receive some special things/abilities to use when working with their tasks.
- A private global communication channel "mchat". - Alerts when new players are requesting name approval. - "approve" and "deny" commands to administrate name approval system. - Alerts when new players are created and enters the game. - A special command called "mentor". - An own "Realms Guide" guild hall in most larger cities. Including
bulletin boards and other special features.
- A special flag in the who-list. - A personal title of their own choice. (Max 4 color changes). - Access to the "MUTE" command, to mute people that abuse communication rules.
For more information read HELP MUTE.
A realms guide must at all times do her/his best to help new players with any things/questions related to the game. They should never act ignorant or with a bad attitude. Not everyone is suited to be a realms guide.
They are always monitored by the game administrators and all their special commands are logged and displayed to the admin staff when they are used.
Using any special commands or powers in an abusive way (not as they are meant to be used) will result in loosing the realms guide title AND demotion of at least 5 levels. Repeated use or lack of respect for the rules or game administrators will result in more harsh penalties.
How to become a realms guide:
First you need to have a character of at least level 40+. Then you need to get at least three existing realms guides voting for you to become one. You need to talk to these realms guide yourself and get them to post an issue in the realms guide forums where they can discuss if you are suitable as a realms guide. Then one of the existing realms guides need to petition to the immortals and tell us that you are deemed to be suitable for a realms guide position.
WHAT YOU HAVE TO DO AT ALL TIMES AS A REALMS GUIDE:
Being a realms guide does not mean that the only things you are supposed to do is sitting around and answering questions on the newbie help channel. Being a realms guide involves more responsibility and you need to ACTIVELY (every day) meet new players, guide them around the game IN PERSON, eye to eye. All realms guide have the mentor command and MUST use it to travel to new players and greet them and guide them into the game.
See also: MENTOR, APPROVE, DENY ~
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Approve
Syntax: approve
approve help
approve name
The approve command can be used by game administrators and realms guides to approve names of people waiting in the character creation for approval.
Typing approve without an argument gives a list of the current people that is waiting for name approval.
BEFORE you approve a name make sure it follows the name approval RULES and suits the race of the character. Approving unsuitable names will be treated as abusive use of special commands and will result in harsh penalties.
See also: NAMES, REALMS GUIDES, DENY ~
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Deny
Syntax: deny help
deny name
deny name message
deny name 1
deny name 2
The deny command can be used by game administrators and realms guides to deny character names that is requesting name approval in the character creation.
The arguments to the command is explained as follows:
<deny name> This will deny the name and it will send a default message saying it not a suitable fantasy name for the theme of the game.
<deny name message> This will deny the name and send the message argument as reason to why it was denied.
<deny name 1> This is interpreted similar to giving no argument at all and will send a default message saying the name is not a suitable fantasy name.
<deny name 2> This will deny the name with the reason that it does not suit the race of the character. The helpfile for the character's race will also be displayed to the player.
BEFORE you deny a name make sure it follows the name approval RULES and suits the race of the character. Denying suitable names will be treated as abusive use of special commands and will result in harsh penalties.
See also: NAMES, APPROVE, REALMS GUIDES ~
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Mentor
Syntax: mentor relocate playername
The mentor command can be used by realms guides to help them accomlish their tasks with guiding new players into the game.
The relocate argument will transport the realms guide to the player target. It can only be used to target people of level 5 or below. It can not be used when the realms guide is fighting, wounded or have blood on his hands (recent pk fight).
READ THIS BEFORE USING THIS COMMAND:
The mentor command is strictly to be used with guiding new players. It may NEVER be used for personal gain. Every use of the command is immediately displayed to the game administrators and logged to file so that it can be monitored easily. Using this command in an abusive way (not as it is intended to) will result in immediate HARSH penalties. There will be no warnings!
Examples: If you use the relocate ability to transfer yourself long distances because you are lazy, or to get out of dangerous places/pk fights you will be immediately demoted at least 5 levels and you will loose your realms guide status! The game administrators will not be kind to people abusing this command.
See also: REALMS GUIDE ~
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Name Mindtearer
Mindtearer names often have "aa", "ex", "x", "ph" and "xf". They are a strange magical race that inhabits the plane of nexus that lies between the existance of the material plane.
Examples: Xforal, Neraax, Phiolax, Xinaphor ~
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Refer Referral Referee
When new players are creating new characters they have the option to select a referral player (referee). That means a player (referee) has introduced them to the game. When the new player gets a certain level, depending on the level of the referee, the referee will get a reward.
This may not be abused! ONLY new players may use this feature. Existing players that abuse this and create new characters and refer to ANY existing player, will be dealt with harshly (including deletion of all their characters).
The level the referred player needs to get before the referral reward is granted is 25.
When the new player reaches this reward level limit (25), the referee will be contacted by the immortals and get the option to choose between the reward options below. The level in the list below is based on the referring players level at the time when the referred player reaches level 25.
1-49 a) 2 Free levels. b) Any item between level 1-49. c) "Restring" any of your items.
50-56 a) 100% exp to the next level (not including the potion). b) Any item level 50 or below. c) "Restring" any of your items.
"Restring" of an item means you can change its appearance to anything you want. An item normally called "a steel broadsword" could be restrung into "a sword engraved with the symbol of [your name]" for example.
NOTICE! The referral system is made so that we get announcement for which players that should receive the rewards. Rewards will be given ONLY at these announcments. DO NOT ask to get a reward. You will be handed it automatically.
NOTICE! There are NO referral rewards for people close to your real life. This is due to the fact it is too easy to cheat. You will not get any rewards for anyone using your computer, or a computer on your network such as your school. ~
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Keeps Envaris Draclanmore
Keeps are special locations spead out through the world. These keeps can be raided and sacked, making the racewar side(and guild) of the raiders stronger.
The racewar side that has a majority of the keeps (minimum 7) will gain special benifits. The low level characters(below level 36) of a racewar side will also gain these special benifits if they have conquered all three keeps on the battlefield island. (See help BATTLEFIELD).
To take over a keep you must use the SAC command. For more information about this command read help SAC.
To see a current list of the keeps status you can use the KEEPS command by simply typing: keeps
The benefits for the guild which owns keeps are: - Monetary income
2 copper / level 20 keep / real life hour 1 bronze / level 30 keep / real life hour 2 bronze / level 40 keep / real life hour 5 bronze / level 50 keep / real life hour
- Portal (if the guild has a portal the portal will lead to all keeps controlled by the guild)
The benifits for the racewar side with majority of the keeps are: - 25% experience bonus. - 30% faster mem times. - 50% less exp penalty after death.
The locations of the keeps are:
Keep of Kar'n Krathor - Battlefields of Kar'n Krathor (See help BATTLEFIELD) Keep of Vha'Kar - Battlefields of Kar'n Krathor (See help BATTLEFIELD) The Tower of Shahkar - Battlefields of Kar'n Krathor (See help BATTLEFIELD)
Pinnacle of Helr - Southeastern Altherinn Forest Falconcrest Tower - Eastern Slopes of Adder's Fang Crypt of Mhaaka'Taar - Sandstone Island
Keep of Myramir - The Underworld Fortress of Rhuhrack - Dragon Tongue Forest Temple of Ahlrinn - Southern Altherinn Forest
Spire of Crych - Northwestern Ice Floe Mountain Halls of Balur - Titan's Spine, West of Dream Mirror Bay Pinnacle of Luhain - Oaken Woods of Luhain
See also: RACEWAR, LEVELS, SAC, BATTLEFIELD ~
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Sac
Syntax: sac
The sac command can be used to claim a keep for your racewar side. This will make the racewar side and guild of the invaders stronger.
The sac command can only be used inside special rooms of the keeps. You will need to explore them to find out where.
To see a current list of the keeps and their status you can use the KEEPS command by simply typing: keeps
Please notice that it will take a couple of minutes before the keep has been successfully conquered, which allows the former owners to organize the keeps defense.
See also: KEEPS ~
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Scroll Locations
Level Location
36 Arlok's Dragon Forge 37 The Sandstone Camp 38 Traveller's Inn 39 Frostshield Village 40 Dawnstone Village 41(evil) Dragonsfall City 41(good) Tar-tooth 42(evil) Ogre Kingdom 42(good) Elven City of Lhuindain 43 Iron Cliffs 44 Riverfall's Birchwoods 45 The Undead Forest
Level Location
46 Temple of the Undead 47 The haunted Tower of Flesh 48 Giantfang Pinnacle 49 Catacombs of Shaa 50 Kraal, the Frost Giant Settlement
~
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Potion Locations
Level Load Location
51 100% Ruins of Sar'Vrogar
25% Ice tower
25% Ethereal plane
52 100% Temple Ruins of Mhaaka'Taar
53 100% Temple of Shadows
54 100% Oracle of Sorrow
55 100% Tower of Illusions
56 100% The Cursed Domain of Narblazu
~
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Battlefield
The battlefield of Kar'n Krathor is a PvP island for level 20-35 players. There are portals both for good and evil races to the island and these can only be used by the appropriate levels.
The battlefield consists of a safe portal location for each side and three different keeps (level 20). These keeps can be sacked like normal racewar keeps.
The locations of the portals leading TO the battlefield are: - Draclanmore, The Pass of Mhorok - Envaris, Between the Golden Hills and the Dwarven City
See also: KEEPS ~
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animate
Animation is the process of infusing undead life into a (non player)corpse. Necromancers gain several spells which animate different monsters into undead followers.
Every type of monster requires different corpses. When animating a corpse, the animated monster will have the same level as that mob had before it was killed (although never higher than the necromancer). So for example, if a level 14 necromancer animates a level 12 corpse into a zombie, the zombie will have level 12. If the corpse however was level 17, the zombie would only become level 14, capped by the necromancers level. Below is a complete list with the specifications and requirements for all undead monster that can be animated by necromancers. (The necromancer can never have more than 8 followers).
Zombie (max 4 at a time)
class : Fighter required corpse level : 10 maximum level : 25 special abilities : doorbash
Ghoul (max 3 at a time)
class : Rogue required corpse level : 15 maximum level : 25
Skeleton (max 2 at a time)
class : Fighter required (bones) level: 25 maximum level : 35
Wraith (max 1 at a time)
class : Sorcerer required corpse level : 25 maximum level : 35
Spectre (max 1 at a time)
class : Rogue required corpse level : 28 maximum level : 38
Mummy (max 1 at a time)
class : Fighter required (bones) level: 35 maximum level : 40
Lich (max 1 at a time)
class : Sorcerer required corpse level : 33 maximum level : 43
Dracolich (max 1 at a time)
class : Fighter required (bones) level: 40 maximum level : 45 ~
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Arachnox
Arachnoxes are large creatures with the head and torso of a human, and the lower boy of a hairy spider. They are extremely strong, and have great constitution. They are usually clumsy, and really aren't that smart. They can see equally good in both daylight and darkness. They excell in the art of hiding, and easily blend in with their enviroment. They can also weave walls that paralyze anything that comes in contact with them.
Arachnoxes have the following innates abilities: -Omnivision (makes them able to see in both darkness and light) -Hide (makes them hidden, syntax: hide) -Webweave (creates a web which blocks an exit, syntax: web [direction]) ~
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Cave troll
Cave Trolls are large brutish creatures who dwell in the Ogre Kingdoms. They have unatural strength and good constitution. They are extremely dumb, and due to their large bodies they aren't that agile. Their skin is as hard as stone, and they can digest almost anything. Almost no door or gate can stand in their way when they decide to get past it.
Cave Troll Innates: -Eat (syntax: eat) -Stoneskin (absorbs rather much melee damage) -Doorbash (syntax: doorbash [direction]) ~
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name northman
Northmen often have fairly strong sounding earthen names. They tend not to be nomadic and often have names similar sounding to the surroundings in which a new one is born into, sometimes mixed with a family name trait passed down though generations, or similar sounding to that of an animal which, has great importance to them. The Northmen live in their own closely knit sociaties - clans or tribes, and have often have tribal names along with their family names.
Northmen names are often fairly short, strong and have a deep earthen sound to them, but never include the characters "z", "x", "q" or "kk".
Name Examples: Bardom, Gomdar, Jardra Lastname Examples: Bardom of the Wordia Tribe, Gomdar of the Zandar clan, Jardra Crowfoot, Ardok Bearpaw ~
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name arachnox
Being a humanoid spider-people the Arachnox use a lisping language very simioliar to that of the Shaeroka. They often start with the letter "a" or "e" and the use of "ss" or "z" in their names is very common. Their names are often much shorter than those of the Shaeroka and they never use "x" or "q" in their names.
Examples: Azarsi, Erasiz, Aroliz, Yeraz, Sizirz. ~
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Mindtearer
Mindtearers are a strange magical race that live on the nexus plane. Being a race born of magic they have high empathy. Spells are known to sometimes flow around a mindtearer, just as physical attacks sometimes pass through them. Mindtearers are able to bend reality to thei r will, and can cause amazing things to happen.
Mindtearers have the following abilities: -Spellshrug (a rather large chance to avoid spells) -Nexuphidia (a small chance to avoid physical attacks) ~
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Northman
Northmen are large humans who live in the icy mountains on northern Envaris. Often refered to as Barbarians, northmen are not as smart as other humans, A northman who is considered smart usually goes on to being a Shaman. Living in the snow like they do Northman have adapted to living in any element or weather. Northmen live in large tribes and very rarely wander into the lands of other humans.
Northman have the following abilities: Elemental Resistance (30% less damage from all spells) ~
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Time
A day is divided into 24 (game) hours. Wether it is light or dark outside depends on several factors like a clear sky, sector types and weather. It is usually light around 6 am until 6 pm.
A month has 35 days and a year has 17 months.
Real Time vs. Sharune Time
Mud time Real time
1 hour 3 minutes 1 day 1 hour, 12 minutes 1 week 8 hours, 24 minutes 1 month 1 day, 18 hours 1 year 17 days, 5 hours, 6 minutes ~
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Abilities Innates
Every race gets different special racial innate abilities. To see which innates your race has read the helpfile about the race. To see your attributes type "attributes". To see your skills type "skills". To see your spells type "spells".
See also: Spells, skills, attributes ~
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Order
Syntax: order [name] message
order followers message
This can be used to order someone (of your follwers) to do something. You cannot order players to do things unless you got their full consent. It is then possible to order them either "stand" or "sit".
You can order your pets (charmed followers) to do anything. ~
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Recall
Syntax: recall
Up to level 5 you can use the recall command. It will take you to your starting locations or where you last rented. ~
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Anonymous
Syntax: tog anonymous
This will make your character anonymous in the "who" lists. It can only be used after your character has reached a certain level. ~
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Graph Statistics
Syntax graph classes
graph races
graph levels
This command can be used to give a graph (statistics) of things inside the game. ~
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Voice
Your character is randomly (based on your charisma) assigned a voice when it is created. This voice can be changed once you get a title for your character. For more information see help title.
See also: Title ~
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Split
Syntax: split
This will split all the money you are carrying in the inventory with any group members of your group that are present in the room. No money will go to charmed non-player followers. ~
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Doorbash
Syntax: doorbash [direction]
This racial innate ability will bash through a door that is locked. Not all doors can be doorbashed. ~
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Quest Invasion
Many non-player characters (NPC or mobs) have special quests that players can do. To find out if a NPC has a quest you could start with telling them "hello".
There are also quests made by the game masters now and then where all players can participate. They are usually announced a week in advance in the news. ~
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Purge Purging
"Purging" is a akward thing that happens on some unmentioned games. This means that some high level players actively kills all the new players because they don't want them to play.
This is not promoted or encouraged in this game. It is infact against the rules and is considered harassment. ~
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Berserk Rage
Syntax: berserk
This ability (racial ability and class ability) can be used to enrage in a berserk. When berserked the attacker does a huge amount of extra damage in melee combat. ~
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Speak
Syntax: speak [language]
speak
This command can be used to change the current language that you are speaking. By typing "speak" you can see a list of possible languages that you can speak. ~
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Primary Secondary Tertiary
Your skills are arranged in three different types. The skill types depends on which class your character has. Primary skills can be learned to a much higher value than secondary and tertiary for example. ~
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Quaff
Syntax: quaff [potion]
To quaff a potion you must have at least 30% endurance points. When you quaff a potion you loose 30% endurance. ~
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class enchanter
Enchanters are magic-users who specialize in enchanting items or people to protect them. Whether its to make them move faster, or to protect them from melee dage or magic they can do it. Enchanters are also known to have a few deadly nukes. Enchanters are always sought after because most adventurers fear to travel without one in their company. ~
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Fire Shoot Shooting
Syntax: fire [target]
This command is used to fire a bow or other ranged weapons at a target. In order to be able to fire a bow you must have an arrow in your inventory or in a quiver. ~
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Retreat
Syntax: retreat [direction]
This is a more controlled way of fleeing. You will disengage from the fight and move out of the room in a direction. You cannot retreat if you are the "tank" (someone is attacking you). ~
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Who
Syntax: who
who [name]
who [class]
who [race]
who [good | evil]
who a (lists everyone starting with a)
The who command can be used to display everyone online the game. You will only see the players that are on your side of the racewar. ~
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Pets
Charmed followers are usually called "pets". Some player classes gets the ability to charm followers such as necromancers. Necromancers animate corpses into undead creatures that become their followers. ~
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Rescue
Syntax: rescue [name]
This skill can be used to rescue someone that is being attacked. You will then make the attacker fight against you instead of the person you are rescuing. If several monsters are attacking the person you are rescuing you will only rescue away one monster. If for example three monsters are attacking your friend you will need to rescue your friend three times. ~
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class battlerager
Battleragers are dwarves who dedicate their lives to that of the warrior. Despite their small size their are fierce warriors, and deadly oponents. They are skilled some defensive and most offensive skills. They have the use of many weapons, but prefer to use axes and hammers over all others. They can be strong and sturdy warriors, but pay with their strength and sturdyness with low agility and dexterity.
Note! This class is recommended for new players! ~
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class bladesinger
Bladesingers are true masters when it comes to fighting with swords. They are skilled in the use of most blades and battle lore. They have spells that help to enhance their fighting abilities and to help them to deal more damage. They are one of the only classes able to cast spells meanwhile they are fighting.
Special abilities: Bladesong fighting stance (syntax: stance blade) ~
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class berserker
Berserkers are trolls who have gone insane, they care nothing about their own health, instead they are intent on causing harm to their victims. Because they care so little for their own health they have almost no defensive skills and focus only on learning the skills that will best help them to cause harm. Their names describe them perfectly, they are known to lose all interest in everything around them and go berserk on whoever they are fighting.
Special abilities: Berserk (syntax: berserk) ~
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class savage
Savages are trolls who are the complete opposite of their berserker brethren. They are skilled in a variety of defensive skills and are perfectly capable of protecting themselves, and anyone else who is with them. Their prefered weapon is usually a one handed axe, but they can also be seen using many other one handed weapons such as clubs and hammers. ~
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class anti-paladin
Anti-paladins are almost the complete opposite of Paladins, sometimes refered to as Unholy knights. They are given spells to harm those they fight. They prefer the use of swords over any other weapon and are skilled in all forms of defensive fighting. You almost never see an Anti-Paladin without his shield. Their dedication to their gods gives them some minor abilities.
Special abilities: Call nightmare (syntax: call) ~
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class marauder
Marauders are men and women who have abandoned large towns and crowded places for nature. They are often seen in the company of their pets, who are extremely tame and can be seen helping their masters fight. They are more skilled in the aree of bows than any other class except for maybe a ranger, who they consider their equal. A marauder in a large city is an amazing sight, because they dislike crowded places and prefer the secludedness of the outdoors.
Special abilities: Call (syntax: call) ~
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class noble warrior
Noble Warriors are Raukburhrum who have chosen the warriors path. They are practiced in a number of defensive and offensive skills, making them a force to be reckoned with. Due to their amazing strength most Noble Warriors prefer the use of two-handed weapons to help double their power. They are as capable of protecting their people and friends as they are of destroying their enemies.
Note! This class is recommended for new players! ~
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class shaman
Shamans are magic-users who use spells both to harm and to heal. They deal with spells of nature, ice and life mastery. It is always common to see a shaman killing some monster with its powerfull spells as it is to see him healing one of his comrades. Like the animists, their offensive powers far surpass their healing ones, still they are quite proficient healers.
Note! This class is recommended for new players! ~
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class minstrel
Minstrels are people who have dedicated their lifes to learning different musical instruments. They don't use spells, but instead can cause amazing things to happen through their music. When playing their instruments they use "Mana," when they have no more mana they have to let it regenerate before they can play again.
Warning! This class is NOT recommended for new players! ~
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Guild Webpage
Having a free guild webpage on a subdomain under the main website for the game is a benifit of all guilds. The guild leader will be assigned a ftp login to the subdomain so the guild can upload files.
NOTE! The guild leader, and everyone in the guild are responsible for the material on the website. They are also responsible for the ftp login address and MUST make sure that it is not abused. There will be penalties with deletion of characters if the webpage is used for non-allowed material.
RULES:
1) The guild leader has the main responsibility for the webpage and must at all times make sure that the material on the webpage is allowed.
2) The guild leader MUST inform us when giving out the ftp login to another player or person. Send a mail to support@sharune.com informing this.
3) The website may only have material relevant to the game and about the guild in particular. Hence you may not upload adult material, porn, music or any other unrelated material. ~
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GUILDWAR
A guildwar is when two or more guilds are warring eachother. All members in two guilds that are in war can attack and loot eachothers corpses without consent. Guildwar is declared automatically when one guild takes control of a keep that is currently being controlled by another guild of the same racewar side.
Only guild leaders can put an end to a guildwar. To end a war one leader must consent the other leader(consent all), then the leader that has the others consent can type: "association peace <name>", where <name> is the name of the leader that is currently consenting.
Another possible way to end a war is to surrender. The leader of a guild can type: "association surrender <name>", where <name> is the name of any player of the guild to which they wish to surrender. In order to surrender, the guild must have atleast 5 mithril in its guild treasury. The cost of surrendering is 5 mithril, which will be transferred to the victorious guild. The victorious guild will also claim control over ALL the keeps of the surrendering guild. ~
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Train
There are two ways in which you can train your skills. The first way is to use the skills frequently. There is always a slight chance that you become more proficient in a skill when you use it.
The other way is to visit a teacher. When you visit a teacher mob of your class type you can pracice your skills and increase your experience. It will cost money which you will need to be holding in your inventory. You can only train at a teacher which is the same level or higher than yourself. There are two different ways to train,
Syntax: train experience This will give you 10% more experience points towards your next level. You MUST have atleast 50% experience points already in order to practice your experience at a teacher. It is possible to practice several times in a row, raising your experience from 50% all the way up so that you level, but it will cost you more.
Syntax: train skills This will increase all your skills with 1 skillpoint and it will cost you more the higher level you are. ~
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spirit master
Spirit masters are keen in the handling of spirits and are also quite competent in the arts of life mastery. They are the equivalent of the evil necromancer. They can plane shift to the spirit plane(which is only accessible by spirit masters) where they can enthrall the spirits of fallen heroes and other creatures which will then obey their commands. Spirit masters work best alone, but they can also group with other players if they wish, acting like healers. Their spirit followers however do not like other players and will return to the spirit plane if encountering other players of the same racewar side.
See also: HELP ENTHRALL ~
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enthrall
Enthralling is the process of charming a spirit. Spirit masters gain several spells which enthrall spirits, making them their followers. The spirit master has a certain amount of 'power' which will be used when enthralling a spirit. When this 'power' is exhausted the spirit master will no longer be able to enthrall any more followers. The power slowly regenerates with time and there is no way of speeding up the process. Different spirits require different amounts of power to animate.
The spirit master can never have more than 8 followers. ~
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eldritch flames
This spell makes the spirit masters hands begin to burn with eldritch flames. The flames will increase damage dealt by fistfighting by a considerable amount. ~
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spirit form
This spell turns the spirit master into a spirit. The benefits of a spirit are many. In order to project themselves unto the spirit plane they must first become a spirit, and many higher level spells only work on spirits. ~
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spiritual rift
This spell turns the room into a healing room for spirits. All spirits will regenerate health considerably faster. Whenever there is combat in the room the spell will fade away. ~
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planar vortex
This spell creates a portal(vortex) from the spirit plane to the material plane. Only spirits can use the vortex and it will lead to the same room as where the spirit master last was standing when projecting up to the spitit plane.
To use the vortex, type 'enter vortex'. Enthralled spirits can also enter the vortex, simply type 'order followers enter vortex'. ~
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planar projection
This spell physically transports the spirit master to the spirit plane. In order for this spell to work the caster must be a spirit. ~
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enthrall lesser warrior
This spell enthralls weak fighter type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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enthrall lesser rogue
This spell enthralls weak fighter type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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enthrall warrior spirit
This spell enthralls average-strong fighter type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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enthrall lesser mage
This spell enthralls weak mage type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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enthrall greater rogue
This spell enthralls strong rogue type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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enthrall greater warrior
This spell enthralls strong fighter type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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enthrall greater mage
This spell enthralls strong mage type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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enthrall dragon spirit
This spell enthralls extremely powerful fighter type spirits. When cast upon a spirit of the correct class and level, if the spirit master has enough power to control more followers then the target will become charmed by the spirit master.
See also: HELP ENTHRALL ~
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cure essence
This spell heals the soul of the victim. It can only be used upon spirits. ~
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eldritch cure
This spell heals the soul of the victim. It can only be used upon spirits. ~
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group eldritch cure
This spell heals the souls of all group members. It will only heal those group members that are spirits. ~
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eldritch heal
This spell heals the soul of the victim. It can only be used upon spirits. ~
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astral swiftness
This spell will speed up the physical swiftness of the target which improves the targets power both in melee combat aswell as when casting spells. It can only be used upon spirits. ~
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fortify spirit
This spell protects a spirit from magical attacks, reducing all damage caused by spells. It can only be used upon spirits. ~
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group eldritch heal
This spell heals the souls of all group members. It will only heal those group members that are spirits. ~
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greater eldritch heal
This spell heals the soul of the victim. It can only be used upon spirits. ~
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Monk
Warrior monks are fearsome fighters that can cause great damage in battle to their foes. They are trained in martial arts and the technique of chanting ki power. They never use weapons in combat or any heavy armors as it would make them unable to do all the special moves necessary for martial arts.
Monks cannot use armor pieces with abs above 10. They hit harder than normal people in melee combat without weapons, and gain additional attacks at level 26 and 46. They get additional attacks like all other classes from double attack, haste and blur. They get additional +1 damage/10 levels on their dice rolls with unarmed fighting.
Monks have the ability to evade multiple opponent fighting attacks and hence are never hit by them in melee combat.
To see a list of your available chants type "chants".
See also: CHANT ~
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Chant
Syntax: chant 'chantname' target
The chant command is used to utilize ki power (also known as mana) into special abilities.
When an ability has been chanted it cannot be chanted again for some time and other chants must be used instead. The time between chanting the same chant is based on the level of the ability.
When you are fighting someone and chanting an ability without giving an argument, the person you are fighting will automatically be targetted.
When chanting powers upon yourself, you may substitute your name with "me" or "self".
Depending on the chant the actual time of "chanting" it may vary.
See also: MONK ~
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Website html
The website for the game can be found at:
The website for Mythicscape Online Entertainment can be found at:
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Newbie Guide
There are several decent areas for a newcomer to the Realm of Sharune. To get a lot of experience, it is important to go to various locations, because you will learn more about the zones, your trophy list will be cleared (See also: HELP TROPHY) and it is more fun!
The most common zone to find adventures in, is the Kobold Village, to be found North-east of River's Glory. When you leave the city via the Eastern Gates, you can follow the road until you see an intersection with a sign. Go north along the road and you can try your best in the zone. The wargs and wolves before the gates are good sparring partners for the levels 1-5. the kobold gate guards might be a little tough until you reach level 7, but there is a secret way around them if you search well enough. Inside the town, you can get good experience until about level 10.
When you follow the main road, the Eastern Road, again, until it makes a flaw turn to the south, you can walk north and you see the Wolves' Caves, leaning against the mountains. It is a good training ground for level 1-6 players. Some wolves are very aggressive if you enter their domain, so watch your step. Also, it can be very dark in these caves, so if your race can't see in the dark, be sure to bring a torch or two.
South of River's Glory, when you follow the road out of the Southern Gates, you can find the Fungus Forest. When walking along the road, make sure you go east at the intersection and when the path ends, walk south. You will almost directly walk in the zone, where you can find various enemies, meant for around the levels 5-10. This area, too, has its dark places.
At the spot where the Eastern Road makes a real sharp turn you can see the cavern leading to the Harpy Valley. This valley is also accessible by walking over thoe mountains. The harpies themselves can be nicely fought by players of the levels 5-12, in the cavern hides a dangerous and quick thief. Know what you are doing if you want to encounter him.
Going even further down the road, you will see a spot just east of the road. Many animals live here, and you can freely hunt. It is a nice place for people of the levels 1-6. Spiders haunt deeper in this zone, and they breed fast. The forest around this zone is the home of wargs which are good preys for players around level 10.
To the North-West of River's Glory, where you can come by leaving via the Western Gates, the Hunting Grounds can be found. It is a nice place for young adventurers to see how good their skills are. You have to follow the road out of River's Glory until you come to a ferry spot. The Hunting Grounds are just east of there.
Again south of River's Glory, near the Fungus Forest, is the Hobgoblin Camp. You can find it by going down the same road south of the city again, but now when the road ends, you have to go eastwards, around a small lake. the first part of the Camp is filled with animals, which levels 4-8 can take. The more difficult part of the zone is meant for the levels 8-12. There are some dark rooms in the area, so hold your torches ready!
Farther from home are the Bloodworms. They are under the Dwarven city of Kaldahar, which is quite a walk from River's Glory. You should take the way to the ferry as described above in the route to the Hunting Grounds. Now you should actually buy a ticket (See also: HELP 251) and embark the ferry when you can. When you are at the other side, you can disembark. Now, follow the road north until you are at the city of Kaldahar. When you are not a Dwarf, the Dwarven guards will not let you enter their town, but on the intersection before the gates you can walk west and try to find a secret entrance there. When you have find it, light a torch and walk in the passage. At the end of it, you can go down and fight the Bloodworms that live there. The zone is a good experience for the levels 8-13.
Good experience for the levels 6-12, with worms, bats, snakes and fish, is the first part of the Troglodyte's Caves. The second part, with troglodytes, is more orientated on levels 13-18. You can reach the caves by walking down the eastern road, but not following the sharp turn the road makes to the south. Instead, walk eastwards until you see a zone a little north of yourself. There are dark parts inside, so watch your step. There is skeleton wandering inside also, be cautious with him. The troglodytes differ in strength, only note that the troglodyte guards assist each other, and their leader, when attacked.
Somewhat closer to the city of River's Glory is the Hideout of the Barkeon Thieves. This zone is hidden in the Harpy Valley along the western edge. Search carefully when you see something suspicious there and you will find a secret entrance. Inside you may to seek for an entrance again. Some Barkeon's are very aggressive and there are a few dark areas as well. People of the levels 14-20 can find enough challenge here.
The Trollbear Caves are a little more dangerous, for the levels 16-22, and they are a bit further from home. You should follow the Eastern road again, but now follow it along the sharp turn to the south, over the bridge, follow it to the south, turn with it to the west over the second bridge, and follow it south along the Copper Hills. Don't walk over the green path to the east, but stay on the road. In the south the road makes a sharp turn again, this time to the west, you should follow it and go over the large bridge that is there. When you are at the other side of the river, just follow the road until you see a zone. Go around it and swim into the zone that is north of the little stream you see. Be sure to bring some torches if you can't see in the dark, and some of the Trollbears inside are very aggressive.
Even more east from where you can find the Troglodyte's Caves, is the Goat Area. As said, walk east from the Troglodytes, over the hills, and you will find the zone north of yourself. The goats unside vary in size and difficulty, overall the place is excellent for players of the level 13-20. How larger the goat gets, how harder it will be.
Finally, know that the most zones above level 5 require a group to do it at a normal speed rate. That way you can fill up each other's weak points. A basic group can be formed with a tank who takes all the hits, a healer and a few people who hurt the enemie, but any group will be stronger than just one person. Also remember the enemies in a zone can differ in strength very much. If you don't know an enemy, be sure to consider it. Good luck! ~
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relics
Relics are powerful artifacts that can only be found in the keeps of the world. Each keep has a unique relic assigned to it, and there can only be one of each relic active in the game. When you sac a keep which is currently owned by the other racewar side the relic of that keep will appear in your inventory, and if someone else had it it will disappear from them. This way relics will constantly be rotating and you will actively have to defend your keep if you wish to keep your relic. Relics disappear if you die, camp, rent or drop them on the ground.
Every relic has great powers, most of them affecting all groupmembers that are grouped with the one wearing the relic while some of them only grant powers to the wearer. Below is a list of the powers associated with each relic. To invoke the powers of the relics which affect only the wearer(falconcrest, mhaaka'taar and helr) you will need to wear them and say their name, for example; 'say helr'
RELICS THAT AFFECT ALL GROUPMEMBERS
Shahkar / Myramir 100% exp bonus for all groupmembers. +5 save spell for all groupmembers.
Vha'kar / Ahlrinn 50% faster memtimes for all groupmembers. +5 save spell to all groupmembers.
Kar'n krathor / Rhurack Skills learn alot faster for all groupmembers. Faster endurance regen for all groupmembers. Faster mana regen for all groupmembers. No exp loss or death affections when groupmembers die. +5 save spell for all groupmembers.
RELICS THAT ONLY AFFECT THE WEARER
Helr (say helr) Affects you with protection from evil, protection from good, holy armor, bless, aura of inspiration, holy hand and true healing.
Falconcrest (say falconcrest) Affects you with aura of protection, protection from magic, protection from poison, minor globe of invulnerability, true resistance, awareness, farsee and haste.
Mhaaka'taar (say mhaaka'taar) Affects you with detect magic, gravel hide, earthen form, stoneskin and true seeing.
See also: KEEP RACEWAR ~
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Posters
To help the game get more players you may use our advertisement poster found at: http://www.mythicscape.com/downloads/poster.doc
We encourage you to put it up in your hometown so that people will see it and perhaps visit the game, and we will give rewards to anyone doing so if we think it will help the game.
HOWEVER, WE DO NOT TAKE RESPONSIBILITY FOR YOUR ACTIONS. YOU PUT THEM UP ON YOUR OWN AND YOU TAKE FULL RESPONSIBILITY FOR DOING IT.
Make absolutely sure you have permission to put them up before you do it. Ask the owner of the store, or your teachers at the school. If you do not have permission you might get yourself into trouble. If anyone ask us who have put up posters, we will give out the names of the people involved.
We will not give anykind of rewards to pepole that have put posters on obviously illegal places such as toilets, public walls, poles along the roads, fences, windows or anything similar. We do not encourage that. The only thing it does is giving the game a bad name.
To get the reward you _must_ put the poster on a public bulletin board which is specifically used for putting up posters and advertisement. It could be in your school, in your roleplaying club or in your local store.
To get the reward you _must_ put up each poster on a different public location (different school, store or town). You must also take a picture (or pictures) showing that each poster is put on a different location not at all related to each others. You must also be on the picture yourself (so you might need someone to take the pictures for you, and pose infront of the posters yourself).
To get the reward you must put up 10 posters and send at least 10 pictures of yourself with them to support@sharune.com (e-mail). You must write a short description for each picture describing where the poster is located.
If you meet the requirement you will get 10 "rewards". They can be used to "buy" levels for any of your characters. The cost to buy is explained below:
Level Cost 1-30 1 31-40 2 41+ 3
NEW! You may also use 10 rewards to get a reroll on any of your characters. You will get approximately 50 rerolls until you feel satisfied. ~
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Hardcore
Syntax: toggle hardcore
When BOTH the killer and the victim in a PvP fight has this toggled ON, the victim will drop approximately 25% of the equipment into the corpse.
If the killer OR the victim has it toggled off, no equipment will drop as normal.
It is NOT possible to toggle this with fresh blood on your hands (when you have been in a recent PvP fight). ~
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championship
SHARUNE KING OF THE HILL CHAMPIONSHIP The championships are divided into two separate contests, one for players level 1-35 and another for players level 36 and above. The level 36+ championships will be held before the level 1-35 one, so that if you have both a lowlevel character and a highlevel and wish to participate in both championships you can do that. All players that wish to participate will be transferred into a small starting room in the area where the championships will be held. Evil and Good players will have separate starting rooms so that they can not attack eachother before the event begins. The character that you participate with will be the character that receives any prices in case you win. Full playerkilling will be toggled on so that everyone can attack everyone regardless of racewar side. When the signal for combat begins all the players in the two starting rooms will be forced to enter a portal which will lead to the area of combat.
RULES - READ THEM ALL 1) There will be no reimbursment of any lost equipment, money, reputation or exp. Make sure that you don't carry any items in your inventory since those items might be lost if you die. 2) Everyone will be resurrected after the end of the championship, however you might still loose a (very small) amount of exp which will not be restored. 3) You may not be grouped with anyone. If you are grouped when the fighting starts or if you form a group in the middle of the combat you will be disqualified. 4) Healing other players is not allowed. If you heal someone else than yourself you will be disqualified. Mass heal spells are not allowed. 5) All skills and spells which make you hidden and/or invisible are forbidden. The only exceptions are rogue follow up and halfer hide innate. If you hide or go invisible in any other way you will be disqualified. 6) Teleportation spells which bring you out of the combat area(plannar projection, ethereal plane shift and such spells) are not allowed. If they are used you will be disqualified. 7) Relics are not allowed.
PRICES There will be two winners in each championship. The player that accumulates most kills and The last man standing. Both winners will get the same prices and may choose one of the following alternatives 1) Skill cap (all your skills will be maximized). 2) Race and/or class change and/or stat reroll (yes, even cross-racewar). 3) Level(s)
Level 40 and above will get 1 free level(level 56 excluded).
Level 30-39 will get 3 free levels
Level 20-29 will get 6 free levels.
Level 1-19 will get 9 free levels.
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writing reward
Writing Reward System
In order to speed up the development of the new game we will give out rewards with a special system to people that want to contribute and get something back. This may be good for people that don't have the time to build a full zone, but have the skills to write short descriptions.
RULES:
1) All descriptions must follow the quality requirement for Aeonfalls. These
can be found at http://www.mythicscape.com/building.pdf
2) Only descriptions listed in the helpfiles DESCLIST, MOBDESC, ROOMDESC,
and ITEMDESC will give rewards.
3) Only theme descriptions and stories listed in the helpfile THEMEDESC will
give rewards when writing for the game theme.
4) You get 1 reward "point" for each description that you write. The points can
be spent as follows:
Level Points/lvl 1-30 3 30-46 5 46-50 10
Points Special rewards
200 Switch a unique race. (You may make up the race yourself, but
it must be approved by the immortals and fit the sharune
theme. Example, minotaur, lich, faerie, vampire.) The race
will be BALANCED compared to the existing races of course.
150 Building your own ship. You will be able to sail it around
on the oceans. It will hold a rent room, so you can login/out
on it. You must provide the descriptions for the ship
yourself (approximately 10 rooms). Help ship for more info
on how they work.
100 Color codes allowed in communication (say etc).
75 Mousepad. We send it to you. You can choose from:
http://www.cafeshops.com/sharune_trolls.5837616
http://www.cafeshops.com/sharune.5835170
http://www.cafeshops.com/faun.5842218
http://www.cafeshops.com/faur.5841591
http://www.cafeshops.com/mujuon.5816472
40 Color codes allowed in your short description.
30 Class+race change (including racewar switch)
20 20 rerolls (no turning back after a reroll)
15 1 item of level 1-53 custom made.
http://www.sharune.com/customequipment.shtml
10 Custom made title (HELP TITLE, no need for story)
5) The descriptions should be sent to writing@mythicscape.com in an email.
Also write in the email if you wish to get a reward with the points you have currently collected, or if you wish to save them for the future.
6) The subject of the email must include the appropriate description type:
MOBDESC, ROOMDESC, ITEMDESC or THEMEDESC. It must also include your Sharune character name. Example: MOBDESC from Hephos
7) The message body of the email must include the descriptions with the
corresponding description number showing which description it is.
8) BY SENDING THE DESCRIPTIONS TO US YOU AGREE TO GIVE US EXCLUSIVE RIGHTS TO
USE THEM FOR AN UNLIMITED AMOUNT OF TIME. THIS MEANS YOU CANNOT USE THE DESCRIPTION ANYWHERE ELSE AND WE MAY USE THEM WITHOUT EVER HAVING TO REMOVE THEM.
9) The rewards are only valid in Sharune, not the upcoming Aeonfalls game. That
means whatever reward you get now, it will not be transferred to the new game.
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desclist
The Mobile Desclist
Below follows a list of descriptions that we currently need. All descriptions must be unique and written for the theme of zone that they represent. This page will be constantly altered and up-to-date so just pick whatever description to write then submit what is finished.
Keep in mind that the descriptions in the list below will no longer be removed upon approval. They will instead be flagged (Approved), which means they are already sent in and approved and may therefor not be subitted by someone else. This to give those who are writing a better view of how the areas look as a whole.
- &rRemember to include the zone name, the desc name, the description number
and the player name to which the points should be stored in your e-mail. Your name should be included every time!&n ***
&RWe are currently not in need of the any descriptions:&n ~
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themedesc
This is some of the material that needs to be written for the theme of Aeonfalls. Each thing gives different reward points.
To get assigned to write a particular description you need to talk to Hephos online the game or send a mail to hephos@sharune.com with information about what you want to write. DO NOT write anything until you have been assigned it by Hephos. You will only be rewarded if Hephos has told you to write it.
- Race descriptions. Information about a race. Physical appearance, culture,
language etc. Anything that could be of interest concerning that particular race. Each race description needs to be about a page long (approximately 3000 characters). The reward for one description is 5 points.
- Class descriptions. Same as with the race material above. But the length is only
needed to be about 2000 characters. Reward is 3 points.
See also: WRITING ~
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mute
Realms Guides have the authority to mute(making someone unable to use global communication) any player that does not follow the rules for communication (rules number 5, 6, 7 and 8 in help rules). Muting should only be applied if someone repeatedly breaks one or several of the above mentioned rules. When muting someone the realms guide MUST save a log which clearly shows that muting was nessecary. The log should be sent via e-mail to support@sharune.com AND be posted on the realms guides forums on the website. Muting should only be performed by realms guides if there is no immortals online which can handle the issue. If no immortals are online, realms guides have full authority to use the mute command if they think it's nessecary.
Syntax: mute <name> ~
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