OOC

Syntax: ooc <message

 

These commands send messages through communication channels to other players.

You can use the CHANNELS command to hear, or not hear, any of these channels.

Following is a description of each, and the proper etiquette for their use.

 

OOC also sends a message to all interested players in the world. OOC stands

for Out Of Character, and you can talk about whatever you like on this channel.

 

 

OPAL

Opal - Set upon an island to the south of Azure, Opal is well known as the

abode of enchanters, mages and sorcerous magics. In addition, several cults

have temples within the beautiful city. Non mages have remarked upon some

queer goings on in Opal, but it is definitely the place to shop for magical

equipment, though it won't come cheaply. In addition to the wealth it derives

from the sale of magic items, Opal charges a port tax upon boats entering and

leaving the harbour. Trainers for clerics and mages can be found easily within

Opal.

 

OPEN

Syntax: open <object|direction

 

OPEN and CLOSE open and close an object or a door.

 

 

orcs

ORCS are a crude and barbarous species. They live harsh lives, often dwelling

in tribes where respect is only earned through strength. They dislike most

other races and, in return, most other races dislike them. Orcs possess great

fecundity, breeding at a pace which would be frightening, were it not for the

fact that their brutal lifestyle and short life span kills them off nearly as

quickly. Orcs are not clever creatures, and make poor spellcasters. They are,

however, fearsome fighters.

Racial Modifiers: Strength +2, Intelligence -2, Wisdom -2,

Constitution +2, Mana -50

Racial Abilities: Hunt (allows automatic pursuit of opponents who flee)

Track (can locate nearby creatures by looking for tracks)

Classes Permitted: Assassin, Cleric, Necromancer, Ranger, Thief, Warrior

Typical Lifespan: 50-60 years

 

ORDER

Syntax: order <character command

Syntax: order all command

ORDER orders one or all of your charmed followers (including pets) to

perform any command. The command may have arguments. You are responsible

for the actions of your followers, and others who attack your followers

will incur the same penalty as if they attacked you directly.

Most charmed creatures lose their aggresive nature (while charmed).

 

OUTLAW OUBLIETTE

Outlaw flags are acquired when you undertake a highly anti-social act such

as attacking a shopkeeper, a healer, or a trainer. Attempting to steal from

other players will also result in an outlaw flag. The flag cannot be removed

except through the intervention of the immortals, and an explanation will

be required. Outlaws will be attacked by any town guards they encounter,

as well as certain other creatures that perform guardian-type roles (such as

the Guardian Spirit of the Temple of Elwyn in Haven).

Certain things are handled differently for outlaws. When they are killed

by other players, outlaws go to the Oubliette (a dark and dismal jail cell)

instead of the Hall of Heroes. They will remain there until either they or

somebody else posts bail for them. The city authorities pay a bounty to

any player who kills an outlaw.

Other players can attack outlaws, but first they must register their

intention to do so with the authorities. A registered bounty hunter can

attack any outlaw they've been registered to hunt, but the reverse is also

true.

See also BAIL, BOUNTY, OUBLIETTE, REGISTER.

 

 

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