TAKE
GET gets an object, either lying on the ground, or from a container, or even
from a corpse. TAKE is a synonym for get.
TALK
Syntax: talk <character
This command can be used to hear interesting things that those you meet might
have to say. Beware, not everyone takes well to being bothered in this way.
TALLIS
Tallis - Located to the south of Haven, Tallis has been called "the dullest
city ever built". It is well ordered and charges a modest tax to enter the
city. It is often the first stop for those leaving Haven, as it specialises in
maps and adventuring equipment. One of Tallis's great advantages is that,
boring though the place is, it has tended to be very stable and attracted
trainers for all classes as a result. The city has become wealthy by equipping
those who are about to start adventuring in the world.
TALUSES
Guardians come in five sizes; the golem, the automaton, the talus, the
juggernaut, and the behemoth. All five will behave in much the same way once
activated, attacking any clan enemies that enter their room, and shouting
warnings over the clan channel. Clan guardians can only be attacked
themselves by enemies of the clan.
TAP 'MANA STORE'
Syntax: tap <object
The TAP command allows spell-using classes to draw upon mana stored within
special objects within which it can be safely absorbed. Such objects will
slowly regenerate the mana drawn forth from them. By tapping an object,
you attune it to yourself, and thereafter only you will be able to make use
of it. You can only have one such object attuned at a time, and must destroy
your currently attuned mana store if you wish to make use of a new one.
TAUNT
Syntax: taunt <character
The TAUNT skill allows you to sneer, jibe and otherwise rile an opponent,
driving them into a blind rage in which they suffer a reduced hit roll and
armor class. Your taunts will be more effective if your intelligence is high.
If you use this skill on a character not already in combat with you, they
will attack you when they become enraged.
'TELEKINETIC FIST'
Syntax: cast 'telekinetic fist' <character <direction
This spell conjures up an invisible fist of telekinetic force that slams into
its target with the force of a charging elephant. As well as inflicting damage
it will hurl any target failing a saving throw backwards in the direction you
specify. The direction argument is optional; if you leave it off the spell
will batter the victim about without knocking them away from you.
TELEPORT
Syntax: cast teleport
This spell takes you from your current location to a random location somewhere
in the world. It is very dangerous and should not be used indiscriminately, as
you may find yourself teleporting into a very dangerous area.
TELL
Syntax: tell <character <message
All of these commands send messages to other players.
TELL sends a message to one awake player anywhere in the world. If the player
is in the same room as you, it acts as a WHISPER.
TEMPLE
Syntax: temple
Your TEMPLE is the place to which you will return when you recall, return
from battle, or die. The TEMPLE command will set your temple to the room you
are currently in. Obviously, you must actually be in a temple in order for
it to work successfully. You can identify such places by the fact that they
have an asterisk in brackets (*) after the name of the room.
thief
A THIEF is a specialist in stealth, and learns to become a master of the
surprise attack. In combat, they tend to rely in quick wits and nimble limbs
rather than brute force. As a profession, it it not really honorable, but it
is not entirely dishonorable, either. Many famous folk heroes have been more
than a little larcenous; Reynard the Fox, Robin Goodfellow, and Ali Baba are
but a few. At his best, a thief is a romantic hero fired by noble purpose but
a little wanting in strength of character.
'THIRD ATTACK'
These skills let you attack more than once during a combat round. Use of
these skills is automatic once you have practiced them.
'THOUGHT SHIELD'
Syntax: cast 'thought shield'
These are protective disciplines which a sorcerer can exercise.
THOUGHT SHIELD and MENTAL BARRIER create damage-absorbing shields held in place
by the sorcerer's will.
TICK
Many of the game actions are based upon interval timers, including combat,
most autonomous monster actions, hp/mana/move regeneration, spell duration,
weather, and area resetting.
Of these timers, the hp/mana/move regeneration timer is popularly called the
'tick'. Ticks on this mud average 30 seconds of real time, but the actual
amount varies randomly from 15 seconds to 45 seconds.
Area resetting happens roughly every 3 minutes if no one is in the area; less
often (15 minutes) if some one is. Also note that objects lying on the ground
will not be regenerated if anyone is in the area when it resets.
You can tell when an area is about to reset by the patter of little feet.
TIME
Syntax: time
TIME shows the game time, as well as the time the mud was last started,
and the current local time for the host computer.
TIPS
Syntax: tip (To display the next available tip)
Syntax: tip list (To display a summary list of all tips)
Syntax: tip <number (To read a particular tip)
TIPS are handy hints on game mechanics and world background provided to help
you familiarise yourself with the game. They are worth reading, because they
concentrate on things that are different or important on Dragon Realms.
By default, you will see a new tip every time you enter the game. You can
stop this from happening by setting the NOTIPS option using the CONFIGURE
command.
TITLE
Syntax: title <string
Sets your title to a given string.
The game supplies a title when your character is created. You can use TITLE
to set your title to something else.
TRACK
Syntax: track <character
The TRACK skill allows you to find characters situated nearby you by looking
for signs of their passing. Once you begin tracking a creature you will
automatically continue looking for them each time you move, unless you either
lose their trail, or cancel by typing track <your name.
STALK is a skill you can only use when you are already tracking something.
If you are stalking when you bring your quarry to ground, you will enjoy the
benefit of an automatic surprise attack with significantly increased damage.
Your surprise attack will not be effective if your quarry is already injured
(and therefore wary).
TRAIN
Syntax: train <'str'|'int'|'wis'|'dex'|'con'|'hp'|'mana'|'move'
TRAIN increases one of your attributes. When you start the game, your
character has standard atttributes based on your class, and several
initial practice sessions. You can increase your attributes by
using these practice sessions at a TRAINER (there are several in town).
The best attributes to train first are WIS and CON. WIS gives you more
practice when you gain a level. CON gives you more hit points.
In the long run, your character will be most powerful if you train
WIS and CON both to 18 before practising or training anything else. In
practice, however, it would be difficult to do this.
Once you leave clan [HAVEN] it will cost you money to practice or train.
Until then, it is free.
TRANSMUTATION
Syntax: cast transmutation <object
This spell transmutes the object it is cast upon into valuable gold. If you
lose control of the magic, you may find that it is turned into lead instead!
Transmutation requires the use of a Philosopher's Stone as a spell component.
TRAP TRAPS
Syntax: remove <trap
TRAPS are objects that will inflict damage upon you if you should move into
the room in which they are contained.
TREAT PHYSICKER
Syntax: treat <'blindness'|'plague'|'poison'|'sickness'
Syntax: treat wounds <hit points
You can use the TREAT command to request services from a Physicker (Doctor).
Throughout history, such services have rarely been free, and they will only
be provided to you at a cost. You can see how much you'll need to pay by
using the LIST command while in the presence of the Physicker.
trolls
TROLLS are huge, lumbering creatures of hideous aspect and brutish disposition.
Green skinned, long-limbed and massive, they inpire fear and hatred in most
races smaller than they are. Understandable, since your average troll will
happily eat anything smaller than itself, regardless of the intended meal's
feelings in the matter. Trolls tend to be solitary creatures. Even other
trolls don't enjoy their company much.
Racial Modifiers: Strength +4, Intelligence -4, Wisdom -4,
Dexterity -4, Constitution +6, Mana -75
Racial Abilities: Infravision (allows normal vision in complete darkness)
Regeneration (allows rapid healing of most types of damage)
Classes Permitted: Ranger, Warrior
Typical Lifespan: 75-95 years
'TRUE SIGHT'
Syntax: cast 'true sight'
This spell allows a true initiate to see throught the veil of deception that
the world presents. It acts as a combined detect evil, detect good, detect
hidden, detect invis, detect magic, and detect undead spell. It also enables
you to see through any and all disguises.
'TUNE INSTRUMENT'
Syntax: tune <object
The TUNE INSTRUMENT skill enables you to correctly adjust the pitch and
timbre of a musical instrument, making it more pleasing to the ear and more
effective when used to invoke magic. Be warned, if your attempt to use the
skill is unsuccessful, you may permanently ruin the instrument.
'TURN UNDEAD'
Syntax: cast 'turn undead'
This spell's effects vary depending on the alignment of its caster. For
casters who are of good alignment, it will inflict damage on all undead in
the room and cause them to flee. Turning attempts from a caster of neutral
alignment will merely drive the undead away. Casters of evil alignment,
however, will command the undead into service.