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.

 

 

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