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2 changes: 1 addition & 1 deletion docs/equipment.md
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Expand Up @@ -67,6 +67,6 @@ Full identified stats and mechanics: [**Weapon List**](./pages/Weapon.md)

## Mechanics & Reference

- [**Condition**](./pages/Whet.md) — Keeping your weapons sharp and gear repaired.
- [**Condition**](./pages/Whetstone.md) — Keeping your weapons sharp and gear repaired.
- [**Enchanting**](./pages/Enchant.md) — Improving your equipment via magic.
- [**Equipment Terminology**](./pages/Other_equipment.md) — Explanation of flags like Magic, Nosell, Eff vs.
3 changes: 3 additions & 0 deletions docs/pages/Backstab.md
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Expand Up @@ -29,6 +29,9 @@ with a higher chance of success, even if you are not hiding or sneaking.
If you try and backstab someone who can see you, you will get a nasty
surprise.

Highly skilled backstabbers may prevent their victims from letting out a
dying cry if the backstab is fatal.

Example:

`> backstab ruffian`
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4 changes: 4 additions & 0 deletions docs/pages/Black_Breath.md
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Expand Up @@ -18,6 +18,10 @@ tags:
| Min. Mana | 25 |
| Example | `> cast 'black breath' dwarf` |

**Black Breath** is a debilitating spell used by [Shamans](./Shaman.md). It strikes fear into the heart of the victim and drains their strength.

Casting Black Breath on a target will instantly remove any [Breath of Briskness](./Breath_of_Briskness.md) effect they may have.

## See also

- [Hold](./Hold_Spell.md), [Raise Dead](./Raise_Dead.md)
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2 changes: 2 additions & 0 deletions docs/pages/Breath_of_Briskness.md
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Expand Up @@ -29,6 +29,8 @@ The first effect is an immediate distribution of movement points. At higher leve

The second effect is to boost move point regeneration. This effect is not reduced by the number of targets, so everyone will receive the full effect regardless of group size. At higher levels the boost can last up to 6 minutes and will be slightly stronger than the boost of a forest green cloak. The effect will stack with any other move regen boosts, such as equipment like the mentioned cloak, walking and travelling herblores, and rest and sleep.

The [Black Breath](./Black_Breath.md) spell will cancel the effects of Breath of Briskness.

This spell can be learned from:

| Guild | Sessions |
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7 changes: 4 additions & 3 deletions docs/pages/Consider.md
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Expand Up @@ -13,8 +13,8 @@ This command will compare your [level](./Level.md) with the target
estimate, which is by no means exact. Consider does not take [hit
points](./Hit_points.md)/special attacks/damage into account.

If used on an object, you will be told an estimate of its weight, and
possibly some other information.
If used on an object, you will be told an estimate of its weight, its
material, and possibly some other information.

Example:

Expand All @@ -38,7 +38,8 @@ You would need a lot of luck and
great equipment! Your level plus three
Do you feel lucky, punk? " " " four or five
Are you mad?! " " " six or seven
You ARE mad!! " " " eight or more
You ARE mad!! " " " eight to ten
Catastrophic! " " " eleven or more
```

See also: [Hit](./Hit.md), [Shoot](./Shoot.md),
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2 changes: 2 additions & 0 deletions docs/pages/Dark_oath.md
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Expand Up @@ -9,6 +9,8 @@ This is a [Black Númenórean](./Black_Númenórean.md)-only [Ranger](./Ranger.m

Through the use of a **Dark oath**, a servant of the [Dark Lord](./Sauron.md) may pledge themselves to his will and gain evil knowledge. Those that wrap themselves in the [Dark Lord's](./Sauron.md) power can move undetected among their foes over extended distances, [call](./Call.md) [fell beasts](./Fell_Beast.md), and possess enhanced [endurance](./Endurance.md), albeit at the expense of reduced concentration.

Highly skilled [Rangers](./Ranger.md) can summon a [fell beast](./Fell_Beast.md) without the aid of a [Morgul blade](./Morgul_blade.md). Furthermore, the concentration required for the oath now exerts a smaller drain on [mana](./Mana.md) and [movement](./Movement_points.md) regeneration.

Example:
> **pray altar**

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2 changes: 2 additions & 0 deletions docs/pages/Darkness.md
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Expand Up @@ -23,6 +23,8 @@ From time to time, the Necromancer causes dark clouds to spread from his fortres

It is said that powerful, evil sorcerers can cooperate with the Necromancer in creating or extending the duration of his clouds. The details of the rituals involved are a well-guarded secret.

The **Darkness** spell shrouds the immediate area in shadow. It can affect the visibility of the sky and the lighting within a room.

## See also

- [Bless](./Bless.md), [Protection From Evil](./Protection_From_Evil.md), [Sanctuary](./Sanctuary.md), Strength
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17 changes: 9 additions & 8 deletions docs/pages/Death.md
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Expand Up @@ -23,21 +23,22 @@ items from the corpse. If you are below level 6 and of a good
[race](./Race.md), you are entitled to a new [newbie
kit](/guides) every time you die.

The kind of death a character suffers (mobdeath, pk, other) now depends
The kind of death a character suffers (mobdeath, pk, other) depends
not only on the immediate cause of the death, but also on the recent
encounters of the dying character. Moreover, in case of pk, the code
takes into consideration recently met friends and foes - not only those
currently in the [room](./Mechanics.md#room).

More precisely:

- You suffer pk-death if you die when \*an Enemy\* is present, or soon
after you encountered \*enemies\*, or soon after you received massive
damage from a PC; no matter what the actual cause of death is. This
means, if you drown, fall, or get whacked by a mob
while escaping \*an Enemy\*, it is considered pk death. "Soon" and
"while" depend on the specific conditions: on how many enemies you
met, on how badly they wounded you, and so on.
- You suffer pk-death if enemies have contributed significantly to your
damage, or if you die soon after encountering \*enemies\* or receiving
massive damage from a PC; no matter what the actual cause of death is.
This means if you drown, fall, or are finished by a mob while
escaping \*an Enemy\*, it is considered a pk death. "Soon" and
"while" depend on the specific conditions: the amount of damage
dealt by enemies versus mobs, how many enemies you met, how badly
they wounded you, and so on.

<!-- -->

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4 changes: 4 additions & 0 deletions docs/pages/Dispel_Magic.md
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Expand Up @@ -18,6 +18,10 @@ tags:
| Min. Mana | 35 |
| Example | `&gt; cast 'dispel magic' eket` |

**Dispel Magic** is a meta-magic spell used to remove magical effects from a person or an object.

When cast on yourself, Dispel Magic is guaranteed to not remove [enchantments](./Enchant.md) from items in your inventory.

This spell can be learned from:

| Guild | Sessions |
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7 changes: 6 additions & 1 deletion docs/pages/Dúnedain.md
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Expand Up @@ -13,4 +13,9 @@ possess great stature and long life.

Dúnedain enclaves in Eriador are few now, and only Fornost is of note.
Many wander the wilderness protecting the good people of Middle-earth,
and are called [Rangers](./Ranger.md). <!--@include: ../includes/ClassRace.md-->
and are called [Rangers](./Ranger.md).

Characters with the Natural Teacher perk will find that they are
restricted from teaching their pupils some of the more advanced skills.

<!--@include: ../includes/ClassRace.md-->
2 changes: 2 additions & 0 deletions docs/pages/Embed.md
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Expand Up @@ -27,6 +27,8 @@ gems of a particular class can be embedded. For instance, a staff can
only hold 1 usable gem. Similarly, an enchanted staff can only hold 1
major gem but adding a focus increases this to 2 major gems.

You cannot embed the same type of gem twice in the same item.

## Major Gems

- corberyl - spell attack
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2 changes: 1 addition & 1 deletion docs/pages/Endurance.md
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Expand Up @@ -14,7 +14,7 @@ tags:
- **Hardiness:** Allows you to suffer more damage in combat.
- **Vigour:** You can travel farther before becoming exhausted.
- **Healing:** Your body is rejuvenated, meaning scars heal faster and wounds wane.
- **Second Wind:** The most adept practitioners can even gain a "second wind" of vigour.
- **Second Wind:** The most adept practitioners can even gain a "second wind" of vigour. This ability provides a temporary boost to [movement points](./Movement_points.md) when you are exhausted.

## Affinity

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2 changes: 2 additions & 0 deletions docs/pages/Experience.md
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Expand Up @@ -16,6 +16,8 @@ Things you should know about experience points:

* When you fight a monster within a group, the experience is split among the members of the group who are present. Likewise, the knowledge gained is split proportionately.

* When you defeat an enemy player, the experience gained is shared among all your enemies in the room.

We strongly discourage the killing of other players of the same side if
you are not an Orc, but the choice is yours.

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3 changes: 2 additions & 1 deletion docs/pages/Herblore.md
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Expand Up @@ -20,7 +20,8 @@ herbalists and by some other skilled people.
# Poisons

In order to poison an opponent you need the poison vial and the
[envenom](./Envenom.md) skill.
[envenom](./Envenom.md) skill. Black Númenóreans receive a bonus
when using herblore to create antidotes.

## Arachnia

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64 changes: 19 additions & 45 deletions docs/pages/Istari.md
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Expand Up @@ -27,23 +27,21 @@ new players of simple rules, and to teach them the basics of gameplay.

## The Istar Quest

Any player at level 21 or higher, and with a sufficiently high
Any player at level 20 or higher, and with a sufficiently high
[alignment](./Alignment.md), may opt to take the Istar Quest by
sailing west to Valinor, and visiting the Istari Sanctuary, where they
may listen to the Ainulindalë. If they are successful, they will be
returned to level 21 and must spend the next two levels of their quest
in the Meta levels (see [Metamorph](./Metamorph.md)). Starting at
level 23, they can progress as an Istar in humanoid form, whose primary
task is to assist new players, or continue as a metamorph. At level 26
or higher, a player may ascend to immortality by again sailing west to
Valinor and listening to the Ainulindalë once again.

Once a player undertakes the quest he has no more than 15 MUME years (90
real life days) in which to complete it. A player on the Istar Quest has
certain advantages over normal characters - for example, they need no
longer consume food or water, and their spells become less expensive.
They also gain the ability to change into animal form (see
[Metamorph](./Metamorph.md)). As such, and since he is in effect
reset to level 21. Their primary role from this point forward is to
assist new players. At level 26 or higher, a player may ascend to
immortality by again sailing west to Valinor and listening to the
Ainulindalë once again.

Once a player undertakes the quest, he has no more than 90 real-life days
in which to complete it. A player on the Istar Quest has certain
advantages over normal characters - for example, they need no longer
consume food or water, their spells become less expensive, and they
gain citizenship in all Free Folk towns. They are also magically versed
in all [languages](./Language.md). As such, and since he is in effect
an apprentice immortal, during the quest, the player is bound by far
stricter rules than normal characters.

Expand Down Expand Up @@ -92,15 +90,13 @@ metamorph and istar.

### During the Quest

- During level 21/22 you gain experience and travel points only in meta
form
- During level 23/24/25 you can still do as above. In addition you can
also gain XP/TP in normal form, but only indirectly as a percentage of
XP/TP gained by low level player who are members of your group.
- To see the options that you can meta into, just type the 'meta'
command. To return into your normal form, use the 'return' command.
- The XP/TP that you are gaining in meta is accumulated and only
'delivered' to your character once you return.
- An Istar only gains [experience](./Experience.md) when leading a
[group](./Group.md) of players in non-Minion lands.
- The more they lead, the more experience they receive.
- They gain more experience from leading [novices](./Newbie_Guide_Leveling_1_to_12.md)
and champions than [heroes](./Hero.md). Leading [legends](./Legend.md)
provides very little experience.
- You can monitor your remaining time using the `time` command.
- You can only gain XP in good or neutral zones.

### Completing the Quest
Expand All @@ -112,28 +108,6 @@ metamorph and istar.


::: details Spoiler
- The meta form can use none of your class specific skills. XP will be
gained by simply hitting mobs.
- You cannot swim or climb in meta form. You can, however, enter open
water if you are carrying a boat.
- Any equipment you are carrying in normal form, will not be available
any longer in meta form, until you return
- Any equipment you pick up in meta form will be dropped (even coins)
when you return. You can then pick it up.
- You cannot communicate while in meta, i.e. you will not see narrates,
nor can you send or receive tells.
- Many other commands (like 'info') will not work.
- Your meta form does not benefit from spells like armor, bless, or
shield. However, spell effects will continue to tick down in the
background, and if they did not yet expire when you return to normal
form, they will be active again.
- Specific meta forms always have identical stats regardless what stats
you chose for your character.
- Conversion between meta and normal form may fail. It seems to be most
successful when at maximum movement points.
- When converting between meta and normal form, your amount of HP/MP
changes and the current points are rescaled so that the percentage of
maximum before and after the conversion stays the same.
- When you initiate the quest you are receiving an Istari wand which is
an improved version of a focused staff.
- If you lose the wand (for example because it is looted in pk), you
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3 changes: 2 additions & 1 deletion docs/pages/Justice.md
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Expand Up @@ -38,7 +38,8 @@ An action can be a crime only in a town or its immediate environs:
<!-- -->

- Attacking a player (not wanted and not [Orc](./Orc.md)) or a
mobile citizen.
mobile citizen. (Note: Same-side player killing is a crime in all
towns.)

<!-- -->

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6 changes: 6 additions & 0 deletions docs/pages/Magic_Blast.md
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Expand Up @@ -20,4 +20,10 @@ tags:

Black Númenorean spell only.

**Magic Blast** is a powerful spell that damages everyone in the room. It also has a chance to [dispel](./Dispel_Magic.md) beneficial magical effects on the targets.

Skilled mages are less likely to accidentally dispel their own [Sanctuary](./Sanctuary.md) when casting Magic Blast.

Note: Magic Blast will not affect your own [charmed](./Charm.md) followers if they are in the same room as you.

<!--@include: ../includes/Spells.md-->
18 changes: 7 additions & 11 deletions docs/pages/Metamorph.md
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Expand Up @@ -9,15 +9,13 @@ Usage: **metamorph** &lt;animal&gt;

**return** \[to return to real form

Upon becoming a [hero](./Hero.md) ([level](./Level.md) 21+)
characters gain the ability to choose to take the
Istar Quest, and seek immortality. The first step of
this involves the apprentice levels known as metamorph levels. At the
levels of shapechanger (21) and metamorph (22), the character can only
gain [experience](./Experience.md) while in the form of an animal.
The animals which the player may become are dependent on both his level
and his [alignment](./Alignment.md). For example, a good player of
level 22 can metamorph into an eagle.
In the past, becoming a [hero](./Hero.md) ([level](./Level.md) 21+)
allowed characters to take the Istar Quest, which involved apprentice
levels known as metamorph levels. However, the metamorph command has
been removed from the Istar Quest to better align the quest with its
intent of helping new players.

[Beornings](./Beorning.md) can still metamorph into a Bear.

Each meta form has unique advantages and disadvantages over the others,
and the meta form does not retain any of the [skills](./Skill.md)
Expand All @@ -32,7 +30,5 @@ saved, you must return to your normal form. However, any
the meta form will be lost upon return. Metas have no autowimpy mode,
but can [flee](./Flee.md) manually if they choose.

[Beornings](./Beorning.md) can also metamorph into a Bear.

See Also: [Legend](./Legend.md), [Istari](./Istari.md),
Istar Quest
2 changes: 2 additions & 0 deletions docs/pages/Missile_weapons.md
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Expand Up @@ -30,6 +30,8 @@ The **missile weapons** [skill](./Skill.md) is a [thief](./Thief.md) skill that
- Keep ammunition in a [container](./Container.md) to save inventory slots; you can load from a container directly.
- Ranged attacks work at range — you can shoot mobs before they close to melee distance.

Missile weapons deal additional essence damage when used against creatures of the opposing side.

## See also

- [Ranged weapon](./Ranged_weapon.md) — Full list of ranged weapons.
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21 changes: 21 additions & 0 deletions docs/pages/Morgul_blade.md
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@@ -0,0 +1,21 @@
---
title: Morgul blade
description: 'A terrifying weapon of the Nazgûl, capable of summoning fell beasts.'
tags:
- Equipment
- Weapons
---
A **Morgul blade** is a terrifying weapon used by the Nazgûl and their most powerful servants. These blades are cursed with dark magic and can cause wounds that do not easily heal.

## Fell Beast Calling

One of the darkest and most powerful uses of a Morgul blade is to [call](./Call.md) a [fell beast](./Fell_Beast.md). By using the blade, a servant of [Sauron](./Sauron.md) may summon one of these winged terrors to serve as a mount.

Note that highly skilled [Rangers](./Ranger.md) who have taken the [Dark Oath](./Dark_oath.md) can call a fell beast even without possessing a Morgul blade.

## See also

- [Call](./Call.md)
- [Fell Beast](./Fell_Beast.md)
- [Dark Oath](./Dark_oath.md)
- [Black Breath](./Black_Breath.md)
4 changes: 2 additions & 2 deletions docs/pages/Movement_points.md
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Expand Up @@ -16,8 +16,8 @@ you are riding a [mount](./Mount.md).
Movement points are per default displayed in your
[prompt](./Prompt.md). As long as you are somewhat rested, nothing
will be shown. As you get more and more tired, one of the following
words is displayed (in descending order of power): Tired, Slow, Weak,
Fainting, Exhausted. The exact number of movement points can be
words is displayed (in descending order of power): Unwearied, Steadfast,
Tired, Slow, Weak, Fainting, Exhausted. The exact number of movement points can be
displayed with the [score](./Score.md) and [info](./Info.md)
commands.

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12 changes: 7 additions & 5 deletions docs/pages/Portal.md
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Expand Up @@ -7,7 +7,7 @@ tags:
---
| Property | Value |
| :--- | :--- |
| Syntax | `cast 'portal' direction room key` |
| Syntax | `cast 'portal' <target room key>` |
| Type | Long range |
| Accumulative | No |
| Duration | Yes |
Expand All @@ -16,18 +16,20 @@ tags:
| Level | 18 |
| Class | Magic User |
| Min. Mana | 90 |
| Example | `&gt; cast 'portal' up yaleque` |
| Example | `&gt; cast 'portal' yaleque` |

**Portal** is a [mage](./Mage.md) [spell](./Spell.md) with [mana](./Mana.md) cost 90 that allows to move groups of people from one location to another by opening a portal from one [room](./room.md) to another. In order to cast portal, you need to use [Locate Life](./Locate_Life.md) to locate someone in the target room to get the magical key and then to:
**Portal** is a [mage](./Mage.md) [spell](./Spell.md) with [mana](./Mana.md) cost 90 that allows you to move groups of people from one location to another by opening a portal from one [room](./room.md) to another. In order to cast portal, you need to use [Locate Life](./Locate_Life.md) to locate someone in the target room to get the magical key and then to:

`> cast 'portal' direction <magical key>`
`> cast 'portal' <magical key>`

(where \<direction\> is the direction in the room you are in that the portal exit will get created in). The portal lasts for a few ticks and can be entered by typing:
The portal lasts for a few ticks and can be entered by typing:

`> enter portal`

You may follow people into portals, and you may ride into portals if the room on the other end is rideable. Portals leading into a room may be noticed if you are using [Detect Magic](./Detect_Magic.md); if you are very skilled in Detect Magic, you will even see the magical key of the room the portal is coming from. Note that, even in the case of a successful portal to the intended destination, the key of the destination room as shown by [Detect Magic](./Detect_Magic.md) will not necessarily be the key that was used to portal, but may be a newer key even if the old key is still valid.

Portals will reveal any hidden exits in the room where they are opened.

Even when cast without [backfire](./Backfire.md), portal has a noticeable failure rate if going to a location that is more than just a couple of [zones](./Zone.md) away. This failure rate may be quite high for characters below [legend](./Legend.md) level, characters that have not [practiced](./Practice.md) portal to maximal possible percentage, or characters that are aiming to portal very far. A failed portal, also called a *misportal*, opens into a random locateable room that may be quite far away from the target room. A Black Númenorean may misportal into a room that Black Númenoreans cannot [Teleport](./Teleport.md) or portal from.

This spell can be learned from:
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