Skip to Content

Welcome to the Ascended!


Image of a giant.
Map of Guild



About

We are the ascended...

Manifesting your immortal form requires the ascension of Trophea's Peak. Similarly, to return to your mortal form you must descend from the mountain top, relinquishing your immortality to regain the powers of your mortal life.

Ascending and descending can be performed at will, at Trophea's Peak of course, and each takes time. The first ascension of any mortal is also at great cost to his/her life experience. At that first ascension the soul gets to pick the physical manifestation it wishes to be represented by. Choices include the brutish Cyclops, the regal Titan, the tempermental Storm Giant, and the terrifying Cloud Giant.




Quickstart Guide


INDEX

1. Guild basics
2. Combat
3. Stats

Important Note: The ascended guild is not currently maintained.

Note: Prior to joining the Ascended, it is recommended that you remove all gear and turn off all triggers as entering any commands at all will either interupt the process or spam you with "You are too busy climbing."

To join the Ascended, you must have two-billion experience points to spare, and then locate the guild by climbing Trophea's Peak. Once there, the specific direction to travel is random (either nw, n, or ne) and then you'll see 4 statues. These are the demi-god forms that you'll be able to choose from.


Cloud Giant

This enormous statue is of large build with a considerable girth and a billowing head of hair. Clouds and fog encircle him and a storm can be seen raging within. At the base of this statue is a relatively tiny plaque. It reads:

As with all the giant classes, the Cloud Giant's most devastating attack is a crushing stomp under his giant heel. In addition, the Cloud Giant can summon forth a thunder storm in a given area and rain lightning and crushing waves of thunder down on all creatures therein. Lastly, a Cloud Giant can bring about a dense, impassable fog in a single room, preventing all creatures from exiting. As with all of the Immortal Races, the Cloud Giant is very reliant on his armor and weapon in melee combat.




Storm Giant

This enormous statue has broad shoulders and a more slender build than his cloud giant cousin. A storm is depicted encircling his head and lightning bolts descend from it. At the base of this statue is a relatively tiny plaque. It reads:

As with all the giant classes, the Storm Giant's most devastating attack is a crushing stomp under his giant heel. In addition, the Storm Giant can summon forth a lightning storm in a given area and rain electrifying bolts down on all creatures therein. Lastly, a Storm Giant can hurl a destructive ball of lightning at a single foe. As with all of the Immortal Races, the Storm Giant is very reliant on his armor and weapon in melee combat.




Titan

This enormous statue depicts a truly regal giant with an intricate crown upon his head. He has an enormous hammer in one hand, and a handful of lightning bolts in the other. He stands just slightly taller than the other statues here and is much more 'human-esque' in build. He doesn't have the unusually broad shoulders of the Storm Giant, nor the considerable girth of the Cloud Giant. He is muscular and wiry, standing stoic with electricty shimmering across his form. He is a force to be reckoned with and his presence on the field of battle would be duly noted. At the base of this statue is a relatively tiny plaque. It reads:

As with all the giant classes, the Titan's most devastating attack is a crushing stomp under his giant heel. In addition, the Titan can throw down a lightning bolt to ravage his enemies and send out a powerful tremor, knocking his foes to the floor. As with all of the Immortal Races, the Titan is very reliant on his armor and weapon in melee combat.




Cyclops

This enormous statue depicts a truly hulking humanoid with but a single eye. It is said that the clarity of vision in that one focused view rivals even the best hunter of the realms. The muscles of this giant are enormous, and the grip on his weapon is intense. The anger visible on his face gives you pause for a moment. At the base of this statue is a relatively tiny plaque. It reads:

As with all the giant classes, the Cyclops' most devastating attack is a crushing stomp under his giant heel. In addition, the Cyclops can build an internal rage that greatly increases his damaging attacks with a wielded weapon. As with all of the Immortal Races, the Cyclops is very reliant on his armor and weapon in melee combat.




Decide which demi-god form you'd like to take, remove all gear (if you're still wearing it), and <ascend>. (Ascending from mortal to demi-god status takes 6 minutes, while descending the mountain and turning back into mortal form takes 3 minutes.)

You hear a rumbling echo out from the heavens. It is loud, but not harsh to your ears. A voice begins to speak...

The Voice booms: Ascension is not to be taken lightly. This will forever alter your path in this reality. Although you can ascend into the immortal realms, and descend back into the mortal realms at will, the initial cost to your mortal life is dramatic.

The Voice booms: The transformation into a demi-god requires the sacrifice of a prime-mortal life experience. In terms that you can understand, that means 2 billion points of experience. This 'payment' is a one-time deal and you will not be incur the cost during future ascensions.

Proceed with ascension? If you are certain, type 'so be it' :

<so be it>

Now you must choose your immortal form. Your choices are 'Storm Giant', 'Cloud Giant', 'Titan', or 'Cyclops'. Each of these comes with some standard and some unique abilities and it is recommended you read the information on these forms before you decide. If you are ready, and certain, you may type in your choice from the list. There is no turning back and no changing your mind once this occurs. Type 'exit' to wait. Your choice? (or 'exit')

This is where you enter <cloud giant>, <storm giant>, <titan>, or <cyclops>.

You have ascended...
[ARRIVED] Locrian has arrived.

*** Your Ascended skills have been reset. ***

Understanding that your ascent will mean leaving behind not just the restrictions of mortality, but also the pleasures thereof, you confidently begin the ascent of Trophea's Peak...

The heavens open up and rays of light shine down upon Locrian, welcoming her into the realm of the immortals. Locrian has Ascended...

You continue climbing Trophea's Peak...

Sweat drips from your mortal form, pooling at your feet, as you stand upon a ledge on the side of Trophea's Peak. The sun shines somehow brighter as you approach the lower layers of clouds in an attempt to ascend above them. The air is thinning causing air to come in gasps, rather than steady breathing. Your muscles have torn and are burning at the exertion. The mountain has not yet won, but the sweet gentle release of death would be preferable to the intensely painful climb.

You are about three-quarters of the way there...

You step up onto the summit of Trophea's Peak and as you firmly plant both feet, a sound like that of rushing water floods your ears, drowning out all sounds around you. Your vision dims and eventually disappears alltogether. An unintentional scream escapes your lips as the now-wrecked physical form that has held you back fades away and your immortal spirit surges forward to occupy the physical manifestation of immortal self. You stretch your arms out to the sides and then flex powerfully, completing your ascension to immortality.


Guilds Basics

a. Using chatline
b. The Guild
c. HP Bar
d. GXP


Using Chatline

The Ascended guild chatline is <ichat main>. It is helpful to alias this to something much shorter. Click the details button open to see examples of what it looks like.


chat

Line Name
Main
Ansi Variable
ascended_main
# ppl
20
Hist/ Max
20/ 20

Line Command:

<ichat main>

What's it look like?
[Ascended] Locrian : so does this guild still "work"?
[ascended] Nameless : i bet its so easy to lvl now
[ascended] Nameless : i wonder if an ascended wearing cmc cans olo
[Ascended] Locrian : go try and let us know, k?
[*ADVANCE*] Locrian has attained Ascension 11!

History Command:

<ichat main -h>

What does the history look like?
19:50 [Ascended] Locrian : testing 1, 2, 1, 2.
19:50 [ascended] Solarnis : woof
19:51 [ascended] Nameless : i forgot about this one
19:51 [Ascended] Locrian : so does this guild still "work"?
19:51 [ascended] Nameless : i bet its so easy to lvl now
19:51 [ascended] Nameless : i wonder if an ascended wearing cmc cans olo
19:52 [Ascended] Locrian : go try and let us know, k?

How can I get this line?

This line is automatically available when you join the Ascended guild.





ASCORE, ASCORE2, AWHO Commands

<ainfo guild> / <iinfo guild>

The ascended guild is an original concept, based upon the immortal giant races of the D&D universes. Ascended are those mortals of the 3Kingdoms who have reached a certain point of mortal power attainment, and wish to traverse the path of immortality. Leaving behind their physical shell, the Ascended's form becomes the immortal manifestation of their very soul. This form is a physically formidable foe and shrugs off damage that would best any mere mortal. They are to be the tanks and protectors of large groups of mortals when their adventures lead them into situations they could not otherwise handle.

Stats matter very little to the Ascended as nearly everything revolves around their gear and their training therewith.


ascore - guild score

<iinfo ascore> / <ainfo ascore>


Example Ascore


<ascore>/<iscore> is your guild score. It will let you know the following information:
Info Description
Ascension - This is your 'guild level' if you prefer that term
Ascended GXP - This is the XP/GXP you've earned while in ascended form
GXP to next - The amount of Xp/GXP you need to gain the next ascension, it will be displayed in short form (3B = 3 Billion)
fancy slider - Gives you a visual representation of how far to go
Skill points - How many skill points you have remaining to use on your ascended skills, and how many total you have
TCR - Total combat rounds you've spent while ascended
GXP per CR - How much XP/GXP you've earned per combat round
GXP per hour - Over your ascended lifespan, the amount of GXP you've averaged per hour

Weapons and armors:

The first number is how many rounds you've used that weapon or armor.

The "?" column is a representation of the benefit you are getting when using a weapon or armor of that type. It is up to you to figure out what those symbols mean.

The percentages "x%/y%" represent:
x = How close you are to the next advancement of the "?" symbols
y = Percentage of your total combat rounds you've used that type of armor or weapon




ascore2 - guild score

<ascore2> is also a guild score command. It will let you know the following information:

Info Description
Guild Age: how long you've been ascended
Joined the guild on: The exact date and time you joined ascended
Total deaths: How many times you've died while being an ascended
Since reset:


awho/iwho - guild members online

Example Ascore

<awho> / <iwho> is a guild command that lets you know which members of the ascended are currently online (as well as their mud level, ascended guild level, race chosen in ascended, what guild they're currently focused on, and their guild message).





HP Bar

When becoming an ascended, your hit point bar will change to display only your Hit Points, and only your Spell Points.

HP: 1826/3000 SP: 3797/3797

Note: My initial hit points before becoming ascended were only 1826. As soon I joined ascended, they become a max of 3000.

When in combat, you'll also be given a display of your Target's health.

HP: 1888/3000 SP: 3797/3797 T:7%

GXP

<ainfo gxp>
When you are in ascended form, any XP you earn will be converted directly to guild experience. You cannot earn XP points while you are ascended.

For Ascension 20 and beyond, if you are not taking the brunt of the assault then you are not learning much in the ways of the Ascended. This will be reflected in your GXP advancement.

Similarly, if you find it easier to be led through your immortal advancement by others, you may find that you are not advancing quite as quickly as you'd like.



Combat

a. FAQ
b. Gear
c. Healing


FAQ

Q: What are the 'ascended'?
A: Ascended are the physical manifestation of your immortal soul. When you climb Trophea's Peak your mortal body is slowly dissolved into the ether and your immortal form materializes.

Q: Why?
A: To provide the means to tackle end-game content for the players that have dedicated a significant portion of their lives to this game.

Q: If we're all immortal and such, why do we die?
A: You don't die, at least not in the traditional mud-sense. Your physical manifestation of your immortal soul can be shattered however, and it will slump to the ground in a big fleshy-bloody goo. However, your soul will return to Trophea's Peak instead of being claimed by the reaper. You will have lost nothing in regards to stats, XP, nor GXP. However, it takes time for your soul to re-manifest a new gigantic body and you must wait for it to do so before venturing forth again. See the iinfo file for 'death'

Q: So, like, we tank?
A: To put it mildly, yes. The Ascended, in their current incarnation, are legendary defenders. With an abundance of HP and epic resistances we can withstand punishment far beyond any mere mortal. With great health comes great need for healing however, so be sure you make friends with a healing class.

Q: I'm totally ready, with this many HP I'm going to solo the world. Right?
A: No. You have no healing, no damage "blocking" powers, and are basically a giant ball of flesh waiting to get plastered. If you don't wander around with a healer, you won't get far.

Q: But, my damage powers do THOUSANDS, why can't I solo?
A: Because you can't do those every round. Every guild power has a cooldown, that makes Ascended unique throughout the entire world of 3-Kingdoms. All our guild powers are on cooldown timers rather than involving a 'guild point' cost of some kind.

Q: Cooldowns!? WHY!!??!
A: Eleventy.

Q: I was a Juggerborgknight and used to be able to carry 50 hazillion swords, armors, corpses, bits of detritus and very small rocks. Why can I only carry 25 hazillion now?
A: You are a giant, the physical representation of your immortal soul. Although you should be able to carry 100 hazillion things instead you can now carry the same as every other ascended. (Which is a lot.)

Q: I was a Magemousemonkgnatlizard and used to be able to carry 2 swords and a potato, sometimes. Now I can carry a crapload, why?
A: See the previous question.

Q: I will PWNZER at PK D00D!DLJDLFJ!!!JDFeErjaldsj!!!eone!!!
A: Hmm, yea, probably.

Q: ZOMG, I picked Stirge form and really want Titan now!
A: That's very unfortunate, you should have done more research before choosing a form. It is permanent.

Q: Why am I not earning XP? ZOMGWTFBBQ!
A: Ascended have no need for furthering their mortal pursuits. Instead all experience while in your immortal form goes to furthering the needs of your soul.

Q: Why can't I cast mazilloids of spells, powers, emits, light sabre attacks, sing songs, and prance around while ascended!?
A: Because.

Q: Why?
A: Because.

Q: Really, why?
A: Really because. Does it make any sense at all to you that you'd gain thousands of HP, gobs of resistances, and all these amazing powers ON TOP OF your existing guild abilities? I'm sure you'd feel that was somehow perfectly balanced too? Go munchkin out your Diablo 2 character using a game hack and stop bothering me.

Q: You're mean.
A: Yes.

Q: Why are you beating me with an axe handle?
A: Because you almost assuredly deserve it.

Q: I sink I loss sum teef
A: Not some, all.





Gear

Because you're a giant now, all of your previously worn gear (and weapon) will be too small.

That is MUCH too small for you to wear.

You'll need to visit Aggalaggia, inside the Ascended guild, to modify all of your equipment.

<modify amulet> / <modify all>
Aggalaggia takes the Amulet of the Spirit {radiant} and stretches it.

When you're ready to return to 'mortal' status, you'll need to remove gear and unwield your weapon so that you can <unmodify all> before you <descend> Trophea's Peak.


Healing

<ainfo heal> / <ainfo health>
This very simply increases your max HP.

This skill + your augmented heal skill cannot exceed your guild level.

Additionally, attaining a skill greater than 20 requires a much higher Ascendency level. This requirement is for you to discover.

See also: skills ascended, help ascended.defense.health, help ascended.defense.augmented heals

WMT Note: With each new guild level, your hit points will increase by 20 points.



Stats

Stats matter very little to the Ascended as nearly everything revolves around their gear and their training therewith.


Skills and Powers


Skills


About Skills

<ainfo skills>

Each of the ascended guild's skills has its own 'ainfo' file as well as information contained in 'help Ascended.skill.name'

You can type 'skills ascended' to see all the available guild skills.

You receive 2 skill points every guild level and a bonus skill point for every 5th, 10th, 20th, and 25th guild level you achieve.
Lastly, you get a 5 point bonus at Ascension 50.

Every 10th ascension your skills will be reset. These are the only resets you will ever receive. There will be no resets for OMP VAF credits. There will be no resets because "ZOMG I SCREWED UP." This gives you a few chances to get out of your screwups, but as ascensions become harder, you better choose wiser.

To utilize one of these resets you can type 'tens reset'

See also: increase, tens reset, sevens reset

<skills ascended>
Defense :
 Armor :
  Base resistance : 0/3
  Boots : 0/7
  Breastplate : 0/7
  Cloak : 0/7
  Gloves : 0/7
  Greaves : 0/7
  Helmet : 0/7
  Main : 0/7
  Shield : 0/7
 Augmented heals : 0/25
 Divine shield : 0/23
 Health : 0/25
 Immortal aura : 0/20
 Spectral defense : 0/10
Offense :
 Blood wine : 0/20
 Rage : 0/6
 Spectral hit : 0/25
 Storms :
  Duration : 0/3
  Power : 0/3
 Tremor : 0/6
 Weapons :
  Axe : 0/11
  Dagger : 0/11
  Exotic : 0/11
  Lance : 0/11
  Mace : 0/10
  Polearm : 0/11
  Sword : 0/9
  Two-handed : 0/7




Tens reset

<ainfo tens reset>
Every 10 Ascendency levels you earn a reset point. You can use these at any time. When issuing a 'tens reset' command you will reset your guild death timer. These are the only resets you will ever get.

See also: skills




Sevens reset

<ainfo sevens reset>
Every 7 Ascendency levels you earn a reset point. You can use these at any time. When issuing a 'sevens reset' command you will reset ALL of your Ascended skills. These are the only resets you will ever get.

See also: skills




DEFENSE

<help ascended.defense>
Skill name: Ascended.defense
Your level: -= 0/0 =-

Defensive skills.

To view a list of all skills available to you, type 'skills'




Armor

<help ascended.defense.armor>
Skill name: Ascended.defense.armor
Your level: -= 0/0 =-

To view a list of all skills available to you, type 'skills'




   Base resistance

<help ascended.defense.armor.base resistance>
Skill name: Ascended.defense.armor.base resistance
Your level: -= 0/3 =-

Increase the effects of your OTHER armor skills on the minimum resistance an armor provides.

To view a list of all skills available to you, type 'skills'




   Boots

<help ascended.defense.armor.boots>
Skill name: Ascended.defense.armor.boots
Your level: -= 0/7 =-

Increases the resistances gained from wearing boots.

To view a list of all skills available to you, type 'skills'




   Breastplate

<help ascended.defense.armor.breastplate>
Skill name: Ascended.defense.armor.breastplate
Your level: -= 0/7 =-

Increases the resistances gained from wearing a breastplate.

To view a list of all skills available to you, type 'skills'




   Cloak

<help ascended.defense.armor.cloak>
Skill name: Ascended.defense.armor.cloak
Your level: -= 0/7 =-

Increases the resistances gained from wearing a cloak.

To view a list of all skills available to you, type 'skills'




   Gloves

<help ascended.defense.armor.gloves>
Skill name: Ascended.defense.armor.gloves
Your level: -= 0/7 =-

Increases the resistances gained from wearing gloves.

To view a list of all skills available to you, type 'skills'




   Greaves

<help ascended.defense.armor.greaves>
Skill name: Ascended.defense.armor.greaves
Your level: -= 0/7 =-

Increases the resistances gained from wearing greaves.

To view a list of all skills available to you, type 'skills'




   Helmet

<help ascended.defense.armor.helmet>
Skill name: Ascended.defense.armor.helmet
Your level: -= 0/7 =-

Increases the resistances gained from wearing a helmet.

To view a list of all skills available to you, type 'skills'




   Main

<help ascended.defense.armor.main>
Skill name: Ascended.defense.armor.main
Your level: -= 0/7 =-

Increases the resistances gained from wearing heavy body armor.

To view a list of all skills available to you, type 'skills'




   Shield

<help ascended.defense.armor.shield>
Skill name: Ascended.defense.armor.shield
Your level: -= 0/7 =-

Increases the resistances gained from wearing a shield.

To view a list of all skills available to you, type 'skills'




Augmented heals

<help ascended.defense.augmented heals>
Skill name: Ascended.defense.augmented heals
Your level: -= 0/25 =-

Increases the amount others can heal you.

To view a list of all skills available to you, type 'skills'




Divine shield

<help ascended.defense.divine shield>
Skill name: Ascended.defense.divine shield
Your level: -= 0/23 =-

Increases the amount divine shield absorbs for other players.

To view a list of all skills available to you, type 'skills'




Health

<help ascended.defense.health>
Skill name: Ascended.defense.health
Your level: -= 0/25 =-

Increases your health.

To view a list of all skills available to you, type 'skills'




Immortal aura

<help ascended.defense.immortal aura>
Skill name: Ascended.defense.immortal aura
Your level: -= 0/20 =-

Increases the health and mana of you and your party.

To view a list of all skills available to you, type 'skills'




Spectral defense

<help ascended.defense.spectral defense>
Skill name: Ascended.defense.spectral defense
Your level: -= 0/10 =-

Allows the ascended to block and negate damage that would otherwise damage mortals.

To view a list of all skills available to you, type 'skills'




OFFENSE

<help ascended.offense>
Skill name: Ascended.offense
Your level: -= 0/0 =-

Offensive skills.

To view a list of all skills available to you, type 'skills'




Blood wine

<help ascended.offense.blood wine>
Skill name: Ascended.offense.blood wine
Your level: -= 0/20 =-

Increases the damage inflicted the blood wine power.

To view a list of all skills available to you, type 'skills'




Rage

<help ascended.offense.rage>
Skill name: Ascended.offense.rage
Your level: -= 0/6 =-

Has multiple effects, please see the iinfo file.

To view a list of all skills available to you, type 'skills'




Spectral hit

<help ascended.offense.spectral hit>
Skill name: Ascended.offense.spectral hit
Your level: -= 0/25 =-

Increases the damage and chance of getting a spectral hit.

To view a list of all skills available to you, type 'skills'




Storms

<help ascended.offense.storms>
Skill name: Ascended.offense.storms
Your level: -= 0/0 =-

Skills affecting the power and duration of storms.

To view a list of all skills available to you, type 'skills'




   Duration

<help ascended.offense.storms.duration>
Skill name: Ascended.offense.storms.duration
Your level: -= 0/3 =-

Increases the duration of your storms.

To view a list of all skills available to you, type 'skills'




   Power

<help ascended.offense.storms.power>
Skill name: Ascended.offense.storms.power
Your level: -= 0/3 =-

Increases the damage of your storms.

To view a list of all skills available to you, type 'skills'




Tremor

<help ascended.offense.tremor>
Skill name: Ascended.offense.tremor
Your level: -= 0/6 =-

Increases the duration of the tremor effect.

To view a list of all skills available to you, type 'skills'




Weapons

<help ascended.offense.weapons>
Skill name: Ascended.offense.weapons
Your level: -= 0/0 =-

Increase damage for specific weapon types.

To view a list of all skills available to you, type 'skills'

See also: ainfo weapons




   Axe

<help ascended.offense.weapons.axe>
Skill name: Ascended.offense.weapons.axe
Your level: -= 0/11 =-

Increases the effectiveness of your axe experience.

To view a list of all skills available to you, type 'skills'




   Dagger

<help ascended.offense.weapons.dagger>
Skill name: Ascended.offense.weapons.dagger
Your level: -= 0/11 =-

Increases the effectiveness of your dagger experience.

To view a list of all skills available to you, type 'skills'




   Exotic

<help ascended.offense.weapons.exotic>
Skill name: Ascended.offense.weapons.exotic
Your level: -= 0/11 =-

Increases the effectiveness of your experience with exotic weapons.

To view a list of all skills available to you, type 'skills'




   Lance

<help ascended.offense.weapons.lance>
Skill name: Ascended.offense.weapons.lance
Your level: -= 0/11 =-

Increases the effectiveness of your experience with lances.

To view a list of all skills available to you, type 'skills'




   Mace

<help ascended.offense.weapons.mace>
Skill name: Ascended.offense.weapons.mace
Your level: -= 0/10 =-

Increases the effectiveness of your experience with maces.

To view a list of all skills available to you, type 'skills'




   Polearm

<help ascended.offense.weapons.polearm>
Skill name: Ascended.offense.weapons.polearm
Your level: -= 0/11 =-

Increases the effectiveness of your experience with polearms.

To view a list of all skills available to you, type 'skills'




   Sword

<help ascended.offense.weapons.sword>
Skill name: Ascended.offense.weapons.sword
Your level: -= 0/9 =-

Increases the effectiveness of your experience with swords.

To view a list of all skills available to you, type 'skills'




   Two-handed

<help ascended.offense.weapons.two-handed>
Skill name: Ascended.offense.weapons.two-handed
Your level: -= 0/7 =-

Further increases the damage and the effectiveness of your experience with all two-handed weapons (In addition to the base type skills).

To view a list of all skills available to you, type 'skills'





Powers


About Powers

<ainfo powers>

Type 'apowers all' to see all the abilities available to the guild. You can then 'ainfo' each one for more information.

Almost every guild ability has a cooldown (in rounds) before you can use it again. Also, almost every guild ability has a 'cost' of 1 guild point, which is purely a limiter to prevent using more than one ability per round.

In addition to just typing the name of the power to make it happen, you can also 'effect <power name>' to bring about its effects. This can help avoid conflicts with other commands on objects or in your primary guild object.

The ansi variable "ascended_power" can be set and will be used as the defeault color for all output from guild powers and abilities.



Repeat Tier: 1

<ainfo repeat>

Repeats the given action every round or every combat round.

If no argument is passed it will show your current repetitions. If 'off' is passed, it will stop repeating everything.

Usage:
repeat [command]
repeat c [command]
effect repeat [command]
effect repeat c [command]

-=> Ascended Tier : 1 Cost: 0 Cooldown: 4 seconds



Iset Tier: 1

<ainfo iset>

This command is used to set many of your guild preferences. You can set your guild message, your enter/exit messages, and other things. Most things you set will take a string or a number (1/0). For things that take a number generally that means on or off. For any string values, setting it to 0 will clear it, this is especially useful for when you mess up your custom_hp setting.

The things you can 'iset' are:
gwhomess - What's shown in 'iwho'
[This message should be limited to 40 characters.]
[Please do NOT wrap your message. Abuse of this ]
[ability will result in your loss in its use. ]
entermess - What's shown to the guild when you log in
exitmess - What's shown to the guild when you log out
custom_hp - Your own personal HP bar.

For entermess and exitmess you can use $N$ to mean yourself:
Example: iset entermess $N$ has arrived.
Note: if you don't use $N$ it will default to putting your name first.

To see what you've set something to, use "?". ex: iset entermess ?

Setting your custom_hp is the trickiest of these, and the easiest to mess up. When setting this I *highly* advise that you type it out in notepad or something like that, and paste it into the mud. That way you can easily tweak it until you get it right without having to retype it every time.

Here are the variables you can set with custom_hp:

$HP$ - Current HP
$MHP$ - Max HP
$SP$ - Current SP
$MSP$ - Max SP

$HP2$ - Current and max HP (variable colors)
$SP2$ - Current and max SP (variable colors)

$NL$ - New line
$G2N$ - GXP to next level
$G2N%$ - GXP % to next level
$C$ - Mob health status
$CD$ - All cooldowns
$CR$ - Combat rounds
$AU$ - Coins carried

Separate the variables and literals using the "&" character.

Examples:

Syntax: iset custom_hp My HP: &$HP$&/&$MHP$&
Looks like: My HP: 1312/1800

Syntax: iset custom_hp My HP: &$HP$&/@hired:&$MHP$&@
Looks like: My HP: 1312/1800
The default syntax that is created by 'iset custom_hp 0' (wrapped to look nice):

iset custom_hp HP: &$HP2$& SP: &$SP2$& &$C$&$$

If you need to see the variables and literals that you currently have
Syntax: iset custom_hp ?

-=> Ascended Tier : 1 Cost: 0 Cooldown: 0 seconds



Stride Tier: 1

<ainfo stride>

Using this ability you can actually take a full giant stride in a single direction, moving two rooms where mortals move only one. Your legs, of course, still need to pass through both rooms, so if there is something blocking the exit of a room on your journey, you will still be stopped.

Usage:
stride <direction>
effect stride <direction>

-=> Ascended Tier : 1 Cost: 0 Cooldown: 0 seconds


<stride e>
That's not a valid direction.

<stride east>
You take a giant stride to the east!


Rtop Tier: 1

<ainfo rtop>

No guild help exists on that topic.

-=> Ascended Tier : 1 Cost: 0 Cooldown: 0 seconds

<rtop>



Defend Tier: 1

<ainfo defend>

Defend an ally from an attacker. (Or potentially from all attackers.)

Usage:
defend <player>
effect defend <player>

-=> Ascended Tier : 1 Cost: 1 Cooldown: 20 seconds



Blood wine Tier: 1

<ainfo blood wine>

Much like a mere mortal would turn grapes into wine, this is what an Ascended uses to attempt to turn foes into a liquid goo.

Allows you to crush your opponents beneath one of your giant feet inflicting devastating damage. Because it takes a second or two to get your foot up high enough to stomp on most things, there's a decent chance your target will dart out of the way. If this happens you can try again the following round.

Usage:
blood wine <target>
effect blood wine <target>

-=> Ascended Tier : 1 Cost: 1 Cooldown: 1 minute


WMT Note: This appears to be a damage power. To also get the wine, it appears as though you should cast this when your enemy is near death (though no benefits can be found when drinking the wine yet).

<blood wine chipmunk>
You rear back, raising your foot above your opponent's head. Suddenly you shift your balance and bring your foot crashing down from above, embedding it into Chipmunk's skull, and forcefully crushing her into the ground below!

You have successfully made Blood Wine out of Chipmunk!


A small vial of blood wine
This is a small vial of blood wine. It's thick and warm and pretty salty. It's not particularly alcoholic either.
All around, not a very ideal drink.
It looks light.


Snap item Tier: 1

<ainfo snap item>

Using this power you take any object in your fists and snap your wrists causing the item to be split in two. Having no use for the resulting pieces, you grind them up and spread the bits around.

Usage:
snap item <which>
effect snap item <which>

-=> Ascended Tier : 1 Cost: 1 Cooldown: 2 seconds


<snap item acorn>
Grasping the A small acorn tightly in both fists you quickly snap your wrists and it splits in half not unlike a toothpick. You grind the two halves up into a light powder and sprinkle it around the room.

WMT Note: This powers seems to simply dispose an item. Is also useful to get rid of a corpse.



Object read Tier: 1

<ainfo object read>

Gives you the ability to tap into the psychic energies that encompass an object, reading even the faintest of brushes with other mortals and thus giving you a clear knowledge of anyone who has held a particular object. You must be holding the object to read it.

Usage:
object read <item>
effect object read <item>

-=> Ascended Tier : 1 Cost: 1 Cooldown: 2 seconds



Soul read Tier: 1

<ainfo soul read>

This allows you to focus on the aura and energies of a given creature and discern threat information from them.

Usage:
soul read <target>
effect soul read <target>

-=> Ascended Tier : 1 Cost: 1 Cooldown: 2 seconds


<soul read mouse> (from Mouse House)
Focusing momentarily on the mortal threads and auras that encompass A small, brown mouse you are able to glean the following information:

The offensive capabilities of this mouse are insignificant or unknown.


<soul read dragon> (from scaler 150 Mahjongg)
Focusing momentarily on the mortal threads and auras that encompass
Black Chinese Dragon you are able to glean the following information:

The ancient Light's Protectorate have imbued him with The Power, Tier 55.
This creature's natural attacks are slicing attacks.
You discern that Black Chinese Dragon is least protected against mental attacks.
You may encounter magical attacks from this reptile.
His largest magical attack does fire damage.
This magical attack is more powerful than his natural attack.

Creature class: More than 100,000


Illuminate Tier: 4

<ainfo illuminate>

This creates a small glowing orb in your current room that will last for several minutes.

Usage:
illuminate
effect illuminate

-=> Ascended Tier : 4 Cost: 1 Cooldown: 4 seconds


<illuminate>
You clasp your hands together and focus momentarily. As you separate your hands a small glowing orb floats out and high into the air, slightly illuminating the area.

A floating orb (glowing)
This is a small glowing orb floating in the air. It is emitting light, hopefully allowing you to see in an otherwise dark environment.

WMT Note: This orb does not follow you from room to room. You will need to recast it in each dark room you encounter.



Rage (Cyclops) Tier: 8

<ainfo rage>

Puts you into an infernal rage, dramatically increasing the amount of damage you inflict with your wielded weapon.

Duration: Short
Usage:
rage
effect rage

Race: Cyclops

-=> Ascended Tier : 8 Cost: 1 Cooldown: 2 minutes



Lightning bolt (Storm) Tier: 8

<ainfo lightning bolt>

Throws down a bolt of lightning at your opponent. (Doing damage, duh)

Usage:
lightning bolt [target]
effect lightning bolt [target]

Race: Storm

-=> Ascended Tier : 8 Cost: 1 Cooldown: 1 minute 30 seconds



Hurl lightning (Titan) Tier: 8

<ainfo hurl lightning>

Hurls lightning at your opponent.

Usage:
hurl lightning [at] [target]
effect hurl lightning [at] [target]

Race: Titan

-=> Ascended Tier : 8 Cost: 1 Cooldown: 1 minute



Thunderstorm (Cloud) Tier: 8

<ainfo thunderstorm>

Creates a thunderstorm in the room that alternately causes electric damage from the lightning and concussive damage from the thunder until it dissipates.

NOTE: Letting a storm run while you're not in the room will reduce the XP value of the opponents it hits.

Duration: Long
Usage:
thunderstorm
effect thunderstorm

Race: Cloud

-=> Ascended Tier : 8 Cost: 1 Cooldown: 30 minutes



Concussive blow Tier: 10

<ainfo concussive blow>

Clapping your hands together you are able to produce a shockwave that will daze any creature causing it to cease its attacks out of confusion.

Usage:
concussive blow [target]
effect concussive blow [target]

-=> Ascended Tier : 10 Cost: 1 Cooldown: 30 seconds


<concussive blow angel>
Clapping your hands together with a swift and powerful motion you create a powerful shockwave that dazes Ratziel causing him to forget what he was doing...

WMT Note: Combat has now stopped. If you're in a party, this may just cause the enemy to direct hits to your party mate if they're still auto-attacking, so be mindful.




Tremor (Titan) Tier: 12

<ainfo tremor>

Knocks every critter in the room on his/her butt, stunning them for a round or two.

Also has a chance to destroy items left on the ground.

Usage:
tremor
effect tremor

Race: Titan

-=> Ascended Tier : 12 Cost: 1 Cooldown: 3 minutes



Sweep (Cyclops) Tier: 12

<ainfo sweep>

Hits every target in the room that is attacking you with your wielded weapon. Generally for significantly more than standard damage.

Usage:
sweep
effect sweep

Race: Cyclops

-=> Ascended Tier : 12 Cost: 1 Cooldown: 30 seconds



Fog cloud (Cloud) Tier: 12

<ainfo fog cloud>

Brings about a dense fog cloud in the room. So dense is it, in fact, that no one can move through it until it dissipates.

Duration: short
Usage:
fog cloud
effect fog cloud

Race: Cloud

-=> Ascended Tier : 12 Cost: 1 Cooldown: 1 hour



Lightning storm (Storm) Tier: 12

<ainfo lightning storm>

Creates a lightning storm in the room that continues to rain down lightning bolts on all the inhabitants.

NOTE: Letting a storm run while you're not in the room will reduce the XP value of the opponents it hits.

Duration: Short
Usage:
lightning storm
effect lightning storm

Race: Storm

-=> Ascended Tier : 12 Cost: 1 Cooldown: 30 minutes



Divine shield Tier: 16

<ainfo divine shield>

Allows you to shield an ally such that you will take a portion of all non-spectral damage that would normally hit him/her/it. This portion increases with your skill level but never reaches 100%.

Does not work on low level mortals. Does not protect against attacks from other players.

Usage:
divine shield <player>
effect divine shield <player>
divine shield party -- does your whole party (if in room)

unshield <player you hate>
unshield <party> (if you hate everyone)

-=> Ascended Tier : 16 Cost: 1 Cooldown: 2 seconds



Enrage Tier: 20

<ainfo enrage>

Enrages an opponent so that they will start attacking you instead of whatever they're currently attacking.
If the monster is normally a 'switcher', then they will not switch again for a short duration.

Usage:
enrage [target]
effect enrage [target]

-=> Ascended Tier : 20 Cost: 1 Cooldown: 1 minute 30 seconds



Soul recorder Tier: 23

<ainfo soul recorder>

This traces a rune of great power in your current environment that tracks any living creature that passes through. Due to the potency of this magic, and the fact that you're tracing a rather large rune, only one of these may exist in any given room. If an Ascended of great power has already traced one in the room, you will not be able to.
These runes are invisible to all mortals.

Usage:
soul recorder
effect soul recorder

-=> Ascended Tier : 23 Cost: 1 Cooldown: 2 seconds



Thump Tier: 25

<ainfo thump>

When you thump an NPC on the head it makes them forget to cast their spells quite so often.

(Does not work on critters that always cast or that never cast.)

Usage:
thump [target]
effect thump [target]

-=> Ascended Tier : 25 Cost: 1 Cooldown: 2 minutes



Soul shear Tier: 40

<ainfo soul shear>

Unbinds an item.

Usage:
soul shear <object>
effect soul shear <object>

-=> Ascended Tier : 40 Cost: 1 Cooldown: 4 hours







Guild Levels

Guild level costs are listed below. (You do not need to return to the guild to advance a guild level, it's automatically advanced once you reach the necessary experience points.)

Note: Click on the buttons below to see guild level requirements for the various forms within Ascended:


Cloud Giant (incomplete)


This information has not yet been obtained.

Storm Giant (incomplete)


This information has not yet been obtained.

Titan (incomplete)


Level Cost Title
  1 0 the Ascended Titan
  2 300,000 the Ascended Titan
  3 4,000,000 the Ascended Titan
  4 13,000,000 the Ascended Titan
  5 22,000,000 the Ascended Titan
  6 32,000,000 the Tyrant of the Titans
  7 44,000,000 the Tyrant of the Titans
  8 56,000,000 the Tyrant of the Titans
  9 70,000,000 the Tyrant of the Titans
  10 84,000,000 the Tyrant of the Titans
  11 100,000,000 the Tyrant of the Titan
  12 200,000,000 the Titan Demigod
  13 320,000,000 the Titan Demigod
  14 460,000,000 the Titan Demigod
  15 620,000,000 the Titan Demigod
  16 800,000,000 the Titan Demigod
  17 1,000,000,000 the Titan Demigod
  18 1,220,000,000 the Titan Tutelary
  19 1,460,000,000 the Titan Tutelary
  20 1,720,000,000 the Titan Tutelary
  21 2,000,000,000 the Titan Tutelaryd

Cyclops (incomplete)


Level Cost Title
  1 0 the Ascended Cyclops
  2 300,000 the Ascended Cyclops
  3 4,000,000 the Ascended Cyclops
  4 13,000,000 the Ascended Cyclops
  5 22,000,000 the Ascended Cyclops
  6 32,000,000 the Tyrant of the Cyclopss
  7 44,000,000 the Tyrant of the Cyclopss
  8 56,000,000 the Tyrant of the Cyclopss
  9 70,000,000 the Tyrant of the Cyclopss
  10 84,000,000 the Tyrant of the Cyclopss
  11 100,000,000 the Tyrant of the Cyclopss
  12 200,000,000 the Cyclops Demigod
  13 320,000,000 the Cyclops Demigod
  14 460,000,000 the Cyclops Demigod
  15 620,000,000 the Cyclops Demigod
  16 800,000,000 the Cyclops Demigod
  17 1,000,000,000 the Cyclops Demigod
  18 1,220,000,000 the Cyclops Tutelary
  19 1,460,000,000 the Cyclops Tutelary
  20 1,720,000,000 the Cyclops Tutelary
  21 2,000,000,000 the Cyclops Tutelary
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
  100