Help and 3k Terminology is Here
This page does not yet hold all help files available on the mud. For now, it only holds the help files that are referenced within this site.
Help Files |
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help
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help help
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help advance
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help age
Command: Age
Age: 185 days 11 hours 30 minutes
Combat Age: 27 days 11 hours 41 minutes 42 seconds (14.66%) Flap Age: 159 days 23 hours 48 minutes 18 seconds Idle Age: 2 hours 34 minutes 16 seconds FE: $44.51 VAFs: $150.00 Age - Total time you have spent playing/flapping on 3K Combat Age - Total time you have spent in combat on 3K (and the percentage ratio of combat age to total age) Flap Age - Total time you have spent out of combat on 3K Idle Age - Total time you have spent idle on 3K FE - Fictional Earnings (money Marble would have earned had you given shared-includes="/help_files/raw-data/help-age.html">.01/hr of your online age) VAF - Voluntary Access Fees (Fees that you have given to Marble) See also: funds. |
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help androids<help androids>
Recruiter NOT required. Androids are highly customizable robots that can deal death or absorb the most deadly of blows. With an array of components, they are able to fit themselves to most any situation. Like Sorcerers, Fighters and Clerics, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires. Androids can upgrade their components as they advance in guild levels. This allows the freedom to become well rounded or focus on an offensive or defensive role. Androids are never able to fully upgrade all their components and must make choices on which role to fill, but may sacrifice a portion of their guild experience in order to try a different path. An Android may use a weapon or internal mounts to deal damage in one hand, and a shield or a second internal mount for the other, giving the guild a variety of options. Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild. See also: guilds. |
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help angelSince right after the beginning of time, good and evil have waged war
throughout all the planes of existence. On the higher planes this war is
fought directly by beings that embody pure good against beings that embody
pure evil. On the lower planes, good and evil are forbidden to intervene
directly, instead allowing beings with "free will" to determine the balance
of good and evil for themselves.
Typically, a resonance point occurs on each plane. Sometimes toward evil, sometimes toward good, but overall the equilibrium of the cosmos is maintained. Until now. Something has been interfering in the lower planes, the mortal realms, causing the pendulum of balance to swing wildly, sometimes toward good, sometimes toward evil. The forces of good and evil both are concerned about what this chaos means. Uncertain of what will happen to the cosmos of balance is not maintained. In response to whatever this force is that is disturbing the universe, those beings that embody good and evil themselves, the angels, have created a bridge to the mortal planes. Forbidden from directly interfering with the lower planes themselves, they have instead found mortals on those realms to take on their role of balance keepers. Mortals with incredible skill and potential that seek to aid in restoring the balance on this plane should seek out others who have already been imbued with a divine spark. They can share this spark, which will grant the mortal incredible prowess in battle and imbue them with incredible manifestations of good and evil. Each mortal seeks their own path and can develop their spark how they best see fit. They can develop the martial aspects of divine combat, focus more on their divine powers, or combine them both to become the ultimate soldiers in this cosmic battle. It matters less which side "wins", as long as some sort of stability is returned to the realm. Do you have what is needed to rise above your mortal self and save the universe from an uncertain and chaotic fate? Your wings await. See also: guilds. |
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help ascended<help ascended>
Recruiter NOT required. 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. Only select few may ascend. Those that have reached significant power and mastery of their mortal forms and abilities may ascend. This provides more options and possibilities for high level players to explore and enjoy. Some requirements include High Mortal status and being at least mortal level 90. You do not need to leave your mortal guild to join Ascended. See also: guilds. |
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help auction<help auction> Topic: Auction SYNTAX: auction Official Pinnacle Auction Line Type 'auction' to get your own copy of the auction line. Auction Commands:
Auction House Commands
To auction items, you must go see the auctioneer down from Cancer. To receive items you have bid on, you must 'say collect' to the auctioneer. See also: afind. |
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help awho
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help badditem
Topic: Badditem
Example: |
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help bard<help bards>
Recruiter required. "His soul was nourished by beauty, his spirit drawn to mystery. The art of a bard must harness both." --Morgan Llewelyn Bard, the Odyssey of the Irish The Bards of the Three Kingdoms are a widely varied lot, but in the soul of each bard beats a passion for beauty and a desire for knowledge. Some choose to pursue this through the deadly songs of combat, while others choose to learn the pure forms of physical combat. Others practice the soothing art of instruments, while others choose to hide in the shadows and observe unseen, or to gather knowledge about the inhabitants of the realms, and the realms themselves. Although the path each Bard may take varies widely, all pursue the same goals, all share the same depth of spirit and vision. If you would tread the trails of the Bard, seek out any current bard to progress. See also: guilds. |
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help bdelete
Topic: Bdelete
Syntax: bdelete <what>/<which> |
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help bdescr
Topic: Bdescr
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help bladesingers<help bladesingers>
Recruiter required. BLADESINGERS, a beginning In the centuries since the fall of Myth Drannor, and the disappearance of the elves, man has fought on his own against the armies of the dark mages and the evils of the realms. Now, a few of those warriors from the past called Bladesingers have returned to teach a few dedicated humans the techniques of the old ways. Those who join the guild of the Bladesingers will first be tutored in general fighting styles using any weapons. They will learn which skills are useful in dodging enemy attacks, and how to read and use the ancient runes...the corner stone of the guild. As the apprentice progresses thru the ranks, learning more advanced methods of fighting, the elves will train the young fighter to call upon the Unseelie Court of the faerie world to cast spells to enhance their fighting, to learn more about their opponents, and to evaluate armours and weapons. Soon, the accomplished Bladesinger will be able to prepare his/her own armours and inscribe the runes on them to create additional protection or regeneration. A Bladesinger may customize their training to their own style. If you are more comfortable having stronger protection or healing, you can train in those skills. Perhaps you would rather kill faster and depend on your rune skills for protection..then you might train the attack skills in more depth. Bladesingers may wear any armour, and use any weapon. There are no alignment restrictions from the guild and no level restriction for recruitment into the guild. If you would like to join our guild, please contact a Bladesinger of glvl 25+. |
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help bmob
Topic: Bmob
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help breed<help breed>
Recruiter required. The Breed are perhaps one of the eldest races of all time. Returned after aeons of self-imposed exile, they are armed with perhaps the most potent force of all--the power of the mind. For it is from within that psi is generated. The Breed, in general, are a secretive lot, believing that each person must forge his or her own destiny, unfettered and untainted by the ideas and opinions of others. Obtaining knowledge without understanding is a most dangerous thing. Each of the Breed therefore, makes his or her own way through life, learning from those who will teach them what they wish to know when they are ready. The path of the Breed however, is not one of ease, but rather one of discipline, diligence and patience. As such, the Workings of the Breed are highly diverse and vary from Breed to Breed. For few Breed ever embark on exactly the same life path as another. It is rumoured that their great city is hidden from outsiders to protect the Breed from those who would do them harm. |
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help build
Topic: Build
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help calendar
EXAMPLES |
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help ccouncil<cinfo ccouncil>
Clan Information: Ccouncil SYNTAX: ccouncil <message> : talk on ccouncil line ccouncilem <action> : to emote on ccouncil line ccouncil -b, ccouncilblock : to toggle blocking of the Clan Council line on or off ccouncil -h, ccouncilhist : for a history of the ccouncil line USEABLE BY: Leader, Recruiter NOTES: The Clan Council line is an important source of information for all clans, as well as a proper forum for discussion of issues arising from clanworld, as well as occasional "Pearls of Wisdom" from Skinless. This line is only accessible by leaders and recruiters of all clans. If you wish to ANSI the Clan Council line, the ansi variable for ccouncil is "cwcouncil", and can be set using the normal mud aset command (<help aset> for more information). Last modified: Tue Jul 2 23:39:50 2002 by Rompas |
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help changeling<help changeling>
Recruiter NOT required. The old man leans on his staff, scrutinizing you, 'So mortal, you wish to learn about the race of the Changeling? It just so happens that over my long centuries of life, I have known many a Morph, and learned much about them.' Looking for signs of interest he continues, 'I have much to tell, if you have the time..' Taking a seat on a nearby log, he begins his tale, 'Changelings are an ancient and powerful race, although only existing in folk tales for centuries, recently they have become commonplace and are growing in popularity. Able to mimic the forms of animals and anything they see, they are a deadly adversary, or a powerful friend.' 'Changelings possess unnatural control over their bodily cells, and are able to harness this to bend and shape their bodies to their will.' 'One minute you could be facing a well armed and armoured warrior', he pauses momentarily for extra effect, 'and the next a huge beast!, and if that isn't enough to scare an enemy to death, I am sure that it's pure animal fury and lethal natural weaponary will.' 'Generally a changeling will use the animal forms of the mammallian, reptillian and avain variety, but rumour has it that that a well learned morph can become that of an inanimate nature , or even one of the ancient dinosaurs that use to inhabit the land!' 'I once saw a powerful morph face several opponents, an average warrior would have of been felled in an instant, but this morph ignored all but one of his attackers, felling them one by one, their attacks bouncing off his body, or missing entirely. He fought blindingly fast, the whole fight took but mere moments.' 'The life of a Changeling is not an easy one my friend, it takes much patience and practice for them to become a master of their talents. The rewards for perserverence are large and satisfying, should you choose to follow this path.' The old man scratches his beard absently, 'That's all I can tell you now I am afraid, my mind isn't what it used to be, If you require more information, look around and find some Changelings, they will be more happy to share more knowledge with you.' 'Take care friend.' See also: guilds. |
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help chatlines
Topic: Chatlines
See also: mudansi |
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help chit
Command: Chit
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help clan<help clan>
Clan World Clan World, what is there to say. Clans, or groups of people, get behind their respective leaders and kill. They kill all the other clans. The goal, to kill and not be killed in the process. To be the last clan alive. To be the king of the hill! Clan Wars give each clan the chance to be victorious. It is a chance to show off your guild powers against other players. Just like PK but you are with a clan and you don't have the experience loss. Players vote on Clan Wars and fight for the prestige of their Clan standing alone in the Winners Circle. Currently there is a cap of 30 clans. Once this cap is met all others wishing to form a clan will be held in queue. Also each clan has a level cap of 500. So be careful when you are planning who you want in your clan. If you are interested in joining a clan, come to the Clan Room just north of login and post your request to become involved. Another good way is to contact a Clan Leader or Clan Recruiter directly, especially if you know them through your own guild. See also: anarchy, arena, bloodmatch, invasion, kill, milestones, pk. |
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help clerics<help clerics>
Recruiter NOT required. Clerics are spiritual healers with a variety of offensive and defensive spells at their disposal. Like Fighters and Sorcerers, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires. Clerics learn new spells as they advance in guild level. These spells range from simple healing or utility spells to powerful spells that use the lifeforce of fallen foes to absorb damage or attacks that target an opponent's weakest defenses. As Clerics gain guild levels, they also gain skill points that can be spent on skills to influence how well they absorb damage, heal, hurt others, or regenerate guild points. Large Clerics will eventually max all their skills, but smaller Clerics can match the order they raise their skills to fit their playstyle. Clerics benefit from wielding weapons and wearing armor, and it's recommended to do both at all times. Weapons just supplement the damage from their guild attacks, but armor is required to get the most from their guild defenses. Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild. See also: guilds. |
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help counterpoise
Command: counterpoise
For more information, see the skills page. |
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help craftThree-Kingdoms Crafting System
The Three-Kingdoms Crafting System allows players to collect raw materials and turn them into powerful weapons, armour, or weapon or armour enhancing buffs, or self enhancing buffs. The raw materials can be stored over and across reboots in order to allow players to gather and plan their crafting strategies. Completed items can only be used within a given reboot. Crafting is divided into gathering and production tradeskills. The gathering tradeskills include: chaos wrangler, farmer, and miner. The production tradeskills include: blacksmith, chef, and enchanter. These tradeskills are broken down as follows: Chaos wrangler: Gathers energy from monsters across the mud and then infuses this energy into gems that are prepared by enchanters. The gems can then be used to enhance armour or weaponry, or given to a blacksmith to be included in the crafting of a weapon or armour. Players who have a good knowledge of monsters across the mud make for excellent chaos wranglers. Farmer: Grows plants with the use of the many tools. Farmers must gauge the conditions of the farm and add the appropriate resources to the farm in order to create optimal growing conditions for the plant. Players who enjoy solving puzzles and have a lot of patience make excellent farmers. Miner: Descends into the depths of the chaos mines to fight off wandering monsters in order to mine ores and obtain random drops such as dusts, jewels and shards. Players who like grinding will enjoy mining. Blacksmith: The blacksmith assembles ores, dusts and shards from miners and charged gems from wranglers into powerful weaponry and armour. Players who are dependent on equipment and enjoy helping friends would make for excellent blacksmiths. Chef: The chef takes plants from the farmer and places them into a cooker in various combinations in order to create food that can be eaten for powerful self-enhancing properties, such as a bonus to one or more stats. The trick is in knowing the right combination of foods in order to optimize the benefit! Players who like puzzles will enjoy being a chef. Enchanter: The enchanter takes jewels and other random drops from the miner and combines these with fragments, essence and hearts that drop from monsters all over the mud to combine them together into powerful gems that can be charged by chaos wranglers. These charged gems can then be used to enhance existing weaponry or armour, or can be given to blacksmiths who will then use them to create weaponry or armour. Players who are very social and are able to coordinate many other players make for excellent enchanters. Crafting is open to everyone ! Seek out Chavee in northwest Pinnacle ! See also: milestones. |
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help cultTopic: The cultist game (a.k.a. Mafia / Werewolf)
SYNTAX: playcult This game is commonly played at parties, where it is usually called Mafia or Werewolf. It's a social game in which a small number of bad guys have infiltrated a group of good guys. Both groups want to eliminate the other. Type 'playcult' to start. A mysterious voodoo fetish doll will appear on your person. Look at it for more help on how to join a game and play. |
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help cyborgs
Recruiter NOT required
though it is better with a recruiter. 'More human than human' The Cybernetic Research Corporation has been at the forefront of implant manufacture since the dawn of the Cybercorps. Our first product was the ground breaking Sub-cranial Interface & Neural Converter (S.I.N.C.), now the standard in implant-nervous system interfacing. This led to our total domination of the market, and now all Cyborgs procure their ware through us. We provide an enormous range of implants designed to maximize our clients' potentials to withstand damage, master their surroundings, and deal out death. Under the umbrella of the Corporation, our clients can choose from one of several affiliations, each with their own style of combat and agenda. If you feel you have what's required to start down the path towards cybernetic perfection, travel to the skyscraper on the east side of Pinnacle and talk to Valerie. Be warned--in order to survive the rigorous S.I.N.C. installation operation, a recruit must have a robust constitution. See also: guilds. |
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help damage
Types of Damage
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help defense
Defense
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help dmap pinc
Topic: Dmap
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help dungeons
Indicating that I'm saved to Smurfland through boot 873, unless I choose
To leave that dungeon ID earlier, which I can do in 1 hour and 47 minutes.
My dungeon ID for Smurfs is 15, and there's no other players online right
now that are saved with me.
When you teleport into a dungeon, or even if you're summoned into one, your dungeon will not automatically clear when the timer is done. To manually clear this, type |
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help elementals<help elementals>
Recruiter required. This guild draws its power solely from the four basic elements of nature: Fire, Water, Air, and Earth. The most experienced elementals have all four of these forces at their disposal and can control them effortlessly. However, to gain such powers an elemental first must learn the secrets of each element independently, and have full mastery of over one before exploring another. The elementals are renowned for their sheer force, and ability to manipulate the environment of their enemy. The power of the elemental does have its drawbacks. Because most of their energy is devoted to controlling their environments, they are left with few defenses. When wielding weapons elementals cannot attack with their elemental forces. See also: guilds. |
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help eternalsRecruiter NOT required.
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help explorers
See also: elight, eport, esearch, explorers. |
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help fighters<help fighters>
Recruiter NOT required. Fighters are elite warriors. They are focused primarily on using physical combat to absorb huge attacks with armour and destroy their opponents with a weapon. Like Sorcerers and Clerics, they advance faster than other guilds in exchangefor having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires. As fighters advance, they have the option to gain guild levels to unlock mighty powers that provide them with significant advantages over their defensive skills that will passively make them stronger. Fighters can fully benefit from wearing equipment. Having access to basic equipment as a minimum is strongly recommended. Due to the defensive ability of fighters, a good set of equipment will allow you to overwhelm much stronger enemies. Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild. See also: guilds. |
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help flapchatTopic: Flapping Chat
SYNTAX: flapchat <message> The 'flapchat' command will allow you to talk on the mudwide chatline for general chatter. It's blocked more often than shout and is generally intended for idle chatter and interesting topics. This is not a gripe line or a personal pedestal. Respect the conversation and please do not overuse it. You can 'flapchat off' to never see it again. You can also 'flapchat on' when you realize how much you miss it. The content of this chat line should be rated 'PG' as per normal rules. See also: chatlines. |
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help fremen<help fremen>
Recruiter required. Deep in the deserts of Arrakis, dwell tribes of fierce warriors, known as the 'fremen', or by their native name of the 'Ichwan Bedwine'. As per the novels of Frank Herbert, these fremen warriors are trained in a great number of combat skills, and also given training in the skills brought to them by the Atreides family. The Ichwan Bedwine are powerful fighters, with the ability to attack swiftly, and cause mental anguish on their opponents. Some say they have the ability to control their opponent's minds, and command them to do their bidding. Being descended from the ancient Earth tribes of bedouin wanderers, the fremen also have many meditative self healing powers. They have a deep seated tribal sense of group power, and their fighting skill would seem to be enhanced when they combine to take out their enemies. If you wish to become one of their brethren, then you must find one who is able to introduce you to their ways, and sponsor you into their fold. Please feel free to ask any of the higher level fremen online about the guild, although please do not ask any of the wizard fremen, as they really can't help you in this way. See also: guilds. |
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help gamTopic: Online Games Chatline
SYNTAX: gam <message> The 'gam' command allows you to speak on the Gamers line. Do NOT add non-computer gaming information here. Nor should you add information about games that are not at least semi-recent or are intended as a joke. Bad examples: Football, Baseball, Q-Bert, Pac-Man, Tied-Hand Kicking, etc. This line follows standard mud chatline rules and toggle options. See also: chatlines. |
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help gentech<help gentech>
Recruiter required. Refugees from a full planetary sector war in the far distant future, the Gentech recruit soldiers to fortify their armies and lead them back to the future to conquer their enemies. These Gentech soldiers ride a fine line between genetic enhancement of their bodies, and incorporation and integration of far advanced technology into their cellular matrix. This being so, the Gentech posses the ability to choose their own fate within the structure of their guild. Some have even said that Gentech is the guild of 'choice'. As opposed to most other guilds, Gentech members perform experiments to acquire skills and powers. Any power within the guild may be researched by any member of the guild at any time, but with this freedom comes a cost. Researched experiments can fail, which may lead to unpredictable results, including the loss of a power or in very rare instances, death. The chances of a researched experiment succeeding (or its degree of failure) depends on the experience the Gentech member has within the guild. The greater the experience, the more likely an experiment to research a power will succeed. This total control over their chosen skills allows the Gentech to wield enormous power over not only their general surroundings, but also over their own bodies. Through this power, which is both raw and refined, the Gentech bring the world of the far distant future to today. See also: guilds. |
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help gshoutCommand: GShout
Syntax: gshout <message> Much like the 'shout' command this sends a message to everyone in the game. However, it goes above and beyond by sending it to everyone in every other 3-flavor as well, such as 3scapes. See also: gossip, say, shoutblock, talk, tell, whisper. |
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help hail
<hail cab>
You yell out "TAXI!" and a yellow Pinnacle Taxi screeches up. You jump in, pay your fare and are off! Using the command cost this character 13,660 coins. |
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help hardcore
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help highmortal
TLDR - Once you earn the rank of High Mortal by earning at least 805 quest points and level 30, type
High Mortal is a title earned by collecting a certain number of
quest points. The exact number you need fluctuates over time as the
scale of the system changes. You must also be at least 30th level to
receive this title.
High Mortal Ranks
Help file last updated: 4/6/20
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help history
If there are any arguments to either of these commands then they
are appended the command you'll be executing.
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help housesTopic: Houses
Tired of having your conversations interrupted by people running in and out of the room? Longing for a place to stash that extra equipment? Visit the 3-K Real Estate Office and purchase a house. The Real Estate Office is located e/n/e/e/n/n/e from login. Before you can purchase a house, you need to make deposits into the "House Saving ATM Machine" till you reach the purchase price of 500K coins. Then, once you are level 30 or higher, you can buy your house and proceed to design, decorate, and personalize it. You can access your house from a number of places in town. Plus, you can invite your friends to visit or even provide them with a spare set of keys. As you develop your house, you can also qualify for one of the house owner ranks. These ranks highlight those who have put a lot of work into their house thus making them great places to visit. So, why wait, head over to the Real Estate Office today! See also: citymap, milestones. |
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help ibrief
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help infinityTopic: Infinity
SYNTAX: infinity <message>
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help jedi<help jedi>
Recruiter NOT required. The Jedi Guild is a sci-fi guild based on the Star Wars Movie Trilogy and on the Jedi Role Playing Game. This guild is not one of those theme-less and over-powered guilds, it is rather a guild intended to offer unique powers to those players who are fans of Star Wars. Although it is impossible to give you a full impression of how this guild is organized or what powers you will have, I will give you as good an impression of what things will be like as I can.... All Jedi are unique. No two Jedi advance the same way within the guild, and each will have to adopt a different fighting style. Each will have different careers (17 choices) and different levels in each of the 49 ability skills. It is said among the Jedi that nothing is impossible with the Force as your ally. This is certainly true within the guild. There are enough abilities to satisfy everyone's desire, to let you tailor your character how you want. You want a lightsaber? Train that skill. You want to throw lightning? Train that skill. The available abilities run the entire range of powers to be found on the mud. Healing, damage dealing, defense, informative, and some others which are too complex to describe in a short file such as this. Beware though in your choices, because the Dark Side lurks in the shadows, waiting to latch onto your soul and claim you from the path of light. Lastly, I would suggest that you consult any Jedi that is currently in the game to ask for his/her impressions of the guild. If you join I would like to personally welcome you into service as a Jedi, and if you don't, I wish you luck with whichever guild that you do choose. May the Force guide your decision so that you make the correct one for YOU! The Jedi guild is open and welcoming members. If you're interested in the Jedi Knights, be patient and you may become one. Be warned though, this is a theme guild. Jedi won't go blasting Tiamat to kingdom come, they won't take on 10 PK's alone. If you're interested in that mystical spark that George Lucas placed in all of us over 20 years ago, this is where you'll find it. If not, look elsewhere for your guild, because it's probably not your destiny to be a Jedi. See also: guilds. |
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help juggernaut<help juggernaut>
Recruiter required. The Juggernauts guild primarily revolves around the Battletech theme of Elementals. The Juggernauts guild for the most part relies on the interaction between the Juggernaut and his Main Battle Armour--his Elemental suit, for those who are familiar with Battletech terms. The Juggernauts guild contains various Elemental suits from which to choose--ranging from purely offensive to purely defensive. The guild is also divided into clans, each with its own leadership. If a science fiction guild with lots of different possible playstyles is what you are looking for you should inquire into our guild. The guild itself is located in the realm of science. If you are thinking of joining ask a Bloodnamed guild member for assistance. See also: guilds. |
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help knights<help knights>
Recruiter required. A once green and vibrant plain extends around you, its tall grasses now crushed and trampled, the green splattered with the debris of war. For as far as your eyes can see the field is covered with the dead and those few lucky survivors who wander around aimlessly as if shocked to be alive after such a fierce fight. One armoured figure in particular catches your eye as he kneels down and silently cleans his bastard sword on the cloak of a fallen foe. As the last of the blood is wiped from his blade the Knight rises to his feet, the leftover strain of battle slowing his movements, his injuries causing a grimace of pain. While you watch him, the look of pain fades from his face as he closes his eyes and seems to focus his thoughts on enduring his wounds. With a final bow of his head, to the memory and valour of his fallen foe the Knight remounts his sandy coloured horse and rides off to rally and aid the survivors. The killing is over but there is more to being a Knight than just the glory of battle. A Knight is a powerful warrior, but that power is sheathed within a code of honour. Any Knight is not perfect, nor expected to be, but they must always attempt to reach for that higher ideal. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Note: The Knights guild is always interested in finding brave, honorable new recruits. If you're interested in joining their ranks, seek out a member of the Knights Guild for more information. -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- See also: guilds. |
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help mages<help mages>
Recruiter NOT required. Many rumors are whispered about Pinnacle's powerful mage guild. Although most of these are false, the following *is* known: Mages are people who have dedicated their lives to mastery of the mystic art of sorcery. Expert mages have an arsenal of over one hundred spells at their disposal. Although mages are best known for their offense, their defensive capabilities are not to be trifled with. One of their most feared and respected powers is the ability to conjure forth all manner of powerful beasts to fight for them in combat. These creatures, enslaved by the mage's potent will, sacrifice their bodies to save his, and may even be compelled to follow the mage as a personal servant. (Note that, although I say "his", some of the most powerful mages are female.) Mages also can cast a wide array of useful, clever, amusing, and, it is said, even treacherous spells. Popular superstition says that a powerful mage can change his form, and that his feet do not even touch the ground. On the other hand, mages lose much health and strength, subjugating these bodily powers to the pursuit of the arcane. Another drawback of this rigorous discipline is that mages are restricted in their choice of armour and weapons. Aside from robes, boots, staff, dagger, and a few trinkets, there is not much they can use. Novice mages always wear a small pentagram of purest platinum, but it seems that more advanced sorcerers often give this up, in order to specialize in a specific type of magic. The art of magic is older than Chaos itself. Indeed, it is rumoured that in the distant past, great mages warred for control of the kingdoms, nearly destroying them. Perhaps someday, you too could wield such power. See also: guilds. |
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help method
IntroductionPresumably you wouldn't be playing this darn game if you didn't want to do quests. If you don't want (like) to do them 3K is probably not for you. This helpfile describes one approach to solving quests, and while it is by no means the only way to do them, the method works. The elements of solving quests are to get yourself a good map, search the whole area, follow the story line of the quest if there is one, and pay particular attention to the characters and objects you will discover while questing. Most importantly, write everything down. This is so obvious most people forget to do it. At any rate, these are the mechanics -- the part you bring to the quest is your patience, and problem solving skills. Finding a Quest
Finding quests is actually easy to do in most cases. You find quests by
mapping, and by being familiar with the three domains of 3K. If the quest
listing you find at the guild entrance tells you to
"seek in the Realms of Fantasy", you have already ruled out 2/3 of the mud.
Now all you have to do is be familiar with the one Domain that holds the
quest you want to solve.
When to do a QuestAlways quest, always map. Be ever searching for the next part of a puzzle. Monsters that give you reasonable XP and GXP are everywhere. Impatience and desperation are probably the single biggest killer of questers. If you are always questing, you will likely progress steadily, you will have a cool head, and you will certainly have a much easier time doing quests. The only way to solve the larger more complex quests is to get good at questing and to always be looking for that next piece of the puzzle. MappingIn my opinion the most important part of solving a quest is to draw up a good map. Start with a piece of graph paper, and every time you move into a new room, draw a separate box for the room and put in lines to indicate exits from the new room. This is simple to do, and it can save your life. To map for a quest, set your wimpy very high, and just do a fast rough map putting down all the directions you can see without searching. Read the room descriptions carefully before exploring a new direction. You would be amazed at how many people see a sign that says 'Death trap to the east' and then proceed to go east and die (go figure). With this rough map in hand you now know all the safe exits, and where all the holes you need to explore are. Mapping 2With your rough map in hand, you now should look for the non-obvious or hidden, directions. These are room exits that you cannot see and are generally found around the edges of an area or leading into the holes you have found in your rough map. Of course this is not always true -- sometimes there are exits up, down, and so on. To find the hidden direction, read the room description carefully, there is usually a clue somewhere in the text (not always, but usually). The brute force approach is to try every direction {n,e,s,w,ne,sw,se,sw,u,d} on every square, and believe me you will probably do this at some point in your adventures here at 3K. Draw in the hidden exits you find. SearchingMost quests have an element of searching to them. To do an effective search, read the room description. Look at everything in the room, monsters, objects, and look at every noun in the text of the room description and in the text you get back when you look. Generally speaking, in the first few squares, try 'look' and 'examine' both to see which one the quest uses. While you are looking, also 'search' the things you are looking at. This may seem tedious, but is a crucial step to finding the pieces you may need to solve the quest. Story LineFrom the very beginning, write down what you think a possible solution might be. As you discover new stuff, change your written solution to accommodate the new details. As dumb as this may seem, this step allows you to collect your thoughts and organize yourself to solving the quest. There are not many quests around that do not have some sort of logic behind them (as twisted as the logic may be). By drafting solutions you are in effect trying to put yourself in the place of the wizard who created the quest. Frankly, the more complex the quest is, the more important this step becomes. MonstersMonsters give a living context to quests. In some quests they are used as scenery and filler, in others they give directions by talking to you, answering your questions, and so on. Don't just blindly stumble around killing everything you see. Look at them first, consider their size and damage potential, try saying stuff to them, see what they are carrying. Then if you must, and it is safe -- kill em. Notice I said 'and if its safe'. Generally speaking the average quest monster is often bigger than you are prepared to deal with. Look at your map, plan your escape, set your wimpy, make sure you are at full strength and have the best equipment and healing you can afford ... and THEN kill it. Interactive QuestsWhen you see a quest referred to as being an interactive quest, what is really being said is that the monsters are designed to interact with you much like another player would. What is more important in these quests is to find out just what the monsters are trying to tell you or direct you to do. Try all kinds of things with them, like: say hi, say job, say quest, tell <monster> hi, exa monster, search monster, bow monster, etc. Look carefully at the room and anything within it for hints, plus listen to the monster carefully while examining it, etc. Contained in everything you see and hear will be a hint of what else to ask/look for. Rules
Yes, there are rules. If you break them the penalties are severe. If you
start with the principle that most quests are 'secret journeys' or 'rites of
passage' that each player must experience without help, there is really only
one rule that matters:
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help milestones
Visit the Milestones page for more information.
See also: ascended, clanworld, crafting, eternals, guilds, highmortal, houses, levels, professions, quest, seconds, wizzing. |
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help mission
The syntax is:
Missions are small tasks that you can perform for certain NPC's or creatures on 3K in exchange for a reward. If any creature has a mission available, you will see a question mark at the end of their name. Missions have a number of possible rewards that can range from coins, experience, stat boosts and reputation increases. The tasks can be killing certain creatures, or collecting specific items from an area. If you do find someone offering you a mission, be sure to type |
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help monks<help monks>
Recruiter required. The Monk is a born fighter, he needs no weapon to fight and requires no armor, nor can he wear much. His main goals in life are to study, meditate, and fight. A monk will get most of his Guild Experience Points from fighting bare handed in combat. If at any time your Guild Points or Peace Level drop to Zero(0), you will not fight well with your hands and are better off fighting with a weapon. A monk's prime attribute is DEX. This is what most of his powers are based on, including his attack ability and dodging ability. (WC and AC) INT is also a prime factor in determining how well a monk fights and how much damage he does. Concentrate on those stats and your guild level, and you will be a powerful monk in no time. Monks cannot wear armors of type: armour, helmet, boots, gloves or shield. See also: guilds. |
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help mskills
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help necromancers<help necromancers>
Recruiter required. The path of the Necromancer follows that of powerful magic. Ancient energies and ethereal forces are yours to command. Take a step toward immortality with the powers of the undead. Darkness and light combine to create devastating spells and awe-inspiring powers. The intensity of your guild experience will forever shape the rest of your life. No guild in all the realms offers you the experience found in the Necromancers. Hundreds of powers are yours to command. The members are helpful and the info files are extremely complete. The guild is the most complex on 3 Kingdoms and very arguably the most complex on any mud anywhere. The Guild Halls are comprised of over a hundred rooms, many containing secrets about the ancient histories of members long gone. Further exploration of the stone halls and ancient catacombs reveal hidden clues to that of the guild quest - to find and awaken the forgotten powers of the ancient Necromancers, and learn the secrets of their disappearance. The guild is an intense experience, make no mistake about it. Very few people have even come close to experiencing all it has to offer. Power, mystery, intensity and excitement await you in the guild that is, the Necromancers. See also: guilds. |
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help newb (chatline)
newb - The Newbie Help Line
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help nwho
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help ompOMP - The OFFICIAL 3Kingdoms Mud Party
SYNTAX: omp <message> The 'omp' command allows you to speak on the OMP party line. This line follows standard mud chatline rules and toggle options. >>> NOTE: This line is to be used for OMP Discussion ONLY <<< What is an OMP? Beginning in 1998, The Marble Group (3K's parent company) has organized an 'Official MUD Party' that is open to all denizens of 3Kingdoms, their families and friends. These (mostly annual) OMPs are held in major cities around the continental United States at a specific venue, typically a large hotel. The OMP is a multi-day event, with various activities that occur from Thursday through Saturday. Technically, Saturday evening/night is the actual OMP event, which includes organized snacks, prizes and all sorts of cool stuff. Why go to an OMP? An OMP gives players from all over the world the chance to come together and meet others who play 3K. It is a chance to sit down and talk to people you might never have met otherwise, and also a chance to hang with friends you see year after year. The weekend is packed with gatherings, movies, games, parties and site-specific activities for all. Is this an adults-only gathering? Yes, yes and yes. You must be 21 years or older to ride this ride. Where can I find out more information on the next OMP? Simply type 'omp' to see the latest details on any upcoming OMPs Also check out the OMP room (type 'omp' at COT) and board for the latest info. See also: chatlines. |
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help panicTopic: Panic
SYNTAX: panic This will set up an action your character will perform when your hit points fall below a certain value. This is a good place to put healing abilities or leaving the room action : what command you would like to execute when : threshold value to execute the command - as a % or val (default is 50%) phase : 0 = at the beginning of your round 1 = at the end of your round 2 = between your guild's automations but before attacking 3 = between your guild's automations but after your attacks (you will want to tweak this depending on how your guild reacts) WMT NOTE: at this time, we cannot get the messages to fire. Examples: Turn this thing off panic off Run east if your HP falls below 50% panic east panic east/50% Heal yourself if your HP falls below 200 panic cast heal/200 Sever from the game if things are looking bad at the end of the round panic hmsever/25%/1/ |
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help percent
While previously covered in the 'history' Command Of the Week, we're taking a closer look at the %% command.
If there are any arguments to either of these commands then they
are appended the command you'll be executing.
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help pfindCommand: Pfind
SYNTAX: pfind [on/off] [comm] [-help]
The 'pfind' command will show a list of all the players who are seeking a party.
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help players
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help polTOPIC: POLITICS
SYNTAX: pol <message> The 'politics' command lets you access a mudwide chatline where anyone can spew worthless political opinions without fear of imminent desting It not cost any spell points to use. This line may be toggled on and off, with the commands listed below. The politics line is watched regularly, and harrassment and cursing will not be tolerated, and may result in revocation of your politics
line privleges , or worse.
Politics Line Commands: pol on : subscribe to the politics channel pol off : unsubscribe the politics channel pol who, pol -w : show whos listening to the politics channel pol block, pol -b : toggle blocking of the politics channel pol history, pol -h : history of the politics channel |
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help portalchatTopic: PortalChat
SYNTAX: portalchat Once upon a time, in the year of our lord 1999, the Portal MUD client game came out to the world. Sweeping the minds of youth and adults alike. One of the client coders have decided to honor it by allowing a special Portal channel to be created where people could discuss usages, strategies, and any other items of interest. See also: gossip, say, shout, tell, whisper. |
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help priest<help priest>
Theme: Devoted followers of the gods are granted extraordinary powers by their deities. The powers vary from god to god, and include healing of wounds, inflicting damage on others, and control over weather, the elements, and nature itself. Offense: The main offense of the priest guild is its spells. The spells do various types of damage, including fire, cold, mental, and physical damage. Defense: The guild's primary defenses also come from its spells, although our tanking ability is augmented greatly by our healing abilities. Magic armour can be summoned, and protection spells cast. After monsters pound on a priest for many rounds, a well-timed healing spell will lessen the damage considerably. Misc: Some of the many miscellaneous powers granted to the priests include enchanting weapons, changing people's alignments, lightening the weight of items, and temporarily boosting a player's stats. Priests can also create fireseeds and goodberries for newbies, as well as growth the guild followers of other players. Superpower: Mends -- healing hp and sp from a distance. Special: There are twelve gods that a priest can choose to worship, 4 good, 4 neutral, and 4 evil. The followers of each god have certain spheres of influence that are stronger or weaker, but overall things are fairly balanced. A new priest starts with the rank of acolyte and works his way up to avatar and beyond. Restrictions: Each of the gods has their own set of restrictions. Common ones include keeping alignment on the correct path (good/neutral/evil), not wielding bladed weapons, and minor armour restrictions. Also, reagents from the guild are required to cast many of the spells. GXP: Guild experience is gained through casting spells. The guild levels are known as 'steps ascended'. There are 80+ steps to ascend, with each one bringing a bit more power. Priests are one of the older guilds on Three Kingdoms. We are excellent in parties with other guilds and are usually in demand due to our extensive healing abilities. Guild members tend to be friendly, talkative, and willing to help out anyone in need. No other guild has a line dedicated to griping, a guild box so chatty, or as many hot mudders. (woohoo!) Feel free to ask any priest if you need more information about our beloved guild. (The Priest Admin) See also: guilds. |
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help professions
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help profs
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help profwho
Why, or how, could this command be utilized to benefit you? If your weapon or armour needs repairing, you can |
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help psicorps<help psicorps>
Recruiter NOT required. History: The researchers at the National Institution for Technology, while studying the human mind as part of their Wonders In Technology program, stumbled onto a way to empower a person's mind as an extension to their physical form. The research project, secretly funded by the government, was quickly closed off from the public and all the information gathered by the researchers was removed to a secret location. The government created a program called the Black Knights to further the research based on this new information, which eventually lead to the invention of the PIM (Psionic Implant Module). In the interest of national security, a new, secret division of the Marine Corps was created, specifically to use this new technology for military purposes; thus Psicorps was born. The focus of this division was not to create a psionic only division of the marines, but rather soldiers would use psionics to enhance their combat capabilities out in the field. This allows them to use the strength of their bodies and their minds in order to accomplish their missions. Specialized combat training with psionic enhancements is the core of the Psicorps Soldier. Each soldier gains their own powers in their own ways and the Psicorps helps them train each power to its fullest potential. Newer versions of the PIM are being developed and as soldiers gain rank, they will be able to access a better unit than the one they possess. Guild: Psicorps is a highly configurable guild. Players have access to sets of abilities and configure their implant to which powers they want to use for the situation that they are in. Players can return to the guild to swap out powers at any time which means they are not stuck to the powers they choose. As players gain new tours (guild levels), they get access to higher and more powerful tiers. Their implant can also hold more powers. The guild also has several skills that can be trained in order to improve the players efficiency. This makes the guild highly customizable to the task at hand. If a player needs to tank, then they can load all defense powers. If the player has a tank, then they can load all offense powers. Or anything in between. There are also utility powers that are unique to the guild itself. So if you are interested in Psicorps, either type 'players psicorps' and ask a current player to recruit you. Or go to the Houston Transportation Hub in Science and find Lt. Combs in his office across from the arcade. See also: guilds. |
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help purge
Purge
Level
Purge When?
1
2 weeks
2-9
3 months
10-15
3 months*
16-30
6 months*
31-48
2 years*
49+
2 years*
Wizard
50 days gone - zap,
6 months gone = wipe If you are under level 10 and have not logged in within the amount of time indicated for your level, your player file will be purged. * If you are over level 10 and have fewer than 20 hours of time invested in your character (age) then you will be purged after being gone the duration indicated above. If you are over level 10 with at least 20 hours invested, you will never be purged automatically. Drunken fits, bug abuse, all the normal ways to get wiped still exist. Once you are purged, the only restoration possible is via a VAF restore. Please type 'help vaf' for more information on how they work. See also: email, register, rules, showaddr, wipeme. |
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help questlist
Syntax: questlist <name|
You can also combine args, eg:
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help redo
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help remindme
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help resistances
Resistance
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help retrace
Retrace
Example |
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help say<help say> Topic: Say SYNTAX: say <message> This wonderful command allows you to speak absolutely FREE! Not a single spell point is lost. "How is this possible?" you might ask (that's the first thing I asked when someone told me it's possible). Well, there is a catch. The catch is that you can talk to only the people that are in the same room with you. "That's not too bad." you might say. There is also a second catch. Second catch is that everyone that is in the room with you can hear you too. So if you are in center of town, don't say things like "I think *CENSORED*" because someone might hear you, and if you want them to hear you, then you might as well use shout. See also: |
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help sayhist<help sayhist> Command: Sayhist Syntax: sayhist So you are alone in the room with your mudlover. They come close to you. They say something and just then one of the bored wizzes wants to show how cool he is by spamming everyone with a giant dest message. You try to reach for the scrollbar, and they you discover that it's broken, what do you do? Fortunately, we have a solution, type 'sayhist' and see the 20 recent messages that were said by you, or someone else in the room you are. You can look at it as your own personnal secretary. See also: history, say, shouthist, soulhist, tellhist. |
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help score
Topic: Score
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help setmod
Topic: Setmod
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help shout
Command: Shout
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help sii<help sii>
Recruiter required. The Sii are an alien race that arrived in Pinnacle under fire from another warlike alien race. The survival of the Sii is attributed to their ability to adapt. The species has been able to adapt to harsh climates by living with natives in a symbiotic relationship. Specifically, the Sii symbiont is able to attach tendrils into the cerebral cortex of specially prepared "forms". These forms are based on naturally occurring (alien) creatures. When the Sii arrived in Pinnacle, they brought a supply of these physical forms, because they did not know what climates would await them. Consequently, it is common to see a Sii in the form of a Siierek, a large leathery winged creature of the night, or as a Ssthorak, a humanoid creature with the snout, talons and scales of a lizard. Experiments are currently being conducted on other Pinnacle creatures to find new forms, but so far only the human form has proven to be useful. * * * Members of the Pinnacle Sii radix ("the guild") have donated their body to be a form for Sii to use. During his donation ritual, a newly born Sii host merges with the human form, and their consciousness is shared. The Sii learns from the human while the human learns from the Sii. Eventually, the player's consciousness BECOMES this merged consciousness, and is then able to inhabit other forms. The human form, while complex, is one of the simplest ones for these new Pinnacle symbionts ("guild members") to occupy, since it is an experience that they have had for many years. See also: guilds. |
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help skillquests
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help skills
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help sorcerer<help sorcerer>
Recruiter NOT required. Sorcerers are masters of elemental magics. Fire and ice bend to their wills to both protect them and slay their foes. Like Fighters and Clerics, they advance faster than other guilds in exchange for having a hard cap on their maximum level and guild level. They are designed for casual players that want to quickly be able to explore most of the game without such a large time commitment that a traditional guild requires. Sorcerers gain powerful offensive and defensive spells as they gain guild levels, spending experience points to raise skills as well as their general statistics. At high guild levels they can also summon powerful golems to defend them in battle. Sorcerers, unlike mages, can fully benefit from wearing equipment. Modest equipment will be sufficient for your needs, but with powerful gear a large sorcerer is a force to be reckoned with. Be sure to read the sign in the Recruitment Hall (w,u,n from Center of Town) to learn how to join the guild as well as the current level cap and other important details of joining or leaving the guild. See also: guilds. |
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help stats
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help stats2
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help swho
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help talk
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help tell<help tell> Topic: Tell SYNTAX: tell <player> message Official Pinnacle Auction Line The 'ask' and 'tell' commands are identical, but are both installed for your grammatical convenience. These commands let you send a message to a single player on the mud, whether they are in the room or not. There is no cost for this. To reply automatically to the last person who 'told' you something, use the 'reply' or 'respond' command. Note: Tells will reach a person, even if they are in a different realm To send a tell to a person in a specific realm, use the @ symbol. For example: 'tell barnaby@3k2 hey there' You cannot tell to anybody that is tellblocking you. See also: |
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help tellb<help tellb> Topic: tellblocking SYNTAX: tellb OR tellb <player name> The 'tellb' command will allow you to block the incoming tells from someone you want absolutely nothing to do with. With no argument, the command will list all the people you are tellblocking. With the argument as a player's name, you will tellblock that person. Typing 'tellb <that person>' again will remove them from the tellblock list. Type 'help vaf' to learn more about how to tellblock all at once. See also: shoutblock, tell, tellhist, trs. |
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help tellhist<help tellhist> Topic: Tellhist Syntax: tellhist The 'tellhist' command is a very handy device. This command will show you the last 16 things that people have told to you, just in case you missed in the scroll. 'tellhist' will return your latest tells, up to 16 'tellhist #' will return your latest # tells Type 'vaf tellhis' to learn how to get a quadruple-sized tellhist, 64 tells! See also: history, say, shouthist, soulhist, tellhist. |
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help townportal
<townportal>
You begin to create a portal. A magical energy begins to swirl. A dark red portal begins to form in front of you. The portal becomes darker and darker, swirling in on itself. Did you know that you can get a portal to town from a necromancer? Just type 'players necromancer' or 'players nec' and ask someone on that list. It's pretty easy and the necromancer guild is quite helpful. Honestly, I know some necromancers personally, they're very nice people. You shouldn't be frightened of them just because they're called necromancers. They really are the best way to get a teleport to town. A blood red portal appears in front of you and you step into it. <townportal check>
You must wait 38m 36s before casting townportal. |
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help uno
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help uptime
<uptime>
<uptime2>
<uptime3>
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help visited
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help watch
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help who
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help who2
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help wimpydir
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help wizard
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help wizardling
Type
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help wizzing
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Terminology |
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3kShort for Three Kingdoms. |
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AggressiveThese mobs will attack you as soon as you enter their room or they enter your room. |
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AlignmentAs you play 3 Kingdoms, you will notice that the phrase in parenthesis at the end of your title will continually change. This is a known as your alignment. The alignment is controlled by your actions. Killing many evil monsters and performing righteous deeds will earn you a very noble reputation. The same can be said in the reverse. The order of alignments is listed below from good to evil. It should be noted that not all of the alignments are listed below. The extremes on both ends of the spectrum can only be known by achieving them yourself or being present when another player has. Until then, they are a mystery to be solved. Good luck. |
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AssistA mob who assists will attack any player who starts a fight with another mob in that room. For example guards are often mobs who assist, and will attack if you try to kill the mob they're guarding. |
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Block exitsThe mob will will block exits to stop you from going in one or more directions. |
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Block searchWhile the mob is alive, it prevents you from searching one or more specific things, up to blocking searching in the whole room. |
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BloodnoteOne of the benefits of a Necromancer's close relationship with Death is the ability to enter into a contract to spare the suffering of another soul. A necromancer standing in the room where a comrade fell may call their soul back from the dead, allowing them to avoid ALL the usual penalties death entails. |
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Boon
A boon is any type of boost provided to a players character by a wizard and/or Ogotaz. Directions to Ogotaz from Center of Town:
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Boon - 'Choose Boon'This boon gives each player a pool of points to raise their stats with. The size of this pool, and how many points can be allocated to any individual stat, is dependent on the level of the wizard that grants it. A player can |
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Boon - 'Coin Piles Boon'The granting wizard creates a variable number of coin piles in various rooms around the mud. (Chosen via randomizer or handpicked by the wizard?) Each pile is thought to be 100K from limited testing. The number of piles is (probably) based upon the level of the wizard. |
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Boon - 'Coins Boon'A wizard throws some coins in the air. All online players will then reach out and grab a (usually pretty small) share of these coins. |
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Boon - 'Dagger Boon'The casting wizard throws daggers out across the realms, and if you manage to catch one you end up with a wizard dagger that you can use to stab a mob for a single large hit. |
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Boon - 'Divine Blessing Boon'This boon will boost random stats a random amount. The amount each stat is raised is based on the level of the granting wizard. |
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Boon - 'Hephaestus Hammer Boon'This boon will increase the Durability of your wielded weapon by a lot, making it basically unbreakable. |
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Boon - 'No Death Boon'A boon that while in effect will not let you die should your HP drop below 0. |
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Boon - 'Protection Boon'This boon will give all players online protection from damage, the damage will be redirected to the granting wizard. In combat you will see emotes when this happens. |
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Boon - 'Strade Boon'This boon boosts one random stat by around 10 for each player online. Each player then has the option to strade once with another player to swap the stat being boosted. |
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CoTAcronym for Center of Town (this is the center of the city of Pinnacle). |
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CraftingMining generates raw materials. Predominantly, these are ores. Occasionally, you get special mining drops: dusts, shards, and jewels (collectively referred to as goodies). Also, Miners can turn ores into bars (by smelting). |
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DeathwatchDue to their close relationship with Death, Reapers over a certain level may enchant a single gold coin on another player's behalf with the power of the Deathwatch. Whomever has been provided with such a coin may then use it during direst need to pay reaper, calling upon Death himself to save them from combat and carry them to the safe haven of Pinnacle. |
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GrabbyMobs with this ability will pick up items and/or coins from the ground and add them to their personal inventory (usually as if they had used a "get all" command). Some mobs seem to grab things quicker than others. Note that "items" can include the corpses of other mobs/players (sometimes quite annoying) |
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Hard wimpyThis mob makes it difficult for you to leave the room while in combat with it. It may take several tries to leave the room. |
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Hits aroundThis mob will switch attacks from hitting one player to another player and not just hit one player. These mobs are usually bad for parties that have one person tanking as all people in the party need to be able to tank the hits. |
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HuntsThe mob will follow you if you leave the room while fighting it. Most of the time these mobs will only hunt to the exit of their area, however this it not always the case. |
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No corpseThis mob, when killed, will not leave a corpse behind. |
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No peaceThis mob, when killed, will not leave a corpse behind. |
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No port / No teleportThis is more of a room ability, in that the room itself will not allow people to teleport into or out of the room. Often associated with specific large mobs or traps, although some entire areas are no teleport. |
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No wimpyThis ability is similar to the Blocks exits or Hard wimpy abilities, except the mob will stop you leaving at all until it is dead. Usually this ability only becomes active after you attack the mob, not in all cases however. |
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RebootThis mud "resets" around once every week. Which means that all of the items you obtained while being online, will disappear upon reboot. All items are returned to the original mobs, all areas reset, all 'once per boot' quests are reset, etc. You do, however, keep all experience and coins gained. |
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Room damageThis mob ability is when a mob is able to damage to the room itself. This damage will affect everyone that is in that room. |
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SpawnsThis mob will generate one or more mobs when it dies. Usually these mobs are smaller than the original, and often aggressive, they attack you straight away. |
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SS
From Center of Town: Acronym for Surreal Spirits. |
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StradeShort for Stat trade, which relates to the Strade Boon. |
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TimeslideThe Gentech superpower, sometimes requested by other players. This ability allows the Gentech to reset a room at will. Not all Gens have this power (even those who meet the guild level requirement). Those who do, have varrying numbers of slides per reset. |
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Adventurers Guild |
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[Adventurer] help adventurer
Directions to Guild from Center of Town:
QUICK INTRODUCTION TO ADVENTURER SPELLCASTING:
Syntax:
You have to have enough experience points to be able to use the spells,
but then they will work 100 %.
--> Visit the Adventurer's section on the Newbie page for more details. |
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[Adventurer] info adventurer
The Adventurers Guild - an overview
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[Adventurer] info bury
Usage: bury corpse
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[Adventurer] info chatsNewbie Chatlines
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[Adventurer] info consider
Usage: consider [target]
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[Adventurer] info earmuffs
Usage: earmuffs [#]
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[Adventurer] info info
Usage: info [subject]
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[Adventurer] info newbies
Usage: newbies
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[Adventurer] info nhint
Usage: nhint
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[Adventurer] info rcost
Syntax: rcost
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[Adventurer] info recover
Usage: recover
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[Adventurer] info salve
Usage: salve [target]
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[Adventurer] info spellsSpell Name: missile Description: Magic MissileSpell Name: shock Description: Shocking GraspSpell Name: fireball Description: FireballSpell Name: ice Description: Ice blastSpell Name: acid Description: Acid SpraySpell Name: sunder Description: Partial / Total DisruptionUsage: spell [target] or: cast <spell> [at target] If the target is omitted, and you are currently in combat, the spell will be targetted upon your current opponent. If you are not currently fighting, you MUST supply a target. Example: cast missile cast missile at farmer
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[Adventurer] info stats
The following stats can be raised at the advancement room:
Each of these stats also play parts in different guilds. If you
would like to know more about which stats are important for the
guild you're thinking of joining, you should ask on the newb line.
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