Glossary of Terms
Included for the new adventurers is a glossary of common terms and acronyms you will probably encounter in your travels.
MUD | Multi-User Dimension (sometimes called Multi-User Dungeon) |
PC | Player Character (not Politically Correct! or even Personal Computer): the "real people" e.g., your character, your best friend's character, etc. |
NPC | Non-Player Character: the creatures you encounter on the mud e.g., monsters, shopkeepers, guildmasters, mobs. |
MOB | Mobile Object: another name for NPCs |
IMM | Immortal: those PCs who have achieved god-status on the mud and work to keep things running smoothly. |
IMP | Implementor: the supreme rulers of the mud. Imps have absolute power over the mud. The title is a clue; they implement new code and fixes on the mud, policy, etc. |
AFK | Away From Keyboard: lets other PCs know that although another PC hasn't logged off, they aren't around and generally cannot hear tells. |
Newbie | A person with little or no mudding experience. Also a new PC which may or may not refer to someone who has mud experience. |
D&D | Dungeons & Dragons (also AD&D for Advanced D&D). The role-playing game that started this whole mess. |
EQ | Equipment: the items a character can wear which includes weapons and armor. |
Attributes | The standard D&D characteristics for a character. See CHA, CON, DEX, INT, STR, and WIS. |
CHA | Charisma: an attribute that determines a character's charm, how others react upon seeing you. For example, shopkeepers may give better prices to a comely elf than to an ugly orc. It is also a factor in casting certain spells such as charm and sleep and non-aggressive spells cast on other characters. |
CON | Constitution: an attribute that determines how hardy a character is. Constitution is a factor in how rapidly a character recovers from injury. A better constitution means faster healing. |
DEX | Dexterity: an attribute that determines how nimble a character is. Useful for thieves. Better dexerity allows a thief to pick locks and pockets more successfully. |
INT | Intelligence: an attribute that determines a player's capacity for learning. A great deal of intelligence is required to learn and memorize spells, for example. A more intelligent player will learn spells and skills with fewer practices. It is also a factor in how well a spell or skill can be learned. A weak-minded individual won't be able to learn a spell to the same degree that a more intelligent character. |
STR | Strength: an attribute that determines how strong a character is. Strength is a factor in how heavy a weapon a character may wield (a weak character won't be able to heft a claymore!), and how much weight a player can carry. A stronger character will also deal harder blows in hand-to-hand combat. |
WIS | Wisdom: an attribute that determines how much knowledge a character has. Wisdom is important in casting spells, especially for clerics. |
Mana | Mana is a measure of how much "magical" energy a player has for casting spells. The harder the spell, the more energy, or mana, it will take to attempt a casting. A failed attempt at casting a spell usually does not take as much energy as a successful attempt. A player must rest to regain mana (better constitution helps here). |
HP | Hit Points: a measure of how much physical damage a character can take before dying. Damage can come from wounds caused from a physical weapon, a harmful spell, eating/drinking rotten or spoiled or poisoned food/drink, backlash of a failed spell, etc. A character's CON determines the rate at which HP are restored. |
MV | Movement: a measure of how far a player can travel how fast before becoming too tired to move. Terrain is a factor in how tiring it is to travel. Mode of travel (flying vs. walking) is another factor. Resting restores movement points. |
IAW | In Another Window: means a player isn't looking at the window the mud is on. Similar to AFK. |
AC | Armor Class: describes how "armored" a character is. The lower the AC, the harder the character is to hit or take damage. |
EXP | Experience: a measure of how "seasoned" an adventurer is. Experience is also marked by levels. A player needs a certain amount of experience points to attain a certain level. One way in which experience is gained is by killing mobs. |
Align | Alignment: describes a character's idealogical leanings, if you will. A character can be either good, neutral, or evil by nature. |
Spam | Spamming is the term used to describe repeated intrusions that fill a person's screen. Can be done with tells, says, gossip, commands using the word "all" such as "put all", "get all", "wear all", "remove all". Is very annoying and can be a punishable offense. |
Pwipe | Player Wipe: when all the PCs are "wiped out". Means you have to start over from scratch. Pwipes typically occur only when absolutely necessary. There is usually notice given (if it's a planned pwipe and not an accident!) so it isn't a surprise to players. |
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