'EAGLE EYE'
The EAGLE EYE skill reflects keen long-distance vision gained through constant
travelling through the wilderness. Characters with this ability are able to
see further when using the SCAN command. It operates automatically once it
has been practiced.
'EARTH HAMMER'
Syntax: cast 'earth hammer' <character
This spell conjures forth a hammer of stone from the earth itself. It will
hurl itself at the character you nominate, inflicting substantial damage.
'EARTHEN ARMOR'
Syntax: cast 'earthen armor'
These spells, known collectively as elemental shields, are protective
incantations that surround the caster with a protective barrier formed
from the chosen element. Attacks based on that element will inflict less
damage on the caster while the spell remains in effect. The elemental
shields are all mutually exclusive to one another.
Care should be taken when using these spells, for attacks based on the
element opposing the one on which the spell is based will inflict MORE
damage. Thus, for example, a watery globe would reduce the damage inflicted
by a wave spell, but more damage would be sustained from a fireball.
Similarly, earthen armor will reduce the damage from an earthquake, but
a gas breath attack could then have devastating effects.
For further information on which elements oppose which, see ELEMENTS.
EARTHQUAKE
Syntax: cast earthquake
This spell inflicts damage on every enemy character in the room.
Beware that other characters who are not yet fighting may attack
you as a result!
EARTHSPEAK
Syntax: cast earthspeak
This spell enables the caster to converse with the very earth itself, thereby
divining the nature and locations of all creatures within the area.
'EAT TREASURE'
This ability allows you to recover lost hit points by devouring treasure
items. One lost hit point will be recovered for every 50 gold pieces worth
of treasure that you eat.
EAVESDROP
This skill allows you to overhear private messages passing between people in
the same room as yourself via the WHISPER command. Once the skill has been
practiced, it operates automatically.
'ECTOPLASMIC FORM'
Syntax: cast 'ectoplasmic form'
These spells enable the caster to pass through closed doors.
'EGO WHIP'
Syntax: cast 'ego whip' <character
Because a sorcerer understands the inner workings of the mind so well, he or
she can attempt to EGO WHIP a victim, making them less confident by bringing
up bad childhood memories, embarrassing moments, and failures. This lack of
confidence can significantly reduce their battle effectiveness.
elementalist
The ELEMENTALIST class is a spellcasting class whose magic derives from an
understanding of the four basic elements that compose the world; air, earth,
fire, and water. It has strong resemblances in some respects to the Medieval
pseudo-science of Alchemy. Because they tend to deal with the elements in
their raw states, much of their magic involves hurling barely controlled
energies at their opponents. An elementalist is, however, most certainly not
a master of hand-to-hand combat. Further reading on alchemy will provide the
budding elementalist with a great deal of useful background material.
ELEMENTS
AIR
(Electricity)
|
|
FIRE --------O-------- WATER
(Energy) | (Cold)
|
EARTH
(Acid)
It is a well established fact within magical circles that the world is
composed of different combinations of the four primary elements. Elemental
magic is based upon this, and an understanding of which elements oppose
which is an essential prerequisite to mastering this type of magic. The
diagram above shows how the elements stand in relation to one another;
fire opposes water, air opposes earth, and vica-versa.
elves
ELVES are fey creatures with a great affinity for magic. They prefer to dwell
in peaceful, natural settings such as forests. They have exceptionally keen
senses and reflexes, and are without peer in the fields of woodscraft and
archery. Elves have a strong dislike of drow, for there are ancient hatreds
between the two races. Like the drow, though, elves have an enormously long
life span that makes them virtually immortal, barring only accidental or
violent death.
Racial Modifiers: Strength -1, Intelligence +2, Wisdom -1,
Dexterity +2, Constitution -2, Mana +50
Racial Abilities: Camouflage (allows concealment in the wilderness)
Detect Hidden (can see hidden and concealed characters)
Classes Permitted: Assassin, Bard, Elementalist, Enchanter, Ranger,
Sorcerer, Thief, Warrior
Typical Lifespan: 40,000-50,000 years
EMOTE , SOCIAL
Syntax: emote <action
EMOTE is used to express emotions or actions. Besides EMOTE, there are
several dozen built-in social commands, such as CACKLE, HUG, and THANK.
You can see a list of these using the SOCIALS command.
'ENCHANT WEAPON'
Syntax: cast 'enchant weapon' <weapon
This spell magically enchants a weapon, increasing its hit and damage
bonuses. The weapon must be un-magical to start with. This spell also
causes the weapon to be aligned with the alignment with the caster.
enchanter
The ENCHANTER class is a spellcasting class devoted primarily toward the
enspelling (enchantment) of other objects and creatures. Although they are
weak in physical combat, they acquire a wide variety of potent spells.
They tend to be mysterious figures, working secretly towards hidden ends,
and seldom confiding in the normal folk around them. Enchanters have no
historical counterparts; they exist only in legend and myth. However, good
role models might be Merlin, Circe, and Medea.
ENDURANCE
This skill enables you to survive on minimal levels of food and water, so you
become hungry and thirsty much more slowly. It operates automatically once
you have practiced it.
'ENERGY CONTAINMENT'
Syntax: cast 'energy containment'
By using ENERGY CONTAINMENT, a sorcerer can absorb many forms of energy
without damage. As the sorcerer gains experience, this skill improves.
'ENERGY DRAIN'
Syntax: cast 'energy drain' <character
This spell saps the hit points, mana, and movement points of its target. It
is not effective against undead creatures.
'ENHANCE MAGIC'
Syntax: cast 'enhance magic' <character
This spell increases the effectiveness and the duration of magic spells
currently in force upon the target. You may only enhance magic that you
yourself are able to cast.
'ENHANCED DAMAGE'
This skill increases the damage you inflict when attacking. Use of the skill
is automatic once you have practiced it.
enhanced pick
'ENHANCED PICK'
Syntax: pick <object|direction
PICK can open a lock without having the key. In order to PICK successfully,
you must practice the appropriate skill. ENHANCED PICK allows picking of
more difficult locks.
'ENHANCED STRENGTH'
Syntax: cast 'enhanced strength'
These spells increase the strength of the target character. The sorcerer
discipline is caster-only.
Envy
This mud is based on EnvyMud 1.0, created by the EnvyMud Staff. EnvyMud
is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Envy 1.0
is available as Envy_10.tar.gz from ferkel.ucsb.edu (most files moved to
ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, and zen.btc.uwe.ac.uk
E-mail to 'merc-request@kpc.com' to join the merc mailing list.
Thanks to ...
... Diku Mud for starting it all.
... The Free Software Foundation and DJ Delorie for kick-ass tools.
... University of California at Berkeley Central Computing Services and
Information Systems and Technology staff for providing the support
and resources to develop and test EnvyMud release 1.0
... Copper Mud, Alfa Mud, ROM, ROM2, DALEMUD, Silly, and Circle for
releasing their code and worlds.
... Jeremy Elson for help porting a few sites.
... Celeste for help in porting some more difficult-to-come-by sites.
... Zrin for administering the mailing list.
... RoX of Farside for just giving us a copy of the entire Farside mud.
... Locke and Surreality of The Isles for trading code with us.
... the many implementors and contributors on the merc mailing list
... the players and imps of Rivers of Mud, 4th Realm, Dragon Mud, Demonic
Dreams, Farside, and The Isles for bug reports, ideas, new code, and
hours of enjoyment
... AND the many players of EnvyMud for which this mud was created.
Share and enjoy.
The EnvyMud Staff
EQUIPMENT
Syntax: equipment
EQUIPMENT lists your equipment (armor, weapons, and held items).
ESP
Syntax: cast esp
This spell allows a sorcerer to sense the surface thoughts of nearby
creatures, and thereby determine whether or not they are likely to be hostile.
The presence of creatures who may not be visible to the sorcerer is also
revealed. The information is provided through the use of the SCAN command.
EVENTS
In the past 20 years, the struggle for domination of the Realms has
intensified. War has been waged across all lands, taking its bloody toll.
In the last 8 years, the armies of the Alliance (Red Gauntlet, Noble, Arcana)
have locked horns with the dreadful forces of Fear.
FEAR had become a force to challenge the power of any single clan within the
Realms. Its fighting force was deadly, its mages masters of dread
necromancies. Territory after territory fell, and even the massive Alliance
forces mustered to halt Fear's march into the South seemed likely to be but a
breathing space.
With no end in sight, the conflict only became intensified when the Inquisition
finally rallied itself to declare war upon Dragon. Thus, true world war
occurred and noone and nowhere was safe from the ravages of battle.
Peace came only as the result of a devastating plague, which fell upon Fear,
leaving a young and inexperienced figure, Arakasi, to rally an army in
disarray. As territories slipped from his grasp, Arakasi and his chief
negotiator, the orc diplomat Chogul, negotiated savagely with the Alliance,
saving the Drow heartlands of his Queen Malvena and winning many concessions,
including the continued domination by Fear of the elven settlements.
As a result of this war, the mercenaries of the Red Gauntlet have been
galvanised into a deadly fighting force, under Lord Marshall Spartak. This
fiery-tempered figure has been seen to back hard words with hard force. On more
than 5 occassions in the past 20 years, he has mobilised his mercenary unit to
war with those who in his words "upset the Balance" of the Realms. It has
been commented that this simply means those who get in Red Gauntlet's way.
The Dragonsworn, servants and worshippers of Balpherus, continue to grow in
power, while Balpherus has finally gained a mortal vessel powerful enough to
hold his spirit without falling into insanity or being destroyed. This is the
elf, Cimmerian, once friend and second in command of Red Gauntlet, whose
treacherous pledge to serve Balpherus has earned him the name Oathbreaker.
DRAGON grows daily stronger, even as Cimmerian himself does. Territories
peaceful for years have been taken up and are now held firm by the claws of
the Dragonsworn.
The Inquisition, torn apart by spies and internal political conflict, now
stands firm, with a new trio to direct it, Lords Endymion, Torquemadus and
Seoman. Each is resolved to see the death of the Dragonsworn and the return
to confinement of Balpherus, Dragonlord. The holy symbol of the Inquisition
now protects lands once held in the grip of darkness, though many would say
that the Inquisition itself is a darkness about to blight the Realms.
King Braelin Shadowsbane, of NOBLE, who during 6 years of the war had left
stewardship of his house to Octavia Sinistre, returned to find his house had
stood firm during the war, despite great casualties. The elven lands were
lost to the armies of FEAR but in turn, during the peace negotiations, FEAR
were forced to give up Grimpeak Castle to NOBLE. Close personal friend of
Lord Marshall Spartak and Magister Axion of ARCANA, King Braelin has powerful
allies to call upon to the defence of his house.
ARCANA, who under the firm direction of Magister Axion, remained aloof and
neutral for most of the recent war until the fall of their territory in the
Argentan Foothills forced them to march onto the battlefield, continues to
attract those questing for knowledge to its ranks. Leading the search for
long lost Opal, confident that this City of Mages holds the key to powerful
forces with which to combat Balpherus and the Dragonsworn, has been the mage
Tantabar. His intense search has resulted in the mages of Opal agreeing lift
the veil of magic upon their city and welcome once more those who fight the
Dragonsworn to their city.
EXAMINE
Syntax: examine <container
Syntax: examine <corpse
EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.
EXHAUSTION
Syntax: cast exhaustion <character
This spell will cause its target to become tired and lose a substantial amount
of movement if it takes effect successfully.
EXITS
Syntax: exits
Tells you the obvious exits of the room you are in. Not all exits are visible.
You can use the SCAN command to show exits that are not immediately obvious.
If you have AUTOEXIT set, you will automatically see the visible exits whenever
you walk into a room.
EXPERIENCE
Your character advances in power by gaining experience. You need 1000
experience points for each level of experience.
You gain experience by:
being part of a group that kills a monster
You lose experience by:
fleeing from combat
recalling out of combat
being the target of certain spells
dying
The experience you get from a kill depends on many things: how many players
are in your group; your level versus the level of the monster; your alignment
versus the monster's alignment; how many of this monster have been killed
lately; and some random variation.
Note that kill stealing (i.e. "finishing off" a monster after another
character has battered it to a point near death) will generally not result in
any experience.