'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.

 

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