Adventuring 101



combat - general combat information, and change personal combat settings and attributes

 Combat in Alyria is a fact of life. Many dangerous and tricky creatures
 inhabit the lands, and an Adventurer must be prepared to face them.

 Melee combat occurs in a series of rounds. A round is when attacks and
 blows are exchanged between opposing forces. Once started, through use of
 the ATTACK command, combat continues until one or both sides flee, or die.

 Damage is inflicted using hand-to-hand combat, weapons, magic, or special
 defenses. The amount of damage done to the opposing participant is 
 dependent on the level of the attacker, their skill in using the weapon
 type or spell, and other attributes such as agility and strength.

 Damage is reduced or increased depending on where the blow lands - on the
 victim's torso, arms, legs, wings, or tail, or whatever body part comes
 close to matching those descriptors. The padding - armor - the victim is
 wearing makes a difference as well, in mitigating the damage done and
 reducing it.

 The modifiers for the damage done to the specific body parts are as follows:

 head        120%                        tail        50%
 torso       100% (no modification)      wings       50%
 arms         65%                        legs        75%

 Combat Defenses
 Unlike armor resistance, which reduces the damage caused by attack, combat
 defenses can cause an attack to be avoided entirely. A defense must be
 active in order to be used during a combat round. Active defenses can be
 changed using the COMBAT DEFENSE command. Available defenses can include
 the following:

 * Acrobatics
 * Parry
 * Dodge
 * Shield Block
 * Evasion
 * Magical Fade (Fey and Sidhe only)

 Combat Command
 Combat settings can be changed using the COMBAT command. An explanation of
 the COMBAT command settings follows:

 INFO or ?
   This displays information about your current COMBAT settings.

   Verbose mode will show the greatest amount of detail during combat. In
   addition to your combat messages and those of your formation, it will also
   show the full messages from any fights occurring within the same area.

   Normal mode will show the combat messages done by you and your formation,
   but will not show those done by people outside of your current combat 

   Brief mode shows your combat messages only, and excludes that of your
   formation and any other fights going on in the same area.

   Superbrief is ideal for screen readers and mobile clients. All standard
   combat messages are compressed into one succinct line of summary.

   This will not produce any output, and will instead provide a GMCP bundle
   providing identical data to superbrief. This setting can be useful for
   client-side scripting.

 AIM <'none' or target>
   Permits you to aim your attacks before or during battle. This setting
   does not necessarily guarantee that you will hit the requested target.

   General body parts (these may not be available on all creatures):
   head, torso, arms, legs, tail, wings.

   If a creature you are fighting has more than one body part of the type
   listed, the first body part in that area will be aimed at.

 DEFENSE <'none', 'auto', or defensive style>
   Changes the defensive style you are using. If you do not set a defensive
   style, none will be used. This can be changed during combat, but you can
   only use one defensive style at a time.

   Defensive styles available are:
   auto, acrobatics, dodge, magical fade, parry, shield block

   Selecting 'auto' defense will use whatever defenses are available to you.
   The more defenses you have practiced, the better this will work.

   In addition to setting a defensive style, those who have the 'evasion'
   skill may set COMBAT DEFENSE EVASION, can help avoid initiating combat


equipment - lists the items you are currently wearing and total AR

 This command lists the items in your inventory that you are currently
 wearing, and their locations on your body. You will also see:
   * a list of body locations and the Armor Resistance (AR)
     values for each.
   * the amount of damage points (hit points) you can inflict with your
     currently-equipped weapon (or your hand to hand combat damage)
   * your chance to hit a general target (accuracy percentage); please
     note that this does not include dynamic accuracy modifications,
     such as those from martial arts or archery arrow accuracy, but it
     does include modifications from being mounted (riding proficiency),  
     special affects (those that show up when you type 'affects' while
     using the 'detect magic' spell), and accuracy modifications due to
     your character being blind and/or having the 'blind fighting' skill


skills - show a list of skills your character knows or will know

 The SKILLS command is used to display your character's list of available
 proficiencies or spells.  They are listed in order of level, with spell point
 cost (for spells)listed where applicable.

 Spells are of a magical nature and require the use of spell points and possibly
 reagents to cast them.  Proficiencies are the more 'physical' skills such as
 weapons skills, tracking, stealing and the like.

 There are several different schools among which the proficiencies and spells
 are divided. Schools are a way of classifying the tangible aspects of a spell
 or proficiency, and while some spells may seem to overlap schools, there is
 generally one main school in which they fit the best.

 If a character receives a spell or proficiency from more than one class, that
 character receives a bonus of skillpower for that skill, at the rate of +5
 skillpower for each class giving the redundant skill.

 This command will display all of the proficiencies and spells
 received by a Adventurer who went the specified class path. In addition, a list
 of all stat modifiers received from the chosen class' primary attributes is
 provided. Any skills that redundant within that classpath will have the amount
 of passive skillpower noted, as well as the benefit gained.

 Weaponry    (WEA)  Proficiencies that involve a physical weapon.
 Defense     (DEF)  Proficiencies that are primarily defensive in nature
 Combat      (COM)  Proficiencies that are primarily combative in nature 
 Technical   (TEK)  Proficiencies that involve technical knowledge
 Mystical    (MYS)  Proficiencies that use supernatural forces or mental powers

 Pyromancy      (PYR)      Fire
 Lavamancy      (LAV)      Lava
 Magmamancy     (MAG)      Magma
 Aeromancy      (AIR)      Wind
 Terramancy     (TER)      The world
 Lutomancy      (DRT)      Dirt
 Hydromancy     (HYD)      Water
 Aquamancy      (AQA)      Freshwater
 Glaciomancy    (GLC)      Ice
 Vivomancy      (VIV)      Life & Growth
 Hematomancy    (BLD)      Blood
 Cruciomancy    (CRC)      Pain
 Noxomancy      (NOX)      Toxins
 Dreadmancy     (DRD)      Dread
 Umbramancy     (SHD)      Shadows
 Electromancy   (LCT)      Lightning
 Ferromancy     (FER)      Iron
 Geomancy       (GEO)      Geography & Leylines
 Astromancy     (AST)      Other planes
 Negamancy      (NEG)      Nothingness
 Chaosmancy     (CHS)      Chaos
 Morphomancy    (MRP)      Changing forms
 Retromancy     (RTR)      The past
 Chronomancy    (CRN)      Time
 Diamancy       (GOD)      Deities
 Sanctomancy    (SNC)      Religiosity
 Artemancy      (ART)      The soul
 Coromancy      (HRT)      The body
 Neuromancy     (BRN)      The mind
 Veritamancy    (TRT)      Truth
 Stupomancy     (STP)      Ignorance
 Destructomancy (DIE)      Entropy
 Metamancy      (MTA)      Spellcasting
 Velocimancy    (SPD)      Movement
 Chromatomancy  (CLR)      Sight & Colors
 Arthropomancy  (MAN)      Beetles
 Bestiamancy    (BST)      Animals
 Papyrimancy    (MGC)      Magical creatures
 Anthropomancy  (BTL)      Sentient creatures
 Unimancy       (OBJ)      Inanimate objects

 Classes that use magic and need spellbooks must scribe their spells into
 spellbooks in order to cast them. Each spell has a different complexity

 rating; the spell caster will be able to learn and use spells of a certain

 complexity and below depending upon their level.

 The colors in the skill display indicate the following:
 Bright Yellow       You can use the skill, and it has no special 
 Dim Yellow          You do not currently have the PCC or SCC required
                     to be able to use the skill
 Bright Green        The skill has been magically altered in a positive
                     manner, most likely by an item you are wearing
 Bright Red          The skill has been magically altered in a negative
                     manner, most likely by an item you are wearing
 Dark Gray           The skill is not currently available to you, but 
                     will be once you attain the required percentage
                     of PCC or SCC.