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	<id>http://coffeemud.net:8080/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Loki</id>
	<title>CoffeeMud Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://coffeemud.net:8080/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Loki"/>
	<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Special:Contributions/Loki"/>
	<updated>2026-06-30T08:46:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Masonry(Recipes)&amp;diff=21549</id>
		<title>Masonry(Recipes)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Masonry(Recipes)&amp;diff=21549"/>
		<updated>2026-06-12T13:48:11Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
&lt;br /&gt;
This page has all of the current base [[Masonry]] recipes as of 3/8/2019.&lt;br /&gt;
&lt;br /&gt;
==Masonry Recipes==&lt;br /&gt;
These recipes are available to all characters as long as they have the masonry skill and their overall character level is at or above the recipe level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Title&lt;br /&gt;
! Rock Amount&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| description&lt;br /&gt;
| 0&lt;br /&gt;
| Long elaborate description of the room details.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| title&lt;br /&gt;
| 0&lt;br /&gt;
| Brief 1-6 word description of a room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| demolish&lt;br /&gt;
| 0&lt;br /&gt;
| Demolishes something, which has different effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| wall&lt;br /&gt;
| 250&lt;br /&gt;
| Blocks entry or exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| roof&lt;br /&gt;
| 500&lt;br /&gt;
| Turns an outdoor place into an indoor one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| archway&lt;br /&gt;
| 200&lt;br /&gt;
| A specially named open exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| dark room&lt;br /&gt;
| 100&lt;br /&gt;
| Makes an indoor room completely dark.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| nondark room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the darkening affect from a dark room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| small maze&lt;br /&gt;
| 1500&lt;br /&gt;
| Turns an outdoor place into a small indoor one of twisting turns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| low roof&lt;br /&gt;
| 250&lt;br /&gt;
| Turns an outdoor place into an indoor one you crawl through.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| grate&lt;br /&gt;
| 20 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| crawlway&lt;br /&gt;
| 500&lt;br /&gt;
| Exit between two indoor places you crawl through.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| hot room&lt;br /&gt;
| 750&lt;br /&gt;
| Turns an outdoor place into an indoor place with a hot climate.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| manhole cover&lt;br /&gt;
| 25 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| outdoor pool&lt;br /&gt;
| 400&lt;br /&gt;
| Turns an outdoor place into a swimmable water place.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| medium maze&lt;br /&gt;
| 2500&lt;br /&gt;
| Turns an outdoor place into a larger indoor one of twisting turns&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| great room&lt;br /&gt;
| 750&lt;br /&gt;
| Turns an outdoor place into a large indoor place.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| light stone door&lt;br /&gt;
| 60&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| stairs&lt;br /&gt;
| 2550&lt;br /&gt;
| Exit from an indoor place to a new indoor room above it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| window&lt;br /&gt;
| 100&lt;br /&gt;
| Object that, when looked at, shows you what&#039;s behind it.&lt;br /&gt;
| Requires glass.&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| outdoor deep pool&lt;br /&gt;
| 700&lt;br /&gt;
| Turns an outdoor place into a deep diveable swimmable place.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| big maze&lt;br /&gt;
| 3500&lt;br /&gt;
| Turns an outdoor place into a large indoor one of twisting turns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| wide roof&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an outdoor place into an indoor one of exceptional size.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| hole&lt;br /&gt;
| 2550&lt;br /&gt;
| Exit from an indoor place to an existing room below it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| yett&lt;br /&gt;
| 30 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| You can view the room behind the YETT by looking at it.&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| cellar&lt;br /&gt;
| 3000&lt;br /&gt;
| Exit from an indoor place to a new indoor room below it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| raised ceiling&lt;br /&gt;
| 2500&lt;br /&gt;
| Turns an indoor room into a much taller one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| indoor wade pool&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an indoor room into a wet indoor room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| heavy stone door&lt;br /&gt;
| 70&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| indoor pool&lt;br /&gt;
| 1500&lt;br /&gt;
| Turns an indoor room into an indoor water room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| sliding stone door&lt;br /&gt;
| 80&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| indoor deep pool&lt;br /&gt;
| 2500&lt;br /&gt;
| Turns an indoor room into a deeper indoor water room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| portcullis&lt;br /&gt;
| 40 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| You can view the room behind the PORTCULLIS by looking at it. This door is raised/lowered into place when using the open/close commands.&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| quiet room&lt;br /&gt;
| 750&lt;br /&gt;
| Turns an outdoor place into an indoor one that allows faster health recovery, and prevents the usage of channels.&lt;br /&gt;
| Requires builder to know the [[Prayer_Silence|Silence]] Prayer.&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| nonquiet room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the quiet restriction and health recovery bonus from a quiet room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| huge maze&lt;br /&gt;
| 5000&lt;br /&gt;
| Turns an outdoor place into a huge indoor one of twisting turns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| massive stone door&lt;br /&gt;
| 100&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| security door&lt;br /&gt;
| 50 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| ice room&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an outdoor place into an indoor one that preserves food freshness.&lt;br /&gt;
| Requires builder to know the [[Prayer_SummonElemental|Elemental Aid]] Prayer.&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| deice room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the food preservation properties from an ice room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 85&lt;br /&gt;
| blast door&lt;br /&gt;
| 75 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 87&lt;br /&gt;
| fire room&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an outdoor place into an indoor one that is constantly burning.&lt;br /&gt;
| Requires builder to know the [[Prayer_SummonElemental|Elemental Aid]] Prayer.&lt;br /&gt;
|-&lt;br /&gt;
| 87&lt;br /&gt;
| defire room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the fiery status from a fire room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| vault door&lt;br /&gt;
| 100 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Druid-only Masonry Recipes==&lt;br /&gt;
These recipes are available to [[Druid(Base)|Druid]] characters (in any druid subclass) as long as they have the masonry skill and their overall character level is at or above the recipe level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Title&lt;br /&gt;
! Rock Amount&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| druidic monument&lt;br /&gt;
| 1000&lt;br /&gt;
| Constructs a spiritual druidic monument.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thief-only Masonry Recipes==&lt;br /&gt;
These recipes are available to [[Thief(Base)|Thief]] characters (in any thief subclass) as long as they have the masonry skill and their overall character level is at or above the recipe level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Title&lt;br /&gt;
! Rock Amount&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| concealed stone door&lt;br /&gt;
| 200&lt;br /&gt;
| Hidden openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| secret stone door&lt;br /&gt;
| 250&lt;br /&gt;
| Hidden openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Masonry(Recipes)&amp;diff=21548</id>
		<title>Masonry(Recipes)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Masonry(Recipes)&amp;diff=21548"/>
		<updated>2026-06-12T13:47:21Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Druid-only Masonry Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
&lt;br /&gt;
This page has all of the current base [[Masonry]] recipes as of 3/8/2019.&lt;br /&gt;
&lt;br /&gt;
==Masonry Recipes==&lt;br /&gt;
These recipes are available to all characters as long as they have the masonry skill and their overall character level is at or above the recipe level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Title&lt;br /&gt;
! Rock Amount&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| description&lt;br /&gt;
| 0&lt;br /&gt;
| Long elaborate description of the room details.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| title&lt;br /&gt;
| 0&lt;br /&gt;
| Brief 1-6 word description of a room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| demolish&lt;br /&gt;
| 0&lt;br /&gt;
| Demolishes something, which has different effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| wall&lt;br /&gt;
| 250&lt;br /&gt;
| Blocks entry or exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| roof&lt;br /&gt;
| 500&lt;br /&gt;
| Turns an outdoor place into an indoor one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| archway&lt;br /&gt;
| 200&lt;br /&gt;
| A specially named open exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| dark room&lt;br /&gt;
| 100&lt;br /&gt;
| Makes an indoor room completely dark.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| nondark room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the darkening affect from a dark room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| small maze&lt;br /&gt;
| 1500&lt;br /&gt;
| Turns an outdoor place into a small indoor one of twisting turns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| low roof&lt;br /&gt;
| 250&lt;br /&gt;
| Turns an outdoor place into an indoor one you crawl through.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| grate&lt;br /&gt;
| 20 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| crawlway&lt;br /&gt;
| 500&lt;br /&gt;
| Exit between two indoor places you crawl through.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| hot room&lt;br /&gt;
| 750&lt;br /&gt;
| Turns an outdoor place into an indoor place with a hot climate.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| manhole cover&lt;br /&gt;
| 25 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| outdoor pool&lt;br /&gt;
| 400&lt;br /&gt;
| Turns an outdoor place into a swimmable water place.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| medium maze&lt;br /&gt;
| 2500&lt;br /&gt;
| Turns an outdoor place into a larger indoor one of twisting turns&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| great room&lt;br /&gt;
| 750&lt;br /&gt;
| Turns an outdoor place into a large indoor place.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| light stone door&lt;br /&gt;
| 60&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| stairs&lt;br /&gt;
| 2550&lt;br /&gt;
| Exit from an indoor place to a new indoor room above it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| window&lt;br /&gt;
| 100&lt;br /&gt;
| Object that, when looked at, shows you what&#039;s behind it.&lt;br /&gt;
| Requires glass.&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| outdoor deep pool&lt;br /&gt;
| 700&lt;br /&gt;
| Turns an outdoor place into a deep diveable swimmable place.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| big maze&lt;br /&gt;
| 3500&lt;br /&gt;
| Turns an outdoor place into a large indoor one of twisting turns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| wide roof&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an outdoor place into an indoor one of exceptional size.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| hole&lt;br /&gt;
| 2550&lt;br /&gt;
| Exit from an indoor place to an existing room below it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| yett&lt;br /&gt;
| 30 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| You can view the room behind the YETT by looking at it.&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| cellar&lt;br /&gt;
| 3000&lt;br /&gt;
| Exit from an indoor place to a new indoor room below it.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| raised ceiling&lt;br /&gt;
| 2500&lt;br /&gt;
| Turns an indoor room into a much taller one.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| indoor wade pool&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an indoor room into a wet indoor room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| heavy stone door&lt;br /&gt;
| 70&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| indoor pool&lt;br /&gt;
| 1500&lt;br /&gt;
| Turns an indoor room into an indoor water room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| sliding stone door&lt;br /&gt;
| 80&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| indoor deep pool&lt;br /&gt;
| 2500&lt;br /&gt;
| Turns an indoor room into a deeper indoor water room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| portcullis&lt;br /&gt;
| 40 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| You can view the room behind the PORTCULLIS by looking at it. This door is raised/lowered into place when using the open/close commands.&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| quiet room&lt;br /&gt;
| 750&lt;br /&gt;
| Turns an outdoor place into an indoor one that allows faster health recovery, and prevents the usage of channels.&lt;br /&gt;
| Requires builder to know the [[Prayer_Silence|Silence]] Prayer.&lt;br /&gt;
|-&lt;br /&gt;
| 67&lt;br /&gt;
| nonquiet room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the quiet restriction and health recovery bonus from a quiet room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| huge maze&lt;br /&gt;
| 5000&lt;br /&gt;
| Turns an outdoor place into a huge indoor one of twisting turns.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| massive stone door&lt;br /&gt;
| 100&lt;br /&gt;
| Openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| security door&lt;br /&gt;
| 50 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| ice room&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an outdoor place into an indoor one that preserves food freshness.&lt;br /&gt;
| Requires builder to know the [[Prayer_SummonElemental|Elemental Aid]] Prayer.&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| deice room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the food preservation properties from an ice room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 85&lt;br /&gt;
| blast door&lt;br /&gt;
| 75 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 87&lt;br /&gt;
| fire room&lt;br /&gt;
| 1000&lt;br /&gt;
| Turns an outdoor place into an indoor one that is constantly burning.&lt;br /&gt;
| Requires builder to know the [[Prayer_SummonElemental|Elemental Aid]] Prayer.&lt;br /&gt;
|-&lt;br /&gt;
| 87&lt;br /&gt;
| defire room&lt;br /&gt;
| 0&lt;br /&gt;
| Removes the fiery status from a fire room.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| vault door&lt;br /&gt;
| 100 metal&lt;br /&gt;
| Openable exit between two places.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Druid-only Masonry Recipes==&lt;br /&gt;
These recipes are available to [[Druid(Base)|Druid]] characters (in any druid subclass) as long as they have the masonry skill and their overall character level is at or above the recipe level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Title&lt;br /&gt;
! Rock Amount&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| druidic monument&lt;br /&gt;
| 1000&lt;br /&gt;
| Constructs a spiritual druidic monument.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thief-only Masonry Recipes==&lt;br /&gt;
These recipes are available to characters with some [[Thief(Base)|Thief]] levels (in any thief subclass) as long as they have the masonry skill and their overall character level is at or above the recipe level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Title&lt;br /&gt;
! Rock Amount&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| concealed stone door&lt;br /&gt;
| 200&lt;br /&gt;
| Hidden openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| secret stone door&lt;br /&gt;
| 250&lt;br /&gt;
| Hidden openable exit between two indoor places.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Tailoring&amp;diff=21547</id>
		<title>Tailoring</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Tailoring&amp;diff=21547"/>
		<updated>2026-06-11T21:04:26Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTCOMMON|Tailoring}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
[[Tailoring(Recipes)|KNIT LIST]] will display all available tailoring recipes a specific character can make.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*The [[Crafting(CoffeeMUD)|Crafting section]] has more information on general crafting concepts.&lt;br /&gt;
*Tailoring cannot magically empower an item to float nearby. If a floating nearby item is learned by this skill, it will not float. See the Gypsy [[Chant_EndowIounStone|Endow Ioun Stone]] chant.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Advanced Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Sewing)]]&lt;br /&gt;
[[Category:Expertise(Light Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Sewing)]]&lt;br /&gt;
[[Category:Expertise(Quality Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quality Sewing)]]&lt;br /&gt;
[[Category:Expertise(Quick Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quick Worker)]]&lt;br /&gt;
[[Category:Expertise(Rushed Crafting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Sculpting&amp;diff=21546</id>
		<title>Sculpting</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Sculpting&amp;diff=21546"/>
		<updated>2026-06-11T21:04:01Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTCOMMON|Sculpting}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
[[Sculpting(Recipes)|SCULPT LIST]] will display all available sculpting recipes a specific character can make.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*The [[Crafting(CoffeeMUD)|Crafting section]] has more information on general crafting concepts.&lt;br /&gt;
*Sculpting cannot magically empower an item to float nearby. If a floating nearby item is learned by this skill, it will not float. See the Gypsy [[Chant_EndowIounStone|Endow Ioun Stone]] chant.&lt;br /&gt;
*As of version 5.9.13 Bone and Ivory are no longer viable ingredients for sculpting (these are used in [[ScrimShaw|Scrimshawing]]).&lt;br /&gt;
*As of version 5.9.13 Dust and Dirt are no longer viable ingredients for sculpting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Advanced Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Shaping)]]&lt;br /&gt;
[[Category:Expertise(Quality Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quality Shaping)]]&lt;br /&gt;
[[Category:Expertise(Quick Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quick Worker)]]&lt;br /&gt;
[[Category:Expertise(Rushed Crafting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=ScrimShaw&amp;diff=21545</id>
		<title>ScrimShaw</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=ScrimShaw&amp;diff=21545"/>
		<updated>2026-06-11T21:03:25Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTCOMMON|Scrimshawing}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
[[ScrimShaw(Recipes)|SCRIMSHAW LIST]] will display all available scrimshawing recipes a specific character can make.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*The [[Crafting(CoffeeMUD)|Crafting section]] has more information on general crafting concepts.&lt;br /&gt;
*Many Scrimshawed items have a Level Changer behavior, enabling them to level with the user.  This Level Changer behavior does not work nicely with most expertises.&lt;br /&gt;
*Scrimshawing cannot magically empower an item to float nearby. If a floating nearby item is learned by this skill, it will not float. See the Gypsy [[Chant_EndowIounStone|Endow Ioun Stone]] chant.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Advanced Crafting)]]&lt;br /&gt;
[[Category:Expertise(Counterbalance Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Shaping)]]&lt;br /&gt;
[[Category:Expertise(Lethal Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Shaping)]]&lt;br /&gt;
[[Category:Expertise(Quality Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quality Shaping)]]&lt;br /&gt;
[[Category:Expertise(Quick Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quick Worker)]]&lt;br /&gt;
[[Category:Expertise(Rushed Crafting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=LeatherWorking&amp;diff=21544</id>
		<title>LeatherWorking</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=LeatherWorking&amp;diff=21544"/>
		<updated>2026-06-11T21:03:03Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTCOMMON|Leather Working}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
[[Leatherworking(Recipes)|LEATHERWORK LIST]] will display all available leatherworking recipes a specific character can make.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Leatherworking uses Leather and Scales for creating items.&lt;br /&gt;
**Hides are considered a form of cloth, not leather.  Hides can be converted to leather with the [[Tanning]] skill.&lt;br /&gt;
**Dragonscales are considered a form of metal, not leather.&lt;br /&gt;
*Studded Leather recipes also require a pound of metal to craft.&lt;br /&gt;
*The [[Crafting(CoffeeMUD)|Crafting section]] has more information on general crafting concepts.&lt;br /&gt;
*Leatherworking cannot magically empower an item to float nearby. If a floating nearby item is learned by this skill, it will not float. See the Gypsy [[Chant_EndowIounStone|Endow Ioun Stone]] chant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Advanced Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Sewing)]]&lt;br /&gt;
[[Category:Expertise(Light Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Sewing)]]&lt;br /&gt;
[[Category:Expertise(Quality Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quality Sewing)]]&lt;br /&gt;
[[Category:Expertise(Quick Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quick Worker)]]&lt;br /&gt;
[[Category:Expertise(Counterbalance Crafting)]]&lt;br /&gt;
[[Category:Expertise(Rushed Crafting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=JewelMaking&amp;diff=21543</id>
		<title>JewelMaking</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=JewelMaking&amp;diff=21543"/>
		<updated>2026-06-11T21:02:37Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTCOMMON|Jewel Making}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
[[JewelMaking(Recipes)|JEWELMAKE LIST]] will display all available jewelry and gem cuts a specific character can make.&lt;br /&gt;
&lt;br /&gt;
=Mounting and Encrusting=&lt;br /&gt;
Uncut gemstones can be mounted or encrusted to items with the JEWEL MOUNT or JEWEL ENCRUST parameter. This will add the description of the gemstone to the item, and increase the item&#039;s value appropriately.&lt;br /&gt;
&lt;br /&gt;
=Socketting=&lt;br /&gt;
Some jewelcrafted items have gemsettings that you can PUT cut gemstones into, or jewelcharms sockets that you can put jewelcharms (for charm bracelets and the like).&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*The [[Crafting(CoffeeMUD)|Crafting section]] has more information on general crafting concepts.&lt;br /&gt;
*Some Jewelry have gemsettings, allowing cut gems to be set into them.&lt;br /&gt;
*Some Jewelry have jewelcharm slots, allowing different jewelcharms to be set into them.&lt;br /&gt;
**A Charm Necklace can contain 4 JewelCharms.&lt;br /&gt;
**JewelCharms can be made out of many different materials, and they are very special crafted items, so you can shape them in a number of ways.&lt;br /&gt;
*Encrusting an item that you have crafted (not just a jewelcrafted item) will add value to the item based on the gem used to encrust it.&lt;br /&gt;
*Jewel Making cannot magically empower an item to float nearby. If a floating nearby item is learned by this skill, it will not float. See the Gypsy [[Chant_EndowIounStone|Endow Ioun Stone]] chant.&lt;br /&gt;
[[Category:Expertise(Advanced Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Metalworking)]]&lt;br /&gt;
[[Category:Expertise(Light Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Metalworking)]]&lt;br /&gt;
[[Category:Expertise(Quality Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quality Metalworking)]]&lt;br /&gt;
[[Category:Expertise(Quick Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quick Worker)]]&lt;br /&gt;
[[Category:Expertise(Rushed Crafting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Carpentry&amp;diff=21542</id>
		<title>Carpentry</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Carpentry&amp;diff=21542"/>
		<updated>2026-06-11T21:02:11Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTCOMMON|Carpentry}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
[[Carpentry(Recipes)|CARPENTRY LIST]] will display all available carpentry recipes a specific character can make.&lt;br /&gt;
&lt;br /&gt;
==Wood Types==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;60%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Wood Type&lt;br /&gt;
! Value per Pound&lt;br /&gt;
! Level Modifier&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Wood&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pine&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oak&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Maple&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Redwood&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hickory&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Teak&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cedar&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Elm&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cherrywood&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Beechwood&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Spruce&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mesquite&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Reed&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Willow&lt;br /&gt;
| 12&lt;br /&gt;
| -2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sycamore&lt;br /&gt;
| 11&lt;br /&gt;
| -1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Balsa&lt;br /&gt;
| 1&lt;br /&gt;
| -1&lt;br /&gt;
| Only requires half as much wood per project&lt;br /&gt;
|-&lt;br /&gt;
| Yew&lt;br /&gt;
| 15&lt;br /&gt;
| +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bamboo&lt;br /&gt;
| 15&lt;br /&gt;
| +1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Ironwood&lt;br /&gt;
| 25&lt;br /&gt;
| +1&lt;br /&gt;
| Requires twice as much wood per project&lt;br /&gt;
|}&lt;br /&gt;
*Woods that modify the level of armor, will also increase the armor value by 1 point per level.&lt;br /&gt;
*Woods that modify the level of a weapon will increase base damage by 1 points per level, and increase attack by 5 points per level.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*The [[Crafting(CoffeeMUD)|Crafting section]] has more information on general crafting concepts.&lt;br /&gt;
*Staffs made with carpentry cannot be imbued with magical spells.&lt;br /&gt;
*Carpentry cannot magically empower an item to float nearby. If a floating nearby item is learned by this skill, it will not float. See the Gypsy [[Chant_EndowIounStone|Endow Ioun Stone]] chant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Advanced Crafting)]]&lt;br /&gt;
[[Category:Expertise(Counterbalance Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Shaping)]]&lt;br /&gt;
[[Category:Expertise(Lethal Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Shaping)]]&lt;br /&gt;
[[Category:Expertise(Quality Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quality Shaping)]]&lt;br /&gt;
[[Category:Expertise(Quick Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quick Worker)]]&lt;br /&gt;
[[Category:Expertise(Rushed Crafting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Armorsmithing&amp;diff=21541</id>
		<title>Armorsmithing</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Armorsmithing&amp;diff=21541"/>
		<updated>2026-06-11T21:01:33Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTCOMMON|Armorsmithing}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
[[Armorsmithing(Recipes)|ARMORSMITHING LIST]] will display all available armorsmithing recipes a specific character can make.&lt;br /&gt;
&lt;br /&gt;
==Material Properties==&lt;br /&gt;
The type of metal you craft with makes a difference on the item&#039;s final level, armor value, price and possibly on the item&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material Type &lt;br /&gt;
! Weight Factor &lt;br /&gt;
! Level Adj &lt;br /&gt;
! Armor Adj&lt;br /&gt;
! Price&lt;br /&gt;
! Other notes&lt;br /&gt;
|-&lt;br /&gt;
| Lead&lt;br /&gt;
| 1&lt;br /&gt;
| -9&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tin&lt;br /&gt;
| 1&lt;br /&gt;
| -9&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| 1&lt;br /&gt;
| -6&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Silver&lt;br /&gt;
| 1&lt;br /&gt;
| -6&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Zinc&lt;br /&gt;
| 1&lt;br /&gt;
| -6&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Bronze&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Nickel&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
| by level reduction&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| White Gold&lt;br /&gt;
| 1&lt;br /&gt;
| -3&lt;br /&gt;
| by level reduction&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Atlantite&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Brass&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Chromium&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Dragonscales&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Iron&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Platinum&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Palladium&lt;br /&gt;
| 1&lt;br /&gt;
| +3&lt;br /&gt;
| by level adjustment&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Steel&lt;br /&gt;
| 1&lt;br /&gt;
| +6&lt;br /&gt;
| by level adjustment&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mithril&lt;br /&gt;
| 0.5&lt;br /&gt;
| +9&lt;br /&gt;
| by level adjustment&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Adamantite&lt;br /&gt;
| 0.25&lt;br /&gt;
| +12&lt;br /&gt;
| by level adjustment&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
Certain styles of armor are available within the armorsmithing skill that have specific meaning:&lt;br /&gt;
*Arms location:&lt;br /&gt;
**Armbands are see-thru, meaning you can see clothing worn on lower-level layers&lt;br /&gt;
**Rearbraces are slightly bulkier (higher layer level) than other arm pieces&lt;br /&gt;
**Pauldrons are much bulkier (higher layer level) than other arm pieces&lt;br /&gt;
**Upperarm Cannons are slightly bulky (higher layer level) arm pieces that provide slightly more armor than other arm piece styles&lt;br /&gt;
*Body location:&lt;br /&gt;
**Coats are worn about the body location.&lt;br /&gt;
*Feet location:&lt;br /&gt;
**Socks are slightly less bulky (lower layer level) than other foot pieces&lt;br /&gt;
**Boots can store dagger-type weapons (25 pounds total)&lt;br /&gt;
**Sabatons are slightly bulkier (higher layer level) than other foot pieces&lt;br /&gt;
*Hands location:&lt;br /&gt;
**Handguards are see-thru, meaning you can see clothing worn on lower-level layers&lt;br /&gt;
**Mitts and Gauntlets are slightly bulkier (higher layer level) than other hand pieces&lt;br /&gt;
**Locking Gauntlets are slightly bulkier (higher layer level) than other hand pieces, and provide the wearer with an [[Spell_IronGrip|Irongrip]] affect. &lt;br /&gt;
*Legs location:&lt;br /&gt;
**Greaves are see-thru, meaning you can see clothing worn on lower-level layers&lt;br /&gt;
**Skirts are slightly bulkier (higher layer level) than other leg pieces&lt;br /&gt;
**Leg Cannons are slightly bulky (higher layer level) leg pieces that provide slightly more armor than other leg piece styles&lt;br /&gt;
*Neck location:&lt;br /&gt;
**Collars are see-thru, meaning you can see clothing worn on lower-level layers&lt;br /&gt;
**Gorgets are slightly bulkier (higher layer level) than other neck pieces&lt;br /&gt;
*Torso location:&lt;br /&gt;
**Vests are see-thru, meaning you can see clothing worn on lower-level layers&lt;br /&gt;
**Jerkins are slightly bulkier (higher layer level) than other chest pieces&lt;br /&gt;
**Jackets cover arms and torso&lt;br /&gt;
**Hauberks are slightly bulkier (higher layer level) jackets, which cover arms and torso&lt;br /&gt;
*Wrist location:&lt;br /&gt;
**Bracers are see-thru, meaning you can see clothing worn on lower-level layers&lt;br /&gt;
**Vambraces can store dagger-type weapons (25 pounds total)&lt;br /&gt;
**Lowerarm Cannons are slightly bulky (higher layer level) wristguards that provide slightly more armor than other wrist styles&lt;br /&gt;
*Shields:&lt;br /&gt;
**Most shields are worn on the HELD location&lt;br /&gt;
**Bucklers are lighter shields that are worn on the HANDS location (thereby enabling the use of that hand to hold a torch or other item while still wearing a shield)&lt;br /&gt;
*Floating Nearby:&lt;br /&gt;
**Armorsmithing cannot magically empower an item to float nearby. If a floating nearby item is learned by armorsmithing, it will not float. See the Gypsy [[Chant_EndowIounStone|Endow Ioun Stone]] chant.&lt;br /&gt;
*Certain armors are specially made for the [[Equine(RacialCategory)|Equine Racial Category]], and can be worn by Equines as long as they have the appropriate body part (even if it doesn&#039;t show up in the EQ LONG command):&lt;br /&gt;
**Barding is worn on the body for horses&lt;br /&gt;
**Chanfron is worn on the head for horses&lt;br /&gt;
&lt;br /&gt;
To layer an item with another in the same wear location, the item must be 2 layer sizes above the current layer.&lt;br /&gt;
*Only the armor value and special affects of the top layer are active (until the top layer is destroyed or removed).&lt;br /&gt;
&lt;br /&gt;
Both the level and armor value of an item can be affected by the type of metal used, with iron ore being the standard.  Armor value is also affected by the [[Durable Metalworking(Expertise)|Durable Metalworking]] expertise.&lt;br /&gt;
&lt;br /&gt;
The [[Crafting(CoffeeMUD)|Crafting section]] has more information on general crafting concepts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Quick Worker)]]&lt;br /&gt;
[[Category:Expertise(Advanced Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quick Crafting)]]&lt;br /&gt;
[[Category:Expertise(Light Metalworking)]]&lt;br /&gt;
[[Category:Expertise(Durable Metalworking)]]&lt;br /&gt;
[[Category:Expertise(Quality Metalworking)]]&lt;br /&gt;
[[Category:Expertise(Light Crafting)]]&lt;br /&gt;
[[Category:Expertise(Durable Crafting)]]&lt;br /&gt;
[[Category:Expertise(Quality Crafting)]]&lt;br /&gt;
[[Category:Expertise(Rushed Crafting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Prop_Transporter&amp;diff=21540</id>
		<title>Prop Transporter</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Prop_Transporter&amp;diff=21540"/>
		<updated>2026-06-07T06:04:27Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#section-h:LISTPROPS|Room entering adjustment}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Notify Loki if this page is broken.&lt;br /&gt;
&lt;br /&gt;
[[Category:MOBS(BuilderInfo)]]&lt;br /&gt;
[[Category:ITEMS(BuilderInfo)]]&lt;br /&gt;
[[Category:ROOMS(BuilderInfo)]]&lt;br /&gt;
[[Category:AREAS(BuilderInfo)]]&lt;br /&gt;
[[Category:EXITS(BuilderInfo)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=LISTPROPS&amp;diff=21539</id>
		<title>LISTPROPS</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=LISTPROPS&amp;diff=21539"/>
		<updated>2026-06-07T06:03:52Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Room entering adjuster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDAdministratorTOC}}&lt;br /&gt;
{{CoffeeMUDWikiBuilderWikiTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
===Propertiess===&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
*[[Prop_MOBEmoter]]&lt;br /&gt;
*[[Prop_PKCorpseLoot]]&lt;br /&gt;
*[[Property]]&lt;br /&gt;
*[[Prop_Smell]]&lt;br /&gt;
*[[Prop_Tattoo]]&lt;br /&gt;
*[[Prop_TattooAdder]]&lt;br /&gt;
*[[ThinAbility]]&lt;br /&gt;
*[[Prop_AbilityImmunity]]&lt;br /&gt;
*[[Prop_Retainable]]&lt;br /&gt;
*[[Prop_AbsorbDamage]]&lt;br /&gt;
*[[Addictions]]&lt;br /&gt;
*[[Prop_AddDamage]]&lt;br /&gt;
*[[Prop_CombatAdjuster]]&lt;br /&gt;
*[[Prop_UseAdjuster]]&lt;br /&gt;
*[[Prop_Adjuster]]&lt;br /&gt;
*[[Prop_HereAdjuster]]&lt;br /&gt;
*[[Prop_HaveAdjuster]]&lt;br /&gt;
*[[Prop_RideAdjuster]]&lt;br /&gt;
*[[Prop_WearAdjuster]]&lt;br /&gt;
*[[Adorable]]&lt;br /&gt;
*[[Age]]&lt;br /&gt;
*[[Prop_ReqAlignments]]&lt;br /&gt;
*[[Prop_ReqEntry]]&lt;br /&gt;
*[[Allergies]]&lt;br /&gt;
*[[Prop_ItemBinder]]&lt;br /&gt;
*[[AmbianceAdder]]&lt;br /&gt;
*[[Prop_InstantDeath]]&lt;br /&gt;
*[[Prop_Artifact]]&lt;br /&gt;
*[[ArtisanalFocus]]&lt;br /&gt;
*[[Prop_AstralSpirit]]&lt;br /&gt;
*[[Prop_Trashcan]]&lt;br /&gt;
*[[AutoAwards]]&lt;br /&gt;
*[[AutoStack]]&lt;br /&gt;
*[[BadReputation]]&lt;br /&gt;
*[[Banishment]]&lt;br /&gt;
*[[Prop_LotForSale]]&lt;br /&gt;
*[[Prop_Uncampable]]&lt;br /&gt;
*[[Prop_ReqCapacity]]&lt;br /&gt;
*[[Carnivorous]]&lt;br /&gt;
*[[Prop_SpellAdder]]&lt;br /&gt;
*[[Prop_HereSpellCast]]&lt;br /&gt;
*[[Prop_HaveSpellCast]]&lt;br /&gt;
*[[Prop_FightSpellCast]]&lt;br /&gt;
*[[Prop_RideSpellCast]]&lt;br /&gt;
*[[Prop_UseSpellCast]]&lt;br /&gt;
*[[Prop_UseSpellCast2]]&lt;br /&gt;
*[[Prop_WearSpellCast]]&lt;br /&gt;
*[[Prop_Fumble]]&lt;br /&gt;
*[[Prop_EnlargeRoom]]&lt;br /&gt;
*[[Prop_PropSetter]]&lt;br /&gt;
*[[Prop_NoChannel]]&lt;br /&gt;
*[[Prop_StatAdjuster]]&lt;br /&gt;
*[[Prop_NoCharm]]&lt;br /&gt;
*[[Prop_ClanEquipment]]&lt;br /&gt;
*[[Prop_ReqClasses]]&lt;br /&gt;
*[[Prop_CloseCommand]]&lt;br /&gt;
*[[Prop_CommonTwister]]&lt;br /&gt;
*[[Prop_ClosedSeason]]&lt;br /&gt;
*[[Copyright]]&lt;br /&gt;
*[[Prop_RoomDark]]&lt;br /&gt;
*[[Prop_ClosedDayNight]]&lt;br /&gt;
*[[Prop_RoomWatch]]&lt;br /&gt;
*[[Prop_RoomView]]&lt;br /&gt;
*[[Prop_Doppleganger]]&lt;br /&gt;
*[[Dusty]]&lt;br /&gt;
*[[Prop_UseEmoter]]&lt;br /&gt;
*[[Prop_UseEmoter2]]&lt;br /&gt;
*[[ExtraData]]&lt;br /&gt;
*[[Prop_Familiar]]&lt;br /&gt;
*[[Prop_LanguageSpeaker]]&lt;br /&gt;
*[[Gait]]&lt;br /&gt;
*[[Prop_QuestGiver]]&lt;br /&gt;
*[[Prop_StatTrainer]]&lt;br /&gt;
*[[Prop_HereEnabler]]&lt;br /&gt;
*[[Prop_HaveEnabler]]&lt;br /&gt;
*[[Prop_RideEnabler]]&lt;br /&gt;
*[[Prop_WearEnabler]]&lt;br /&gt;
*[[Prop_NoOrdering]]&lt;br /&gt;
*[[Prop_ItemSlot]]&lt;br /&gt;
*[[Prop_ReqHeight]]&lt;br /&gt;
*[[Prop_ImproveGather]]&lt;br /&gt;
*[[Injury]]&lt;br /&gt;
*[[Prop_ItemTransporter]]&lt;br /&gt;
*[[Prop_ItemTransReceiver]]&lt;br /&gt;
*[[Prop_LangTranslator]]&lt;br /&gt;
*[[Prop_LocationBound]]&lt;br /&gt;
*[[Prop_ReqLevels]]&lt;br /&gt;
*[[Prop_RoomLit]]&lt;br /&gt;
*[[Prop_LimitedContents]]&lt;br /&gt;
*[[Prop_LimitedEquip]]&lt;br /&gt;
*[[Prop_LimitedItems]]&lt;br /&gt;
*[[Prop_Socials]]&lt;br /&gt;
*[[Loyalty]]&lt;br /&gt;
*[[Prop_MagicFreedom]]&lt;br /&gt;
*[[Prop_ItemNoRuin]]&lt;br /&gt;
*[[Milkable]]&lt;br /&gt;
*[[Prop_ModExperience]]&lt;br /&gt;
*[[Prop_ModFaction]]&lt;br /&gt;
*[[Prop_ReqNoMOB]]&lt;br /&gt;
*[[Mood]]&lt;br /&gt;
*[[Prop_MoveRestrictor]]&lt;br /&gt;
*[[Prop_MultiEffects]]&lt;br /&gt;
*[[Prop_NewDeathMsg]]&lt;br /&gt;
*[[Prop_NoDamage]]&lt;br /&gt;
*[[Prop_NoPKill]]&lt;br /&gt;
*[[Prop_NoCraftability]]&lt;br /&gt;
*[[Prop_OpenCommand]]&lt;br /&gt;
*[[Prop_OpenPassword]]&lt;br /&gt;
*[[Prop_Hidden]]&lt;br /&gt;
*[[Prop_Invisibility]]&lt;br /&gt;
*[[Phobias]]&lt;br /&gt;
*[[Prop_PrivateProperty]]&lt;br /&gt;
*[[Prop_SparringRoom]]&lt;br /&gt;
*[[Prop_ReqPKill]]&lt;br /&gt;
*[[Prop_PracticeDummy]]&lt;br /&gt;
*[[Pregnancy]]&lt;br /&gt;
*[[Prop_NoPurge]]&lt;br /&gt;
*[[Prisoner]]&lt;br /&gt;
*[[Prop_ItemSlotFiller]]&lt;br /&gt;
*[[Prop_RoomsForSale]]&lt;br /&gt;
*[[Prop_RoomForSale]]&lt;br /&gt;
*[[Prop_AreaForSale]]&lt;br /&gt;
*[[Prop_RoomPlusForSale]]&lt;br /&gt;
*[[Prop_LotsForSale]]&lt;br /&gt;
*[[QuestBound]]&lt;br /&gt;
*[[Prop_ReRollStats]]&lt;br /&gt;
*[[Prop_Sounder]]&lt;br /&gt;
*[[Prop_NoRecall]]&lt;br /&gt;
*[[Prop_OutfitContainer]]&lt;br /&gt;
*[[Prop_ReqStat]]&lt;br /&gt;
*[[Prop_HaveResister]]&lt;br /&gt;
*[[Prop_RideResister]]&lt;br /&gt;
*[[Prop_WearResister]]&lt;br /&gt;
*[[Prop_Resistance]]&lt;br /&gt;
*[[Prop_HaveZapper]]&lt;br /&gt;
*[[Prop_RideZapper]]&lt;br /&gt;
*[[Prop_WearZapper]]&lt;br /&gt;
*[[Prop_EnterAdjuster]]&lt;br /&gt;
*[[Prop_Transporter]]&lt;br /&gt;
*[[Prop_Crawlspace]]&lt;br /&gt;
*[[Prop_RoomRedirect]]&lt;br /&gt;
*[[Prop_Climbable]]&lt;br /&gt;
*[[Prop_ReqRaces]]&lt;br /&gt;
*[[Prop_ScrapExplode]]&lt;br /&gt;
*[[ScriptLater]]&lt;br /&gt;
*[[Shaming]]&lt;br /&gt;
*[[Prop_ShortEffects]]&lt;br /&gt;
*[[SlowLearner]]&lt;br /&gt;
*[[SmellsLikeCherries]]&lt;br /&gt;
*[[SoundEcho]]&lt;br /&gt;
*[[Prop_RestrictSkills]]&lt;br /&gt;
*[[Prop_RestrictSpells]]&lt;br /&gt;
*[[Prop_SpellReflecting]]&lt;br /&gt;
*[[Regeneration]]&lt;br /&gt;
*[[Prop_StayAboard]]&lt;br /&gt;
*[[Prop_PeaceMaker]]&lt;br /&gt;
*[[Prop_NoSummon]]&lt;br /&gt;
*[[Prop_ReqTattoo]]&lt;br /&gt;
*[[Prop_NoTelling]]&lt;br /&gt;
*[[Prop_NoTeleportOut]]&lt;br /&gt;
*[[Prop_NoTeleport]]&lt;br /&gt;
*[[TemporaryAffects]]&lt;br /&gt;
*[[TemporaryImmunity]]&lt;br /&gt;
*[[Prop_NarrowLedge]]&lt;br /&gt;
*[[Prop_Trainer]]&lt;br /&gt;
*[[Prop_TicketTaker]]&lt;br /&gt;
*[[Prop_SafePet]]&lt;br /&gt;
*[[Prop_RoomUnmappable]]&lt;br /&gt;
*[[Prop_Unsellable]]&lt;br /&gt;
*[[Prop_WeakBridge]]&lt;br /&gt;
*[[Prop_WeaponImmunity]]&lt;br /&gt;
*[[Prop_WearOverride]]&lt;br /&gt;
*[[Prop_Weather]]&lt;br /&gt;
*[[Prop_WizInvis]]&lt;br /&gt;
*[[Prop_IceBox]]&lt;br /&gt;
&amp;lt;/DIV&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Properties Help=&lt;br /&gt;
&lt;br /&gt;
===A MOB emoter property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_MOBEmoter|Name=A MOB emoter property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area, Item, Mob, Exit|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Same as Emoter Behavior&lt;br /&gt;
(&amp;quot;BEHAVIOR ID&amp;quot; &amp;quot;BEHAVIOR ARGUMENTS&amp;quot;)|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=This property, by default, is simply an ability/effect encapsulation of the Emoter behavior.  Please do AHELP Emoter for information on the proper use and parameters of this property.  However, if the first word of the arguments is a valid Behavior ID, then this property can encapsulate ANY behavior with all arguments after the first being the arguments of that behavior.}}&lt;br /&gt;
&lt;br /&gt;
===a pk corpse loot only property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_PKCorpseLoot|Name=a pk corpse loot only property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=}}&lt;br /&gt;
&lt;br /&gt;
===a Property===&lt;br /&gt;
{{PropertyTemplate|ID=Property|Name=a Property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=OWNER=&amp;quot;&amp;quot;NAME&amp;quot;&amp;quot; (PRICE=&amp;quot;price&amp;quot;) (EXPIRESEC=&amp;quot;SECONDS&amp;quot;)|Examples=owner=&amp;quot;bob&amp;quot; expiresec=60&lt;br /&gt;
&lt;br /&gt;
|Description=Marks the item as belonging to a particular person or clan. Items so marked can only be sold by that person, an associate, or clan member. PRICE does nothing. EXPIRESEC can be set to make this property temporary, so that an item dropped becomes &amp;quot;unowned&amp;quot; once the owner is gone for the number of seconds given.}}&lt;br /&gt;
&lt;br /&gt;
===A Smell===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Smell|Name=A Smell|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBS, Items, Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(TICKS=&amp;quot;NUM&amp;quot;) (CHANCE=&amp;quot;NUM&amp;quot;) (EMOTE) (BROADCAST) text(;...)|Examples=&amp;lt;T-NAME&amp;gt; smells flowery!&lt;br /&gt;
&amp;lt;T-NAME&amp;gt; smells awful!;&amp;lt;T-NAME&amp;gt; smells BAD!&lt;br /&gt;
CHANCE=50 &amp;lt;T-NAME&amp;gt; smells awful!;CHANCE=10 &amp;lt;T-NAME&amp;gt; smells BAD!&lt;br /&gt;
EMOTE BROADCAST &amp;lt;T-NAME&amp;gt; smells awful!&lt;br /&gt;
&lt;br /&gt;
|Description=Makes the object with this property respond to a SNIFF command.  More than one smell may be given, separated by semicolons.  Each smell may have a chance of being selected during a sniff using the CHANCE parameter.  ONLY MOBS with this property have other options, including an absolute duration before going away using the TICKS parameter, the opportunity to emote periodically using the EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST flag.}}&lt;br /&gt;
&lt;br /&gt;
===A Tattoo===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Tattoo|Name=A Tattoo|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=tattoo names delimited by semicolons|Examples=;UNDEADKILLER;MANLYMEN;&lt;br /&gt;
&lt;br /&gt;
|Description=This property WAS used to give MOBs tattoos.  It is deprecated now. They are now stored on MOB objects.  See Help TATTOO.&lt;br /&gt;
&lt;br /&gt;
Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.}}&lt;br /&gt;
&lt;br /&gt;
===A TattooAdder===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_TattooAdder|Name=A TattooAdder|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Items, Exits, Rooms,Areas, Weapons, Food, Drink, Armor|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=tattoo name to grant or remove|Examples=MANLYMEN&lt;br /&gt;
-MANLYMEN&lt;br /&gt;
+-MANLYMEN&lt;br /&gt;
+~MANLYMEN&lt;br /&gt;
+-~MANLYMEN&lt;br /&gt;
+34 MANLYMEN&lt;br /&gt;
&lt;br /&gt;
|Description=This property is used to give MOBs tattoos based on an action taken.  The tattoo is given by the object with this property, based on an action which depends on the type of object with this property.  Tattoos are arbitrary strings, without spaces, that can be checked for as flags by scripts, masks, and other properties.  There are only two types of &#039;special&#039; tattoos: those starting with RACE_ and those starting with CHARCLASS_, which are used to grant access to otherwise inaccessible races or classes for char creation (e.g. RACE_FIREMEPHIT), assuming all other rules allow.&lt;br /&gt;
&lt;br /&gt;
The tattoo parameter is prefixed with - to remove it when the trigger occurs. &lt;br /&gt;
&lt;br /&gt;
The tattoo parameter is prefixed with + (or nothing) to add it when the trigger occurs. &lt;br /&gt;
&lt;br /&gt;
The tattoo parameter is prefixed with +- to add or remove it when the trigger occurs. &lt;br /&gt;
&lt;br /&gt;
The tattoo parameter (after any +- marks) is prefixed with ~ to disable emoting.&lt;br /&gt;
&lt;br /&gt;
The tattoo parameter is prefixed (after +- or ~) with a number to make it decay.&lt;br /&gt;
&lt;br /&gt;
The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.&lt;br /&gt;
&lt;br /&gt;
The actions which trigger the tattoo include:&lt;br /&gt;
&lt;br /&gt;
MOB - death &lt;br /&gt;
&lt;br /&gt;
Item - get &lt;br /&gt;
&lt;br /&gt;
Exit - enter &lt;br /&gt;
&lt;br /&gt;
Room - enter &lt;br /&gt;
&lt;br /&gt;
Area - enter &lt;br /&gt;
&lt;br /&gt;
Weapon - use in battle &lt;br /&gt;
&lt;br /&gt;
Food - eat &lt;br /&gt;
&lt;br /&gt;
Drink - drink &lt;br /&gt;
&lt;br /&gt;
Armor - wear}}&lt;br /&gt;
&lt;br /&gt;
===a Thin Ability===&lt;br /&gt;
{{PropertyTemplate|ID=ThinAbility|Name=a Thin Ability|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=}}&lt;br /&gt;
&lt;br /&gt;
===Ability Immunity===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_AbilityImmunity|Name=Ability Immunity|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Anything|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(OWNER;) (WEARER;)list of abilities with optional error string, &#039;;&#039; delimited|Examples=OWNER;Disease_Cold;Disease_Flu;Spell_Fireball&lt;br /&gt;
Disease_Cold=&amp;lt;T-NAME&amp;gt; is immune to &amp;lt;O-NAME&amp;gt;;Spell_Fireball=&amp;lt;T-NAME&amp;gt; can&#039;t be burnt!&lt;br /&gt;
&lt;br /&gt;
|Description=Makes the mob, item, or whatever immune to the listed disease, spell or similar affects.  Items will pass their immunity on to their owners if the OWNER flag is present, or the wielder if the WIELDER flag is present.}}&lt;br /&gt;
&lt;br /&gt;
===Ability to set Price/Retainability of a pet.===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Retainable|Name=Ability to set Price/Retainability of a pet.|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=The value of the mob to shopkeepers&lt;br /&gt;
Price of the mob per period;number of days per period&lt;br /&gt;
(PERSIST=true)|Examples=100000&lt;br /&gt;
100 persist=true;10&lt;br /&gt;
&lt;br /&gt;
|Description=This property serves many a purpose: to allow you to set a value to mobs when being sold as pets by shopkeepers.  It also allows you to create mobs which will be saved in the database when the system is shut down, so long as the mob has this property, and the mob is presently on someone&#039;s personal home, such as a Prop_RoomForSale room.  The second parameter following the semicolon, if present, will also make the mob automatically draw money from the property owners bank account periodically.  The second parameter refers to the number of mud-days between each pay period.  If a pay period passes and the mob can not find a bank account of the owners from which to get paid, or has not been placed on someone&#039;s personal property as described above, the mob will quit and disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If persist is set to true, then the mob will stop following the player, but remain in the game when the player logs out.}}&lt;br /&gt;
&lt;br /&gt;
===Absorb Damage===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_AbsorbDamage|Name=Absorb Damage|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Mobs, Areas, Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Damage Absorption percentages or amounts, the list of absorbed damage types|Examples=50% +ALL -SILVER -CLOTH -LEATHER&lt;br /&gt;
5 +ALL -MAGIC -SLASHING -FROSTING&lt;br /&gt;
25% +ALL -LEVEL15&lt;br /&gt;
15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the item with this property is worn, or for the mob with this property, or anyone in the area or room with this property, they will attain damage absorption from the types and/or materials of weapons specified.  Damage absorption may be represented as a percentage or as a straight amount. Damage amounts must be before the type of damage absorbed in the parameters. Damage amounts/percentages in the negative will add to the damage. If the term &amp;quot;ENHANCED&amp;quot; is included in the parameters, and percentage absorption amounts are used, then this will also attempt to auto-save against skills according to the percentage change, or, if the percentage is negative, make the effect last longer. Here are the parameters: &lt;br /&gt;
&lt;br /&gt;
+ALL - Specifies that, by default, the mob has ALL damage absorbed.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;DAMAGETYPE&amp;quot;- Creates an exception to the +ALL rule by permitting normal damage of the given type.  Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.&lt;br /&gt;
&lt;br /&gt;
+&amp;quot;DAMAGETYPE&amp;quot;- Can be used instead of +ALL to absorb damage from the given damage type.  Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING, +BURNING, +MELTING, +NATURAL, +BASHING, etc.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;WEAPONCLASS&amp;quot;- Creates an exception to the +ALL rule by permitting normal damage of the given class.  Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;WEAPONCLASS&amp;quot;- Can be used instead of +ALL to absorb damage from the given weapon class.  Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;ABILITYCODE&amp;quot;- Creates an exception to the +ALL rule by permitting normal damage of the given type of ability.  Examples for ABILITYCODE would be -THIEF_SKILL, -PRAYER, etc.  Do list abilitycodes.&lt;br /&gt;
&lt;br /&gt;
+&amp;quot;ABILITYCODE&amp;quot;- Can be used instead of +ALL to absorb damage from the given type of ability.  Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list abilitycodes.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;ABILITYDOMAIN&amp;quot;- Creates an exception to the +ALL rule by permitting normal damage of the given domain of ability.  Examples for ABILITYDOMAIN would be -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.&lt;br /&gt;
&lt;br /&gt;
+&amp;quot;ABILITYDOMAIN&amp;quot;- Can be used instead of +ALL to absorb damage from the given domain of ability.  Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list abilitydomains.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;ABILITYFLAG&amp;quot;- Creates an exception to the +ALL rule by permitting normal damage of the given flagged abilities.  Examples for ABILITYFLAG would be -UNHOLY, -CHARMING, etc. Do list abilityflags.&lt;br /&gt;
&lt;br /&gt;
+&amp;quot;ABILITYFLAG&amp;quot;- Can be used instead of +ALL to absorb damage from the given flagged abilities.  Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc..  Do list abilityflags.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;ABILITYID&amp;quot;- Creates an exception to the +ALL rule by permitting normal damage of the given specific ability.  Examples for ABILITYID would be -SPELL_FIREBALL, etc. &lt;br /&gt;
&lt;br /&gt;
+&amp;quot;ABILITYID&amp;quot;- Can be used instead of +ALL to absorb damage from the given specific ability.  Examples for ABILITYID be +SPELL_MAGICMISSILE, etc.. &lt;br /&gt;
&lt;br /&gt;
-MAGIC - Creates an exception to the +ALL rule by permitting normal damage from magical spells and magical weapons.&lt;br /&gt;
&lt;br /&gt;
+MAGIC - If +ALL is not used, this will absorb damage from magical spells and weapons.&lt;br /&gt;
&lt;br /&gt;
-LEVELX - Creates an exception to the +ALL rule by permitting normal damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.&lt;br /&gt;
&lt;br /&gt;
+LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.&lt;br /&gt;
&lt;br /&gt;
-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting normal damage from a weapon made of the given MATERIALTYPE.  Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc.  As for the damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage from materials a given material.&lt;br /&gt;
&lt;br /&gt;
-PARALYSIS - Creates an exception to the +All rule by permitting normal damage from paralysis spells.&lt;br /&gt;
&lt;br /&gt;
+PARALYSIS - If +All is not used, this absorbs damage from damage from fire spells.&lt;br /&gt;
&lt;br /&gt;
-FIRE - Creates an exception to the +All rule by permitting normal damage from fire spells.&lt;br /&gt;
&lt;br /&gt;
+FIRE - If +All is not used, this absorbs damage from damage from fire spells.&lt;br /&gt;
&lt;br /&gt;
-COLD - Creates an exception to the +All rule by permitting normal damage from cold spells.&lt;br /&gt;
&lt;br /&gt;
+COLD - If +All is not used, this absorbs damage from damage from cold spells.&lt;br /&gt;
&lt;br /&gt;
-WATER - Creates an exception to the +All rule by permitting normal damage from water spells.&lt;br /&gt;
&lt;br /&gt;
+WATER - If +All is not used, this absorbs damage from damage from water spells.&lt;br /&gt;
&lt;br /&gt;
-GAS - Creates an exception to the +All rule by permitting normal damage from gas spells.&lt;br /&gt;
&lt;br /&gt;
+GAS - If +All is not used, this absorbs damage from damage from gas spells.&lt;br /&gt;
&lt;br /&gt;
-MIND - Creates an exception to the +All rule by permitting normal damage from mind spells.&lt;br /&gt;
&lt;br /&gt;
+MIND - If +All is not used, this absorbs damage from damage from mind spells.&lt;br /&gt;
&lt;br /&gt;
-JUSTICE - Creates an exception to the +All rule by permitting normal damage from justice spells.&lt;br /&gt;
&lt;br /&gt;
+JUSTICE - If +All is not used, this absorbs damage from damage from justice spells.&lt;br /&gt;
&lt;br /&gt;
-ACID - Creates an exception to the +All rule by permitting normal damage from acid spells.&lt;br /&gt;
&lt;br /&gt;
+ACID - If +All is not used, this absorbs damage from damage from acid spells.&lt;br /&gt;
&lt;br /&gt;
-ELECTRICITY - Creates an exception to the +All rule by permitting normal damage from electric spells.&lt;br /&gt;
&lt;br /&gt;
+ELECTRICITY - If +All is not used, this absorbs damage from damage from electric spells.&lt;br /&gt;
&lt;br /&gt;
-POISON - Creates an exception to the +All rule by permitting normal damage from poison spells.&lt;br /&gt;
&lt;br /&gt;
+POISON - If +All is not used, this absorbs damage from damage from poison spells.&lt;br /&gt;
&lt;br /&gt;
-UNDEAD - Creates an exception to the +All rule by permitting normal damage from undead spells.&lt;br /&gt;
&lt;br /&gt;
+UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil spells.&lt;br /&gt;
&lt;br /&gt;
-DISEASE - Creates an exception to the +All rule by permitting normal damage from disease spells.&lt;br /&gt;
&lt;br /&gt;
+DISEASE - If +All is not used, this absorbs damage from damage from disease spells.&lt;br /&gt;
&lt;br /&gt;
-TRAPS - Creates an exception to the +All rule by permitting normal damage from traps spells.&lt;br /&gt;
&lt;br /&gt;
+TRAPS - If +All is not used, this absorbs damage from damage from traps spells.}}&lt;br /&gt;
&lt;br /&gt;
===Addictions===&lt;br /&gt;
{{PropertyTemplate|ID=Addictions|Name=Addictions|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=&amp;quot;ITEM NAME&amp;quot;;...|Examples=pot pie;sugar&lt;br /&gt;
&lt;br /&gt;
|Description=This ability governs addictions to food, drink, smoking, or sniffing.  The parameter is the substring to match in the name of the item.  The player with an addiction will be annoyed unless he gets his &amp;quot;fix&amp;quot; every rl hour.  Players can only become addiction through the engine by smoking, or by a drink infected with inebriation, alcohol, or liquor. The player can either &amp;quot;ride out&amp;quot; the addiction for 24 hours, suffering increasingly annoying messages as he goes, or he can keep making his fix. Addictions are not diseases, and can not be cured with magic or restoration. Multiple substances can be listed by separating with semicolons, and the matches are made by parts of item names.}}&lt;br /&gt;
&lt;br /&gt;
===Additional Damage===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_AddDamage|Name=Additional Damage|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Extra Damage percentages or amounts, the list of extra damage types|Examples=50% PIERCING&lt;br /&gt;
5 SLASHING FROST&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the item with this property is worn, or for the mob with this property, they will do extra damage of the types specified.  Extra Damage may be represented as a percentage or as a straight amount. Damage amounts must be before the type of extra damage in the parameters. * Here are the classes of damage: &lt;br /&gt;
&lt;br /&gt;
PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.&lt;br /&gt;
&lt;br /&gt;
* Here are the types of damage attacks: &lt;br /&gt;
&lt;br /&gt;
PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, DISEASE, TRAPS, WEAPONATTACK.}}&lt;br /&gt;
&lt;br /&gt;
===Adjust combat stats===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_CombatAdjuster|Name=Adjust combat stats|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(ATTACK+/-&amp;quot;PCT NUMER&amp;quot;) (ARMOR+/-&amp;quot;PCT NUMER&amp;quot;) (DAMAGE+/-&amp;quot;PCT NUMER&amp;quot;)&lt;br /&gt;
(HP+/-&amp;quot;PCT NUMER&amp;quot;) (MANA+/-&amp;quot;PCT NUMER&amp;quot;) (MOVE+/-&amp;quot;PCT NUMER&amp;quot;)&lt;br /&gt;
(ATTACK=&amp;quot;PCT NUMER&amp;quot;) (ARMOR=&amp;quot;PCT NUMER&amp;quot;) (DAMAGE=&amp;quot;PCT NUMER&amp;quot;)&lt;br /&gt;
(HP=&amp;quot;PCT NUMER&amp;quot;) (MANA=&amp;quot;PCT NUMER&amp;quot;) (MOVE=&amp;quot;PCT NUMER&amp;quot;)|Examples=ATTACK+25 DAMAGE-20 MANA=1000&lt;br /&gt;
&lt;br /&gt;
|Description=This property either adjusts a mobs current stats by a percentage value as specified, or sets the value to a specific number.  This property is mostly useless for builders, but has internal uses. Supported stats include: ATTACK, DAMAGE, ARMOR, HP, MANA, MOVE, SPEED}}&lt;br /&gt;
&lt;br /&gt;
===Adjusting stats when used===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_UseAdjuster|Name=Adjusting stats when used|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=statistic names followed by a +, -, or = and a value&lt;br /&gt;
(reversed)&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=move+100 class=thief race=elf gender=F&lt;br /&gt;
dex-1 reversed MASK=-Race +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=When the item with this property is used in a particular way, the listed effects will be permanently given to the owner.   For items, trigger use includes:&lt;br /&gt;
&lt;br /&gt;
Food, Drink: EAT/DRINK&lt;br /&gt;
&lt;br /&gt;
Weapon: Doing damage with (can be reversed)&lt;br /&gt;
&lt;br /&gt;
Container: Putting something into&lt;br /&gt;
&lt;br /&gt;
Armor: Taking damage while wearing properly&lt;br /&gt;
&lt;br /&gt;
The REVERSED parameter is special, and means that instead of the effect going to the owner of the item, it goes to the other party in a trigger, such as to the target instead of the owner when a weapon does damage, or to the attacker instead of the owner when taking damage with an armor.&lt;br /&gt;
&lt;br /&gt;
All parameters use the + or - adjuster, except the class, race, gender, ableprofs, and ablelvls parameters. Valid parameters are as follows: &lt;br /&gt;
&lt;br /&gt;
strength dexterity constitution charisma wisdom intelligence &lt;br /&gt;
&lt;br /&gt;
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) &lt;br /&gt;
&lt;br /&gt;
savepar savefir savecol savewat savegas savemin savegen savejus &lt;br /&gt;
&lt;br /&gt;
saveaci saveele savepoi saveund savemag savedis savetra &lt;br /&gt;
&lt;br /&gt;
ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+&#039;&#039;,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, the values + or - are added to the existing values.  However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added.  All other values act the same.&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Adjustments to stats===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Adjuster|Name=Adjustments to stats|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=statistic names followed by a +, -, or = and a value&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=str+2 dex-2 move+100 class=thief race=elf gender=F&lt;br /&gt;
str+2 dex-2 move+100 MASK=-Race +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=The listed effects will be given to the mob.  All parameters use the + or - adjuster, except the class, race, and gender, ableprofs, and ablelvls parameters. Valid parameters are as follows: &lt;br /&gt;
&lt;br /&gt;
strength dexterity constitution charisma wisdom intelligence &lt;br /&gt;
&lt;br /&gt;
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) &lt;br /&gt;
&lt;br /&gt;
savepar savefir savecol savewat savegas savemin savegen savejus &lt;br /&gt;
&lt;br /&gt;
saveaci saveele savepoi saveund savemag savedis savetra &lt;br /&gt;
&lt;br /&gt;
ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), RONDEATH (t/f),height, weight, ambiance+&#039;&#039;, gender, class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) doubt faith weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants rejuvrate critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct.  Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, the values + or - are added to the existing values.  However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added.  All other values act the same.&lt;br /&gt;
&lt;br /&gt;
The RONDEATH parameter, when set to true, causes this property to disappear on the death of the item owner, the mob, or a mob in the room. &lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. This may seem a strange parameter for a mobs-only property, but perhaps you can find a use for it. :) See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Adjustments to stats when here===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HereAdjuster|Name=Adjustments to stats when here|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=statistic names followed by a +, -, or = and a value&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=str+2 dex-2 move+100 class=thief race=elf gender=F&lt;br /&gt;
str+2 ableprofs=&amp;quot;spell_fireball(10)&amp;quot;  MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the room with this property is occupied, the listed effects will be given to the occupants.  All parameters use the + or - adjuster, except the class, race, and gender, ableprofs, and ablelvls parameters. Valid parameters are as follows: &lt;br /&gt;
&lt;br /&gt;
strength dexterity constitution charisma wisdom intelligence &lt;br /&gt;
&lt;br /&gt;
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) &lt;br /&gt;
&lt;br /&gt;
savepar savefir savecol savewat savegas savemin savegen savejus &lt;br /&gt;
&lt;br /&gt;
saveaci saveele savepoi saveund savemag savedis savetra &lt;br /&gt;
&lt;br /&gt;
ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (as AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+&#039;&#039;,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Adjustments to stats when owned===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HaveAdjuster|Name=Adjustments to stats when owned|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=statistic names followed by a +, -, or = and a value&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=str+2 dex-2 class=thief race=elf allset=aname-3&lt;br /&gt;
str+2 ableprofs=&amp;quot;spell_fireball(10)&amp;quot; MASK=-Race +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is owned, the listed effects will be given to the owner.  All parameters use the + or - adjuster, except the class, race, gender, ableprofs, and ablelvls parameters. Valid parameters are as follows: &lt;br /&gt;
&lt;br /&gt;
strength dexterity constitution charisma wisdom intelligence &lt;br /&gt;
&lt;br /&gt;
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) &lt;br /&gt;
&lt;br /&gt;
savepar savefir savecol savewat savegas savemin savegen savejus &lt;br /&gt;
&lt;br /&gt;
saveaci saveele savepoi saveund savemag savedis savetra &lt;br /&gt;
&lt;br /&gt;
ability (magical level), armor, attacks (prowess), damage (max), disposition (see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES), speed (#attacks), height, weight, ambiance+&#039;&#039;,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, the values + or - are added to the existing values.  However, if MULTIPLYPH=true is included in the parameters, then attack, armor, and damage will instead have their values multiplied by the given value / 100. Likewise, if MULTIPLYCH=true is included, then hitpoints, mana, and movement are similarly multiplied instead of added.  All other values act the same.&lt;br /&gt;
&lt;br /&gt;
Parameters may also include ALLSET=&amp;quot;SET_NAME&amp;quot;-&amp;quot;NUMBER&amp;quot; where SET_NAME is a arbitrary un-spaced name of the set to which the item belongs.  Only when &amp;quot;NUMBER&amp;quot; items in that set are possessed (or worn for Prop_WearAdjuster) will all of the stats be adjusted according to their parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Adjustments to stats when ridden===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RideAdjuster|Name=Adjustments to stats when ridden|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items and Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=see Prop_HaveAdjuster|Examples=see Prop_HaveAdjuster&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the item or mob having this property is mounted or ridden, the statistics of the rider will be adjusted as described in the parameters.  Dismounting will remove the effects. See Prop_HaveAdjuster for more information on the valid parameters for this property.}}&lt;br /&gt;
&lt;br /&gt;
===Adjustments to stats when worn===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WearAdjuster|Name=Adjustments to stats when worn|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items (armor and weapons principally)|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=see Prop_HaveAdjuster, and may include optional LAYERED flag|Examples=str+2 dex-2 class=thief race=elf allset=aname-3&lt;br /&gt;
str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the item having this property is wielded or worn, the statistics of the owner will be adjusted as described in the parameters.  Removing the item will remove the effects.  The Layered flag may be used to prevent bonus or penalty stacking due to multiple items worn on the same location. See Prop_HaveAdjuster for more information on the valid parameters for this property.}}&lt;br /&gt;
&lt;br /&gt;
===Adorable===&lt;br /&gt;
{{PropertyTemplate|ID=Adorable|Name=Adorable|Domain=[[racial_ability(Domain)|Racial Ability]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Always Beneficial|Targets=Caster only|Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=The character is just so adorable that higher level players and creatures simply won&#039;t attack them, and they get a natural charisma boost.}}&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
{{PropertyTemplate|ID=Age|Name=Age|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Malicious|Targets=Items, Mobs|Range=Touch, or not applicable|Commands=AGIFY|Usage=&amp;quot;MILLISECONDS&amp;quot;/&amp;quot;AGE YEARS&amp;quot;/+&amp;quot;# MUD HOURS&amp;quot;|Examples=106222323232&lt;br /&gt;
10&lt;br /&gt;
+9999&lt;br /&gt;
&lt;br /&gt;
|Description=The ability to age from infancy (an item) to adulthood (a mob).  The normal argument is the birth time in real-life epoc milliseconds.  A number smaller than 32768 will be interpreted as a number of years old.  An argument beginning with a + will adjust the milliseconds birth time backwards by the given number of mud-hours.}}&lt;br /&gt;
&lt;br /&gt;
===Alignment Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqAlignments|Name=Alignment Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=alignment masks listed below|Examples=-all +good&lt;br /&gt;
&lt;br /&gt;
|Description=Creates alignment restrictions for entering a room.  Followers will be allowed unless explicitly disallowed.  Valid parameters include:  &lt;br /&gt;
&lt;br /&gt;
nosneak (disallow sneaking past the requirement)&lt;br /&gt;
&lt;br /&gt;
-all (disallow all alignments)  &lt;br /&gt;
&lt;br /&gt;
nofol (disallow followers of appropriate alignment)  &lt;br /&gt;
&lt;br /&gt;
+evil +good +neutral (create exceptions to -all)  &lt;br /&gt;
&lt;br /&gt;
-evil -good -neutral (disallow only listed alignments)}}&lt;br /&gt;
&lt;br /&gt;
===All Room/Exit Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqEntry|Name=All Room/Exit Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas, Exits, Portals|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(nosneak) (nofollow) (actual) (&amp;quot;message=my message&amp;quot;) mask|Examples=-race +elf&lt;br /&gt;
nosneak -race +elf&lt;br /&gt;
&amp;quot;message=Elves Only in there!&amp;quot; nofollow -race +elf&lt;br /&gt;
&lt;br /&gt;
|Description=Creates restrictions for entering a room.  Followers will be allowed unless explicitly disallowed.  Valid parameters include: &lt;br /&gt;
&lt;br /&gt;
nosneak (disallow sneaking past the requirement)&lt;br /&gt;
&lt;br /&gt;
nofol (disallow followers)  &lt;br /&gt;
&lt;br /&gt;
actual (discount disguises)  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;message= ... &amp;quot; (override the default no-entry message. &lt;br /&gt;
&lt;br /&gt;
See AHELP ZAPPERMASK, where allowed can enter, and disallowed is not.}}&lt;br /&gt;
&lt;br /&gt;
===Allergies===&lt;br /&gt;
{{PropertyTemplate|ID=Allergies|Name=Allergies|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=Resource or Race names|Examples=STRAWBERRIES DWARF&lt;br /&gt;
&lt;br /&gt;
|Description=This ability governs allergies.}}&lt;br /&gt;
&lt;br /&gt;
===Allows an item to be bound to player, account, or clan.===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ItemBinder|Name=Allows an item to be bound to player, account, or clan.|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=&amp;quot;ZAPMSG&amp;quot;|Examples=TO=CHARACTER ON=PICKUP MESSAGE=&amp;quot;Bound -- you can&#039;t do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Allows an item to be bound when an event occurs to the person, account, or clan that either picks it up or first equips it.  Once bound, an item can only be picked up by that same player, account, or clan.  The zap message is also configureable.}}&lt;br /&gt;
&lt;br /&gt;
===Ambiance Adder===&lt;br /&gt;
{{PropertyTemplate|ID=AmbianceAdder|Name=Ambiance Adder|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs, Items, Exits, Rooms, Areas|Range=Touch, or not applicable|Commands=|Usage=&amp;quot;AMBIANCE TEXT&amp;quot;(;&amp;quot;AMBIANCE TEXT&amp;quot;...)|Examples=^YGLOWING^N;^hshining^n&lt;br /&gt;
&lt;br /&gt;
|Description=Allows the builder to add permanent ambiance &amp;quot;flags&amp;quot; to an object.&lt;br /&gt;
&lt;br /&gt;
Ambiances, by default, are designed for adding random text to the room display text of items and mobs, such as &amp;quot;glowing&amp;quot; or other decorations.  Ambiances also have a &#039;flagging&#039; capability, when specific string values are used.  These include: &lt;br /&gt;
&lt;br /&gt;
-ALL : hides all natural flag displays&lt;br /&gt;
&lt;br /&gt;
-MOST : hides most natural flag displays&lt;br /&gt;
&lt;br /&gt;
-GOOD, -EVIL, -INVISIBLE, -SNEAKING : hides these flag displays&lt;br /&gt;
&lt;br /&gt;
-HIDDEN, -MAGIC, -METAL, -GLOWING :   hides these flag displays&lt;br /&gt;
&lt;br /&gt;
-BUSY, -LAW, -CHAOS :   hides these flag displays&lt;br /&gt;
&lt;br /&gt;
-BOUND, -FLYING, -FALLING :   hides these flag displays&lt;br /&gt;
&lt;br /&gt;
(?)X:Y : shows X if target heard, Y otherwise&lt;br /&gt;
&lt;br /&gt;
@X : X is an special flag, not to be shown by default&lt;br /&gt;
&lt;br /&gt;
#X : X is shown if @x is also an ambiance}}&lt;br /&gt;
&lt;br /&gt;
===An Instant Death Property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_InstantDeath|Name=An Instant Death Property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB, Item, Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(MASK=&amp;quot;&amp;quot;zapper&amp;quot;&amp;quot;) (DAMAGE=&amp;quot;NUM&amp;quot;) (DMGPCT=&amp;quot;0-100&amp;quot;) (MSG=&amp;quot;&amp;quot;STR&amp;quot;&amp;quot;)|Examples=mask=&amp;quot;-race +dwarf&amp;quot;&lt;br /&gt;
damage=10 dmgpct=0 msg=&amp;quot;&amp;lt;S-NAME&amp;gt; &amp;lt;DAMAGES&amp;gt; &amp;lt;T-NAME&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Will (eventually) cause the death of anyone using the item, attacking the mob, or entering the room or area.  If a mask if given, only those matching the mask are killed. If a DMGPCT ( 100 is used, damage is done and the MSG is displayed. If a DAMAGE ) 0 is used, but DMGPCT=0, then a flat amount of damage is done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See AHELP ZAPPERMASK, where allowed is killed, and disallowed is spared.}}&lt;br /&gt;
&lt;br /&gt;
===Artifact===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Artifact|Name=Artifact|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=autodrop=&amp;quot;T/F&amp;quot; nomobs=&amp;quot;T/F&amp;quot; nolocate=&amp;quot;T/F&amp;quot; nocast=&amp;quot;T/F&amp;quot;|Examples=nomobs=false&lt;br /&gt;
&lt;br /&gt;
|Description=The items with this property will persist in their last known location past reboots, and optionally always drop from players inventories when they quit, be invulnerable to damage, not be possessable by mobs, and not capable of being acted upon with skills or spells. By default, all of the above is true, though that can change by setting one of the following parameters to false: &lt;br /&gt;
&lt;br /&gt;
autodrop - the item drops from player inventories when they quit or shutdown&lt;br /&gt;
&lt;br /&gt;
nomobs - the item may not be picked up by a non-player &lt;br /&gt;
&lt;br /&gt;
nolocate - the item may not be located via Locate Object spell&lt;br /&gt;
&lt;br /&gt;
nocast - the item may not have ANY spells cast upon it}}&lt;br /&gt;
&lt;br /&gt;
===Artisanal Focus===&lt;br /&gt;
{{PropertyTemplate|ID=ArtisanalFocus|Name=Artisanal Focus|Domain=[[artistic(Domain)|Artistic]]|Available=|Allows=[[Artsy(Expertise)|Artsy]] |Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Creatures |Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Artisans can use their choices of skill training and expertises to focus in certain areas, and thereby be known by that skill specialization.  This can be like &amp;quot;Farmer&amp;quot;, &amp;quot;Rancher&amp;quot;, &amp;quot;Smith&amp;quot;, &amp;quot;Tailor&amp;quot;, &amp;quot;Sculptor&amp;quot;, &amp;quot;Prospector&amp;quot;, &amp;quot;Chef&amp;quot;, &amp;quot;Carpenter&amp;quot;, &amp;quot;Architect&amp;quot;, or &amp;quot;Artist.  This focus notoriety can be toggled by entering ARTFOCUS, but is activated by default.}}&lt;br /&gt;
&lt;br /&gt;
===Astral Spirit===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_AstralSpirit|Name=Astral Spirit|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=This property makes the mob into an incorporeal spirit.  It is used to support the &amp;quot;Astral Projection&amp;quot; chant.}}&lt;br /&gt;
&lt;br /&gt;
===Auto purges items put into a container===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Trashcan|Name=Auto purges items put into a container|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Container Item|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(DELAY=&amp;quot;#TICKS&amp;quot;)|Examples=DELAY=4&lt;br /&gt;
&lt;br /&gt;
|Description=Causes all items dropped, or placed in the host container to be  destroyed and to cease to exist.  If a delay parameter is used, the destruction of the items in the can will not occur until that time has passed.}}&lt;br /&gt;
&lt;br /&gt;
===AutoAwards===&lt;br /&gt;
{{PropertyTemplate|ID=AutoAwards|Name=AutoAwards|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=This ability governs properties and affects based on player attributes and date/time changes.  See awards.txt for more information.}}&lt;br /&gt;
&lt;br /&gt;
===AutoStack===&lt;br /&gt;
{{PropertyTemplate|ID=AutoStack|Name=AutoStack|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Rooms, Areas|Range=Touch, or not applicable|Commands=|Usage=(TRIGGERCOUNT=&amp;quot;NUM&amp;quot;) (GROUPCOUNT=&amp;quot;NUM&amp;quot;) (CHECKTICKS=&amp;quot;NUM&amp;quot;)|Examples=triggercount=1000 groupcount=10 checkticks=600&lt;br /&gt;
&lt;br /&gt;
|Description=This ability governs the automatic packaging (as stacks) of identical items, whenever the total number of items in a room is larger than TRIGGERCOUNT, and whenever there are at least GROUPCOUNT identical items to package.  The checks are made every CHECKTICKS ticks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As this is a property, it will not operate only sporadically on rooms, but like clockwork on areas.}}&lt;br /&gt;
&lt;br /&gt;
===Bad Reputation===&lt;br /&gt;
{{PropertyTemplate|ID=BadReputation|Name=Bad Reputation|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Malicious|Targets=Creatures |Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Property   : Bad Reputation&lt;br /&gt;
&lt;br /&gt;
Affects    : Mobs&lt;br /&gt;
&lt;br /&gt;
Parameters : Percentage of faction gain&lt;br /&gt;
&lt;br /&gt;
Example    : 45%&lt;br /&gt;
&lt;br /&gt;
Description: &lt;br /&gt;
&lt;br /&gt;
The character is of such a poorly received race that others are much less forgiving of historical events and unlikely to accept them into society.  Faction changes happen much more slowly.}}&lt;br /&gt;
&lt;br /&gt;
===Banishment===&lt;br /&gt;
{{PropertyTemplate|ID=Banishment|Name=Banishment|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=&amp;quot;AREA NAME&amp;quot;(;&amp;quot;AREA NAME&amp;quot; .. )|Examples=Midgaard&lt;br /&gt;
&lt;br /&gt;
|Description=This mob property makes them unable to enter the area. If the area has child areas they will not be able to enter those either.  Even recalling into the area won&#039;t work.}}&lt;br /&gt;
&lt;br /&gt;
===Buy a room once, get all adjacent rooms free===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LotForSale|Name=Buy a room once, get all adjacent rooms free|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(RENTAL/GRID/ALLOWTHEFT) &amp;quot;PRICE&amp;quot;|Examples=1000000&lt;br /&gt;
Bob/100000&lt;br /&gt;
GRID 1000000&lt;br /&gt;
&lt;br /&gt;
|Description=Makes this room and future adjacent rooms available for purchase as  a single lot. This property is an extension of the Prop_RoomForSale property, and includes all of its capabilities, PLUS, when this room is sold, adjacent lots will automatically be created, allowing the player to expand his or her property.  When the property is sold, or falls out of a players possession, the system will automatically retract the created rooms. The word rental followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account.  Failure to make rent returns the property to sellable status.  The word GRID followed by a space may preceed the price to make new rooms automatically link to other rooms via demolishable walls. The word ALLOWTHEFT disables robbery law enforcement on the property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When property is sold, it will be listed as the owner with a slash and the price.  Entering this sort of parameter directly is the quick way to give players or clans property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This property is similar to prop_lotsforsale, except that the players don&#039;t have to purchase each room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.}}&lt;br /&gt;
&lt;br /&gt;
===Can&#039;t be camped on===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Uncampable|Name=Can&#039;t be camped on|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Rooms, Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=If this mob, room, or item is otherwise rejuvenating, this property will prevent the rejuvenation from actually occurring if PCs are in the same room as the rejuvenation, but an admin is not present.}}&lt;br /&gt;
&lt;br /&gt;
===Capacity Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqCapacity|Name=Capacity Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=PEOPLE=&amp;quot;MAX&amp;quot; PLAYERS=&amp;quot;MAX&amp;quot; MOBS=&amp;quot;MAX&amp;quot; ITEMS=&amp;quot;MAX&amp;quot; WEIGHT=&amp;quot;MAX&amp;quot; INDOOR=&amp;quot;T/F&amp;quot;&lt;br /&gt;
CONTAINERSOK=&amp;quot;T/F&amp;quot; ROOMS=&amp;quot;MAX&amp;quot; SIEGEWEAPONS=&amp;quot;MAX&amp;quot;|Examples=people=2&lt;br /&gt;
players=3 mobs=2 indoor=true&lt;br /&gt;
weight=2000 items=10&lt;br /&gt;
&lt;br /&gt;
|Description=Creates a capacity limit of one or more types for the room or area with this affect. The ITEMS, or WEIGHT parameters may be used to limit the number of items, or maximum weight respectively.  The CONTAINERSOK parameter will create an exception for putting items in containers (but not for dropping the containers themselves). The PEOPLE parameter lets you limit the total number of players and/or mobs.  Otherwise, the PLAYERS or MOBS can be used to limit the number of players or non-player mobs respectively.  The optional INDOOR flag only matters if this property is added to an area; it makes the property only enforce itself on indoor rooms types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If no parameters at all are given, a PEOPLE capacity of 2 is assumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When this property is on an entry room with Prop_LotsForSale or Prop_LotForSale, then this property will be automatically propogated to each new room created.  Also, in this case, and the optional parameter ROOMS can be specified to limit the maximum number of contiguous new rooms that can be generated.}}&lt;br /&gt;
&lt;br /&gt;
===Carnivorous===&lt;br /&gt;
{{PropertyTemplate|ID=Carnivorous|Name=Carnivorous|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Mobs with this effect take no nourishment from foods that aren&#039;t meat.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells on oneself===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_SpellAdder|Name=Casting spells on oneself|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Items, MOBs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=See Prop_HereSpellCast&lt;br /&gt;
See Prop_HereSpellCast|Examples=50%;Spell_Invisible;Prayer_Sanctuary&lt;br /&gt;
&lt;br /&gt;
|Description=Casts the spells in the parameters on the next one to enter the same room. as the item, mob, or room with this property.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells when here===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HereSpellCast|Name=Casting spells when here|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the room with this property is occupied, the occupants will be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=&amp;quot;NUMBER&amp;quot; can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all spell casts. &lt;br /&gt;
&lt;br /&gt;
The flag TICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all subsequent listed spells. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells when owned===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HaveSpellCast|Name=Casting spells when owned|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is owned, the owner will be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=&amp;quot;NUMBER&amp;quot; can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all spell casts. &lt;br /&gt;
&lt;br /&gt;
The flag TICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all subsequent listed spells. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells when properly used during combat===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_FightSpellCast|Name=Casting spells when properly used during combat|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Weapon (Item)|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=A percentage, and proper spell names separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis&lt;br /&gt;
Siege weapons: ALLMOBS, ALLITEMS, ONLYMOBS, ONLYITEMS flags&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=50%;Spell_Invisible;Prayer_Sanctuary&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_Portal(Somewhere else);MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=Causes a spell to be cast upon the target being struck during melee combat. This property also supports a % chance of triggering.  Siege weapons will also affect a random mob/item on the deck, or all if ALLMOBS/ALLITEMS added, orselectively if ONLYMOBS/ONLYITEMS added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=&amp;quot;NUMBER&amp;quot; can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all spell casts. &lt;br /&gt;
&lt;br /&gt;
The flag TICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all subsequent listed spells. &lt;br /&gt;
&lt;br /&gt;
The flag NOOWN can be used to skip item ownership checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells when ridden===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RideSpellCast|Name=Casting spells when ridden|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items and MOBS|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is being mounted or ridden, the owner will be under the effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=&amp;quot;NUMBER&amp;quot; can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all spell casts. &lt;br /&gt;
&lt;br /&gt;
The flag TICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all subsequent listed spells. &lt;br /&gt;
&lt;br /&gt;
The flag ONCLOSED can be used to invoke effects only when the container is closed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells when used===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_UseSpellCast|Name=Casting spells when used|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis.&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=When the item with this property is worn or wielded, filled or has something placed in it, the owner will be affected by the listed spells. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=&amp;quot;NUMBER&amp;quot; can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all spell casts. &lt;br /&gt;
&lt;br /&gt;
The flag TICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all subsequent listed spells. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells when used differently===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_UseSpellCast2|Name=Casting spells when used differently|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis.&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=When the item with this property is touched, or in the case of food and drink, eaten or drank, the owner will be affected by the listed spells.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=&amp;quot;NUMBER&amp;quot; can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all spell casts. &lt;br /&gt;
&lt;br /&gt;
The flag TICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all subsequent listed spells. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Casting spells when worn===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WearSpellCast|Name=Casting spells when worn|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis.&lt;br /&gt;
The above parameters may be followed by an optional mask&lt;br /&gt;
The above parameters may include optional LAYERED flag|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
Spell_MageArmor;LAYERED;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is being worn, wielded, or smoked, the owner will be under the effect of the listed spells. The layered flag means that, among layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE can be substituted for a spell to make all the effects non-dispellable until the property no longer applies; use this flag with care! The flag LEVEL=&amp;quot;NUMBER&amp;quot; can also be substituted for a spell name to force all the listed effects be cast at a different level than default.The flag MAXTICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all spell casts. &lt;br /&gt;
&lt;br /&gt;
The flag TICKS=&amp;quot;NUMBER&amp;quot; can be used to shorten the length of all subsequent listed spells. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Causing skill failures===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Fumble|Name=Causing skill failures|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Areas, Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=CHANCE=&amp;quot;PCT&amp;quot; (ITEM=WORN/HERE/HAVE/PRESENT) (MASK=&amp;quot;ZAPPERMASK&amp;quot;)&lt;br /&gt;
(MSG=&amp;quot;(S-NAME) fail(s) to do @x1 to (T-NAME) because @x2.&amp;quot;)&lt;br /&gt;
(PRIVATE=TRUE/FALSE) (AID=&amp;quot;ABILITY ID&amp;quot;,..) (WEAPON=TRUE/FALSE)&lt;br /&gt;
(ATYPE=&amp;quot;ABILITY TYPE&amp;quot;,...) (ADOMAIN=&amp;quot;DOMAIN&amp;quot;,...)&lt;br /&gt;
(CAST=&amp;quot;ABILITY ID(ARGS)&amp;quot;,...)|Examples=chance=50% mask=&amp;quot;-race +elf&amp;quot; aid=Spell_Fireball,Spell_Light&lt;br /&gt;
chance=50% atype=spell,skill domain=stealthy&lt;br /&gt;
chance=50% atype=spell cast=Spell_Fireball&lt;br /&gt;
&lt;br /&gt;
|Description=Causes a spell or skill to fumble and show a message according to the given chance%.  The skills to fumble are identified as belonging to the given ATYPE (if specified) AND either belonging to the ADOMAIN, having an AFLAG, or having its Ability ID in the list of AID.  The skill will fumble if the caster matches the given MASK zappermask.  The message MSG= may be specified, with special codes @x1 for the skill name, and @x2 for the affected item name.  The message can be shown PRIVATE= ly, or to everyone in the room.  If the affected is an item, the ITEM= parameter can be used to specify the state that the item must be in to cause the fumble.  Lastly, a CAST= argument can be given to cause fumbles to be accompanied by a spell being cast by the item against the skill user.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prop_Fumble also has another mode of operation.  If WEAPON=TRUE, then instead of fumbling skills, it will fumble attacks and cause the attacker to suffer the consequences.}}&lt;br /&gt;
&lt;br /&gt;
===Change a rooms movement requirements===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_EnlargeRoom|Name=Change a rooms movement requirements|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=number or adjustment of movement points|Examples=2&lt;br /&gt;
+2&lt;br /&gt;
-2&lt;br /&gt;
/2&lt;br /&gt;
*2&lt;br /&gt;
/2.5&lt;br /&gt;
*1.5&lt;br /&gt;
&lt;br /&gt;
|Description=Change the number of movement points required to cross the room, and range. The +-/* signs may be used to adjust the amounts for a given room, or an absolute value may be given.}}&lt;br /&gt;
&lt;br /&gt;
===Changing properties/attributes===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_PropSetter|Name=Changing properties/attributes|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=All|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=TRIGGER=&amp;quot;TRIGTYPE&amp;quot; (BUBBLE=TRUE/FALSE) &amp;quot;STAT=&amp;quot;VALUE&amp;quot;&amp;quot;|Examples=trigger=get bubble=false ammocapacity=10&lt;br /&gt;
&lt;br /&gt;
|Description=This property changes the settable fields on  the affected object, or an items owner if bubble=true.  The change occurs on the trigger, and is undone on an opposing event, if the trigger has one.  The supported triggers are: ALWAYS, ENTER, BEING_HIT, WEAR_WIELD, GET, USE, PUT ,MOUNT, DROP_PUTIN, HITTING_WITH.  The stats you can discover by using LIST STATS &amp;quot;CLASSNAME&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Now the warnings: Most fields can be temporarily and conditionally adjusted safely using the various Prop_*Adjuster properties.  This property makes permanent savable changes, similar to MPGSET in a script. It *might* also be able to safely undo a change, making it seem temporary, but its best to use this as a last resort, and to test it first.}}&lt;br /&gt;
&lt;br /&gt;
===Channel Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoChannel|Name=Channel Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area, MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Semicolon delimited list of channel names and or flags QUIET; SENDOK|Examples=SENDOK;GOSSIP;CHAT&lt;br /&gt;
GOSSIP;QUIET&lt;br /&gt;
&lt;br /&gt;
|Description=Without any parameters, this property will cancel all channel message sending from the room, or by the mob/player with the property.  You can limit the channels that are blocked by naming them in the parameters, separating them with semicolons.  You can also have the property block reception of channel messages using the QUIET flag. Lastly, you can override the no-channel-sending using the SENDOK flag, thereby allowing channel messages to be sent.}}&lt;br /&gt;
&lt;br /&gt;
===Char Stats Adjusted MOB===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_StatAdjuster|Name=Char Stats Adjusted MOB|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)&lt;br /&gt;
(ADJMAX=TRUE/FALSE)|Examples=CON=1&lt;br /&gt;
STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1&lt;br /&gt;
&lt;br /&gt;
|Description=This property adjusts a mobs basic stats up or down.  Normally, these stats won&#039;t go above the mobs max stats.  However, if ADJMAX is set to true, the max stat will also be adjusted.}}&lt;br /&gt;
&lt;br /&gt;
===Charm Spell Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoCharm|Name=Charm Spell Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBS, Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Disallows the casting of charm like affects in the area, or against the target mob.}}&lt;br /&gt;
&lt;br /&gt;
===Clan Equipment===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ClanEquipment|Name=Clan Equipment|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;TYPE&amp;quot; &amp;quot;POWER#&amp;quot; &amp;quot;CLAN NAME&amp;quot; &amp;quot;CLAN TYPE&amp;quot;|Examples=Acid 5 &amp;quot;The Skooters&amp;quot; &amp;quot;Guild&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Base property for clan equipment.  Do not use independent of the clan spells.}}&lt;br /&gt;
&lt;br /&gt;
===Class Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqClasses|Name=Class Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=class masks listed below|Examples=-all +thief&lt;br /&gt;
&lt;br /&gt;
|Description=Creates class restrictions for entering a room.  Followers will be allowed unless explicitly disallowed.  Valid parameters include: &lt;br /&gt;
&lt;br /&gt;
nosneak (disallow sneaking past the requirement)&lt;br /&gt;
&lt;br /&gt;
-all (disallow all classes)  &lt;br /&gt;
&lt;br /&gt;
nofol (disallow followers of appropriate class)  &lt;br /&gt;
&lt;br /&gt;
+thief +mage +bard (create exceptions to -all)  &lt;br /&gt;
&lt;br /&gt;
-thief -mage -bard (disallow only listed classes)}}&lt;br /&gt;
&lt;br /&gt;
===Closing Command===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_CloseCommand|Name=Closing Command|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Containers, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;COMMAND WORD&amp;quot; (&amp;quot;PARMS...&amp;quot;/NOCLOSE/MESSAGE=&amp;quot;STR&amp;quot;;...|Examples=twist knob;tw knob;twi knob;noclose&lt;br /&gt;
smack botto*&lt;br /&gt;
&lt;br /&gt;
|Description=When applied to an open container or exit, this property will force the affected openable to close and maybe lock when the command phrase is entered by the user in its presence.  The command word must match exactly, and the command entered must otherwise be completely invalid.  PARMS arguments must also match exactly, although any PARM arg may end with * to use a starting string wildcard. A PARM argument may also end with ** to match the rest of the users entered command string. In addition to a series of command words, you can also use the NOCLOSE keyword to also disable the standard close command for the exit/item, or use MESSAGE= to change the message sent to the room, which can use (S-NAME) for the actor, and (T-NAME) for the item.}}&lt;br /&gt;
&lt;br /&gt;
===Common Twister===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_CommonTwister|Name=Common Twister|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Anything|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=SKILL=&amp;quot;*/SKILL&amp;quot; MASK=&amp;quot;*/NAME&amp;quot; (NAME=&amp;quot;*/NEW&amp;quot;) (DISPLAY=&amp;quot;*/NEW&amp;quot;) (MATERIAL=&amp;quot;*/NEW&amp;quot;);(&amp;quot;REPEAT&amp;quot;)|Examples=skill=Foraging mask=berries name=&amp;quot;some corn&amp;quot; display=&amp;quot;some corn is here&amp;quot; material=corn&lt;br /&gt;
skill=* mask=* name=&amp;quot;some stuff&amp;quot; display=&amp;quot;some stuff&amp;quot;;skill=* mask=* name=&amp;quot;some other&amp;quot; display=&amp;quot;some other&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=This property changes the results from the use of common skills.  This property requires the SKILL and MASK parameters, and at least one of the other parameters (NAME, DISPLAY, MATERIAL, or SUBTYPE).  For each parameter, * may be used to match anything or a random thing.}}&lt;br /&gt;
&lt;br /&gt;
===Contingent Visibility===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ClosedSeason|Name=Contingent Visibility|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Mobs, Rooms, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(SUMMER/SPRING/WINTER/FALL/DAY/NIGHT&lt;br /&gt;
DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE&lt;br /&gt;
THUNDERSTORM/BLIZZARD/WINDY&lt;br /&gt;
DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)&lt;br /&gt;
(MASK=&amp;quot;ZAPPERMASK&amp;quot;)|Examples=DAY&lt;br /&gt;
WINTER BLIZZARD MASK=-RACE +ELF&lt;br /&gt;
&lt;br /&gt;
|Description=Affects the thing with this property depending on the weather, or time of the year. By default, this property does not activate.  You must specify one or more times, seasons, or conditions under which the object will no longer be visible.}}&lt;br /&gt;
&lt;br /&gt;
===Copyright===&lt;br /&gt;
{{PropertyTemplate|ID=Copyright|Name=Copyright|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Items|Range=Touch, or not applicable|Commands=|Usage=(&amp;quot;NAME OF COPYRIGHT&amp;quot;)|Examples=Bob&lt;br /&gt;
&lt;br /&gt;
|Description=When placed on an item, it prevents it from being transcribed, copied by the duplicate spell, renamed or titled by the BookNaming or Titling skills, or edited by the BookEdit skill.}}&lt;br /&gt;
&lt;br /&gt;
===Darkening Property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomDark|Name=Darkening Property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(HOURS=&amp;quot;NUM&amp;quot;,&amp;quot;NUM&amp;quot;,...)|Examples=HOURS=1,4,0&lt;br /&gt;
&lt;br /&gt;
|Description=Makes a room dark, so that you need a light to see it. You can specify the hours of the day in which the room is made dark using the optional HOURS argument.}}&lt;br /&gt;
&lt;br /&gt;
===Day/Night Visibility===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ClosedDayNight|Name=Day/Night Visibility|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Mobs, Rooms, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)&lt;br /&gt;
(WARNMSGx=&amp;quot;msg&amp;quot;) (SHOPMSG=&amp;quot;msg&amp;quot;) (MASK=)|Examples=DAY&lt;br /&gt;
SLEEP HOURS=5-10&lt;br /&gt;
&amp;quot;Home=My Area#123&amp;quot; SLEEP LOCKUP MASK=-RACE +ELF&lt;br /&gt;
&amp;quot;Home=Bob&#039;s House&amp;quot; SLEEP LOCKUP &amp;quot;SHOPMSG=Go Away! I&#039;m Closed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Affects the thing with this property depending on the time of day. By default, this property activates at night.  If the DAY paramater is included, it will activate by day instead. The effect of the property is that rooms will go dark, exits will close, and items will become unseeable. Mobs will become unseeable by default, though if the sit or sleep flags are set, they will do that instead.  LOCKUP will cause the mob to lock up his starting room, if any doors with locks are found.  If a Home Room is specified with the HOME= parameter, the mob will track to that room at closing time, then back to their start room the next day.  For shopkeepers, you can specify a SHOPMSG for them to say whenever someone tries to interact with them as a shopkeeper during closed hours.  You can also specify a particular greeting message at a particular hour of the day with WARNMSG, such as WARNMSG0 for the 0th hour of the day, etc..}}&lt;br /&gt;
&lt;br /&gt;
===Different Room Can Watch===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomWatch|Name=Different Room Can Watch|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Room IDs of the rooms that may watch here or var defs ; delimited|Examples=Midgaard#3001;Midgaard#3002;Midgaard#3012&lt;br /&gt;
#3001;prefix=Throw the window you see ;#3012&lt;br /&gt;
&lt;br /&gt;
|Description=Allows players in one of the listed rooms to see everything going on in the host room as if they were there.  They will be unable to interact with the things they see (LOOKing at, or similar), but can at least witness them.  The parameters are the list of rooms, though you can also use prefix=message to define a string to show before the remote messages, and can use the shorter #(num) syntax if both rooms/objects are in the same area.}}&lt;br /&gt;
&lt;br /&gt;
===Different Room View===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomView|Name=Different Room View|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Exits, Rooms, Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=((LONGLOOK) (ATTACK);)&amp;quot;Room ID to show, or direction&amp;quot;|Examples=Midgaard#3001&lt;br /&gt;
LONGLOOK;south&lt;br /&gt;
&lt;br /&gt;
|Description=Allows players looking at the room or exit to actually SEE the room description specified in the parameter.  Useful for high-up views of the countryside.  The LONGLOOK parameter makes it so the room is seen only on Examine/Longlook.  ATTACK makes it so a single ranges attack can target someone in the room (but, not visa-versa). The Room ID &amp;quot;OUT&amp;quot; can be used to allow boardable items, such as castles, ships, etc, to view the room in which their item object is in.}}&lt;br /&gt;
&lt;br /&gt;
===Doppleganger===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Doppleganger|Name=Doppleganger|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs, Items, Rooms, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=nothing, or a level change + or -, a level %, or args:&lt;br /&gt;
MIN=&amp;quot;NUM&amp;quot; MAX=&amp;quot;NUM&amp;quot; LEVELADD=&amp;quot;NUM&amp;quot; LEVELPCT=&amp;quot;PCT%&amp;quot;&lt;br /&gt;
PLAYERSONLY=true/false PLAYERSNFOLS=true/false&lt;br /&gt;
ASMATERIAL=&amp;quot;RESOURCE&amp;quot; DIFFADD=&amp;quot;NUM&amp;quot; DIFFPCT=&amp;quot;PCT%&amp;quot;&lt;br /&gt;
LEVELCODE=0/1/-1 DIFFGRP=&amp;quot;true/false&amp;quot; SAVEPCT=&amp;quot;PCT%&amp;quot;|Examples=10&lt;br /&gt;
150%&lt;br /&gt;
MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false&lt;br /&gt;
MAX=20 MIN=5 ASMATERIAL=IRON&lt;br /&gt;
&lt;br /&gt;
|Description=When this property is on a mob, it makes the mob the same level as those in the room with it, or as those who are fighting it.  The mob will only change, however, if the mob is at full hit points, to prevent mobs from being &amp;quot;softened up&amp;quot;. By default the level is the average of qualifying room mobs, but can be the lowest level if LEVELCODE=-1, or the highest level if LEVELCODE=1.  When the property is on armor or a weapon, it will adjust the strength and level of the item appropriate to its owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A parameter may be given to always adjust the level of the item up or down from normal, be multiplied by the level as a percentage, or a number of parameter variables like: MIN to set a minimum level, MAX to set a maximum level, LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage by the level, PLAYERSONLY to limit the level calculating mobs to players only, PLAYERSNFOLS to limit the level calculating mob to players or their followers only, and ASMATERIAL to change the material of the item only for stat calculation purposes.  The difficulty of the mob relative to the level change can also be affected using DIFFADD and DIFFPCT. These will change the difficulty of the mob relative to their level.  Saving throw bonus per level can also be applied by setting SAVEPCT=0-100.  These difficulties can be multiplied by the number of threats by setting DIFFGRP to true, which also will include group members not present in the math.}}&lt;br /&gt;
&lt;br /&gt;
===Dusty===&lt;br /&gt;
{{PropertyTemplate|ID=Dusty|Name=Dusty|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Items Rooms |Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=}}&lt;br /&gt;
&lt;br /&gt;
===Emoting when used===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_UseEmoter|Name=Emoting when used|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Item|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Flags, pct chance, emote strings, &#039;;&#039; separated.|Examples=chance=25;wiggles his bottom.;smiles evilly.;burps!&lt;br /&gt;
smell chance=25 ;smells horrible!;is really stinky!&lt;br /&gt;
chance=100 inroom=&amp;quot;Here#1,Here#2&amp;quot;;looks horrible!;is bad!&lt;br /&gt;
broadcast sound chance=25;grumbles!;eeeks!&lt;br /&gt;
chance=25;sound grumbles!;visual leers broadly.;social smile&lt;br /&gt;
&lt;br /&gt;
|Description=This property defines a serious of emotes, one of which is triggered when an item is used, such as armor worn, weapon wielded, container filled, drinkable filled.  All emote strings are separated by the semicolons shown above.  The first parameter can be empty for defaults,the percent chance of occurrence after the event occurs, a list of rooms where the emoter MUST be for the emoter to work (inroom=...), a mask=&amp;quot;...&amp;quot; zapper mask to filter who can trigger the emoter, a tag to make the emote sound based (sound), a tag to make the emote smell based (smell), a tag to make the emote broadcast to adjacent rooms (broadcast), or a tag to make the message private to the actor (private).&lt;br /&gt;
&lt;br /&gt;
You can also mix and match the types of emotes by putting the keywords SIGHT, SMELL, NOISE, and SOCIAL as the first word in each emote string.  This denotes the type of emote for the rest of the string.  The last example shows how to enter a mixed emote.&lt;br /&gt;
&lt;br /&gt;
If an emote begins with MASK= then the remaining is a zappermask for the mob who is causing the emote.}}&lt;br /&gt;
&lt;br /&gt;
===Emoting when used differently===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_UseEmoter2|Name=Emoting when used differently|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Item|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Flags, pct chance, emote strings, &#039;;&#039; separated.|Examples=See Prop_UseEmoter&lt;br /&gt;
&lt;br /&gt;
|Description=This property defines a serious of emotes, one of which is triggered when an item is used, such as item gotten, food ate or drank, or liquid poured. All emote strings are separated by the semicolons shown above.  The first parameter can be empty for defaults,the percent chance of occurrence after the event occurs, a list of rooms where the emoter MUST be for the emoter to work (inroom=...), a mask=&amp;quot;...&amp;quot; zapper mask to filter who can trigger the emoter, a tag to make the emote sound based (sound), a tag to make the emote smell based (smell), a tag to make the emote broadcast to adjacent rooms (broadcast), or a tag to make the message private to the actor (private). &lt;br /&gt;
&lt;br /&gt;
You can also mix and match the types of emotes by putting the keywords SIGHT, SMELL, NOISE, and SOCIAL as the first word in each emote string.  This denotes the type of emote for the rest of the string.  The last example shows how to enter a mixed emote.}}&lt;br /&gt;
&lt;br /&gt;
===Extra Data===&lt;br /&gt;
{{PropertyTemplate|ID=ExtraData|Name=Extra Data|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items Creatures Exits Rooms |Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=}}&lt;br /&gt;
&lt;br /&gt;
===Find Familiar Property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Familiar|Name=Find Familiar Property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=The familiar code number or name|Examples=rat&lt;br /&gt;
&lt;br /&gt;
|Description=This property is a special MOB property created for the find familiar spell. It handles all the special benefits of the familiar type, along with the benefits to the owner.  It will also destroy the familiar when no longer following the owner.}}&lt;br /&gt;
&lt;br /&gt;
===Forces language speaking===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LanguageSpeaker|Name=Forces language speaking|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs, Items, Rooms, Exits, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=LANGUAGE=&amp;quot;LANGUAGE&amp;quot; (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Parms(Cont):    (PLAYERS=TRUE/FALSE) (; &amp;quot;ZAPPER MASK&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Example    : LANGUAGE=Dwarven&lt;br /&gt;
&lt;br /&gt;
Example    : LANGUAGE=Dwarven players=true ; -NAMES +BOB&lt;br /&gt;
&lt;br /&gt;
Example    : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB&lt;br /&gt;
&lt;br /&gt;
Description: &lt;br /&gt;
&lt;br /&gt;
This is property forces the mobs who become affected by this property to speak the designated language until something else stops them.  On a mob, the affected mob will speak the language.  On a room, those who enter or are born in a room may be speak the language.  On an area, those who enter or are born in a room may speak the language. On an exits, those who enter the exit may speak the language. On an item, those who pick up the item may start speaking the language, while putting it down will stop them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters affect who will start speaking the language.  By default, any non-player mob will become affected.  HOMEONLY will force only those whose starting room is in the area to speak.  NOMOBS will eliminate all non-players from consideration.  PLAYERS will allow players to be affected.  An optional zapper mask may follow a semicolon to add additional masks. +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)&lt;br /&gt;
&lt;br /&gt;
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)&lt;br /&gt;
&lt;br /&gt;
-PLAYER (disallow all players),  -MOB (disallow all mobs/npcs)&lt;br /&gt;
&lt;br /&gt;
-CHANCE 50 (disallow the given % of the time)&lt;br /&gt;
&lt;br /&gt;
-JAVACLASS &amp;quot;+GENMOB +.Drink&amp;quot; etc.. (disallow only objects of +java class)&lt;br /&gt;
&lt;br /&gt;
+JAVACLASS &amp;quot;-GENITEM -.Drink&amp;quot; etc.. (Do not disallow objs of -classes)&lt;br /&gt;
&lt;br /&gt;
-CLASS +thief +mage +ranger (disallow all but excepted char classes)&lt;br /&gt;
&lt;br /&gt;
+CLASS -thief -mage  -ranger (disallow only listed classes)&lt;br /&gt;
&lt;br /&gt;
-BASECLASS +thief +mage (disallow all but excepted base char classes)&lt;br /&gt;
&lt;br /&gt;
+BASECLASS -thief -mage  -bard (disallow only listed base char classes)&lt;br /&gt;
&lt;br /&gt;
-RACE +elf +dwarf (disallow all but excepted races)&lt;br /&gt;
&lt;br /&gt;
+RACE -elf -dwarf -human -gnome (disallow only listed races)&lt;br /&gt;
&lt;br /&gt;
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)&lt;br /&gt;
&lt;br /&gt;
+RACECAT -elf -humanoid (disallow only listed racial categories)&lt;br /&gt;
&lt;br /&gt;
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)&lt;br /&gt;
&lt;br /&gt;
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)&lt;br /&gt;
&lt;br /&gt;
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)&lt;br /&gt;
&lt;br /&gt;
+GENDER -male -female -neuter (disallow only listed genders)&lt;br /&gt;
&lt;br /&gt;
-FACTION (disallow all faction and values, even a lack of faction)&lt;br /&gt;
&lt;br /&gt;
-FACTION +myfactionrange +faction.rangecode (create exceptions)&lt;br /&gt;
&lt;br /&gt;
+FACTION -rangecode -faction.rangecode (disallow only faction range code)&lt;br /&gt;
&lt;br /&gt;
-NAMES +bob &amp;quot;+my name&amp;quot; (disallow all except those with given names)&lt;br /&gt;
&lt;br /&gt;
+NAMES -bob &amp;quot;-my name&amp;quot; (disallow only those with one of the given names)&lt;br /&gt;
&lt;br /&gt;
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)&lt;br /&gt;
&lt;br /&gt;
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)&lt;br /&gt;
&lt;br /&gt;
-ACCOUNTS +bob &amp;quot;+my name&amp;quot; (disallow all except those in the given accts)&lt;br /&gt;
&lt;br /&gt;
+ACCOUNTS -bob &amp;quot;-my name&amp;quot; (disallow only those with one of the given accts)&lt;br /&gt;
&lt;br /&gt;
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)&lt;br /&gt;
&lt;br /&gt;
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)&lt;br /&gt;
&lt;br /&gt;
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)&lt;br /&gt;
&lt;br /&gt;
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)&lt;br /&gt;
&lt;br /&gt;
-LEVEL +=1 +)5 +)=7 +(13 +(=20 (disallow all but those player level ranges)&lt;br /&gt;
&lt;br /&gt;
-=1 -)5 -)=7 -(13 -(=20 (disallow only listed levels range)&lt;br /&gt;
&lt;br /&gt;
-CLASSLEVEL +=1 +)5 +(=20 (disallow all except those with current class lvl)&lt;br /&gt;
&lt;br /&gt;
-MAXCLASSLEVEL +=1 +(13 (disallow only those with highest class level range)&lt;br /&gt;
&lt;br /&gt;
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)&lt;br /&gt;
&lt;br /&gt;
-ANYCLASSLEVEL +thief +)5 +mage +(10 (disallow all except multi-class lvl)&lt;br /&gt;
&lt;br /&gt;
+ANYCLASSLEVEL -thief -)5 -mage -(10 (disallow only these multi-class lvls)&lt;br /&gt;
&lt;br /&gt;
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)&lt;br /&gt;
&lt;br /&gt;
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)&lt;br /&gt;
&lt;br /&gt;
-MOOD +grumpy +normal (disallow all except those with given moods)&lt;br /&gt;
&lt;br /&gt;
+MOOD -grumpy -normal (disallow only those with subtracted moods)&lt;br /&gt;
&lt;br /&gt;
-CLAN &amp;quot;+The Boyz&amp;quot; +Monkeys (disallow all except those in listed clan(s))&lt;br /&gt;
&lt;br /&gt;
+CLAN &amp;quot;-The Boyz(CHIEF)&amp;quot; (disallow only those in a listed clan w/role/func)&lt;br /&gt;
&lt;br /&gt;
-CLANLEVEL +clanname +)5 +* +(10 (disallow all except member clan level)&lt;br /&gt;
&lt;br /&gt;
+CLANLEVEL -1 -)5 -clanname -(10 (disallow only these member clan levels)&lt;br /&gt;
&lt;br /&gt;
-DEITY +Apollo &amp;quot;+Grothon&amp;quot; (disallow all except worshippers of listed deity)&lt;br /&gt;
&lt;br /&gt;
+DEITY -God &amp;quot;-Rothon 1&amp;quot; (disallow only worshippers of a listed deity)&lt;br /&gt;
&lt;br /&gt;
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)&lt;br /&gt;
&lt;br /&gt;
-STR X (disallow those with strength greater than X)&lt;br /&gt;
&lt;br /&gt;
+STR X (disallow those with strength less than X)&lt;br /&gt;
&lt;br /&gt;
-INT, -WIS, -CON, -CHA, -DEX,+INT, +WIS, +CON, +CHA, +DEX (See -STR/+STR)&lt;br /&gt;
&lt;br /&gt;
+-ADJSTR...ADJCON (Same as +STR/-STR, but uses current values)&lt;br /&gt;
&lt;br /&gt;
-GROUPSIZE X (disallow those in groups larger than X)&lt;br /&gt;
&lt;br /&gt;
+GROUPSIZE X (disallow those in groups smaller than X)&lt;br /&gt;
&lt;br /&gt;
-AREA +thatarea &amp;quot;+my areaname&amp;quot; (disallow all except those in listed area)&lt;br /&gt;
&lt;br /&gt;
+AREA -thatarea &amp;quot;-my areaname&amp;quot; (disallow only those in listed area)&lt;br /&gt;
&lt;br /&gt;
-PARENTAREA +PARENTAREA (As +-AREA but checks parents)&lt;br /&gt;
&lt;br /&gt;
-HOME &amp;quot;+area name&amp;quot; (disallow all except those from listed home/beacon area)&lt;br /&gt;
&lt;br /&gt;
+HOME &amp;quot;-my areaname&amp;quot; (disallow only those from listed home/beacon area)&lt;br /&gt;
&lt;br /&gt;
-ISHOME/+ISHOME (disallow all npcs not in/unless in their home/beacon areas)&lt;br /&gt;
&lt;br /&gt;
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)&lt;br /&gt;
&lt;br /&gt;
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)&lt;br /&gt;
&lt;br /&gt;
-ITEM &amp;quot;+item name&amp;quot; etc... (disallow only without an item name)&lt;br /&gt;
&lt;br /&gt;
+ITEM &amp;quot;-item name&amp;quot; etc... (disallow when having an item name)&lt;br /&gt;
&lt;br /&gt;
-WORN &amp;quot;+item name&amp;quot; etc... (disallow when not wearing item name)&lt;br /&gt;
&lt;br /&gt;
-WORN &amp;quot;+item name&amp;quot; etc... (disallow when not wearing item name)&lt;br /&gt;
&lt;br /&gt;
-MATERIAL &amp;quot;+WOODEN&amp;quot; etc.. (disallow only items of added materials)&lt;br /&gt;
&lt;br /&gt;
+MATERIAL &amp;quot;-WOODEN&amp;quot; etc.. (Do not disallow items of -materials)&lt;br /&gt;
&lt;br /&gt;
-RESOURCES &amp;quot;+OAK&amp;quot; etc.. (disallow only items of added resources)&lt;br /&gt;
&lt;br /&gt;
+RESOURCES &amp;quot;-OAK&amp;quot; etc.. (Do not disallow items of -resources)&lt;br /&gt;
&lt;br /&gt;
-IF (CONDITION) (disallow, unless they meet Scriptable conditions)&lt;br /&gt;
&lt;br /&gt;
+IF (CONDITION) (never disallow anyone who meets Scriptable cond)&lt;br /&gt;
&lt;br /&gt;
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)&lt;br /&gt;
&lt;br /&gt;
+IFSTAT -STAT=VALUE -STAT=VALUE (disallow those with a stat value)&lt;br /&gt;
&lt;br /&gt;
+OR/-OR to separate conditions.  -OR negates the following condition(s)&lt;br /&gt;
&lt;br /&gt;
-VALUE X (disallow those with value or money less than X)&lt;br /&gt;
&lt;br /&gt;
+VALUE X (disallow those with value or money greater than X)&lt;br /&gt;
&lt;br /&gt;
-WEIGHT X (disallow those weighing less than X)&lt;br /&gt;
&lt;br /&gt;
+WEIGHT X (disallow those weighing more than X)&lt;br /&gt;
&lt;br /&gt;
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)&lt;br /&gt;
&lt;br /&gt;
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)&lt;br /&gt;
&lt;br /&gt;
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks&lt;br /&gt;
&lt;br /&gt;
-WORNON &amp;quot;+TORSO&amp;quot; etc.. (disallow only items wearable on +locations)&lt;br /&gt;
&lt;br /&gt;
+WORNON &amp;quot;-NECK&amp;quot; etc.. (Do not disallow items wearable on -locations)&lt;br /&gt;
&lt;br /&gt;
-DISPOSITION &amp;quot;+ISHIDDEN&amp;quot; etc.. (disallow only with +dispositions)&lt;br /&gt;
&lt;br /&gt;
+DISPOSITION &amp;quot;-ISHIDDEN&amp;quot; etc.. (Do not disallow only with sub disp)&lt;br /&gt;
&lt;br /&gt;
-SENSES &amp;quot;+CANSEEDARK&amp;quot; etc.. (disallow only those with +senses)&lt;br /&gt;
&lt;br /&gt;
+SENSES &amp;quot;-CANSEEDARK&amp;quot; etc.. (Do not disallow those with -senses)&lt;br /&gt;
&lt;br /&gt;
-ABILITY X (disallow those with magical ability less than X)&lt;br /&gt;
&lt;br /&gt;
+ABILITY X (disallow those with magical ability greater than X)&lt;br /&gt;
&lt;br /&gt;
-HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)&lt;br /&gt;
&lt;br /&gt;
+HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)&lt;br /&gt;
&lt;br /&gt;
/+-WEEK(OFYEAR)/+-YEAR  ( ... also supports &amp;quot;Xnd Y&amp;quot; and &amp;quot;X of Y&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-SEASON +FALL (disallow when season is not FALL)&lt;br /&gt;
&lt;br /&gt;
+SEASON -SPRING (disallow whenever the season is SPRING)&lt;br /&gt;
&lt;br /&gt;
-WEATHER +DROUGHT (disallow when weather is DROUGHT)&lt;br /&gt;
&lt;br /&gt;
+WEATHER -BLIZZARD (disallow whenever the weather is BLIZZARD)&lt;br /&gt;
&lt;br /&gt;
-DOMAIN +CAVELAKESURFACE (disallow when not in a CAVELAKESURFACE)&lt;br /&gt;
&lt;br /&gt;
+DOMAIN -MOUNTAINS (disallow those in the MOUNTAINS)&lt;br /&gt;
&lt;br /&gt;
-QUESTWIN &amp;quot;+MY QUEST&amp;quot; (disallow those who have not won MY QUEST)&lt;br /&gt;
&lt;br /&gt;
+QUESTWIN &amp;quot;-MY QUEST&amp;quot; (disallow those who have won MY QUEST)&lt;br /&gt;
&lt;br /&gt;
-EFFECTS +Sleep &amp;quot;+Wood Chopping&amp;quot; (disallow all except those with effects)&lt;br /&gt;
&lt;br /&gt;
+EFFECTS -Sleep &amp;quot;-Wood Chopping&amp;quot; (disallow only those with listed effect)&lt;br /&gt;
&lt;br /&gt;
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)&lt;br /&gt;
&lt;br /&gt;
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)&lt;br /&gt;
&lt;br /&gt;
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)&lt;br /&gt;
&lt;br /&gt;
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)&lt;br /&gt;
&lt;br /&gt;
-ACCCHIEVES +mytatto etc..  (disallow all except those with achievements)&lt;br /&gt;
&lt;br /&gt;
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)&lt;br /&gt;
&lt;br /&gt;
-RIDE +RIDE zappermask (Apply remainder of criteria to ridden)&lt;br /&gt;
&lt;br /&gt;
-FOLLOW +FOLLOW zappermask (Apply remainder of criteria to followed)}}&lt;br /&gt;
&lt;br /&gt;
===Gait===&lt;br /&gt;
{{PropertyTemplate|ID=Gait|Name=Gait|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=ARRIVE=&amp;quot;STR&amp;quot; LEAVE=&amp;quot;STR&amp;quot; STATE=&amp;quot;STR&amp;quot;|Examples=ARRIVE=&amp;quot;arrives&amp;quot; leave=&amp;quot;leaves&amp;quot; state=&amp;quot;walking&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=This ability changes how mobs appear to be moving from room to room.}}&lt;br /&gt;
&lt;br /&gt;
===Gives a Quest===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_QuestGiver|Name=Gives a Quest|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Exits, Items, Mobs, Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=QUEST=&amp;quot;&amp;quot;NAME&amp;quot;/GENERATE:(&amp;quot;ARGS&amp;quot;)&amp;quot; (MESSAGE=&amp;quot;&amp;quot;ANNOUNCEMENT&amp;quot;&amp;quot;)&lt;br /&gt;
(DETAILS=&amp;quot;TRUE/FALSE&amp;quot;) (OPTIONAL=&amp;quot;TRUE/FALSE&amp;quot;)&lt;br /&gt;
(TRIGGER=&amp;quot;GET/ENTER/LEAVE/PUTIN/DEATH/SPEAK/WEAR/WIELD/READ&amp;quot;)|Examples=quest=&amp;quot;save_the_day&amp;quot; message=&amp;quot;You found a quest item&amp;quot; trigger=GET&lt;br /&gt;
&lt;br /&gt;
|Description=Makes the item, room, whatever capable of offering a quest to the player who triggers it.  The trigger has a default for each object type, but you can set it explicitly with the TRIGGER argument.  The quest can be made non-optional with the OPTIONAL argument.  The MESSAGE is shown before the quest is offered. The quest details will be as well, unless the DETAILS argument is set to false. The quest itself can be specified by name, or you can have one generated by the RandomQuests behavior by putting GENERATE: followed by optional quest parameters.}}&lt;br /&gt;
&lt;br /&gt;
===Good training MOB===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_StatTrainer|Name=Good training MOB|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)&lt;br /&gt;
(BASEVALUE=#) (NOTEACH)|Examples=BASEVALUE=10 CON=10&lt;br /&gt;
STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH&lt;br /&gt;
&lt;br /&gt;
|Description=This property changes a mobs basic 6 stats.  With no parameter, it will set all stats to 25 (or the base value), making the mob a suitable trainer.  Other parameters may be entered in order to set the stats of the mob to the specified values.  Any values not given will default to 25 (or the base value).  If you do not want the mob to also be a trainer, you may include the NOTEACH flag. Use BASEVALUE to change the base value from 25 to something else.  A BASEVALUE of -1 will prevent any alteration of that stat.}}&lt;br /&gt;
&lt;br /&gt;
===Granting skills on arrival===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HereEnabler|Name=Granting skills on arrival|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever someone enters the room or area, they will be granted the spells, skills listed.  The percentage given is optional, and will be the proficiency of the skill.  If a percentage is not given, the default is 100%.  When they leave, they lose the spells/skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Granting skills when owned===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HaveEnabler|Name=Granting skills when owned|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is owned, the owner will be granted the spells, skills listed.  The percentage given is optional, and will be the proficiency of the skill.  If a percentage is not given, the default is 100%.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Granting skills when ridden===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RideEnabler|Name=Granting skills when ridden|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items and MOBS|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis&lt;br /&gt;
The above parameters may be followed by an optional mask|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is being mounted or ridden, the owner will be granted the spells, skills listed.  The percentage given is optional, and will be the proficiency of the skill.  If a percentage is not given, the default is 100%.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Granting skills when worn/wielded===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WearEnabler|Name=Granting skills when worn/wielded|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a list of properly named spells separated by semicolons&lt;br /&gt;
Spell names may optionally have parameters in parenthesis.&lt;br /&gt;
The above parameters may be followed by an optional mask&lt;br /&gt;
The above parameters may include optional LAYERED flag|Examples=Spell_MageArmor;Spell_Shield&lt;br /&gt;
Spell_MageArmor;LAYERED;Spell_Shield&lt;br /&gt;
90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)&lt;br /&gt;
Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is worn, wielded, or held, the owner will be granted the spells, skills listed.  The percentage given is optional, and will be the proficiency of the skill.  If a percentage is not given, the default is 100%.  The layered flag means that, among layers of armor, only the top layer will grant its effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Group/Ordering Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoOrdering|Name=Group/Ordering Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Disallows ordering by non-admins in the area, or against the target mob.}}&lt;br /&gt;
&lt;br /&gt;
===Has slots for enhancement items===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ItemSlot|Name=Has slots for enhancement items|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=ITEM|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(NUM=&amp;quot;SLOTS COUNT&amp;quot;) (TYPE=&amp;quot;STRING&amp;quot;) (LEVEL=NONE/HIGH/ADD)&lt;br /&gt;
(REMOVABLE=&amp;quot;TRUE/FALSE&amp;quot;) ; &amp;quot;XML&amp;quot;|Examples=NUM=4 TYPE=Gems REMOVABLE=TRUE&lt;br /&gt;
&lt;br /&gt;
|Description=When placed on an item, that item will have available slots into which other items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT command. When this is done, the item with this property will gain the effect benefits of the other item in addition to its own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The NUM parameter determines how many slots are available.  The TYPE parameter must match the TYPE parameter from the Prop_ItemSlotFiller of the item being PUT.  The REMOVABLE property sets whether the items in the slots may be removed.  The LEVEL argument affects how slot fillers affect the item level: none, equal to the highest, or added together. See also Prop_ItemSlotFiller.}}&lt;br /&gt;
&lt;br /&gt;
===Height Restrictions===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqHeight|Name=Height Restrictions|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room, Exit|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=a maximum height to enter|Examples=12&lt;br /&gt;
&lt;br /&gt;
|Description=Creates a maximum height in order to enter a room.  Similar to Prop_Crawlspace.}}&lt;br /&gt;
&lt;br /&gt;
===Improve Gathering Skills===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ImproveGather|Name=Improve Gathering Skills|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items,Rooms,Mobs,Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=AMT=&amp;quot;MULTIPLIER&amp;quot; MASK=&amp;quot;ZAPPERMASK&amp;quot; SKILLS=ALL/&amp;quot;SKILLID LIST&amp;quot;|Examples=amt=3 mask=&amp;quot;-SEASON +SPRING&amp;quot; skills=Farming,Foraging&lt;br /&gt;
&lt;br /&gt;
|Description=Alls the mob, item, or location to bestow the ability to multiply the yield from certain gathering skills.  SKILLS can be either a list of Ability IDs, or the word &amp;quot;ALL&amp;quot; to apply to all gathering skills.  A MASK would always apply to the person doing the skill, and the AMT is the integer number to multiply the yield by (or 0 to make it go away altogether!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See AHELP ZAPPERMASK, where allowed is improved, and disallowed is not.}}&lt;br /&gt;
&lt;br /&gt;
===Injury===&lt;br /&gt;
{{PropertyTemplate|ID=Injury|Name=Injury|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (25) Movement (25) |Quality=Circumstantial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=&amp;quot;BODY PART CODE&amp;quot;:&amp;quot;PART NAME&amp;quot;:&amp;quot;DAMAGE AMT&amp;quot;;(...)|Examples=1:left finger:23&lt;br /&gt;
&lt;br /&gt;
|Description=This mob property denotes damage to a particular body part, which is a prelude to amputation.}}&lt;br /&gt;
&lt;br /&gt;
===Item Transporter===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ItemTransporter|Name=Item Transporter|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, MOBs, Items (Containers)|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=The transporter KEY|Examples=KEYX123&lt;br /&gt;
&lt;br /&gt;
|Description=Any room, items, or mob with this property becomes a medium for transportation to another mob, room, or item with the Prop_ItemTransReceiver property with the same key.  Any items dropped in the room, picked up or give to the mob, or placed inside the containers with this property will be instantly transported to another room/item/mob with the Prop_ItemTransReceiver property which has the exact same KEY parameter.  If there is more than one Prop_ItemTransReceiver found with the proper key, the destination will go randomly to one of the choices.}}&lt;br /&gt;
&lt;br /&gt;
===Item Transporter Receiver===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ItemTransReceiver|Name=Item Transporter Receiver|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, MOBs, Items (Containers)|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=The transporter KEY|Examples=KEYX123&lt;br /&gt;
&lt;br /&gt;
|Description=See Prop_ItemTransporter above.}}&lt;br /&gt;
&lt;br /&gt;
===Language Translator===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LangTranslator|Name=Language Translator|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Always Beneficial|Targets=Mobs, Items, Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(NOTRANSLATE) (&amp;quot;PERCENT&amp;quot;) (&#039;WORDS) (&amp;quot;LANGUAGE ID&amp;quot;) ...&lt;br /&gt;
(#&amp;quot;PLAYERNAME&amp;quot;)|Examples=100% Dwarven 50% Elvish&lt;br /&gt;
Dwarven Elvish&lt;br /&gt;
NOTRANSLATE 75% &#039;smile &#039;beer Dwarven #BOB&lt;br /&gt;
&lt;br /&gt;
|Description=This is property has two distinct but related purposes.  The original is to allow the mob or item to translate any words spoken in the room in a language other than Common, into Common.  The mob or item will SAY the translation out loud.  The percentage chance given, which defaults to 100%, will be the chance that the mob or item will translate any given sentence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other function of this property is activated when NOTRANSLATE is one of the parameters.  In this case, this property on a mob will allow that mob to understand languages they otherwise would not.  In fact, understanding can be limited to specific words by prefixing a language id with one or more &#039;words.  This mode can also support passing commands through to mobs by including the names of trusted players using the # syntax, or a wildcard name of #*.}}&lt;br /&gt;
&lt;br /&gt;
===Leave the specified area, or room===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LocationBound|Name=Leave the specified area, or room|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=AREA/ROOM/&amp;quot;AREA NAME&amp;quot;/&amp;quot;ROOM ID&amp;quot;&lt;br /&gt;
(;ABSOLUTE) (;PLAYEROK) (;TIMEOUT=&amp;quot;SEC&amp;quot;)|Examples=AREA&lt;br /&gt;
ROOM ;PLAYEROK ;TIMEOUT=44&lt;br /&gt;
My Happy Area ;PLAYEROK&lt;br /&gt;
My Area#12321&lt;br /&gt;
&lt;br /&gt;
|Description=This property will ensure that the affected mob or item is unable to leave or be taken away from its home location, which is determined by the parameters. Use ROOM or AREA to prevent it from leaving whatever its current room or area is.  Using a specific area name or room id is more helpful, however, as it will not only prevent movement away from the given area or room, but will whisk the mob or item BACK to its home if it is ever able to be removed for some reason ANYWAY.  If the PLAYEROK argument is given, then the item can be moved anywhere so long as a player is holding, riding, or being followed by the bound thing.  If the TIMEOUT argument is given, then the item can be moved outside its bound only until the timer expires.  If the ABSOLUTE argument is given, then the AREA and ROOM argument are no longer relative, but absolute to the starting room of the bound item, as if the room number or area name had been specified.}}&lt;br /&gt;
&lt;br /&gt;
===Level Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqLevels|Name=Level Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Areas, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage===, (=, )=, ), or ( followed by a level number (&amp;quot;PARMS&amp;quot;)|Examples=&amp;lt;=10 &amp;gt;=5&lt;br /&gt;
&lt;br /&gt;
|Description=Creates level restrictions for entering a room.  Followers will be allowed unless the NOFOL parameter appears.  The parameter should describe only the allowed levels. Multiple criteria are allowed. The term &amp;quot;NOSNEAK&amp;quot; may be added to the parameter to disallow sneaking past your criteria.  The parm MESSAGE=&amp;quot;message&amp;quot; may be added to change the error message seen.  The term &amp;quot;SYSOP&amp;quot; will require admin privileges. The &amp;quot;ALL&amp;quot; flag, for some reason, just lets everyone in.}}&lt;br /&gt;
&lt;br /&gt;
===Lighting Property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomLit|Name=Lighting Property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(HOURS=&amp;quot;NUM&amp;quot;,&amp;quot;NUM&amp;quot;,...)|Examples=HOURS=1,4,0&lt;br /&gt;
&lt;br /&gt;
|Description=Makes a room lit, even at night.   You can specify the hours of the day in which the room is made lit using the optional HOURS argument.}}&lt;br /&gt;
&lt;br /&gt;
===Limited Content Types===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LimitedContents|Name=Limited Content Types|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Rooms, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;MAX NUM&amp;quot; (&amp;quot;MASK&amp;quot;) (; &amp;quot;...&amp;quot; / MSG=&amp;quot;&amp;quot;MESSAGE&amp;quot;&amp;quot; ACTUAL=&amp;quot;T/F&amp;quot;)|Examples=3 -javaclass +genweapon&lt;br /&gt;
3;msg=&amp;quot;Can&#039;t do it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=This property will ensure that no more than the given number of items that match the given mask may be either put into the container, or dropped in a room.  Multiple masks may be specified.  The first mask that the item matches will be applied.  Matching NONE of the masks means no limit of those items.}}&lt;br /&gt;
&lt;br /&gt;
===Limited Equips Item===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LimitedEquip|Name=Limited Equips Item|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;MAX EQUIPPED&amp;quot;(;ID=&amp;quot;&amp;quot;IDENTIFIER&amp;quot;&amp;quot; MESSAGE=&amp;quot;&amp;quot;MESSAGE&amp;quot;&amp;quot;)|Examples=3&lt;br /&gt;
3;id=&amp;quot;my unique id&amp;quot; message=&amp;quot;Can&#039;t do it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=This property will ensure that no more than the given number of items with the same name (or ID) as the ones with this property can be equipped by someone at the same time.}}&lt;br /&gt;
&lt;br /&gt;
===Limited Item===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LimitedItems|Name=Limited Item|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;MAX ITEMS&amp;quot;(;ID=&amp;quot;&amp;quot;IDENTIFIER&amp;quot;&amp;quot;)|Examples=3&lt;br /&gt;
&lt;br /&gt;
|Description=This property will ensure that no more than the given number of items with the same name (or ID) as the ones with this property will exist, either in the inventory of players, or in rooms.  It works by removing the excess items from the map when someone first enters a room with one of the excess items.  For this reason, limited items are automatically marked as non-locatable to block them from spells like Locate Object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This property will cause all player records to be loaded into memory at the end of the normal boot cycle, which will increase boot time and may cause a delay for the first person logging in.}}&lt;br /&gt;
&lt;br /&gt;
===Local Social creating property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Socials|Name=Local Social creating property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room, Item, Mobs, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=NAME=&amp;quot;SOCIAL NAME&amp;quot; SRCCODE=&amp;quot;CODE&amp;quot; TGTCODE=&amp;quot;CODE&amp;quot; YOUSEE=&amp;quot;&amp;quot;MSG&amp;quot;&amp;quot;&lt;br /&gt;
(TARGET=&amp;quot;&amp;quot;TARGET CODE&amp;quot;&amp;quot;) (OTHSEE=&amp;quot;&amp;quot;MSG&amp;quot;&amp;quot;) (TGTSEE=&amp;quot;&amp;quot;MSG&amp;quot;&amp;quot;)&lt;br /&gt;
(NOTARGSEE=&amp;quot;&amp;quot;MSG&amp;quot;&amp;quot;) (MSPFILE=&amp;quot;FILENAME&amp;quot;) (;&amp;quot;MORE SOCIALS&amp;quot;...)&lt;br /&gt;
MASK=&amp;quot;&amp;quot;ZAPPER MASK&amp;quot;&amp;quot; ; ...&lt;br /&gt;
WORNONLY=TRUE/FALSE ; ...&lt;br /&gt;
LOAD=&amp;quot;&amp;quot;SOCIALS INI FILE PATH&amp;quot;&amp;quot; ; ...|Examples=name=USE srccode=V yousee=&amp;quot;You use it.&amp;quot; ; name=ROP srccode=H ...&lt;br /&gt;
load=&amp;quot;specialSocials.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Creates and defines socials that apply to players in the affected area, room, or near the affected exit, or possessing the affected item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may be a LOAD command for a resource file containing a standard socials definition list (see your resources/socials.txt file).  These files have a single social definition per line, where each part is separated by a tab character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also contain a MASK= definition for a zapper mask that will determine whether the given invoker player or mob can use the social.  See help on ZAPPERMASK for more information on how to use masks.  A WORNONLY variable can be set to TRUE or FALSE to determine whether an item with this property must be worn in order for the social to be usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also be a semicolon (;) separated list of social definitions using the VARIABLE=VALUE format.  The required variables are NAME, SRCCODE, TGTCODE, and YOUSEE.  Each variable definition set is separated by semicolons to define as many socials as are needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The allowed variables and valid values are as follows:&lt;br /&gt;
&lt;br /&gt;
NAME = the keyword/name of the social -- the command&lt;br /&gt;
&lt;br /&gt;
SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement&lt;br /&gt;
&lt;br /&gt;
TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual&lt;br /&gt;
&lt;br /&gt;
TARGET = target: (T-NAME) SELF ALL (I-NAME) (V-NAME) (E-NAME) &amp;quot;ITEM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
YOUSEE = What the command invoker sees ((S-NAME)) sees.&lt;br /&gt;
&lt;br /&gt;
OTHSEE = What others see the invoker do&lt;br /&gt;
&lt;br /&gt;
TGTSEE = What the target (if any) sees&lt;br /&gt;
&lt;br /&gt;
NOTARGSEE = What the invoker sees when the target is not present&lt;br /&gt;
&lt;br /&gt;
MSPFILE = name of msp sound file in your sounds directory}}&lt;br /&gt;
&lt;br /&gt;
===Loyalty===&lt;br /&gt;
{{PropertyTemplate|ID=Loyalty|Name=Loyalty|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=NAME=&amp;quot;PLAYER&amp;quot; TELEPORT=&amp;quot;TRUE/FALSE&amp;quot;|Examples=NAME=Bob TELEPORT=false&lt;br /&gt;
&lt;br /&gt;
|Description=This mob property makes a mob keep an eye out for a particular player and Follow them when they encounter them.  If TELEPORT=true, they will also attempt to teleport to the player before following them.}}&lt;br /&gt;
&lt;br /&gt;
===Magic Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_MagicFreedom|Name=Magic Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Cancels all magical effects in the room.  If placed on a mob, will cancel magical effects in the same room as the mob.}}&lt;br /&gt;
&lt;br /&gt;
===Manages Deletion/corruption from corpses===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ItemNoRuin|Name=Manages Deletion/corruption from corpses|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=ITEM|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(NEVERMIND)|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=When placed on an item, that item will be exempt from your systems loot policy.  The item will not be deleted, corrupted, ruined, or otherwise affected by the policy, regardless of your ini file settings. If the NEVERMIND argument is given, however, it will always be ruined no matter what.}}&lt;br /&gt;
&lt;br /&gt;
===Milkable===&lt;br /&gt;
{{PropertyTemplate|ID=Milkable|Name=Milkable|Domain=[[racial_ability(Domain)|Racial Ability]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=(DRINK=&amp;quot;TRUE/FALSE&amp;quot;) (ON=&amp;quot;TRUE/FALSE&amp;quot;)&lt;br /&gt;
(PERDAY=&amp;quot;AMT&amp;quot;) (TYPE=&amp;quot;RESOURCE&amp;quot;)|Examples=drink=true on=true perday=10000 type=milk&lt;br /&gt;
&lt;br /&gt;
|Description=This ability governs the ability for an ordinary non-GenCow mob, to be milked.  The MILK command becomes available as well, which you can learn about with HELP MILK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The DRINK argument determines whether the DRINK and FILL commands work with this mob, or whether ONLY the MILK command will work with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ON argument determines whether the mob, by default, is cooperative.  By default, they are not, unless they are at home on private property that is managed by the milker, or are bound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PERDAY argument is the amount of milk, per day, that the creature generates. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The TYPE argument can be given to change the default liquid type produced, which is, of course, MILK.}}&lt;br /&gt;
&lt;br /&gt;
===Modifying Experience Gained===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ModExperience|Name=Modifying Experience Gained|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Items, Rooms, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(=,+,-,*,/)&amp;quot;NUM&amp;quot;(%)(SELF)(RIDEOK)(TARGET)(;&amp;quot;MASK&amp;quot;)(;;&amp;quot;TYPE&amp;quot;)&lt;br /&gt;
(&amp;quot;Comma-delimited, bracket&amp;quot;&amp;quot;-surrounded groups of above&amp;quot;)|Examples=500&lt;br /&gt;
500;-race +orc&lt;br /&gt;
=10%&lt;br /&gt;
+20% SELF RIDEOK&lt;br /&gt;
[+20% SELF RIDEOK;-race +horse],[=10%;-race +elf]&lt;br /&gt;
+20%;-class +Fighter +Mage -Race +Elf&lt;br /&gt;
*2&lt;br /&gt;
&lt;br /&gt;
|Description=Allows the archon to modify the amount of experience gained by each player for slaying the mob. If placed on a mob, the experience will be granted according to the parm, so long as the player meets the mask, and xp meets the type parameters (both optional). The property will apply to the mob with this property him or herself only if the word SELF is included in the first parameters. The property will apply to riders of mobs with this property, unless RIDEOK is included in the first parameters. This property will only apply to targeted xp (like combat) with the TARGET parameter. Other arguments include: NEGATIVE to apply only to lost experience, or POSINEGA to apply to positive and negative experience.  POSITIVE experience only is the default. If placed on an item, the xp mod will be applied to the wearer (or wielder or holder) .  If placed on a Room or Area, the experience mods will be apply to those inside. If no mask or xp type is given, the experience is always granted. For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not modified. Valid xp types include things like: &amp;quot;ABILITY:&amp;quot;ability id&amp;quot;&amp;quot;, &amp;quot;COMBAT:*&amp;quot;, &amp;quot;SCRIPT:&amp;quot;quest name&amp;quot;&amp;quot;, &amp;quot;CLASS:&amp;quot;class name&amp;quot;&amp;quot;, &amp;quot;ACHIEVE:*&amp;quot;, &amp;quot;COMMAND:&amp;quot;command id&amp;quot;&amp;quot;, &amp;quot;LIEGE:&amp;quot;name&amp;quot;&amp;quot;, &amp;quot;MISC:*&amp;quot;, etc. The type can be matched using * or ? characters. Multiple independent XP changes may be specified by grouping all arguments in &amp;quot;&amp;quot;, and separating multiple groupings with commas.}}&lt;br /&gt;
&lt;br /&gt;
===Modifying Faction Gained===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ModFaction|Name=Modifying Faction Gained|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Items, Rooms, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(+/-&amp;quot;FACTION ID&amp;quot;:)(=,+,-,*,/)&amp;quot;NUMBER&amp;quot;(%)(;&amp;quot;MASK&amp;quot;)|Examples=alignment.ini: 500&lt;br /&gt;
alignment.ini: 500;-race +orc&lt;br /&gt;
=10%&lt;br /&gt;
examples/reputation.ini: +20%&lt;br /&gt;
+20%;-class +Fighter +Mage -Race +Elf&lt;br /&gt;
+alignment.ini:*2&lt;br /&gt;
&lt;br /&gt;
|Description=Allows the archon to modify the amount of faction gained or lost by each player for slaying the mob. If placed on a mob, the faction will be granted according to the parm, so long as the player meets the mask parameters (optional) and so long as the faction being changed is the one specified in the parameters (also optional). The faction id is left empty to specify affecting all factions.  The faction id can be preceeded by a + to only affect faction gains, - to only affect faction losses, or neither to affect both.  You can also use REACTION as a faction ID to only apply to factions that have reactions defined.  If this property placed on an item, the faction will be altered for the wearer (or wielder or holder), so long as the mob killed meets the mask (optional).  If placed on a Room or Area, the faction will be changed for one who meets the (optional) mask requirements.  If no faction id is given, all factions are changed.  If no mask is given, the faction is always granted. For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not.}}&lt;br /&gt;
&lt;br /&gt;
===Monster Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqNoMOB|Name=Monster Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Areas, Exit|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=optional nosneak parameter|Examples=nosneak&lt;br /&gt;
&lt;br /&gt;
|Description=Prevents non-player mobs without followers from entering the room. The term &amp;quot;NOSNEAK&amp;quot; may be added to the parameters to disallow sneaking past your criteria.}}&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
{{PropertyTemplate|ID=Mood|Name=Mood|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=&amp;quot;name of the mood&amp;quot;|Examples=PROUD&lt;br /&gt;
HAPPY&lt;br /&gt;
&lt;br /&gt;
|Description=This ability governs player and mob moods.  It can be added like a property to mobs.}}&lt;br /&gt;
&lt;br /&gt;
===Moving restrictor===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_MoveRestrictor|Name=Moving restrictor|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Rideables|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(CHANCE=&amp;quot;NUMBER 0-100&amp;quot;)&lt;br /&gt;
(NOLOCALES=&amp;quot;&amp;quot;LOCALE&amp;quot;,...&amp;quot;) (ONLYLOCALES=&amp;quot;&amp;quot;LOCALE&amp;quot;,...&amp;quot;)&lt;br /&gt;
(NODOMAINS=&amp;quot;&amp;quot;DOMAIN&amp;quot;,...&amp;quot;) (ONLYDOMAINS=&amp;quot;&amp;quot;DOMAIN&amp;quot;,...&amp;quot;)&lt;br /&gt;
(SEARCH=&amp;quot;&amp;quot;STR&amp;quot;&amp;quot;) (ISEARCH=&amp;quot;&amp;quot;STR&amp;quot;&amp;quot;) (MSEARCH=&amp;quot;&amp;quot;STR&amp;quot;&amp;quot;)&lt;br /&gt;
(MESSAGE=&amp;quot;(S-NAME) &amp;quot;PREDICATE&amp;quot;&amp;quot;) (PUBLIC=TRUE/FALSE)&lt;br /&gt;
(DISMOUNT=&amp;quot;TRUE/FALSE&amp;quot;) (CAST=&amp;quot;&amp;quot;ABILITY ID&amp;quot;;...&amp;quot;)|Examples=nolocales=&amp;quot;WOODS,SWAMP&amp;quot; message=&amp;quot;&amp;lt;S-NAME&amp;gt; will not enter!&amp;quot; public=true&lt;br /&gt;
&lt;br /&gt;
|Description=According to the given percentage CHANCE (default 100%), this property restricts the ability of a mob or rideable to enter rooms of a particular spec. NODOMAINS can list the types of rooms that cannot be entered, whereas ONLYDOMAINS lists the types of rooms that can be entered, restricting all others.  Both are comma-delmited lists.  Indoor DOMAINS include: STONE, WOODEN, CAVE, MAGIC, and METAL.  Outdoor DOMAINS include: CITY, WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOLOCALES can list the types of rooms that cannot be entered, whereas ONLYLOCALES lists the types of rooms that can be entered, restricting all others.  Both are comma-delmited lists.  See LIST LOCALES for a list of valid room locale ids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SEARCH string allows room restricting based on a key phrase in the potential room title or description.  MSEARCH restricts based on mobs in the potential room, and ISEARCH based on items in the potential room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The MESSAGE parameter allows you to set the string that the person trying to move into the room sees when it is restricted.  Use (S-NAME) as a substitute for the persons name. The PUBLIC parameter decides whether everyone sees the message (true), or only the person trying to move (false).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The DISMOUNT will automatically dismount any riders on the affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The CAST parameter allows you to cause a spell to be cast upon all the properties mover, or upon all the riders, when they try to enter a room that is restricted.}}&lt;br /&gt;
&lt;br /&gt;
===Multi Effects===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_MultiEffects|Name=Multi Effects|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Items, Exits, Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;AbilityID&amp;quot; &amp;quot;AbilityID(&amp;quot;args&amp;quot;) ...|Examples=Prop_WearAdjuster(INT+2),Prop_WearAdjuster(STR-2 MASK=-RACE +ELF)&lt;br /&gt;
&lt;br /&gt;
|Description=Allows an object to have the same effect multiple times by embedding each version of the effect into this property.  The list of effects is space (or comma) delimited, and can optionally have arguments in parenthesis.  Make sure parenthesis in parameters match! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: the parameters are write-only.  When looked at later, the parameters are turned into an XML doc to protect the integrity of other properties that also transform their data.}}&lt;br /&gt;
&lt;br /&gt;
===NewDeathMsg===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NewDeathMsg|Name=NewDeathMsg|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=the new death string|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Makes the mob with this property emote a different death string than the normal one.}}&lt;br /&gt;
&lt;br /&gt;
===No Damage===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoDamage|Name=No Damage|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs, Weapons|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Makes a weapon or mob incapable of doing any real damage.}}&lt;br /&gt;
&lt;br /&gt;
===No Player Killing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoPKill|Name=No Player Killing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Cancels all player killing in the room or area.}}&lt;br /&gt;
&lt;br /&gt;
===Not Learnable for Crafting===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoCraftability|Name=Not Learnable for Crafting|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=ITEMS|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(&amp;quot;ZAPPERMASK&amp;quot;)|Examples=-RACE +Elf&lt;br /&gt;
&lt;br /&gt;
|Description=Disallows the item with this property from being learned as a recipe for crafting, even if otherwise qualified.  If placed on a GenRecipe, it prevents the recipe from being listed in crafting.  An optional ZapperMask can narrow the effect only to those who do not pass the mask.}}&lt;br /&gt;
&lt;br /&gt;
===Opening Command===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_OpenCommand|Name=Opening Command|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Containers, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;COMMAND WORD&amp;quot; (&amp;quot;PARMS...&amp;quot;/NOOPEN/MESSAGE=&amp;quot;STR&amp;quot;;...|Examples=twist knob;NOOPEN;MESSAGE=&amp;quot;Doorknob!!&amp;quot;;tw knob;twi knob&lt;br /&gt;
smack botto*&lt;br /&gt;
&lt;br /&gt;
|Description=When applied to a locked container or exit, this property will force the affected openable to unlock and open when the command phrase is entered by the user in its presence.  The command word must match exactly, and the command entered must otherwise be completely invalid.  PARMS arguments must also match exactly, although any PARM arg may end with * to use a starting string wildcard. A PARM argument may also end with ** to match the rest of the users entered command string. In addition to a series of command words, you can also use the NOOPEN arg to also disable the standard open command for the exit/item, or use MESSAGE= to change the message sent to the room, which can use (S-NAME) for the actor, and (T-NAME) for the item.}}&lt;br /&gt;
&lt;br /&gt;
===Opening Password===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_OpenPassword|Name=Opening Password|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Containers, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;PASSWORD&amp;quot;/&amp;quot;LANGUAGEID&amp;quot;;&amp;quot;PASSWORD&amp;quot;(;&amp;quot;MESSAGE&amp;quot;)|Examples=open sesame&lt;br /&gt;
Orcish;open sesame&lt;br /&gt;
;open sesame;&amp;lt;T-NAME&amp;gt; opens!&lt;br /&gt;
&lt;br /&gt;
|Description=When applied to a locked container or exit, this property will force the affected openable to unlock and open when the magic word specified in the parameter is spoken in its presence.  A language and a semicolon may be optionally given to require that a particular language is being spoken. If a language (or blank) is specified, then an open message may also be specified.}}&lt;br /&gt;
&lt;br /&gt;
===Persistent Hiddenness===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Hidden|Name=Persistent Hiddenness|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB, ROOM, ITEM, EXIT, ETC|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(UNLOCATABLE) (BUBBLES)|Examples=unlocatable&lt;br /&gt;
&lt;br /&gt;
|Description=An alternative to setting something permanently hidden, this will keep a hidden until the mob performs some act which would normally un-hide the mob.  After that, a period of time must elapse before the property reengages and makes a mob hidden again. All other object types just stay hidden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional flags include: &lt;br /&gt;
&lt;br /&gt;
Unlocatable - makes the item unlocatable by spells, or an area by the WHERE command. &lt;br /&gt;
&lt;br /&gt;
Bubbles - makes the hidden property not only apply to the object, but to an owner.}}&lt;br /&gt;
&lt;br /&gt;
===Persistent Invisibility===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Invisibility|Name=Persistent Invisibility|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=An alternative to setting a mob permanently invisible, this will keep the MOB invisible until the mob performs some act which would normally dispel the invisibility.  After that, a period of time must elapse before the property reengages and makes the mob invisible again.}}&lt;br /&gt;
&lt;br /&gt;
===Phobias===&lt;br /&gt;
{{PropertyTemplate|ID=Phobias|Name=Phobias|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Sometimes Beneficial|Targets=Caster only|Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=}}&lt;br /&gt;
&lt;br /&gt;
===Physical Property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_PrivateProperty|Name=Physical Property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=OWNER=&amp;quot;&amp;quot;NAME&amp;quot;&amp;quot; (PRICE=&amp;quot;price&amp;quot;) (EXPIRESEC=&amp;quot;SECONDS&amp;quot;)|Examples=owner=&amp;quot;bob&amp;quot; expiresec=60&lt;br /&gt;
&lt;br /&gt;
|Description=Marks the item as belonging to a particular person or clan. Items so marked can only be sold by that person, an associate, or clan member. PRICE does nothing. EXPIRESEC can be set to make this property temporary, so that an item dropped becomes &amp;quot;unowned&amp;quot; once the owner is gone for the number of seconds given.}}&lt;br /&gt;
&lt;br /&gt;
===Player Death Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_SparringRoom|Name=Player Death Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(ROOMID)|Examples=SparringArea#123&lt;br /&gt;
&lt;br /&gt;
|Description=Creates a room or area where death is of little consequence.  Players (not mobs) who die in this area will lose neither equipment, nor experience, but will be brought back to their Start room (not their death room), or to any room designated in the parameters.  Players also cannot flee or recall.}}&lt;br /&gt;
&lt;br /&gt;
===Playerkill ONLY Zone===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqPKill|Name=Playerkill ONLY Zone|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Exit, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Allows access only to those players who have their playerkill flag set.}}&lt;br /&gt;
&lt;br /&gt;
===Practice Dummy===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_PracticeDummy|Name=Practice Dummy|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(KILLABLE)|Examples=KILLABLE&lt;br /&gt;
&lt;br /&gt;
|Description=Prevents a mob from fighting back.  If the KILLABLE parameter is NOT included, the mob will also never run out of hit points or be missed in combat.}}&lt;br /&gt;
&lt;br /&gt;
===Pregnancy===&lt;br /&gt;
{{PropertyTemplate|ID=Pregnancy|Name=Pregnancy|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs|Range=Touch, or not applicable|Commands=IMPREGNATE|Usage=Start Date/Delivery Date/Fathers Name/Fathers Race|Examples=106222323232/12312232322/Bob/Human&lt;br /&gt;
&lt;br /&gt;
|Description=The ability to be pregnant, and to eventually give birth.  A consequence of sex under certain circumstances.}}&lt;br /&gt;
&lt;br /&gt;
===Prevents automatic purging===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoPurge|Name=Prevents automatic purging|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Containers, Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(&amp;quot;TIMESTAMP&amp;quot;/&amp;quot;DATE-TIME&amp;quot;_|Examples=16885795721221&lt;br /&gt;
10/31/2023 08:51am&lt;br /&gt;
&lt;br /&gt;
|Description=Prevents items in the room from being destroyed as refuse over time.  When placed on an item, this property makes the item immune to &amp;quot;garbage collection&amp;quot; regardless of where in the world it is.  If no parameter is given, the protection will last until the next reboot, or otherwise until the time given.}}&lt;br /&gt;
&lt;br /&gt;
===Prisoner===&lt;br /&gt;
{{PropertyTemplate|ID=Prisoner|Name=Prisoner|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=This mob property makes them unable to recall or magically leave their present location. It also prevents fleeing from combat.}}&lt;br /&gt;
&lt;br /&gt;
===Provides for enhanced item slots.===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ItemSlotFiller|Name=Provides for enhanced item slots.|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=ITEMS (NOT CONTAINERS)|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(NUM=&amp;quot;SLOTS COUNT&amp;quot;) (TYPE=&amp;quot;STRING&amp;quot;) (SKIPS=&amp;quot;ID,...&amp;quot;)&lt;br /&gt;
(ADDS=&amp;quot;&amp;quot;ID(args),...&amp;quot;&amp;quot;)|Examples=NUM=4 TYPE=Gems REMOVABLE=TRUE&lt;br /&gt;
&lt;br /&gt;
|Description=When placed on an item, that item will put able to be PUT, using the PUT command, into the slots provided on an item with the Prop_ItemSlot property.  When this is done, the item into which this item is PUT will gain all the effect benefits of this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The NUM parameter determines how many slots this item takes up.  The TYPE parameter must match the TYPE parameter from the Prop_ItemSlot of the item being PUT into.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SKIPS property is a comma delimited list of Ability IDs which should be ignored when determining which effects on this item should be applied to the slotted item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ADDS property is a comma delimited list of Ability IDS should should be added to an item whose slot is filled by this one.  Arguments to the ablilities can be given in parenthesis().  The properties must be ones that would affect the target item directly.}}&lt;br /&gt;
&lt;br /&gt;
===Putting a cluster of rooms up for sale===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomsForSale|Name=Putting a cluster of rooms up for sale|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(RENTAL/GRID/ALLOWTHEFT) &amp;quot;PRICE&amp;quot;|Examples=1000000&lt;br /&gt;
The Bob Clan/1000000&lt;br /&gt;
&lt;br /&gt;
|Description=Makes this room part of a group of rooms available for purchase by a player.  The rooms will be sold as a group by the shopkeeper.  If you have more than one group of rooms for sale, they MUST be separated by at least one room which is not for sale, otherwise both groups will be considered one.  See Prop_RoomForSale for more information on sold rooms and the flags.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When property is sold, it will be listed as the owner with a slash and the price.  Entering this sort of parameter directly is the quick way to give players or clans property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.}}&lt;br /&gt;
&lt;br /&gt;
===Putting a room up for sale===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomForSale|Name=Putting a room up for sale|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(RENTAL/GRID/ALLOWTHEFT) &amp;quot;PRICE&amp;quot;|Examples=1000000&lt;br /&gt;
Bob/1000000&lt;br /&gt;
&lt;br /&gt;
|Description=Makes this room available for purchase by a player.  The room will be automatically listed in the stock of any ShopKeeper in the SAME AREA who is designated a LandSeller, or any shopkeeper who has the proper StdTitle item in its selling inventory.  The system will automatically maintain the integrity of any items left in the room, including restoring them on reboot.  After a room is sold, the player need only enter &amp;quot;LOOK ID&amp;quot; to see the rooms ID for the purposes of identifying his or her lot in the future.  The title received for purchasing a room may be GIVEn or SELLed to change possession of the property. The word rental followed by a space may precede the price to make the price of the property be charged every month automatically out of a Bankers account.  Failure to make rent returns the property to sellable status.The word ALLOWTHEFT disables robbery law enforcement on the property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When property is sold, it will be listed as the owner with a slash and the price.  Entering this sort of parameter directly is the quick way to give players or clans property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.}}&lt;br /&gt;
&lt;br /&gt;
===Putting an area up for sale===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_AreaForSale|Name=Putting an area up for sale|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(RENTAL )Price of the area|Examples=1000000&lt;br /&gt;
Bob/100000&lt;br /&gt;
&lt;br /&gt;
|Description=Makes this area available for purchase by a player.  To have a shopkeeper sell the area, you must create a GenTitle or StdTitle item with the area name as the property id and give it to the shopkeeper to sell.  The system will automatically maintain the integrity of any items left in the rooms, including restoring them on reboot. The title received for purchasing a room may be GIVEn or SELLed to change possession of the property.  The word rental followed by a space may preceed the price to make the price of the property be charged every month automatically out of a Bankers account.  Failure to make rent returns the property to sellable status.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When property is sold, it will be listed as the owner with a slash and the price.  Entering this sort of parameter directly is the quick way to give players or clans property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.}}&lt;br /&gt;
&lt;br /&gt;
===Putting an expandable room up for sale===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomPlusForSale|Name=Putting an expandable room up for sale|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(&amp;quot;OWNER NAME&amp;quot;/)(RENTAL) (GRID) (ALLOWTHEFT) &amp;quot;PRICE&amp;quot;|Examples=1000000&lt;br /&gt;
GRID 1000000&lt;br /&gt;
The Bob Clan/1000000&lt;br /&gt;
The Bob Clan/RENTAL 1000000&lt;br /&gt;
&lt;br /&gt;
|Description=Makes this room available for purchase by a player.  If you have more than one room for sale, they MUST be separated by at least one room which is not for sale, otherwise both groups will be considered one.  This property is identical to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are permitted to add new rooms to it. See Prop_RoomForSale for more information on sold rooms and the flags.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When property is sold, it will be listed as the owner with a slash and the price.  Entering this sort of parameter directly is the quick way to give players or clans property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.}}&lt;br /&gt;
&lt;br /&gt;
===Putting many rooms up for sale===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_LotsForSale|Name=Putting many rooms up for sale|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(&amp;quot;OWNER NAME&amp;quot;/)(RENTAL) (GRID) (ALLOWTHEFT) &amp;quot;PRICE&amp;quot;|Examples=1000000&lt;br /&gt;
GRID 1000000&lt;br /&gt;
Bob/100000&lt;br /&gt;
Bob/ RENTAL 100000&lt;br /&gt;
&lt;br /&gt;
|Description=Makes this room and future adjacent rooms available for purchase.  This property is an extension of the Prop_RoomForSale property, and includes all of its capabilities, PLUS, when this room is sold, adjacent lots will automatically be created and put up for sale, allowing the player to expand his or her property.  When the properties are sold, or fall back out of any players possession, the system will automatically retract the created rooms. The word RENTAL followed by a space may precede the price to make the price of the property be charged every month automatically out of a Bankers account.  Failure to make rent returns the property to sellable status.  The word GRID followed by a space may precede the price to make new rooms automatically link to other rooms via demolishable walls.The word ALLOWTHEFT disables robbery law enforcement on the property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When property is sold, it will be listed as the owner with a slash and the price.  Entering this sort of parameter directly is the quick way to give players or clans property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This property is similar to prop_lotforsale, except that the players must buy each room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also Prop_ReqCapacity for the means to set limits on players building abilities on their property.}}&lt;br /&gt;
&lt;br /&gt;
===QuestBound===&lt;br /&gt;
{{PropertyTemplate|ID=QuestBound|Name=QuestBound|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs, Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Class reference code of a Quest object or *|Examples=Don&#039;t worry about it&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
|Description=Either a temporary affect automatically added to all quest mobs and items both created and existing, or , if the parameter is *, a permanent effect to restrict an item or mob from being selected for a quest. Its purpose is to detect when a reset, shutdown, or other disaster is about to happen to the mob or item so that the quest can be stopped.  This prevents unwanted properties/behaviors/changes from being saved to the database on accident.}}&lt;br /&gt;
&lt;br /&gt;
===Re Roll Stats===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReRollStats|Name=Re Roll Stats|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(BONUSPOINTS=&amp;quot;NUM&amp;quot;) (PICKCLASS=TRUE/FALSE)|Examples=BONUSPOINTS=5 PICKCLASS=TRUE&lt;br /&gt;
&lt;br /&gt;
|Description=Allows a player a one-time opportunity to redesignate their stats, completely from scratch, and potentially re-pick their class.}}&lt;br /&gt;
&lt;br /&gt;
===Reactive Noise===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Sounder|Name=Reactive Noise|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room, Item, Mobs, ExitsRoom, MOBs, Items, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(&amp;quot;EMOTE TRIGGER&amp;quot; &amp;quot;EMOTE STRING&amp;quot; (MASK=&amp;quot;ZAPPERMASK&amp;quot;);)|Examples=enter wiggles his bottom.;sleep smiles evilly. MASK=-NAME +Bob;&lt;br /&gt;
wear $p looks good on you.;remove Now you don&#039;t look so good.;remove_room $n doesn&#039;t look so good.&lt;br /&gt;
&lt;br /&gt;
|Description=A lightweight alternative to the Emoter and Sounder behaviors, this allows you to create very simple emoting triggers based on event triggers instead of pro-active tick triggers, such as getting an item, or leaving a room.  Each emote trigger is semicolon (;) separated.  A MASK= near the end will filter the cause of the trigger. Valid emote triggers include the following:&lt;br /&gt;
&lt;br /&gt;
GET - if an item is gotten (or THE item), this will emote to the getter.&lt;br /&gt;
&lt;br /&gt;
GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
DROP - if an item is dropped (or THE item), this will emote to the getter.&lt;br /&gt;
&lt;br /&gt;
DROP_ROOM - if an item is dropped (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
PUSH - if an item is pushed (or THE item), this will emote to the pusher.&lt;br /&gt;
&lt;br /&gt;
PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room (not the pusher).&lt;br /&gt;
&lt;br /&gt;
PULL - if an item is pulled (or THE item), this will emote to the pulled.&lt;br /&gt;
&lt;br /&gt;
PULL_ROOM - if an item is pulled (or THE item), this will emote to the room (not the puller).&lt;br /&gt;
&lt;br /&gt;
EAT - if an item is eaten (or THE item), this will emote to the eater.&lt;br /&gt;
&lt;br /&gt;
EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
MOUNT - if an item is mounted (or THE item), this will emote to the mounter.&lt;br /&gt;
&lt;br /&gt;
MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
DRINK - if an item is drunk (or THE item), this will emote to the drinker.&lt;br /&gt;
&lt;br /&gt;
DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
SIT - if an item is sat on (or THE item), this will emote to the sitter.&lt;br /&gt;
&lt;br /&gt;
SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.&lt;br /&gt;
&lt;br /&gt;
SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
WEAR - if an item is worn (or THE item), this will emote to the wearer.&lt;br /&gt;
&lt;br /&gt;
WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
OPEN - if an item is opened (or THE item), this will emote to the wearer.&lt;br /&gt;
&lt;br /&gt;
OPEN_ROOM - if an item is opened (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
CLOSE - if an item is closed (or THE item), this will emote to the wearer.&lt;br /&gt;
&lt;br /&gt;
CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
HOLD - if an item is held (or THE item), this will emote to the wearer.&lt;br /&gt;
&lt;br /&gt;
HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
WIELD - if an item is wielded (or THE item), this will emote to the wearer.&lt;br /&gt;
&lt;br /&gt;
WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
REMOVE - if an item is removed (or THE item), this will emote to the remover.&lt;br /&gt;
&lt;br /&gt;
REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room (not the getter).&lt;br /&gt;
&lt;br /&gt;
PORTAL_ENTER - if the room is entered, this will emote to the one entering.&lt;br /&gt;
&lt;br /&gt;
PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in the room.&lt;br /&gt;
&lt;br /&gt;
PORTAL_EXIT - if the room is left, this will emote to the one leaving.&lt;br /&gt;
&lt;br /&gt;
PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the room.&lt;br /&gt;
&lt;br /&gt;
DAMAGE - if the object is hurt, or used to hurt, this will emote to the one hurting.&lt;br /&gt;
&lt;br /&gt;
DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the others in the room.&lt;br /&gt;
&lt;br /&gt;
FIGHT - if the object is attacking, or used to attack, this will emote to the one attacking.&lt;br /&gt;
&lt;br /&gt;
FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to the others in the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The emote strings may be any text, and the following codes may be included:&lt;br /&gt;
&lt;br /&gt;
$p - the name of the item with the behavior.&lt;br /&gt;
&lt;br /&gt;
$n - the name of the source of the emote, or the source of the trigger.&lt;br /&gt;
&lt;br /&gt;
$e - the he/she of $n.&lt;br /&gt;
&lt;br /&gt;
$s - the his/her of $n.}}&lt;br /&gt;
&lt;br /&gt;
===Recall Neuralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoRecall|Name=Recall Neuralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area, Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Disallows recalling in the room.  If placed on items, the item must be possessed by the mob or player trying to recall for prevention to work.}}&lt;br /&gt;
&lt;br /&gt;
===Remembers whats put in, and wear the contents when worn===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_OutfitContainer|Name=Remembers whats put in, and wear the contents when worn|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Containers|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=;&amp;quot;XML TAGS...&amp;quot;|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=When applied to a container, this property will allow the container to remember which things were put into it by a player.  Then, whenever the player attempts to wear/hold/wield the container, if the container has items/armor/weapons inside, the player will actually wear the containing items instead.  The automatic wearing of the contained items will automatically remove conflicting items as normal. Later, when the remembered items are removed, they will automatically be put back into the container that remembers them.}}&lt;br /&gt;
&lt;br /&gt;
===Require stat values===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqStat|Name=Require stat values|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas, Exits, Portals|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=mob character stat expressions as shown in example|Examples=strength&amp;lt;10 intelligence==5 wisdom&amp;gt;=3&lt;br /&gt;
&lt;br /&gt;
|Description=Creates restrictions for entering a room.  Players must pass every expression test in order to enter.  Valid parameters include: &lt;br /&gt;
&lt;br /&gt;
nosneak (disallow sneaking past the requirement)&lt;br /&gt;
&lt;br /&gt;
nofol (disallow followers)&lt;br /&gt;
&lt;br /&gt;
STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..}}&lt;br /&gt;
&lt;br /&gt;
===Resistance due to ownership===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HaveResister|Name=Resistance due to ownership|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=resistance names followed by percentages&lt;br /&gt;
Parameters may be followed by an optional mask|Examples=magic 50% poison -10%&lt;br /&gt;
magic poison 50% pierce -10% MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=So long as the item with this property is owned, the owner will gain certain resistances and immunities in the parameters. The effects which may be included are: &lt;br /&gt;
&lt;br /&gt;
Resistances: gas fire electricity mind magic cold acid water evil (undead) &lt;br /&gt;
&lt;br /&gt;
Resistances: justice (as per many thief abilities) &lt;br /&gt;
&lt;br /&gt;
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons&lt;br /&gt;
&lt;br /&gt;
Resistances:  -- weapons get reduced % damage per round, lvl based, with limits.&lt;br /&gt;
&lt;br /&gt;
:          :  -- always modifier makes weapon resists always work, no limits.&lt;br /&gt;
&lt;br /&gt;
Resistances: spell chant song prayer thief_skill (ability types) &lt;br /&gt;
&lt;br /&gt;
Resistances: enchantment/charm kicking vexing conjuration (ability domains)&lt;br /&gt;
&lt;br /&gt;
Immunities : teleport (includes gate, summon) holy disease poison&lt;br /&gt;
&lt;br /&gt;
Misc       : debuf-duration (pct is the maximum debuf ticks remain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Resistance due to riding===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RideResister|Name=Resistance due to riding|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items and Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=resistance names followed by percentages&lt;br /&gt;
Parameters may be followed by an optional mask|Examples=magic 50% poison -10%&lt;br /&gt;
magic poison 50% pierce -10% MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the item having this property is mounted or ridden, the rider gains certain resistances and immunities described in the parameters.  When exited, the resistances and immunities are also cancelled.  The effects which may be included are: &lt;br /&gt;
&lt;br /&gt;
Resistances: gas fire electricity mind magic cold acid water evil (undead) &lt;br /&gt;
&lt;br /&gt;
Resistances: justice (as per many thief abilities) &lt;br /&gt;
&lt;br /&gt;
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons&lt;br /&gt;
&lt;br /&gt;
Resistances:  -- weapons get reduced % damage per round, lvl based, with limits.&lt;br /&gt;
&lt;br /&gt;
:          :  -- always modifier makes weapon resists always work, no limits.&lt;br /&gt;
&lt;br /&gt;
Resistances: spell chant song prayer thief_skill (ability types) &lt;br /&gt;
&lt;br /&gt;
Resistances: enchantment/charm kicking vexing conjuration (ability domains)&lt;br /&gt;
&lt;br /&gt;
Immunities : teleport (includes gate, summon) holy disease poison&lt;br /&gt;
&lt;br /&gt;
Misc       : debuf-duration (pct is the maximum debuf ticks remain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Resistance due to worn===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WearResister|Name=Resistance due to worn|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items (armor and weapons principally)|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=resistance names followed by percentages&lt;br /&gt;
Parameters may be followed by an optional mask&lt;br /&gt;
May include optional LAYERED flag|Examples=magic 50% poison -10%&lt;br /&gt;
magic poison 50% pierce -10% MASK=-RACE +Dwarf&lt;br /&gt;
magic 50% poison -10%&lt;br /&gt;
magic 50% poison -10% LAYERED MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the item having this property is wielded or worn, the owner gains certain resistances and immunities described in the parameters.  When removed, the resistances and immunities are also cancelled.  The Layered flag may be used to prevent resistance stacking due to multiple items worn on the same location. The effects which may be included are: &lt;br /&gt;
&lt;br /&gt;
Resistances: gas fire electricity mind magic cold acid water evil (undead) &lt;br /&gt;
&lt;br /&gt;
Resistances: justice (as per many thief abilities) &lt;br /&gt;
&lt;br /&gt;
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons&lt;br /&gt;
&lt;br /&gt;
Resistances:  -- weapons get reduced % damage per round, lvl based, with limits.&lt;br /&gt;
&lt;br /&gt;
:          :  -- always modifier makes weapon resists always work, no limits.&lt;br /&gt;
&lt;br /&gt;
Resistances: spell chant song prayer thief_skill (ability types) &lt;br /&gt;
&lt;br /&gt;
Resistances: enchantment/charm kicking vexing conjuration (ability domains)&lt;br /&gt;
&lt;br /&gt;
Immunities : teleport (includes gate, summon) holy disease poison&lt;br /&gt;
&lt;br /&gt;
Misc       : debuf-duration (pct is the maximum debuf ticks remain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Resistance to Stuff===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Resistance|Name=Resistance to Stuff|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=resistance names followed by percentages&lt;br /&gt;
Parameters may be followed by an optional mask|Examples=magic 50% poison -10%&lt;br /&gt;
magic poison 50% pierce -10% MASK=-RACE +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=Gives a mob natural resistances and immunities. The effects which may be included are: &lt;br /&gt;
&lt;br /&gt;
Resistances: gas fire electricity mind magic cold acid water evil (undead) &lt;br /&gt;
&lt;br /&gt;
Resistances: justice (as per many thief abilities) &lt;br /&gt;
&lt;br /&gt;
Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons&lt;br /&gt;
&lt;br /&gt;
Resistances:  -- weapons get reduced % damage per round, lvl based, with limits.&lt;br /&gt;
&lt;br /&gt;
:          :  -- always modifier makes weapon resists always work, no limits.&lt;br /&gt;
&lt;br /&gt;
Resistances: spell chant song prayer thief_skill (ability types) &lt;br /&gt;
&lt;br /&gt;
Resistances: enchantment/charm kicking vexing conjuration (ability domains)&lt;br /&gt;
&lt;br /&gt;
Immunities : teleport (includes gate, summon) holy disease poison&lt;br /&gt;
&lt;br /&gt;
Misc       : debuf-duration (pct is the maximum debuf ticks remain)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Restrictions to ownership===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_HaveZapper|Name=Restrictions to ownership|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=masking parameters described below, optional zap message|Examples=-class +mage -race +elf -evil&lt;br /&gt;
MESSAGE=&amp;quot;&amp;lt;O-NAME&amp;gt; flies out of &amp;lt;S-NAME&amp;gt;&#039;s hands!&amp;quot; -class +mage&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever this item is picked up by a mob, the item will be zapped out of the mobs hands if they meet the parameters.  An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.).  The parameters can also start with the word CONTENT to have the zapper apply equally to a container and its contents (at least until the thing with the zapper is separated from the container). If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. See AHELP ZAPPERMASK, where allowed can possess, and disallowed is zapped.}}&lt;br /&gt;
&lt;br /&gt;
===Restrictions to riding===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RideZapper|Name=Restrictions to riding|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items and Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=masking parameters described below, optional zap message|Examples=-class +mage -race +elf -evil&lt;br /&gt;
MESSAGE=&amp;quot;&amp;lt;S-NAME&amp;gt; jump(s) off of &amp;lt;O-NAME&amp;gt;!&amp;quot; -class +mage&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the rider of the item or mob with this property mounts the item, they will be zapped unless it is allowed by the listed parameters.  &lt;br /&gt;
&lt;br /&gt;
An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.) If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. For valid masking parameters, see AHELP ZAPPERMASK, where allowed can ride, and disallowed is zapped.}}&lt;br /&gt;
&lt;br /&gt;
===Restrictions to wielding/wearing/holding===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WearZapper|Name=Restrictions to wielding/wearing/holding|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=masking parameters described below, optional zap message|Examples=-class +mage -race +elf -evil&lt;br /&gt;
MESSAGE=&amp;quot;&amp;lt;O-NAME&amp;gt; falls out of &amp;lt;S-NAME&amp;gt;&#039;s hands!&amp;quot; -class +mage&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the owner of the item with this property tries to wear or wield the item, they will be zapped unless it is allowed by the listed parameters.  &lt;br /&gt;
&lt;br /&gt;
An optional MESSAGE parameter can define what is seen when the zap occurs. Also optionally, the parameters can start with the word ACTUAL to change zapping behavior to look at actual values instead of perceived values (this about a class check applied to a Charlatan.) If the parameters include any alignment checks, the item will end up with an appropriate ambiance as well. For valid masking parameters, See AHELP ZAPPERMASK, where allowed can wear, and disallowed is zapped.}}&lt;br /&gt;
&lt;br /&gt;
===Room entering adjuster===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_EnterAdjuster|Name=Room entering adjuster|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=statistic names followed by a +, -, or = and a value|Examples=and/or spells separated by semicolons, and an optional mask&lt;br /&gt;
str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;&lt;br /&gt;
str+2 dex-2 move+100 MASK=-Race +Dwarf&lt;br /&gt;
str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf&lt;br /&gt;
&lt;br /&gt;
|Description=Upon entering this room or exit, the listed effects or spells will be PERMANENTLY ADDED to the mob.  All parameters use the + or - adjuster, except the class, race, and gender, ableprofs, and ablelvls parameters. Valid parameters are as follows: &lt;br /&gt;
&lt;br /&gt;
strength dexterity constitution charisma wisdom intelligence &lt;br /&gt;
&lt;br /&gt;
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) &lt;br /&gt;
&lt;br /&gt;
savepar savefir savecol savewat savegas savemin savegen savejus &lt;br /&gt;
&lt;br /&gt;
saveaci saveele savepoi saveund savemag savedis savetra &lt;br /&gt;
&lt;br /&gt;
ability (magical level), armor, attacks (prowess), damage (max), disposition (sitting/standing/flying/etc), level, rejuv(!NO!), senses (blind/infravision/darkvision/etc), speed (#attacks), height, weight, ambiance+&#039;&#039;,gender, class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach size) conversion weightadj saveblunt savepierce saveslash savespells saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct, experience, practices trains, questpoints, coins. Ableprofs and ablelvls is a commma-delimited list of ablityids followed by a number in parenthesis to adjust proficiency or casting level by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameters may also END with the key word MASK= followed by a mask.  This mask will select which kinds of mobs and players will be affected by this property. See ZAPPERMASKS for more information on zapper mask syntax.}}&lt;br /&gt;
&lt;br /&gt;
===Room entering adjustment===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Transporter|Name=Room entering adjuster|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=Room ID (; (SENDENTER=&amp;quot;TRUE/FALSE&amp;quot;))|Examples=Midgaard#3001&lt;br /&gt;
Midgaard#3001;sendenter=true&lt;br /&gt;
&lt;br /&gt;
|Description=This property is used to transport mobs to a particular place based on an action taken.  The actions which trigger the transport include:&lt;br /&gt;
&lt;br /&gt;
Rideable - mount &lt;br /&gt;
&lt;br /&gt;
MOB - speak &lt;br /&gt;
&lt;br /&gt;
Item - get &lt;br /&gt;
&lt;br /&gt;
Exit - enter &lt;br /&gt;
&lt;br /&gt;
Room - enter &lt;br /&gt;
&lt;br /&gt;
Area - enter &lt;br /&gt;
&lt;br /&gt;
Weapon - use in battle &lt;br /&gt;
&lt;br /&gt;
Food - eat &lt;br /&gt;
&lt;br /&gt;
Drink - drink &lt;br /&gt;
&lt;br /&gt;
Armor - wear &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normally, this skill bypasses any normal notifications, but behaves as if the transported mob is &amp;quot;just there&amp;quot;.  Add a semicolon and set &amp;quot;sendenter&amp;quot; to true for scripts to see the movement.}}&lt;br /&gt;
&lt;br /&gt;
===Room navigation limitation===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Crawlspace|Name=Room navigation limitation|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Exits, Rooms, Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(HEIGHT=&amp;quot;NUM&amp;quot;)|Examples=height=24&lt;br /&gt;
&lt;br /&gt;
|Description=Forces players to crawl through the exit or room with this property. The height of the crawlspace is optionally defineable.}}&lt;br /&gt;
&lt;br /&gt;
===Room Redirect Property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomRedirect|Name=Room Redirect Property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;ROOM ID&amp;quot;=&amp;quot;ZAPPERMASK&amp;quot;(;&amp;quot;ROOM ID&amp;quot;=&amp;quot;ZAPPERMAKS&amp;quot; ... )|Examples=Midgaard#3001=-name +bob;Midgaard#3005=-name +joe&lt;br /&gt;
&lt;br /&gt;
|Description=Allows a room or area to redirect players into another room based on a zappermask check of them.  Multiple masks and entries may be included, and each entry is separated by semicolons.  An entry is a room id followed by an equal sign and a zapper mask.  An empty room ID will let the player enter the room or area as normally.  A room ID number will check only the current area of the host object. This property allows players to be redirected based on a mask, but won&#039;t fool more programmatic mapping systems, such as concierge behavior or tracking skills.  Once active, only SYSMSGS can be used to re-enter the based room regardless of settings.}}&lt;br /&gt;
&lt;br /&gt;
===Room/Exit navigation limitation===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Climbable|Name=Room/Exit navigation limitation|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Exits, Rooms, Portals|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Forces players to climb, fly, or use a ladder through the exit or room with this property.}}&lt;br /&gt;
&lt;br /&gt;
===Room/Exit Race Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqRaces|Name=Room/Exit Race Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=room masks listed below|Examples=-all +elf&lt;br /&gt;
&lt;br /&gt;
|Description=Creates race restrictions for entering a room.  Followers will be allowed unless explicitly disallowed.  Valid parameters include: &lt;br /&gt;
&lt;br /&gt;
nosneak (disallow sneaking past the requirement)&lt;br /&gt;
&lt;br /&gt;
-all (disallow all races)  &lt;br /&gt;
&lt;br /&gt;
nofol (disallow followers of appropriate alignment)  &lt;br /&gt;
&lt;br /&gt;
+elf +half +human (create exceptions to -all)  &lt;br /&gt;
&lt;br /&gt;
-elf -half -human (disallow only listed races)}}&lt;br /&gt;
&lt;br /&gt;
===Scrap Explode===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ScrapExplode|Name=Scrap Explode|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Makes an item explode when scrapped.}}&lt;br /&gt;
&lt;br /&gt;
===ScriptLater===&lt;br /&gt;
{{PropertyTemplate|ID=ScriptLater|Name=ScriptLater|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Creatures |Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Property   : ScriptLater&lt;br /&gt;
&lt;br /&gt;
Affects    : Mobs&lt;br /&gt;
&lt;br /&gt;
Parameters : xml containing invoker, times, and scripts&lt;br /&gt;
&lt;br /&gt;
Example    : (scripts)(script invoker= clock=)script(/script)..&lt;br /&gt;
&lt;br /&gt;
Example    : (scripts)(script invoker= time=)script(/script)..&lt;br /&gt;
&lt;br /&gt;
Example    : (scripts)(script invoker= ticks=)script(/script)..&lt;br /&gt;
&lt;br /&gt;
Description: &lt;br /&gt;
&lt;br /&gt;
Adds a new script to a player at a later time. Invocation arguments are mob, timeclock, future time in millis, or a number of ticks, and script to add.}}&lt;br /&gt;
&lt;br /&gt;
===Shaming===&lt;br /&gt;
{{PropertyTemplate|ID=Shaming|Name=Shaming|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=GLOBAL/&amp;quot;AREA NAME&amp;quot;|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=This mob property makes them unable to effectively interact with anyone in the specified area and their home area, if they are different.  Attempts to interact are changed into emotes of shaming towards the shamed one.}}&lt;br /&gt;
&lt;br /&gt;
===Short Effects===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ShortEffects|Name=Short Effects|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB, Item, Area, Room, etc|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(&amp;quot;MAX TICKS&amp;quot; (REMOTEOK) (LONGTIMEOK);)(&amp;quot;ABILITY MASK&amp;quot;)&lt;br /&gt;
(... (OWNER) (WEARER)               ;)(&amp;quot;ABILITY MASK&amp;quot;)|Examples=3 REMOTEOK;+SKILLFLAG -DANCING -SINGING -PLAYING&lt;br /&gt;
&lt;br /&gt;
|Description=Makes the mob with this property more resiliant against effects by limiting their tick-down time, and preventing effects cast by someone not in the same room.  Useful for bosses and elite mobs.  The effects can be re-enabled with REMOTEOK or LONGTIMEOK.  An ability mask can be given to limit what skills are affected by this property, although traps, poisons, and diseases always get a pass from remote effects. If the protected thing is an Item, OWNER and WEARER can limit the circumstances of protection.}}&lt;br /&gt;
&lt;br /&gt;
===Slow Learner===&lt;br /&gt;
{{PropertyTemplate|ID=SlowLearner|Name=Slow Learner|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Malicious|Targets=Creatures |Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Property   : Slow Learner&lt;br /&gt;
&lt;br /&gt;
Affects    : Mobs&lt;br /&gt;
&lt;br /&gt;
Parameters : Percentage of experience lost&lt;br /&gt;
&lt;br /&gt;
Example    : 20%&lt;br /&gt;
&lt;br /&gt;
Description: &lt;br /&gt;
&lt;br /&gt;
The character does not learn from experience the way most do, gaining fewer experience points than most.}}&lt;br /&gt;
&lt;br /&gt;
===Smells Like Cherries===&lt;br /&gt;
{{PropertyTemplate|ID=SmellsLikeCherries|Name=Smells Like Cherries|Domain=[[racial_ability(Domain)|Racial Ability]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Always Beneficial|Targets=Caster only|Range=Touch, or not applicable|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=This creature emits an aroma that is unpleasant to predators, enabling them to usually move past hostile animals unmolested. }}&lt;br /&gt;
&lt;br /&gt;
===Sound Echo===&lt;br /&gt;
{{PropertyTemplate|ID=SoundEcho|Name=Sound Echo|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Areas, Rooms|Range=Touch, or not applicable|Commands=|Usage=&amp;quot;RANGE&amp;quot;|Examples=4&lt;br /&gt;
&lt;br /&gt;
|Description=Causes sound to echo around the area or room when it occurs.}}&lt;br /&gt;
&lt;br /&gt;
===Specific Skill Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RestrictSkills|Name=Specific Skill Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area, MOB, Item|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=SKILLS=&amp;quot;&amp;quot;ABILITYID,...&amp;quot;&amp;quot; (MESSAGE=&amp;quot;&amp;quot;STRING&amp;quot;&amp;quot;) (WEARONLY=&amp;quot;T/F&amp;quot;)&lt;br /&gt;
(ONLYROOMS=&amp;quot;&amp;quot;DOMAIN,...&amp;quot;&amp;quot;) (NEVERROOMS=&amp;quot;&amp;quot;DOMAIN,...&amp;quot;&amp;quot;)|Examples=SKILLS=&amp;quot;Spell_Sleep,Skill_Recall&amp;quot; MESSAGE=&amp;quot;No!&amp;quot; ONLYROOMS=&amp;quot;UNDERWATER,AIR&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Cancels the effects of the listed spells/skills, and can be restricted by location.  The only required parameter is SKILLS, which is a comma-delimited list of Ability IDs. Optional parameters includes MESSAGE, to change the skill users error message, ONLYROOMS to restrict the skill everywhere except the comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill only in the comma delimited list of DOMAIN strings.  DOMAINS include: CITY, WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL.   When this property is on a mob, it only affects the mob.  When on an item, it only affects the owner of the item.  If you want to limit spells/skills used AGAINST a mob, look at immunities.}}&lt;br /&gt;
&lt;br /&gt;
===Specific Spell Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RestrictSpells|Name=Specific Spell Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;SPELLID&amp;quot;;&amp;quot;SPELLID&amp;quot;;...|Examples=Spell_Sleep;Chant_Uplift;&lt;br /&gt;
&lt;br /&gt;
|Description=Cancels the effects of the listed spells when cast on or in the room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell IDs can optionally include an argument in parenthesis () to restrict the spell only when cast against a target of the given name. Spell ids with parenthesis arguments may be listed multiple times.  When a spell targets a room or area, the name of a Plane of Existence may also be a valid argument.}}&lt;br /&gt;
&lt;br /&gt;
===Spell reflecting property===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_SpellReflecting|Name=Spell reflecting property|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs, Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(MIN=&amp;quot;LEVEL&amp;quot;) (MAX=&amp;quot;LEVEL&amp;quot;) (CHANCE=&amp;quot;%&amp;quot;) (FADE=0/1) (REMAIN=&amp;quot;NUM&amp;quot;)|Examples=min=1 max=30 chance=100 fade=0 remain=100&lt;br /&gt;
max=10 chance=75 fade=1 remain=50&lt;br /&gt;
&lt;br /&gt;
|Description=This complex property allows the archon to set up mobs or items which, when worn, are capable of reflecting spells cast at the mob back to the source.  The min and max parms describe the levels of spells which may be reflected.  The chance parm describes the % chance of a spell being reflected.  Remain is the number of spell levels which may be reflected.  Every time a spell is reflected, the level of the spell is subtracted from the remain value.  When remain reaches below 0, the item or mob will no longer reflect spells.  Fade describes whether the property is persistent or destructive.  If fade is equal to 1 or more, then the property is destructive, meaning that the mob will never again gain the fading benefit from this property after remain reaches below 0.  If the property was on an item, it will be destroyed. If fade is equal to 0, then the property is persistent.  The property will still stop working when the remain value reaches below 0, but the item will not be destroyed, and will begin to regain its strength at a rate of 1 point every 5 minutes or so.}}&lt;br /&gt;
&lt;br /&gt;
===Stat Regeneration===&lt;br /&gt;
{{PropertyTemplate|ID=Regeneration|Name=Stat Regeneration|Domain=[[racial_ability(Domain)|Racial Ability]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Always Beneficial|Targets=Creatures |Range=Touch, or not applicable|Commands=REGENERATE|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=}}&lt;br /&gt;
&lt;br /&gt;
===Stays on mounted thing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_StayAboard|Name=Stays on mounted thing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB, ITEM|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Put this property on mobs or items that you want to be perpetually mounted on whatever it is initially mounted on/to.  This is especially useful for Patrollers in chaotic environments where a gust of wind or a nasty current may throw things out of whack.}}&lt;br /&gt;
&lt;br /&gt;
===Strike Neuralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_PeaceMaker|Name=Strike Neuralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas, MOBs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=optional list of mob statements, room emotes, semicolon delimited|Examples=No Fighting Here!;Make Love, not War!;You should not do that.&lt;br /&gt;
&lt;br /&gt;
|Description=Cancels any fighting in the room.}}&lt;br /&gt;
&lt;br /&gt;
===Summon Spell Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoSummon|Name=Summon Spell Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(ALLOWNONAGGR)|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Disallows summoning of creatures or people INTO the affected place. The optional ALLOWNONAGGR parm may be added to disallow summoning only of aggressive mobs.}}&lt;br /&gt;
&lt;br /&gt;
===Tattoo Limitations===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_ReqTattoo|Name=Tattoo Limitations|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Areas, Exits, Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=optional msg; tattoo masks listed below|Examples=-all +manlymen&lt;br /&gt;
You can&#039;t go here!;-all +manlymen&lt;br /&gt;
&lt;br /&gt;
|Description=Creates tattoo restrictions for entering a roomor possessing an item.  Followers will be allowed unless explicitly disallowed.  See the help on Tattoos. Understood masks include:&lt;br /&gt;
&lt;br /&gt;
nosneak (disallow sneaking past the requirement)&lt;br /&gt;
&lt;br /&gt;
nofol (disallow followers of appropriate alignment)  &lt;br /&gt;
&lt;br /&gt;
-all (disallow unless has one of the following +tattoos) &lt;br /&gt;
&lt;br /&gt;
+all (allow unless has any of the followng -tattoos) &lt;br /&gt;
&lt;br /&gt;
+none (must have all +tatoos, and lack all -tattoos) &lt;br /&gt;
&lt;br /&gt;
+TATTOONAME (must have tattoo) &lt;br /&gt;
&lt;br /&gt;
-TATTOONAME (must not have tattoo)&lt;br /&gt;
&lt;br /&gt;
Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.}}&lt;br /&gt;
&lt;br /&gt;
===Tel Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoTelling|Name=Tel Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area, Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Cancels all tell message sending in or to the room, area, or mob.  You can also add this to player mobs as punishment or to shut them up. Admins are exempt from the restrictions imposed.}}&lt;br /&gt;
&lt;br /&gt;
===Teleport OUT OF Spell Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoTeleportOut|Name=Teleport OUT OF Spell Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(EXCEPTIONS=&amp;quot;ROOMID/AREANAME,etc..&amp;quot;)|Examples=exceptions=&amp;quot;area name#12,other area name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Disallows the casting of gate, teleport, portal, plantpass, and other spells OUT OF this area. The optional exceptions argument can list room ids, area names, planarability, or spell ids.  The INTERAREAOK argument allows/prevents teleportation inside an area with this property.}}&lt;br /&gt;
&lt;br /&gt;
===Teleport-INTO Spell Neutralizing===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NoTeleport|Name=Teleport-INTO Spell Neutralizing|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Room, Area|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(EXCEPTIONS=&amp;quot;ROOMID/AREANAME,etc..&amp;quot;) (NOSUMMON=TRUE)&lt;br /&gt;
... (INTERAREAOK=true/false) (MESSAGE=&amp;quot;message&amp;quot;)&lt;br /&gt;
... (REDIRECT=&amp;quot;ROOM ID&amp;quot;)|Examples=exceptions=&amp;quot;area name#12,other area name&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Disallows the casting of gate, teleport, portal, plantpass, and other spells INTO this area.  If this is placed on an area, specific room or area exceptions may be given. By default, mob summoning skills, such as monster summoning, ARE allowed, but can also be disabled with nosummon=true.  The optional exceptions argument can list room ids, area names, planarability, or spell ids.  The NOSUMMON argument prevents summoning also, and INTERAREAOK allows/prevents teleportation inside an area with this property.  MESSAGE can be used to change the fizzle message seen by the casters.  REDIRECT is an optional room ID that will allow the teleport to procede, but only to the specific room.}}&lt;br /&gt;
&lt;br /&gt;
===Temporary Affects===&lt;br /&gt;
{{PropertyTemplate|ID=TemporaryAffects|Name=Temporary Affects|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Circumstantial|Targets=Mobs, Items, Exits, Rooms|Range=Touch, or not applicable|Commands=TEMPORARYAFFECTS|Usage=&amp;quot;ABILITYID/BEHAVIORID&amp;quot; &amp;quot;NUM TICKS&amp;quot; (&amp;quot;PARAMETERS&amp;quot;)&lt;br /&gt;
+&amp;quot;ABILITYID/BEHAVIORID&amp;quot; &amp;quot;NUM TICKS&amp;quot; (&amp;quot;PARAMETERS&amp;quot;)&lt;br /&gt;
+AMBIANCE &amp;quot;NUM TICKS&amp;quot; (&amp;quot;AMBIANCE TEXT&amp;quot;)&lt;br /&gt;
+BINDTO (&amp;quot;NAME&amp;quot;)&lt;br /&gt;
-&amp;quot;ABILITYID/BEHAVIORID&amp;quot;|Examples=+Mood 10 HAPPY&lt;br /&gt;
+Clericness 20 Healer&lt;br /&gt;
+Prop_Hidden 10&lt;br /&gt;
&lt;br /&gt;
|Description=Allows the builder to temporarily affect a mob, item, exit, or room with a property or behavior that would normally be permanent if applied in a normal way.  The first parameter is the ability id or the behavior id, the second is the number of ticks that it will last, while the last parameter is optional parameters for THAT ability or behavior.  The parameters may be prefixed with a plus(+) sign to allow it to stack with other temporary affects.  A minus(-) sign followed by an ability or behavior id will prematurely remove the temporary affect.  The ability id may be AMBIANCE to add an ambiance string.  The ability id may also be BINDTO in order to bind the effects to the continued presence of a given named mob or object in the same room. If the parms (following any optional +) is prefixed with a #, then parms will be allowed on behaviors on non-mobs here.}}&lt;br /&gt;
&lt;br /&gt;
===Temporary Immunity===&lt;br /&gt;
{{PropertyTemplate|ID=TemporaryImmunity|Name=Temporary Immunity|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=Mana (50) |Quality=Always Beneficial|Targets=Mobs|Range=Touch, or not applicable|Commands=|Usage=Ability ID/Start time in millis;etc..|Examples=Disease_Cold/12312312323;Spell_Fireball/123123132&lt;br /&gt;
&lt;br /&gt;
|Description=This is used by diseases primarily to provide a mob or player with temporary (30 mud hour) immunity to a set of diseases.}}&lt;br /&gt;
&lt;br /&gt;
===The Narrow Ledge===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_NarrowLedge|Name=The Narrow Ledge|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=check=&amp;quot;%&amp;quot; name=&amp;quot;NAME OF THE LEDGE&amp;quot; (room=&amp;quot;ROOM ID&amp;quot;)|Examples=check=16 name=&amp;quot;the narrow ledge&amp;quot;&lt;br /&gt;
check=25 name=&amp;quot;a tightrope&amp;quot; room=&amp;quot;myarea#2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever a player enters or exits the room or exit with this property, that player is in great danger.  If the player fails to roll beneath their Dexterity on a roll from 1-the &amp;quot;check&amp;quot; parameter, the player will fall to their death or into the specified room ID.  The check parameter can be made smaller to give those with less dexterity a better survival chance, or made higher to make it more difficult to survive.}}&lt;br /&gt;
&lt;br /&gt;
===THE Training MOB===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Trainer|Name=THE Training MOB|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)&lt;br /&gt;
((ALL) &amp;quot;CLASSNAME&amp;quot;) (EXPERTISENAMES) (SKILLS)|Examples=CON=10&lt;br /&gt;
STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH&lt;br /&gt;
all Fighter all Cleric&lt;br /&gt;
&lt;br /&gt;
|Description=This property makes a mob a suitable target for the TRAIN command for players. With no parameter, it will set all stats to 25, give them 0 levels in all classes, and give them all expertises.  Other parameters may be entered in order to set the stats of the mob to the specified values.  Any values not given will default to 25.  If you do not want the mob to also be a trainer, you may include the NOTEACH flag.  Listing one or more class names will make that trainer have 0 levels in those classes (able to train to it).  Not listing any will give the mob ALL classes at level 0.  Listing expertise IDs works similarly.}}&lt;br /&gt;
&lt;br /&gt;
===Ticket Taker===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_TicketTaker|Name=Ticket Taker|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Mobs, Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=&amp;quot;Cost of boarding&amp;quot;/&amp;quot;Name of ticket item&amp;quot;|Examples=100&lt;br /&gt;
a red ticket&lt;br /&gt;
&lt;br /&gt;
|Description=This property makes a mob or item the master of a carriage, horse, ship, or other rideable item.  They will require the payment specified in the parameters before allowing anyone else to board.  Non-player mobs will always be allowed to board.  The ticket taker must be riding either the carriage, or riding a horse pulling it, or actually BE the carriage, or either be just outside or just inside the ship or caravan type boardable.}}&lt;br /&gt;
&lt;br /&gt;
===Unattackable Pets===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_SafePet|Name=Unattackable Pets|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOB|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=MSG=&amp;quot;NEW DISPLAY MESSAGE&amp;quot;|Examples=MSG=&amp;quot;&amp;lt;S-NAME&amp;gt; is forbidden to harm &amp;lt;T-NAMESELF&amp;gt;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Makes the mob with this property completely unattackable.  The default message can be changed with parameters.}}&lt;br /&gt;
&lt;br /&gt;
===Unmappable Room/Area===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_RoomUnmappable|Name=Unmappable Room/Area|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas, Room|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(MAPOK) (NOEXPLORE)|Examples=NOEXPLORE&lt;br /&gt;
&lt;br /&gt;
|Description=Makes a room unable to be mapped with skills, explored, or seen with regional awareness. Turning off exploration requires the NOEXPLORE parameter.  MAPOK parameter disables the unmappable aspect.}}&lt;br /&gt;
&lt;br /&gt;
===Unsellable stuff===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Unsellable|Name=Unsellable stuff|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(MESSAGE=&amp;quot;&amp;quot;message&amp;quot;&amp;quot;) (AMBIANCE=&amp;quot;&amp;quot;ambiance&amp;quot;&amp;quot;) (DROPOFF=&amp;quot;T/F&amp;quot;)|Examples=message=&amp;quot;You can&#039;t sell that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Description=Makes the mob or item unable to be sold to a shopkeeper.  The message shown and whether the item has an ambiance can also be set, and whether this property is automatically removed when the item is dropped.}}&lt;br /&gt;
&lt;br /&gt;
===Weak Rickity Bridge===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WeakBridge|Name=Weak Rickity Bridge|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Rooms, Exits|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=max=&amp;quot;WEIGHT&amp;quot; chance=&amp;quot;%&amp;quot; down=&amp;quot;# TICKS&amp;quot;|Examples=max=400 chance=75 down=300&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever a player enters or exits the room or exit with this property, that player is in great danger.  If their total weight exceeds the weight specified by the max parameter, there is a % chance equals to the chance parameter that the bridge beneath them will break.  If the property is on an exit, that means instant death for the player.  If the property is on an InTheAir type room with a place to fall beneath it, they will fall.  If the property is on any other kind of room, instant death will result.  The down property describes how many ticks the bridge will remain &amp;quot;down&amp;quot; once it has been broken by a heavy player.  Flying can always overcome this property.}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Immunity===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WeaponImmunity|Name=Weapon Immunity|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items, Mobs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=List of immunities|Examples=+ALL -SILVER -CLOTH -LEATHER&lt;br /&gt;
+ALL -MAGIC -SLASHING -FROSTING&lt;br /&gt;
+ALL -LEVEL15&lt;br /&gt;
+BASHING +IRON +STEEL +MAGIC&lt;br /&gt;
+ALL +MAGICSKILLS +AXE +THROWN +DAGGER&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the item with this property is worn, or for the mob with this property, they will attain damage immunities to the types and/or materials of weapons specified.  Here are the parameters: &lt;br /&gt;
&lt;br /&gt;
+ALL - Specifies that, by default, the mob is immune to ALL damage.&lt;br /&gt;
&lt;br /&gt;
-DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the given type.  Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.&lt;br /&gt;
&lt;br /&gt;
+DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given damage type.  Examples for DAMAGETYPE would be +PIERCING, +GASSING, -WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the given type.  Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.&lt;br /&gt;
&lt;br /&gt;
+WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of the given type.  Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED, +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF, +THROWN, etc.&lt;br /&gt;
&lt;br /&gt;
-MAGIC - Creates an exception to the +ALL rule by permitting damage from magical spells and magical weapons.&lt;br /&gt;
&lt;br /&gt;
+MAGIC - If +ALL is not used, this will create an immunity to magical spells and weapons.&lt;br /&gt;
&lt;br /&gt;
-MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from magical spells, chants, songs, or prayers.&lt;br /&gt;
&lt;br /&gt;
+MAGICSKILLS - If +ALL is not used, this will create an immunity to magical spells, chants, songs, and prayers.&lt;br /&gt;
&lt;br /&gt;
-LEVELX - Creates an exception to the +ALL rule by permitting damage from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.&lt;br /&gt;
&lt;br /&gt;
+LEVELX - Can be used instead of +ALL to create an immunity to weapons whose level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.&lt;br /&gt;
&lt;br /&gt;
-MATERIALTYPE - Creates an exception to the +ALL rule above by permitting damage from a weapon made of the given MATERIALTYPE.  Where MATERIALTYPE may be any valid material, such as SILVER, WOOD, COTTON, etc.  As for the damage types above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a given material.&lt;br /&gt;
&lt;br /&gt;
-PARALYSIS - Creates an exception to the +All rule by permitting damage from paralysis spells.&lt;br /&gt;
&lt;br /&gt;
+PARALYSIS - If +All is not used, this creates an immunity to damage from paralysis spells.&lt;br /&gt;
&lt;br /&gt;
-FIRE - Creates an exception to the +All rule by permitting damage from fire spells.&lt;br /&gt;
&lt;br /&gt;
+FIRE - If +All is not used, this creates an immunity to damage from fire spells.&lt;br /&gt;
&lt;br /&gt;
-COLD - Creates an exception to the +All rule by permitting damage from cold spells.&lt;br /&gt;
&lt;br /&gt;
+COLD - If +All is not used, this creates an immunity to damage from cold spells.&lt;br /&gt;
&lt;br /&gt;
-WATER - Creates an exception to the +All rule by permitting damage from water spells.&lt;br /&gt;
&lt;br /&gt;
+WATER - If +All is not used, this creates an immunity to damage from water spells.&lt;br /&gt;
&lt;br /&gt;
-GAS - Creates an exception to the +All rule by permitting damage from gas spells.&lt;br /&gt;
&lt;br /&gt;
+GAS - If +All is not used, this creates an immunity to damage from gas spells.&lt;br /&gt;
&lt;br /&gt;
-MIND - Creates an exception to the +All rule by permitting damage from mind spells.&lt;br /&gt;
&lt;br /&gt;
+MIND - If +All is not used, this creates an immunity to damage from mind spells.&lt;br /&gt;
&lt;br /&gt;
-JUSTICE - Creates an exception to the +All rule by permitting damage from justice spells.&lt;br /&gt;
&lt;br /&gt;
+JUSTICE - If +All is not used, this creates an immunity to damage from justice spells.&lt;br /&gt;
&lt;br /&gt;
-ACID - Creates an exception to the +All rule by permitting damage from acid spells.&lt;br /&gt;
&lt;br /&gt;
+ACID - If +All is not used, this creates an immunity to damage from acid spells.&lt;br /&gt;
&lt;br /&gt;
-ELECTRICITY - Creates an exception to the +All rule by permitting damage from electric spells.&lt;br /&gt;
&lt;br /&gt;
+ELECTRICITY - If +All is not used, this creates an immunity to damage from electric spells.&lt;br /&gt;
&lt;br /&gt;
-POISON - Creates an exception to the +All rule by permitting damage from poison spells.&lt;br /&gt;
&lt;br /&gt;
+POISON - If +All is not used, this creates an immunity to damage from poison spells.&lt;br /&gt;
&lt;br /&gt;
-UNDEAD - Creates an exception to the +All rule by permitting damage from undead spells.&lt;br /&gt;
&lt;br /&gt;
+UNDEAD - If +All is not used, this creates an immunity to damage from undead/evil spells.&lt;br /&gt;
&lt;br /&gt;
-DISEASE - Creates an exception to the +All rule by permitting damage from disease spells.&lt;br /&gt;
&lt;br /&gt;
+DISEASE - If +All is not used, this creates an immunity to damage from disease spells.&lt;br /&gt;
&lt;br /&gt;
-TRAPS - Creates an exception to the +All rule by permitting damage from traps spells.&lt;br /&gt;
&lt;br /&gt;
+TRAPS - If +All is not used, this creates an immunity to damage from traps spells.}}&lt;br /&gt;
&lt;br /&gt;
===Wearable Unzapper===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WearOverride|Name=Wearable Unzapper|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=(DRESS) (CONTENTS) (&amp;quot;masking params&amp;quot;)|Examples=-class +mage -race +elf -evil&lt;br /&gt;
&lt;br /&gt;
|Description=Whenever the owner of the item with this property tries to wear or wield the item, they will be be permitted only if allowed by the mask argument.  Additionally, if they are permitted, then any wear restrictions that would normally prevent them from wearing the item will be suspended until the item is removed.  This is so that you can make special armor for creatures that normally can&#039;t wear standard gear, such as barding for horse backs, and so forth.  The DRESS argument will allow the item to be dressed or undressed from a creature without regard to normal permission rules. The CONTENTS parm allows the contents to be seen or manipulated.  &lt;br /&gt;
&lt;br /&gt;
For valid masking parameters see AHELP ZAPPERMASK, where allowed can wear, and disallowed is not.}}&lt;br /&gt;
&lt;br /&gt;
===Weather Setter===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_Weather|Name=Weather Setter|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Areas|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=the weather type and/or one or more climate masks|Examples=RAIN&lt;br /&gt;
RAIN CLIMATE_WET&lt;br /&gt;
&lt;br /&gt;
|Description=Makes this area always have the same weather.  Valid weather values include: &amp;quot;CLEAR&amp;quot;, &amp;quot;CLOUDY&amp;quot;, &amp;quot;WINDY&amp;quot;, &amp;quot;RAIN&amp;quot;, &amp;quot;THUNDERSTORM&amp;quot;, &amp;quot;SNOW&amp;quot;, &amp;quot;HAIL&amp;quot;, &amp;quot;HEAT&amp;quot;, &amp;quot;SLEET&amp;quot;,&amp;quot;BLIZZARD&amp;quot;,&amp;quot;DUST&amp;quot;,&amp;quot;DROUGHT&amp;quot;,&amp;quot;COLD&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can also change the climate settings.  Valid climate mask values include: &amp;quot;CLIMATE_NORMAL&amp;quot;, &amp;quot;CLIMATE_WET&amp;quot;, &amp;quot;CLIMATE_COLD&amp;quot;, &amp;quot;CLIMATE_WINDY&amp;quot;, &amp;quot;CLIMATE_HOT&amp;quot;, &amp;quot;CLIMATE_DRY&amp;quot;, &amp;quot;CLIMATE_VOID&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===Wizard Invisibility===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_WizInvis|Name=Wizard Invisibility|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=MOBs|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Grants the MOB unlimited sensory knowledge as well as complete undetectibility.}}&lt;br /&gt;
&lt;br /&gt;
===Works like an ice box===&lt;br /&gt;
{{PropertyTemplate|ID=Prop_IceBox|Name=Works like an ice box|Domain=[[nothing(Domain)|Nothing]]|Available=|Allows=|Requires=|Align=|UseCost=None|Quality=Circumstantial|Targets=Items,Rooms|Range=Range -2147483648 - Range 2147483647|Commands=|Usage=|Examples=&lt;br /&gt;
&lt;br /&gt;
|Description=Any items placed in the room or container with this property will not spoil.  When removed, however,spoilage will resume.}}&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Prop_Transporter&amp;diff=21538</id>
		<title>Prop Transporter</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Prop_Transporter&amp;diff=21538"/>
		<updated>2026-06-07T06:03:33Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#section-h:LISTPROPS|Room entering adjustment}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:MOBS(BuilderInfo)]]&lt;br /&gt;
[[Category:ITEMS(BuilderInfo)]]&lt;br /&gt;
[[Category:ROOMS(BuilderInfo)]]&lt;br /&gt;
[[Category:AREAS(BuilderInfo)]]&lt;br /&gt;
[[Category:EXITS(BuilderInfo)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Vampire&amp;diff=21537</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Vampire&amp;diff=21537"/>
		<updated>2026-05-12T21:00:01Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceTemplate|Name=Vampire|Description=Vampires are highly intelligent undead who draw energy from the living.|Statadj=strength+12, dexterity+12, charisma+9, paralysis save+100, save vs gas+100, save vs mind+100, save vs poison+100, save vs undead+100, save vs disease+100, max strength adj.+4, max dexterity adj.+4, max charisma adj.+2, xp adjustment pct-50, save vs polymorph/petrify+100|RacialAbilities=|CulturalAbilities=|RacialEffects=[[Disease_Vampirism|Vampirism]] [[Prop_WeaponImmunity|Weapon Immunity]]|BonusAbilities=darkvision, infravision, see invisible|BonusLanguages=|Immunities=Royal Rot|LifeExpectancy=Forever|Startingequipment=|WearLocs=head neck torso arms left wrist right wrist left finger right finger feet held wield hands floating nearby waist legs eyes ears body mouth back|ExpMod=0%|Qualifyingclasses=}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*This is the base race for vampires. Humans will be animated as pure Vampires. Other races will be animated as (Racename)-vampire with the body parts of the original race and the abilities of the vampire race.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Druid_ShapeShift&amp;diff=21536</id>
		<title>Druid ShapeShift</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Druid_ShapeShift&amp;diff=21536"/>
		<updated>2026-05-12T16:23:12Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Shapeshift Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTSKILLS|Shape Shift}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
===Shapeshift Forms===&lt;br /&gt;
Below is a listing of the various forms each type of druid may change into.  The Relative Level is how many levels above qualifying level you need to get this form.  Note for beastmasters, if you are getting your second or third totem, your qualifying level is the level you get that totem at.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;60%&amp;quot; &amp;lt;div class=&amp;quot;Left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Racial Category&lt;br /&gt;
! Race&lt;br /&gt;
! Benefit&lt;br /&gt;
! Relative Level&lt;br /&gt;
|-&lt;br /&gt;
| Bird&lt;br /&gt;
| [[Robin]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bird&lt;br /&gt;
| [[Owl]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Bird&lt;br /&gt;
| [[Hawk]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Bird&lt;br /&gt;
| [[Eagle]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Bird&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Bovine&lt;br /&gt;
| [[Cow|Cow (Calf)]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bovine&lt;br /&gt;
| [[Cow]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Bovine&lt;br /&gt;
| [[Buffalo]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Bovine&lt;br /&gt;
| [[Bull]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Bovine&lt;br /&gt;
| [[Minotaur]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Canine &lt;br /&gt;
| [[Puppy]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Canine&lt;br /&gt;
| [[Dog]]&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Canine&lt;br /&gt;
| [[Wolf]]&lt;br /&gt;
|&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Canine&lt;br /&gt;
| [[Dire Wolf]]&lt;br /&gt;
|&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Canine&lt;br /&gt;
| [[WereWolf]]&lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Crustacean&lt;br /&gt;
| [[Shrimp]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Crustacean&lt;br /&gt;
| [[GreatLobster|Great Lobster]]&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Crustacean&lt;br /&gt;
| [[GiantCrab|Giant Crab]]&lt;br /&gt;
|&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Crustacean&lt;br /&gt;
| [[Chuul]]&lt;br /&gt;
|&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Crustacean&lt;br /&gt;
| [[Aldani]]&lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Feline&lt;br /&gt;
| [[Kitten]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Feline&lt;br /&gt;
| [[Cat]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Feline&lt;br /&gt;
| [[Puma]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Feline&lt;br /&gt;
| [[Lion]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Feline&lt;br /&gt;
| [[Manticore]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Fish&lt;br /&gt;
| [[Clown Fish]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Fish&lt;br /&gt;
| [[Angelfish]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Fish&lt;br /&gt;
| [[Swordfish]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Fish&lt;br /&gt;
| [[Shark]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Fish&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Insect&lt;br /&gt;
| [[Cricket]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Insect&lt;br /&gt;
| [[Millipede]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Insect&lt;br /&gt;
| [[Tarantula]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Insect&lt;br /&gt;
| [[Scarab]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Insect&lt;br /&gt;
| [[Man-Scorpion]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Mustelid&lt;br /&gt;
| [[Badger]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mustelid&lt;br /&gt;
| [[Otter]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Mustelid&lt;br /&gt;
| [[Wolverine]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Mustelid&lt;br /&gt;
| [[Dire Otter]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Mustelid&lt;br /&gt;
| [[Mustie]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Primate&lt;br /&gt;
| [[Monkey]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Primate&lt;br /&gt;
| [[Chimp]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Primate&lt;br /&gt;
| [[Ape]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Primate&lt;br /&gt;
| [[Gorilla]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Primate&lt;br /&gt;
| [[Sasquatch]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Rodent&lt;br /&gt;
| [[Rat]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Rodent&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Rodent&lt;br /&gt;
| [[Porcupine]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Rodent&lt;br /&gt;
| [[Dire Rat]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Rodent&lt;br /&gt;
| [[WereBat]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Sea Mammal&lt;br /&gt;
| [[Seal]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Sea Mammal&lt;br /&gt;
| [[Walrus]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Sea Mammal&lt;br /&gt;
| [[Dolphin]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Sea Mammal&lt;br /&gt;
| [[Whale]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Sea Mammal&lt;br /&gt;
| [[Selkie]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Snake&lt;br /&gt;
| [[Garden Snake]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Snake&lt;br /&gt;
| [[Snake]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Snake&lt;br /&gt;
| [[Python]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Snake&lt;br /&gt;
| [[Cobra]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Snake&lt;br /&gt;
| [[Naga]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Ursine&lt;br /&gt;
| [[Cub]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ursine&lt;br /&gt;
| [[Bear|Black Bear]]&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Ursine&lt;br /&gt;
| [[Grizzly Bear]]&lt;br /&gt;
| &lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Ursine&lt;br /&gt;
| [[Polar Bear]]&lt;br /&gt;
| &lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| Ursine&lt;br /&gt;
| [[WereBear]]&lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Combat Bonuses===&lt;br /&gt;
Each form provides some additional combat bonuses, which increase with level.  A relative scale is provide below.  High is better than Good, Good is better than Improved, and Improved is better than Base.  Base is the same as your normal form.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;60%&amp;quot; &amp;lt;div class=&amp;quot;Left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Racial Category&lt;br /&gt;
! Attack&lt;br /&gt;
! Damage&lt;br /&gt;
! Armor&lt;br /&gt;
! Combat Speed&lt;br /&gt;
|-&lt;br /&gt;
| Bird&lt;br /&gt;
| Slightly Improved&lt;br /&gt;
| Very High&lt;br /&gt;
| Extremely Improved&lt;br /&gt;
| Base&lt;br /&gt;
|-&lt;br /&gt;
| Bovine&lt;br /&gt;
| Very Good&lt;br /&gt;
| Very High&lt;br /&gt;
| Slightly Improved&lt;br /&gt;
| Base&lt;br /&gt;
|-&lt;br /&gt;
| Canine&lt;br /&gt;
| Very High&lt;br /&gt;
| Extremely Good&lt;br /&gt;
| Very Improved&lt;br /&gt;
| Base&lt;br /&gt;
|-&lt;br /&gt;
| Crustacean&lt;br /&gt;
| Slightly Improved&lt;br /&gt;
| Improved&lt;br /&gt;
| Extremely High&lt;br /&gt;
| Base&lt;br /&gt;
|-&lt;br /&gt;
| Feline&lt;br /&gt;
| Very High&lt;br /&gt;
| Good&lt;br /&gt;
| Extremely Improved&lt;br /&gt;
| Base&lt;br /&gt;
|-&lt;br /&gt;
| Fish&lt;br /&gt;
| Improved&lt;br /&gt;
| Very Improved&lt;br /&gt;
| Extremely Improved&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
| Insect&lt;br /&gt;
| Very Good&lt;br /&gt;
| Good&lt;br /&gt;
| Very High&lt;br /&gt;
| Improved&lt;br /&gt;
|-&lt;br /&gt;
| Mustelid&lt;br /&gt;
| Extremely Good&lt;br /&gt;
| Slightly Improved&lt;br /&gt;
| Very Improved&lt;br /&gt;
| Extremely Improved&lt;br /&gt;
|-&lt;br /&gt;
| Primate&lt;br /&gt;
| Very High&lt;br /&gt;
| Extremely Good&lt;br /&gt;
| Slightly Improved&lt;br /&gt;
| Base&lt;br /&gt;
|-&lt;br /&gt;
| Rodent&lt;br /&gt;
| Very Good&lt;br /&gt;
| Very Improved&lt;br /&gt;
| Very High&lt;br /&gt;
| Slightly Improved&lt;br /&gt;
|-&lt;br /&gt;
| Sea Mammal&lt;br /&gt;
| Very High&lt;br /&gt;
| Extremely Improved&lt;br /&gt;
| Improved&lt;br /&gt;
| Slightly Improved&lt;br /&gt;
|-&lt;br /&gt;
| Snake&lt;br /&gt;
| Improved&lt;br /&gt;
| Very Improved&lt;br /&gt;
| Very High&lt;br /&gt;
| Base&lt;br /&gt;
|-&lt;br /&gt;
| Ursine&lt;br /&gt;
| Extremely High&lt;br /&gt;
| Good&lt;br /&gt;
| Improved&lt;br /&gt;
| Base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*You may need to change your language after shapeshifting out of an animal form for others to understand you.&lt;br /&gt;
*Only your qualifying class levels with the specific shape-shift totem improve your access to new forms within your selected form&#039;s racial category.&lt;br /&gt;
**For example, Skywatchers do not gain access to Shapeshift, so a level 15 feline Druid who gains 30 levels in Skywatcher would not have access to Lion or Manticore shapes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Shapeshifting)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Items(CoffeeMUD)&amp;diff=21535</id>
		<title>Items(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Items(CoffeeMUD)&amp;diff=21535"/>
		<updated>2026-05-12T15:09:17Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Power Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDItemsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Items are things which can be manipulated by MOBs, whether they can be touched, held, looked at or interacted in some other way.  Items are what players strive to collect and use.&lt;br /&gt;
=Item Level=&lt;br /&gt;
All items have a level, which determines how players can interact with an item.  Players may equip items of their overall character level or lower, with some expertises enabling characters to equip higher level items.  Players may pick up (or [[GET]]) items up to 10(?) levels higher than their current level.&lt;br /&gt;
==Power Level==&lt;br /&gt;
Some abilities may allow a character to gain more information on items, including a power level.  Power level is a calculated number which relays the approximate level the item would be if it were a normal, non-improved version of itself using the standard CoffeeMUD item creation calculations.  Generally speaking, an item with a higher power level is more powerful than an item with a lower power level.&lt;br /&gt;
&lt;br /&gt;
Power level may be grossly inaccurate for items with properties not normally associated with them. For example, items that are worn in the Floating Nearby location are not typically empowered with ARMOR, so any armor value will cause the power level of these items to be excessive.&lt;br /&gt;
&lt;br /&gt;
=Item Types=&lt;br /&gt;
CoffeeMUD supports a large variety of item types, with each item type having some common features.&lt;br /&gt;
==[[:Category:ITEM(ARMOR)|Armor]]==&lt;br /&gt;
Armor is anything that is worn by a MOB or player as a type of clothing or protection.  It includes clothing, jewelry, backpacks, iouon stones, and pretty much anything equipped with a [[WEAR]] command except weapons and, in some cases, held items.&lt;br /&gt;
&lt;br /&gt;
===Wear Location===&lt;br /&gt;
Items can cover a single wear location or multiple wear locations.  While some armors may be worn on progressively higher [[:Category:ITEM(ARMOR)#Armor Layers|layer levels]], only the outermost layer provides armor and bonuses.&lt;br /&gt;
&lt;br /&gt;
===Capacity===&lt;br /&gt;
Some armors can also contain items of particular types.  For example, a belt may allow a character to sheath weapons in it.  Bracers and boots sometimes allow dagger-class weapons to be stored in them.&lt;br /&gt;
&lt;br /&gt;
===[[:Category:ITEM(LIMB)|Prosthetics]]===&lt;br /&gt;
Certain items may be worn in place of a missing body part.  These prosthetics are generically referred to as limbs.  Limb replacements do not count against armor wear restrictions for any class, so material of your limb will not affect your spell casting.  Each limb replacement may only be worn in the specified slot of a missing limb.  The limb replacement will not natively restore any lost capability (a human with 2 glass eyes will still be blind), but the limb replacement may be enchanted with the right abilities.&lt;br /&gt;
&lt;br /&gt;
==[[:Category:ITEM(WEAPON)|Weapon]]==&lt;br /&gt;
A weapon is equipped in the WIELD position, and normally improves the amount of damage you do in combat.  &lt;br /&gt;
*Weapons normally require only one hand to use, but larger weapons require two hands (your WIELD and HELD equipment positions).  Some skills allow characters to also use additional weapons equipped in the HELD position (such as two-weapon fighting).  &lt;br /&gt;
*Weapons have varying weapon classifications (Weapon Types), and varying damage types.&lt;br /&gt;
&lt;br /&gt;
==[[:Category:ITEM(CONTAINER)|Container]]==&lt;br /&gt;
Containers hold items.  Containers that are held, like bags, or are intended to sit in a room, like bookshelves and chests, should be listed in this category.  Sometimes armors that are worn in other locations, like backpacks and belts, can contain items as well, but those should be listed as armors.  Drinks, while often encased in a container, are generally listed under the Consumables section.&lt;br /&gt;
&lt;br /&gt;
===Capacity===&lt;br /&gt;
The capacity value of a container is the maximum weight of the container plus all of the contents of a container.&lt;br /&gt;
&lt;br /&gt;
==Mountable==&lt;br /&gt;
Mountable items are often used for transporting heavy goods, or reducing the movement cost for travel.  Animals that can be mounted are not mountable items, they are mountable MOBs.&lt;br /&gt;
*All Mountables have a maximum capacity of how many mobs can sit at them (or climb them).  &lt;br /&gt;
*MOB weight does NOT count against the storage capacity of an item.&lt;br /&gt;
*The capacity value of a container is the maximum weight of the container plus all of the contents of a container.&lt;br /&gt;
===Carts and Wagons===&lt;br /&gt;
Carts and Wagons are large, generally wheeled, objects that are meant to be moved from room to room.  These can include things like wheelbarrows that are pushed to wagons that are drawn by horses.  &lt;br /&gt;
*If you have sufficient [[Stats#Strength|Strength]], you can [[PUSH]] or [[PULL]] the cart from room to room.&lt;br /&gt;
*In order to attach a wagon to a horse (or other mountable animal), use the command [[MOUNT]] CART HORSE.&lt;br /&gt;
**In order to detach a wagon from a horse, use the command [[DISMOUNT]] WAGON.&lt;br /&gt;
===Boats and Ships===&lt;br /&gt;
Boats are mountables that float on water.  Boats obey all of the general rules of mountables listed above.&lt;br /&gt;
*In order to move from room to room in a boat, you use the normal movement commands.  Boats may only be used in water rooms, shores and docks.&lt;br /&gt;
[[Ships(GenSailingShips)|Ships]] are very large watercraft with very special rules.  &lt;br /&gt;
&lt;br /&gt;
For more information on either of these watercraft, see [[Ships(CoffeeMUD)|Ships]].&lt;br /&gt;
&lt;br /&gt;
===Climbing aids===&lt;br /&gt;
Ladders and other such items can be used as climbing aids.  To use a ladder, [[DROP]] the ladder in a room in which you which to climb (up or down).  Then, you may use the [[UP]] or [[DOWN]] command without invoking the [[Skill_Climb|climb]] skill.&lt;br /&gt;
&lt;br /&gt;
===Furniture===&lt;br /&gt;
Furniture includes a large variety of items.  Most of them allow you to sit on/at them, such as a desk or sofa.  Some types of furniture are more decorative or functional.  Note, some furniture, such as chests and bookshelves, fall under the [[Items(CoffeeMUD)#Container|Container]] category instead of the Mountable category.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;60%&amp;quot; &amp;lt;div class=&amp;quot;Left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Mountable&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Table&lt;br /&gt;
| SIT&lt;br /&gt;
| Allows you to take a seat.&lt;br /&gt;
|-&lt;br /&gt;
| Desk&lt;br /&gt;
| SIT&lt;br /&gt;
| Allows you to take a seat.&lt;br /&gt;
|- &lt;br /&gt;
| Bed&lt;br /&gt;
| SLEEP&lt;br /&gt;
| Allows for increased hit point, mana and movement regeneration while you sleep (above normal sleeping on the floor).&lt;br /&gt;
|-&lt;br /&gt;
| Stove&lt;br /&gt;
| NO&lt;br /&gt;
| Allows you to use the stove&#039;s flame for cooking and other skills.  Once the stove is [[PUT|PUT OUT]] it cannot be relit.&lt;br /&gt;
|-&lt;br /&gt;
| Fountain&lt;br /&gt;
| NO&lt;br /&gt;
| Allows nearly unlimited water supply.  Will dry up in a drought, but can be refilled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Readable==&lt;br /&gt;
There are many types of items in CoffeeMUD whose purpose is to store written information.  Each one behaves a little differently.&lt;br /&gt;
&lt;br /&gt;
===Scroll===&lt;br /&gt;
Scrolls are readables that store an ability, normally a spell, prayer or chant.  In order to use a scroll, one must use the READ MAGIC spell.&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
Maps are text-drawn pictures of areas, regions or some other directions.  Maps can be auto generated with the mapmaking skill, or hand drawn.&lt;br /&gt;
&lt;br /&gt;
===Title===&lt;br /&gt;
Titles are deeds of ownership for real estate or a ship.&lt;br /&gt;
&lt;br /&gt;
===Recipe===&lt;br /&gt;
Recipes allow the holder to craft items recorded on them, if the user has the appropriate crafting skill.  Each Recipe readable may only have recipes from one crafting skill.  However, depending on the recipe readable, one or more recipes may be stored on it.&lt;br /&gt;
&lt;br /&gt;
===Dissertation===&lt;br /&gt;
Dissertation may be read in order to learn the skill it is written about.&lt;br /&gt;
&lt;br /&gt;
===Journal===&lt;br /&gt;
A journal is an enumerated listing of posts that can be read and replied to.&lt;br /&gt;
&lt;br /&gt;
===Book===&lt;br /&gt;
A book is similar to a journal, in that it has an enumerated list of items.  Unlike a journal, books cannot be appended without special publishing skills.  &lt;br /&gt;
*All books have a Table of Contents.&lt;br /&gt;
&lt;br /&gt;
==Wand==&lt;br /&gt;
Wands are special items primarily used by mages to cast spells that have been stored in the wand.  Wands are held in the off-hand position, allowing the users to wield a one-handed weapon while having a wand equipped.&lt;br /&gt;
*Each wand has a single spell stored in it at any given time.&lt;br /&gt;
*In order to use the wand, the character must have the [[Skill_WandUse|Wands]] skill and know the wand&#039;s codeword.&lt;br /&gt;
**The character activates the wand by [[SAY]]ing the command word, as well as a target.&lt;br /&gt;
**For example, if the command word was ZAT, then SAY ZAT ORC would use the wand on the orc.&lt;br /&gt;
*Wands can be recharged with the [[Spell_RechargeWand|Recharge Wand]] spell.&lt;br /&gt;
*Empty wands can be enchanted with the [[Spell_EnchantWand|Enchant Wand]] spell.&lt;br /&gt;
**Empty wands can be crafted with various [[Crafting(Domain)|crafting]] skills.&lt;br /&gt;
**Wands can be emptied of their spells with the [[Spell_DisenchantWand|Disenchant Wand]] spell.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
There are multiple variations of staffs in CoffeeMUD, just as there are multiple ways to spell staves.  The simplest form of staffs are simple, two-handed, blunt weapons, and should be documented on the wiki as weapons.  However...staves could be one-handed weapons, or, they could be magical weapons with charges to cast a stored spell from, similar to a [[#Wand|Wand]].  This second form of staff should be categorized as a Staff instead of a weapon, although it serves both functions and still benefits from all of the skills and expertises of the weapon staff.&lt;br /&gt;
&lt;br /&gt;
==Instrument==&lt;br /&gt;
[[Minstrel(Bard)|Minstrels]] use music instruments to [[PLAY|play]] their songs.  Some songs require specific types of musical instruments, while others merely require that the minstrel has a musical instrument equipped.&lt;br /&gt;
&lt;br /&gt;
==Consumable==&lt;br /&gt;
The consumables group mostly consists of items that are eaten or drunk, but also includes perfumes applied to the body.&lt;br /&gt;
===Food===&lt;br /&gt;
Food provides a character with nourishment to ward off hunger.  Each food item will have a primary material type, a nourishment value per EAT command, and a total number of bites available to eat.  &lt;br /&gt;
*Some food may provide special effects. &lt;br /&gt;
*Pills are a subtype of Food.&lt;br /&gt;
===Drink===&lt;br /&gt;
Drink provides a character with quenching to ward off thirst.  Each drink item will have a primary material type (of container), the current type of liquid held, a quench value per DRINK command, and a total number of drink held. Drinks may also have lids.  &lt;br /&gt;
*Some drinks may provide special effects, such as inebriation from alcohol. &lt;br /&gt;
*Potions are a subtype of a drink.&lt;br /&gt;
**The item level of a potion affect the effectiveness of a potion.  Potions with malicious affects that are significantly lower than the imbiber may be resisted.  Low leve potions with beneficial affects will have shorter durations and less overall effectiveness than higher level potions (for example, a lower level cure light wounds potion would heal less than a higher level cure light wounds potion).&lt;br /&gt;
&lt;br /&gt;
===Perfume===&lt;br /&gt;
Perfumes are applied to the body to provide a favorable aroma.  Perfumes have a container material, a liquid type, amount of perfume per application and a total amount of perfume.  Perfumes may have lids.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Cage===&lt;br /&gt;
Cages are used to contain MOBs (but not Player MOBs).  They require the cage skill to use properly, and the MOB must be immobilized to be successfully caged.&lt;br /&gt;
===Key===&lt;br /&gt;
Keys are used to open locks.  Each key works on a specific set of locks.&lt;br /&gt;
===Resource===&lt;br /&gt;
Resources are material components used for crafting.  They often are found with gathering skills.  &lt;br /&gt;
*Since some resources are also basic foods, there are nourishment and number of uses fields, which should be left blank for non-consumable resources.  &lt;br /&gt;
*The area field should only be used for specific resource items that are found without gathering skills, or special resource items that can ONLY be found in certain areas.&lt;br /&gt;
===Light Source===&lt;br /&gt;
Lanterns, torches and other lights fall under this category.  While it is certainly possible for other items to be light sources (such as magic swords), if the item&#039;s sole purpose is to provide light, then it probably belongs in this category.&lt;br /&gt;
*If a light source is not destroyed on burnout, then it can be refilled with lamp oil to be used again.  Use the [[HOLD]] command to activate a light source.&lt;br /&gt;
*Use [[PUT OUT]] command to extinguish a light source, preserving it&#039;s burning duration.&lt;br /&gt;
*Most light source items do not have the &amp;quot;IS LIGHT SOURCE&amp;quot; disposition flag set to YES.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
Use this for any item that doesn&#039;t fit in any of the above categories.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Formatting(VARIES)&amp;diff=21534</id>
		<title>Formatting(VARIES)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Formatting(VARIES)&amp;diff=21534"/>
		<updated>2026-05-12T15:05:12Z</updated>

		<summary type="html">&lt;p&gt;Loki: /*  Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;VARIES&amp;gt; formatting can be applied to room titles and descriptions to provide alternate settings based on a specified code.&lt;br /&gt;
&lt;br /&gt;
==Where to apply VARIES==&lt;br /&gt;
*Room Titles&lt;br /&gt;
*Room Descriptions&lt;br /&gt;
&lt;br /&gt;
==How to apply VARIES==&lt;br /&gt;
*An immortal with CMD privileges may use &amp;lt;VARIES&amp;gt; from the command line or MUD Grinder.&lt;br /&gt;
*A Player with [[Building(Domain)|Building skills]] may add &amp;lt;VARIES&amp;gt; as part of the parameters of a room title or room description.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;VARIES&amp;gt; Syntax==&lt;br /&gt;
The text to vary should always start with the &amp;lt;VARIES&amp;gt; tag, then a &amp;amp;lt;code&amp;amp;gt; from the list below, followed by the text to be displayed if that condition is met, followed by a &amp;amp;lt;/code&amp;amp;gt followed by any additional variations or an &amp;lt;ELSE&amp;gt; tag and an alternate description.  There are no closing tags for &amp;lt;VARIES&amp;gt; or &amp;lt;ELSE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code&lt;br /&gt;
! Use&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER &lt;br /&gt;
| When the season is Summer &lt;br /&gt;
| &amp;lt;SUMMER&amp;gt;The grass is scorched from the hot summer sun.&amp;lt;/SUMMER&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| SPRING &lt;br /&gt;
| When the season is Spring &lt;br /&gt;
| &amp;lt;SPRING&amp;gt;The grass is long and green from the spring showers.&amp;lt;/SPRING&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WINTER &lt;br /&gt;
| When the season is Winter &lt;br /&gt;
| &amp;lt;WINTER&amp;gt;The grass is browned from the harsh winter weather.&amp;lt;/WINTER&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| FALL &lt;br /&gt;
| When the season is Fall &lt;br /&gt;
| &amp;lt;FALL&amp;gt;The grass is covered in fallen leaves.&amp;lt;/FALL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DAY&lt;br /&gt;
| If the current hour is a daytime hour.&lt;br /&gt;
| &amp;lt;DAY&amp;gt;The street is abustle with activity.&amp;lt;/DAY&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT&lt;br /&gt;
| If the current hour is a nighttime hour.&lt;br /&gt;
| &amp;lt;NIGHT&amp;gt;The street is void of life.&amp;lt;/NIGHT&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DUSK&lt;br /&gt;
| If the current hour is dusk.&lt;br /&gt;
| &amp;lt;DUSK&amp;gt;Citizens hurry home from their workday.&amp;lt;/DUSK&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DAWN&lt;br /&gt;
| If the current hour is dawn.&lt;br /&gt;
| &amp;lt;DAWN&amp;gt;Citizens drowsily head off to work.&amp;lt;/DAWN&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| RAIN&lt;br /&gt;
| The current weather condition is rain.&lt;br /&gt;
| &amp;lt;RAIN&amp;gt;The street is slick from the rain.&amp;lt;/RAIN&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| SLEET&lt;br /&gt;
| The current weather condition is sleet.&lt;br /&gt;
| &amp;lt;SLEET&amp;gt;The street is slick with ice.&amp;lt;/SLEET&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| SNOW&lt;br /&gt;
| The current weather condition is snow.&lt;br /&gt;
| &amp;lt;SNOW&amp;gt;The street is covered in snow.&amp;lt;/SNOW&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| CLEAR&lt;br /&gt;
| The current weather condition is clear.&lt;br /&gt;
| &amp;lt;CLEAR&amp;gt;The street is freshly cleaned.&amp;lt;/CLEAR&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| HEATWAVE&lt;br /&gt;
| The current weather condition is heatwave.&lt;br /&gt;
| &amp;lt;HEATWAVE&amp;gt;Waves of heat rise from the street.&amp;lt;/HEATWAVE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| THUNDERSTORM&lt;br /&gt;
| The current weather condition is thunderstorm.&lt;br /&gt;
| &amp;lt;THUNDERSTORM&amp;gt;The street is dark and wet, periodically accentuated with a sudden flash of lightning.&amp;lt;/THUNDERSTORM&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| BLIZZARD&lt;br /&gt;
| The current weather condition is blizzard.&lt;br /&gt;
| &amp;lt;BLIZZARD&amp;gt;The street is obscured by the thick blowing snow&amp;lt;/BLIZZARD&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WINDY&lt;br /&gt;
| The current weather condition is windy.&lt;br /&gt;
| &amp;lt;WINDY&amp;gt;Trash blows across the street.&amp;lt;/WINDY&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DROUGHT&lt;br /&gt;
| The current weather condition is drought.&lt;br /&gt;
| &amp;lt;DROUGHT&amp;gt;The street is dry and cracked.&amp;lt;/DROUGHT&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| DUSTSTORM&lt;br /&gt;
| The current weather condition is duststorm.&lt;br /&gt;
| &amp;lt;DUSTSTORM&amp;gt;Thick clouds of dust cover the street.&amp;lt;/DUSTSTORM&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| COLD&lt;br /&gt;
| The current weather condition is cold.&lt;br /&gt;
| &amp;lt;COLD&amp;gt;The cold air is biting in the open street.&amp;lt;/COLD&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| HAIL&lt;br /&gt;
| The current weather condition is hail.&lt;br /&gt;
| &amp;lt;HAIL&amp;gt;Balls of ice collect on the sides of the street.&amp;lt;/HAIL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| CLOUDY&lt;br /&gt;
| The current weather condition is cloudy.&lt;br /&gt;
| &amp;lt;CLOUDY&amp;gt;Clouds pass over this vacant street.&amp;lt;/CLOUDY&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| SWIMMING&lt;br /&gt;
| If the viewer is swimming&lt;br /&gt;
| &amp;lt;SWIMMING&amp;gt;The underwater scenery is beautiful.&amp;lt;/SWIMMING&amp;gt;&amp;lt;ELSE&amp;gt;You flail about drowning in the water, too busy to notice your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
| FLYING&lt;br /&gt;
| If the viewer is flying.&lt;br /&gt;
| &amp;lt;FLYING&amp;gt;You fly under a bridge.&amp;lt;/FLYING&amp;gt;&amp;lt;ELSE&amp;gt;You have fallen off a bridge!&lt;br /&gt;
|-&lt;br /&gt;
| CRAWLING&lt;br /&gt;
| If the viewer is crawling.&lt;br /&gt;
| &amp;lt;CRAWLING&amp;gt;The floor is dirty and disgusting.&amp;lt;/CRAWLING&amp;gt;&amp;lt;ELSE&amp;gt;You walk across a dirt floor.&lt;br /&gt;
|-&lt;br /&gt;
| SITTING&lt;br /&gt;
| If the viewer is sitting.&lt;br /&gt;
| &amp;lt;SITTING&amp;gt;The dirt is soft and dry.&amp;lt;/SITTING&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| CLIMBING&lt;br /&gt;
| If the viewer is climbing&lt;br /&gt;
| &amp;lt;CLIMBING&amp;gt;You cling to the side of the cliff.&amp;lt;/CLIMBING&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| FALLING&lt;br /&gt;
| If the viewer is falling&lt;br /&gt;
| &amp;lt;FALLING&amp;gt;You continue your fall down the cliff.&amp;lt;/FALLING&amp;gt;&amp;lt;ELSE&amp;gt;You are flying next to a cliff.&lt;br /&gt;
|-&lt;br /&gt;
| INVISIBLE&lt;br /&gt;
| If the viewer is invisible&lt;br /&gt;
| &amp;lt;INVISIBLE&amp;gt;The room shimmers in black and white as you walk in the between.&amp;lt;/INVISIBLE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| HIDDEN&lt;br /&gt;
| If the viewer is hiding&lt;br /&gt;
| &amp;lt;HIDDEN&amp;gt;Thieves beware!&amp;lt;/HIDDEN&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VISITED &lt;br /&gt;
| Display if the room has already been visited &lt;br /&gt;
| &amp;lt;VISITED&amp;gt;The same old room&amp;lt;/VISITED&amp;gt;&amp;lt;ELSE&amp;gt;A room you haven&#039;t been to before.&lt;br /&gt;
|-&lt;br /&gt;
| FROMUNKNOWN &lt;br /&gt;
| Display if the room the viewer arrived from is not connected to this room &lt;br /&gt;
| &amp;lt;FROMUNKNOWN&amp;gt;You arrive into a room of stuff.&amp;lt;/FROMUNKNOWN&amp;gt;&amp;lt;ELSE&amp;gt;A room of stuff is here.&lt;br /&gt;
|-&lt;br /&gt;
| FROMNORTH (or any specified direction) &lt;br /&gt;
| Display if the room is arrived from the north. &lt;br /&gt;
| &amp;lt;FROMNORTH&amp;gt;You arrive at the northen end of a long trail.&amp;lt;/FROMNORTH&amp;gt;&amp;lt;ELSE&amp;gt;You are on a long trail that goes north and south.&lt;br /&gt;
|-&lt;br /&gt;
| MASKx &lt;br /&gt;
| used to apply a [[ZapperMasks|Zapper Mask]].  x should be replaced by a unique number. &lt;br /&gt;
| &amp;lt;MASK22 -RACE +DWARF&amp;gt;This is only seen by dwarves.&amp;lt;/MASK22&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:ROOMS(BuilderInfo)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=PAY&amp;diff=21533</id>
		<title>PAY</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=PAY&amp;diff=21533"/>
		<updated>2026-05-12T14:54:53Z</updated>

		<summary type="html">&lt;p&gt;Loki: Created page with &amp;quot;{{CoffeeMUDWikiTOC}} {{CoffeeMUDCommandsTOC}} __NOTOC__ {{CommandTemplate|Name=PAY|Usage=PAY &amp;quot;MOB NAME&amp;quot; &amp;quot;MONEY AMOUNT&amp;quot; &amp;quot;MONEY NAME&amp;quot;|Examples=pay gunther 10 gold coins|Shorts= |Description=Gives the target mob the given amount of money, if you have it.}}  =Notes= *This command is useful for tax collectors, hirelings, retainers or other mobs who perform a service when provided sufficient funds. Paying a mob who doesn&amp;#039;t provide a service will result in no benefit, but the c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCommandsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{CommandTemplate|Name=PAY|Usage=PAY &amp;quot;MOB NAME&amp;quot; &amp;quot;MONEY AMOUNT&amp;quot; &amp;quot;MONEY NAME&amp;quot;|Examples=pay gunther 10 gold coins|Shorts=&lt;br /&gt;
|Description=Gives the target mob the given amount of money, if you have it.}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*This command is useful for tax collectors, hirelings, retainers or other mobs who perform a service when provided sufficient funds. Paying a mob who doesn&#039;t provide a service will result in no benefit, but the coin is still transferred.&lt;br /&gt;
&lt;br /&gt;
[[Category:Currency]]&lt;br /&gt;
[[Category:Commands(Commerce)]]&lt;br /&gt;
[[Category:Commands(Items)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=CommandList(CoffeeMUD)&amp;diff=21532</id>
		<title>CommandList(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=CommandList(CoffeeMUD)&amp;diff=21532"/>
		<updated>2026-05-12T14:52:16Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCommandsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Commands are the instructions provided by the player to the MUD to carry out certain actions.  CoffeeMUD prides itself on attempting to use native English for command structure, so when in doubt, try typing your command as a complete sentence.  If you want to get a coin off of a body, [[GET]] COIN FROM BODY or GET A COIN FROM THE BODY should both work.  If your command structure isn&#039;t working well for you, feel free to send a [[TYPO]] to the CoffeeMUD team for consideration in improving the command structure.&lt;br /&gt;
&lt;br /&gt;
This page lists all available commands for players.  Builders have a broader set of [[CommandList(Builder)|commands]] which can be found in the building section of the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
==Special==&lt;br /&gt;
*[[,|,]]&lt;br /&gt;
*[[SAY|&#039;]]&lt;br /&gt;
*[[!|!]]&lt;br /&gt;
*[[Skill_Recall|/]]&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[ABILITIES|ABILITIES]]&lt;br /&gt;
*[[ACCOUNT|ACCOUNT]]&lt;br /&gt;
*[[ACHIEVEMENTS|ACHIEVEMENTS]]&lt;br /&gt;
*[[ACTIVATE|ACTIVATE]]&lt;br /&gt;
*[[AFFECTS|AFFECTS]]&lt;br /&gt;
*[[AFK|AFK]]&lt;br /&gt;
*[[ALIAS|ALIAS]]&lt;br /&gt;
*[[ANSI|ANSI]]&lt;br /&gt;
*[[AREAS|AREAS]]&lt;br /&gt;
*[[ASSIST|ASSIST]]&lt;br /&gt;
*[[AUCTION|AUCTION]]&lt;br /&gt;
*[[AUTOAFFECTS|AUTOAFFECTS]]&lt;br /&gt;
*[[AUTOASSIST|AUTOASSIST]]&lt;br /&gt;
*[[AUTODRAW|AUTODRAW]]&lt;br /&gt;
*[[AUTOEXITS|AUTOEXITS]]&lt;br /&gt;
*[[AUTOFORWARD|AUTOFORWARD]]&lt;br /&gt;
*[[AUTOGOLD|AUTOGOLD]]&lt;br /&gt;
*[[AUTOGUARD|AUTOGUARD]]&lt;br /&gt;
*[[AUTOIMPROVEMENT|AUTOIMPROVEMENT]]&lt;br /&gt;
*[[AUTOINVOKE|AUTOINVOKE]]&lt;br /&gt;
*[[AUTOLOOT|AUTOLOOT]]&lt;br /&gt;
*[[AUTOMELEE|AUTOMELEE]]&lt;br /&gt;
*[[AUTONOTIFY|AUTONOTIFY]]&lt;br /&gt;
*[[AUTORUN|AUTORUN]]&lt;br /&gt;
*[[AUTOWEATHER|AUTOWEATHER]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
*[[BID|BID]]&lt;br /&gt;
*[[BOARD|BOARD]]&lt;br /&gt;
*[[BORROW|BORROW]]&lt;br /&gt;
*[[BRIEF|BRIEF]]&lt;br /&gt;
*[[BUG|BUG]]&lt;br /&gt;
*[[BUY|BUY]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
*[[CAST|CAST]]&lt;br /&gt;
*[[CHANNELS|CHANNELS]]&lt;br /&gt;
*[[CHANT|CHANT]]&lt;br /&gt;
*[[CHANTS|CHANTS]]&lt;br /&gt;
*[[CHANWHO|CHANWHO]]&lt;br /&gt;
*[[CLANACCEPT|CLANACCEPT]]&lt;br /&gt;
*[[CLANAPPLY|CLANAPPLY]]&lt;br /&gt;
*[[CLANASSIGN|CLANASSIGN]]&lt;br /&gt;
*[[CLANCREATE|CLANCREATE]]&lt;br /&gt;
*[[CLANDECLARE|CLANDECLARE]]&lt;br /&gt;
*[[CLANDETAILS|CLANDETAILS]]&lt;br /&gt;
*[[CLANDONATESET|CLANDONATESET]]&lt;br /&gt;
*[[CLANDUES|CLANDUES]]&lt;br /&gt;
*[[CLANEXILE|CLANEXILE]]&lt;br /&gt;
*[[CLANHOMESET|CLANHOMESET]]&lt;br /&gt;
*[[CLANKILLS|CLANKILLS]]&lt;br /&gt;
*[[CLANLIST|CLANLIST]]&lt;br /&gt;
*[[CLANMORGUESET|CLANMORGUESET]]&lt;br /&gt;
*[[CLANMOTD|CLANMOTD]]&lt;br /&gt;
*[[CLANPREMISE|CLANPREMISE]]&lt;br /&gt;
*[[CLANPVPKILLS|CLANPVPKILLS]]&lt;br /&gt;
*[[CLANQUAL|CLANQUAL]]&lt;br /&gt;
*[[CLANREJECT|CLANREJECT]]&lt;br /&gt;
*[[CLANRESIGN|CLANRESIGN]]&lt;br /&gt;
*[[CLANTAX|CLANTAX]]&lt;br /&gt;
*[[CLANVOTE|CLANVOTE]]&lt;br /&gt;
*[[CLANWHO|CLANWHO]]&lt;br /&gt;
*[[CLOSE|CLOSE]]&lt;br /&gt;
*[[COLORSET|COLORSET]]&lt;br /&gt;
*[[COMMANDS|COMMANDS]]&lt;br /&gt;
*[[COMPARE|COMPARE]]&lt;br /&gt;
*[[COMPRESS|COMPRESS]]&lt;br /&gt;
*[[CONFIG|CONFIG]]&lt;br /&gt;
*[[CONSIDER|CONSIDER]]&lt;br /&gt;
*[[CRAWL|CRAWL]]&lt;br /&gt;
*[[CREDITS|CREDITS]]&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
*[[DANCE_Command|DANCE]]&lt;br /&gt;
*[[DEACTIVATE|DEACTIVATE]]&lt;br /&gt;
*[[DEITIES|DEITIES]]&lt;br /&gt;
*[[DEPOSIT|DEPOSIT]]&lt;br /&gt;
*[[DESCRIPTION|DESCRIPTION]]&lt;br /&gt;
*[[DESTROY|DESTROY]]&lt;br /&gt;
*[[DIG|DIG]]&lt;br /&gt;
*[[DISMOUNT|DISMOUNT]]&lt;br /&gt;
*[[DISPLAY|DISPLAY]]&lt;br /&gt;
*[[DOWN|DOWN]]&lt;br /&gt;
*[[DRAW|DRAW]]&lt;br /&gt;
*[[DRESS|DRESS]]&lt;br /&gt;
*[[DRINK|DRINK]]&lt;br /&gt;
*[[DROP|DROP]]&lt;br /&gt;
*[[DUEL|DUEL]]&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
*[[EAST|EAST]]&lt;br /&gt;
*[[EAT|EAT]]&lt;br /&gt;
*[[EMAIL|EMAIL]]&lt;br /&gt;
*[[EMOTE|EMOTE]]&lt;br /&gt;
*[[EMPTY|EMPTY]]&lt;br /&gt;
*[[ENTER|ENTER]]&lt;br /&gt;
*[[EQUIPMENT|EQUIPMENT]]&lt;br /&gt;
*[[EXAMINE|EXAMINE]]&lt;br /&gt;
*[[EXITS|EXITS]]&lt;br /&gt;
*[[EXPERIENCE|EXPERIENCE]]&lt;br /&gt;
*[[EXPERTISES|EXPERTISES]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
*[[FACTIONS|FACTIONS]]&lt;br /&gt;
*[[FEED|FEED]]&lt;br /&gt;
*[[FILL|FILL]]&lt;br /&gt;
*[[FIRE|FIRE]]&lt;br /&gt;
*[[FLEE|FLEE]]&lt;br /&gt;
*[[FOLLOW|FOLLOW]]&lt;br /&gt;
*[[FORMATION|FORMATION]]&lt;br /&gt;
*[[FRIENDS|FRIENDS]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
*[[GAIN|GAIN]]&lt;br /&gt;
*[[GAIT|GAIT]]&lt;br /&gt;
*[[GCONSIDER|GCONSIDER]]&lt;br /&gt;
*[[GET|GET]]&lt;br /&gt;
*[[GIVE|GIVE]]&lt;br /&gt;
*[[GO|GO]]&lt;br /&gt;
*[[GOSSIP|GOSSIP]]&lt;br /&gt;
*[[GROUP|GROUP]]&lt;br /&gt;
*[[GTELL|GTELL]]&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
*[[HELP|HELP]]&lt;br /&gt;
*[[HELPLIST|HELPLIST]]&lt;br /&gt;
*[[HIRE|HIRE]]&lt;br /&gt;
*[[HOLD|HOLD]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[I3|I3]]&lt;br /&gt;
*[[IDEA|IDEA]]&lt;br /&gt;
*[[IGNORE|IGNORE]]&lt;br /&gt;
*[[INVENTORY|INVENTORY]]&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
*[[KILL|KILL]]&lt;br /&gt;
*[[KNOCK|KNOCK]]&lt;br /&gt;
==L==&lt;br /&gt;
*[[LANGUAGES|LANGUAGES]]&lt;br /&gt;
*[[LEARN|LEARN]]&lt;br /&gt;
*[[LEAVE|LEAVE]]&lt;br /&gt;
*[[LINEWRAP|LINEWRAP]]&lt;br /&gt;
*[[LIST|LIST]]&lt;br /&gt;
*[[LOAD|LOAD]]&lt;br /&gt;
*[[LOCK|LOCK]]&lt;br /&gt;
*[[LOGOFF|LOGOFF]]&lt;br /&gt;
*[[EXAMINE|LONGLOOK]]&lt;br /&gt;
*[[LOOK|LOOK]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
*[[MOOD|MOOD]]&lt;br /&gt;
*[[MOTD|MOTD]]&lt;br /&gt;
*[[MOUNT|MOUNT]]&lt;br /&gt;
*[[MXP|MXP]]&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
*[[NOANSI|NOANSI]]&lt;br /&gt;
*[[NOBATTLESPAM|NOBATTLESPAM]]&lt;br /&gt;
*[[NOFOLLOW|NOFOLLOW]]&lt;br /&gt;
*[[NOMXP|NOMXP]]&lt;br /&gt;
*[[NORTH|NORTH]]&lt;br /&gt;
*[[NORTHEAST|NORTHEAST]]&lt;br /&gt;
*[[NORTHWEST|NORTHWEST]]&lt;br /&gt;
*[[NOSELL|NOSELL]]&lt;br /&gt;
*[[NOSOUNDS|NOSOUNDS]]&lt;br /&gt;
*[[NOTEACH|NOTEACH]]&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
*[[OPEN|OPEN]]&lt;br /&gt;
*[[ORDER|ORDER]]&lt;br /&gt;
*[[OUTFIT|OUTFIT]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[PACKAGE|PACKAGE]]&lt;br /&gt;
*[[PAGEBREAK|PAGEBREAK]]&lt;br /&gt;
*[[PASSWORD|PASSWORD]]&lt;br /&gt;
*[[PAY|PAY]]&lt;br /&gt;
*[[PLAY|PLAY]]&lt;br /&gt;
*[[PLAYERKILL|PLAYERKILL]]&lt;br /&gt;
*[[POLL|POLL]]&lt;br /&gt;
*[[POOF|POOF]]&lt;br /&gt;
*[[POSE|POSE]]&lt;br /&gt;
*[[POUR|POUR]]&lt;br /&gt;
*[[PRACTICE|PRACTICE]]&lt;br /&gt;
*[[PRAY|PRAY]]&lt;br /&gt;
*[[PRAYERS|PRAYERS]]&lt;br /&gt;
*[[PROMPT|PROMPT]]&lt;br /&gt;
*[[PULL|PULL]]&lt;br /&gt;
*[[PUSH|PUSH]]&lt;br /&gt;
*[[PUT|PUT]]&lt;br /&gt;
*[[PUT OUT|PUT OUT]]&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
*[[QUALIFY|QUALIFY]]&lt;br /&gt;
*[[QUESTS|QUESTS]]&lt;br /&gt;
*[[QUIET|QUIET]]&lt;br /&gt;
*[[QUIT|QUIT]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[READ|READ]]&lt;br /&gt;
*[[REBUKE|REBUKE]]&lt;br /&gt;
*[[REMORT|REMORT]]&lt;br /&gt;
*[[REMOVE|REMOVE]]&lt;br /&gt;
*[[REPLAY|REPLAY]]&lt;br /&gt;
*[[REPLY|REPLY]]&lt;br /&gt;
*[[REPORT|REPORT]]&lt;br /&gt;
*[[RETIRE|RETIRE]]&lt;br /&gt;
*[[RULES|RULES]]&lt;br /&gt;
*[[RUN|RUN]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[SAY|SAY]]&lt;br /&gt;
*[[SAYTO|SAYTO]]&lt;br /&gt;
*[[SCORE|SCORE]]&lt;br /&gt;
*[[SELL|SELL]]&lt;br /&gt;
*[[SERVE|SERVE]]&lt;br /&gt;
*[[SHEATH|SHEATH]]&lt;br /&gt;
*[[SHOUT|SHOUT]]&lt;br /&gt;
*[[SING|SING]]&lt;br /&gt;
*[[SIT|SIT]]&lt;br /&gt;
*[[SKILLS|SKILLS]]&lt;br /&gt;
*[[SLEEP|SLEEP]]&lt;br /&gt;
*[[SNIFF|SNIFF]]&lt;br /&gt;
*[[SOCIALS|SOCIALS]]&lt;br /&gt;
*[[SONGS|SONGS]]&lt;br /&gt;
*[[SOUNDS|SOUNDS]]&lt;br /&gt;
*[[SOUTH|SOUTH]]&lt;br /&gt;
*[[SOUTHEAST|SOUTHEAST]]&lt;br /&gt;
*[[SOUTHWEST|SOUTHWEST]]&lt;br /&gt;
*[[SPEAK|SPEAK]]&lt;br /&gt;
*[[SPELLS|SPELLS]]&lt;br /&gt;
*[[SPLIT|SPLIT]]&lt;br /&gt;
*[[STAND|STAND]]&lt;br /&gt;
*[[STAT|STAT]]&lt;br /&gt;
*[[STUCK|STUCK]]&lt;br /&gt;
*[[SUBSCRIBE|SUBSCRIBE]]&lt;br /&gt;
*[[SWITCH|SWITCH]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
*[[TEACH|TEACH]]&lt;br /&gt;
*[[TELL|TELL]]&lt;br /&gt;
*[[THROW|THROW]]&lt;br /&gt;
*[[TIME|TIME]]&lt;br /&gt;
*[[TITLE|TITLE]]&lt;br /&gt;
*[[TOP|TOP]]&lt;br /&gt;
*[[TOPICS|TOPICS]]&lt;br /&gt;
*[[TRAIN|TRAIN]]&lt;br /&gt;
*[[TYPE|TYPE]]&lt;br /&gt;
*[[TYPO|TYPO]]&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
*[[UNDRESS|UNDRESS]]&lt;br /&gt;
*[[UNLOAD|UNLOAD]]&lt;br /&gt;
*[[UNLOCK|UNLOCK]]&lt;br /&gt;
*[[UP|UP]]&lt;br /&gt;
==V==&lt;br /&gt;
*[[VALUE|VALUE]]&lt;br /&gt;
*[[VASSALS|VASSALS]]&lt;br /&gt;
*[[VERSION|VERSION]]&lt;br /&gt;
*[[VIEW|VIEW]]&lt;br /&gt;
*[[VISIBLE|VISIBLE]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[WAKE|WAKE]]&lt;br /&gt;
*[[WEALTH|WEALTH]]&lt;br /&gt;
*[[WEAR|WEAR]]&lt;br /&gt;
*[[WEATHER|WEATHER]]&lt;br /&gt;
*[[WEST|WEST]]&lt;br /&gt;
*[[WHERE|WHERE]]&lt;br /&gt;
*[[WHISPER|WHISPER]]&lt;br /&gt;
*[[WHO|WHO]]&lt;br /&gt;
*[[WHOIS|WHOIS]]&lt;br /&gt;
*[[WIELD|WIELD]]&lt;br /&gt;
*[[WILLQUALIFY|WILLQUALIFY]]&lt;br /&gt;
*[[WIMPY|WIMPY]]&lt;br /&gt;
*[[WITHDRAW|WITHDRAW]]&lt;br /&gt;
*[[WIZLIST|WIZLIST]]&lt;br /&gt;
*[[WORTH|WORTH]]&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
*[[YELL|YELL]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=YELL&amp;diff=21531</id>
		<title>YELL</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=YELL&amp;diff=21531"/>
		<updated>2026-05-12T14:47:34Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCommandsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{CommandTemplate|Name=YELL|Usage=YELL (&amp;quot;MOB NAME&amp;quot;/&amp;quot;DIRECTION&amp;quot;) &amp;quot;MESSAGE&amp;quot;|Examples=yell HELLO ALL!&lt;br /&gt;
yell bob YOU ARE BOB!!!!&lt;br /&gt;
&lt;br /&gt;
yell east COME BACK!!|Shorts=&lt;br /&gt;
|Description=Causes your character to yell at one or more characters or mobs in the same room as yourself.  You may specify the mob to yell at, a direction to yell in, or just yell outloud.  Yelling also broadcasts to surrounding rooms in some cases.}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Speaking in [[SAY]], [[SHOUT]], [[YELL]], or [[WHISPER]] is subject to whatever current [[Languages(Abilities)|Language]] you are using (see help on [[SPEAK]]).&lt;br /&gt;
[[Category:Commands(Communication)]]&lt;br /&gt;
[[Category:Commands(RolePlay)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=WHISPER&amp;diff=21530</id>
		<title>WHISPER</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=WHISPER&amp;diff=21530"/>
		<updated>2026-05-12T14:47:26Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCommandsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{CommandTemplate|Name=WHISPER|Usage=WHISPER (&amp;quot;MOB NAME&amp;quot;) &amp;quot;MESSAGE&amp;quot;|Examples=whisper &amp;quot;Be careful!&amp;quot;|Shorts=&lt;br /&gt;
|Description=Causes your character to whisper to one or more characters or mobs riding the same horse, cart, boat, or at the same table as yourself.  You may specify the mob to whisper to, or just whisper in general to the table.}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Speaking in [[SAY]], [[SHOUT]], [[YELL]], or [[WHISPER]] is subject to whatever current [[Languages(Abilities)|Language]] you are using (see help on [[SPEAK]]).&lt;br /&gt;
[[Category:Commands(Communication)]]&lt;br /&gt;
[[Category:Commands(RolePlay)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=SAY&amp;diff=21529</id>
		<title>SAY</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=SAY&amp;diff=21529"/>
		<updated>2026-05-12T14:47:23Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCommandsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{CommandTemplate|Name=SAY|Usage=SAY (&amp;quot;MOB NAME&amp;quot;) &amp;quot;MESSAGE&amp;quot;|Examples=say Hello all!|Shorts=&lt;br /&gt;
&#039;|Description=Causes your character to speak to one or more characters or mobs in the same room as yourself.  You may specify the mob to speak to, or just speak in general.}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Speaking in [[SAY]], [[SHOUT]], [[YELL]], or [[WHISPER]] is subject to whatever current [[Languages(Abilities)|Language]] you are using (see help on [[SPEAK]]).&lt;br /&gt;
*In instance area, you can use this command from the first room of the instance to reset it with the command SAY INSTANCE RESET.&lt;br /&gt;
[[Category:Commands(Communication)]]&lt;br /&gt;
[[Category:Commands(RolePlay)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=SHOUT&amp;diff=21528</id>
		<title>SHOUT</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=SHOUT&amp;diff=21528"/>
		<updated>2026-05-12T14:46:12Z</updated>

		<summary type="html">&lt;p&gt;Loki: Created page with &amp;quot;{{CoffeeMUDWikiTOC}} {{CoffeeMUDCommandsTOC}} __NOTOC__ {{CommandTemplate|Name=SHOUT|Usage=SHOUT (&amp;quot;MOB NAME&amp;quot;/&amp;quot;DIRECTION&amp;quot;) &amp;quot;MESSAGE&amp;quot;|Examples=shout HELLO ALL! shoutat bob YOU ARE BOB!!!! shout east COME BACK!!|Shorts= |Description=Causes your character to yell at one or more characters or mobs in the same room as yourself.  You may specify the mob to shout at, a direction to shout in, or just shout it out loud!  Shouting also broadcasts to surrounding rooms in some cases....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCommandsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{CommandTemplate|Name=SHOUT|Usage=SHOUT (&amp;quot;MOB NAME&amp;quot;/&amp;quot;DIRECTION&amp;quot;) &amp;quot;MESSAGE&amp;quot;|Examples=shout HELLO ALL!&lt;br /&gt;
shoutat bob YOU ARE BOB!!!!&lt;br /&gt;
shout east COME BACK!!|Shorts=&lt;br /&gt;
|Description=Causes your character to yell at one or more characters or mobs in the same room as yourself.  You may specify the mob to shout at, a direction to shout in, or just shout it out loud!  Shouting also broadcasts to surrounding rooms in some cases.  SHOUTAT or SHOUTTO can also be used to make clear that the first argument is a mob name.}}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Speaking in [[SAY]], [[SHOUT]], [[YELL]], or [[WHISPER]] is subject to whatever current [[Languages(Abilities)|Language]] you are using (see help on [[SPEAK]]).&lt;br /&gt;
[[Category:Commands(Communication)]]&lt;br /&gt;
[[Category:Commands(RolePlay)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=CommandList(CoffeeMUD)&amp;diff=21527</id>
		<title>CommandList(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=CommandList(CoffeeMUD)&amp;diff=21527"/>
		<updated>2026-05-12T14:43:25Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCommandsTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Commands are the instructions provided by the player to the MUD to carry out certain actions.  CoffeeMUD prides itself on attempting to use native English for command structure, so when in doubt, try typing your command as a complete sentence.  If you want to get a coin off of a body, [[GET]] COIN FROM BODY or GET A COIN FROM THE BODY should both work.  If your command structure isn&#039;t working well for you, feel free to send a [[TYPO]] to the CoffeeMUD team for consideration in improving the command structure.&lt;br /&gt;
&lt;br /&gt;
This page lists all available commands for players.  Builders have a broader set of [[CommandList(Builder)|commands]] which can be found in the building section of the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
==Special==&lt;br /&gt;
*[[,|,]]&lt;br /&gt;
*[[SAY|&#039;]]&lt;br /&gt;
*[[!|!]]&lt;br /&gt;
*[[Skill_Recall|/]]&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
*[[ABILITIES|ABILITIES]]&lt;br /&gt;
*[[ACCOUNT|ACCOUNT]]&lt;br /&gt;
*[[ACHIEVEMENTS|ACHIEVEMENTS]]&lt;br /&gt;
*[[ACTIVATE|ACTIVATE]]&lt;br /&gt;
*[[AFFECTS|AFFECTS]]&lt;br /&gt;
*[[AFK|AFK]]&lt;br /&gt;
*[[ALIAS|ALIAS]]&lt;br /&gt;
*[[ANSI|ANSI]]&lt;br /&gt;
*[[AREAS|AREAS]]&lt;br /&gt;
*[[ASSIST|ASSIST]]&lt;br /&gt;
*[[AUCTION|AUCTION]]&lt;br /&gt;
*[[AUTOAFFECTS|AUTOAFFECTS]]&lt;br /&gt;
*[[AUTOASSIST|AUTOASSIST]]&lt;br /&gt;
*[[AUTODRAW|AUTODRAW]]&lt;br /&gt;
*[[AUTOEXITS|AUTOEXITS]]&lt;br /&gt;
*[[AUTOFORWARD|AUTOFORWARD]]&lt;br /&gt;
*[[AUTOGOLD|AUTOGOLD]]&lt;br /&gt;
*[[AUTOGUARD|AUTOGUARD]]&lt;br /&gt;
*[[AUTOIMPROVEMENT|AUTOIMPROVEMENT]]&lt;br /&gt;
*[[AUTOINVOKE|AUTOINVOKE]]&lt;br /&gt;
*[[AUTOLOOT|AUTOLOOT]]&lt;br /&gt;
*[[AUTOMELEE|AUTOMELEE]]&lt;br /&gt;
*[[AUTONOTIFY|AUTONOTIFY]]&lt;br /&gt;
*[[AUTORUN|AUTORUN]]&lt;br /&gt;
*[[AUTOWEATHER|AUTOWEATHER]]&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
*[[BID|BID]]&lt;br /&gt;
*[[BOARD|BOARD]]&lt;br /&gt;
*[[BORROW|BORROW]]&lt;br /&gt;
*[[BRIEF|BRIEF]]&lt;br /&gt;
*[[BUG|BUG]]&lt;br /&gt;
*[[BUY|BUY]]&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
*[[CAST|CAST]]&lt;br /&gt;
*[[CHANNELS|CHANNELS]]&lt;br /&gt;
*[[CHANT|CHANT]]&lt;br /&gt;
*[[CHANTS|CHANTS]]&lt;br /&gt;
*[[CHANWHO|CHANWHO]]&lt;br /&gt;
*[[CLANACCEPT|CLANACCEPT]]&lt;br /&gt;
*[[CLANAPPLY|CLANAPPLY]]&lt;br /&gt;
*[[CLANASSIGN|CLANASSIGN]]&lt;br /&gt;
*[[CLANCREATE|CLANCREATE]]&lt;br /&gt;
*[[CLANDECLARE|CLANDECLARE]]&lt;br /&gt;
*[[CLANDETAILS|CLANDETAILS]]&lt;br /&gt;
*[[CLANDONATESET|CLANDONATESET]]&lt;br /&gt;
*[[CLANDUES|CLANDUES]]&lt;br /&gt;
*[[CLANEXILE|CLANEXILE]]&lt;br /&gt;
*[[CLANHOMESET|CLANHOMESET]]&lt;br /&gt;
*[[CLANKILLS|CLANKILLS]]&lt;br /&gt;
*[[CLANLIST|CLANLIST]]&lt;br /&gt;
*[[CLANMORGUESET|CLANMORGUESET]]&lt;br /&gt;
*[[CLANMOTD|CLANMOTD]]&lt;br /&gt;
*[[CLANPREMISE|CLANPREMISE]]&lt;br /&gt;
*[[CLANPVPKILLS|CLANPVPKILLS]]&lt;br /&gt;
*[[CLANQUAL|CLANQUAL]]&lt;br /&gt;
*[[CLANREJECT|CLANREJECT]]&lt;br /&gt;
*[[CLANRESIGN|CLANRESIGN]]&lt;br /&gt;
*[[CLANTAX|CLANTAX]]&lt;br /&gt;
*[[CLANVOTE|CLANVOTE]]&lt;br /&gt;
*[[CLANWHO|CLANWHO]]&lt;br /&gt;
*[[CLOSE|CLOSE]]&lt;br /&gt;
*[[COLORSET|COLORSET]]&lt;br /&gt;
*[[COMMANDS|COMMANDS]]&lt;br /&gt;
*[[COMPARE|COMPARE]]&lt;br /&gt;
*[[COMPRESS|COMPRESS]]&lt;br /&gt;
*[[CONFIG|CONFIG]]&lt;br /&gt;
*[[CONSIDER|CONSIDER]]&lt;br /&gt;
*[[CRAWL|CRAWL]]&lt;br /&gt;
*[[CREDITS|CREDITS]]&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
*[[DANCE_Command|DANCE]]&lt;br /&gt;
*[[DEACTIVATE|DEACTIVATE]]&lt;br /&gt;
*[[DEITIES|DEITIES]]&lt;br /&gt;
*[[DEPOSIT|DEPOSIT]]&lt;br /&gt;
*[[DESCRIPTION|DESCRIPTION]]&lt;br /&gt;
*[[DESTROY|DESTROY]]&lt;br /&gt;
*[[DIG|DIG]]&lt;br /&gt;
*[[DISMOUNT|DISMOUNT]]&lt;br /&gt;
*[[DISPLAY|DISPLAY]]&lt;br /&gt;
*[[DOWN|DOWN]]&lt;br /&gt;
*[[DRAW|DRAW]]&lt;br /&gt;
*[[DRESS|DRESS]]&lt;br /&gt;
*[[DRINK|DRINK]]&lt;br /&gt;
*[[DROP|DROP]]&lt;br /&gt;
*[[DUEL|DUEL]]&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
*[[EAST|EAST]]&lt;br /&gt;
*[[EAT|EAT]]&lt;br /&gt;
*[[EMAIL|EMAIL]]&lt;br /&gt;
*[[EMOTE|EMOTE]]&lt;br /&gt;
*[[EMPTY|EMPTY]]&lt;br /&gt;
*[[ENTER|ENTER]]&lt;br /&gt;
*[[EQUIPMENT|EQUIPMENT]]&lt;br /&gt;
*[[EXAMINE|EXAMINE]]&lt;br /&gt;
*[[EXITS|EXITS]]&lt;br /&gt;
*[[EXPERIENCE|EXPERIENCE]]&lt;br /&gt;
*[[EXPERTISES|EXPERTISES]]&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
*[[FACTIONS|FACTIONS]]&lt;br /&gt;
*[[FEED|FEED]]&lt;br /&gt;
*[[FILL|FILL]]&lt;br /&gt;
*[[FIRE|FIRE]]&lt;br /&gt;
*[[FLEE|FLEE]]&lt;br /&gt;
*[[FOLLOW|FOLLOW]]&lt;br /&gt;
*[[FORMATION|FORMATION]]&lt;br /&gt;
*[[FRIENDS|FRIENDS]]&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
*[[GAIN|GAIN]]&lt;br /&gt;
*[[GAIT|GAIT]]&lt;br /&gt;
*[[GCONSIDER|GCONSIDER]]&lt;br /&gt;
*[[GET|GET]]&lt;br /&gt;
*[[GIVE|GIVE]]&lt;br /&gt;
*[[GO|GO]]&lt;br /&gt;
*[[GOSSIP|GOSSIP]]&lt;br /&gt;
*[[GROUP|GROUP]]&lt;br /&gt;
*[[GTELL|GTELL]]&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
*[[HELP|HELP]]&lt;br /&gt;
*[[HELPLIST|HELPLIST]]&lt;br /&gt;
*[[HIRE|HIRE]]&lt;br /&gt;
*[[HOLD|HOLD]]&lt;br /&gt;
==I==&lt;br /&gt;
*[[I3|I3]]&lt;br /&gt;
*[[IDEA|IDEA]]&lt;br /&gt;
*[[IGNORE|IGNORE]]&lt;br /&gt;
*[[INVENTORY|INVENTORY]]&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
&lt;br /&gt;
==K==&lt;br /&gt;
*[[KILL|KILL]]&lt;br /&gt;
*[[KNOCK|KNOCK]]&lt;br /&gt;
==L==&lt;br /&gt;
*[[LANGUAGES|LANGUAGES]]&lt;br /&gt;
*[[LEARN|LEARN]]&lt;br /&gt;
*[[LEAVE|LEAVE]]&lt;br /&gt;
*[[LINEWRAP|LINEWRAP]]&lt;br /&gt;
*[[LIST|LIST]]&lt;br /&gt;
*[[LOAD|LOAD]]&lt;br /&gt;
*[[LOCK|LOCK]]&lt;br /&gt;
*[[LOGOFF|LOGOFF]]&lt;br /&gt;
*[[EXAMINE|LONGLOOK]]&lt;br /&gt;
*[[LOOK|LOOK]]&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
*[[MOOD|MOOD]]&lt;br /&gt;
*[[MOTD|MOTD]]&lt;br /&gt;
*[[MOUNT|MOUNT]]&lt;br /&gt;
*[[MXP|MXP]]&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
*[[NOANSI|NOANSI]]&lt;br /&gt;
*[[NOBATTLESPAM|NOBATTLESPAM]]&lt;br /&gt;
*[[NOFOLLOW|NOFOLLOW]]&lt;br /&gt;
*[[NOMXP|NOMXP]]&lt;br /&gt;
*[[NORTH|NORTH]]&lt;br /&gt;
*[[NORTHEAST|NORTHEAST]]&lt;br /&gt;
*[[NORTHWEST|NORTHWEST]]&lt;br /&gt;
*[[NOSELL|NOSELL]]&lt;br /&gt;
*[[NOSOUNDS|NOSOUNDS]]&lt;br /&gt;
*[[NOTEACH|NOTEACH]]&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
*[[OPEN|OPEN]]&lt;br /&gt;
*[[ORDER|ORDER]]&lt;br /&gt;
*[[OUTFIT|OUTFIT]]&lt;br /&gt;
==P==&lt;br /&gt;
*[[PACKAGE|PACKAGE]]&lt;br /&gt;
*[[PAGEBREAK|PAGEBREAK]]&lt;br /&gt;
*[[PASSWORD|PASSWORD]]&lt;br /&gt;
*[[PLAY|PLAY]]&lt;br /&gt;
*[[PLAYERKILL|PLAYERKILL]]&lt;br /&gt;
*[[POLL|POLL]]&lt;br /&gt;
*[[POOF|POOF]]&lt;br /&gt;
*[[POSE|POSE]]&lt;br /&gt;
*[[POUR|POUR]]&lt;br /&gt;
*[[PRACTICE|PRACTICE]]&lt;br /&gt;
*[[PRAY|PRAY]]&lt;br /&gt;
*[[PRAYERS|PRAYERS]]&lt;br /&gt;
*[[PROMPT|PROMPT]]&lt;br /&gt;
*[[PULL|PULL]]&lt;br /&gt;
*[[PUSH|PUSH]]&lt;br /&gt;
*[[PUT|PUT]]&lt;br /&gt;
*[[PUT OUT|PUT OUT]]&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
*[[QUALIFY|QUALIFY]]&lt;br /&gt;
*[[QUESTS|QUESTS]]&lt;br /&gt;
*[[QUIET|QUIET]]&lt;br /&gt;
*[[QUIT|QUIT]]&lt;br /&gt;
==R==&lt;br /&gt;
*[[READ|READ]]&lt;br /&gt;
*[[REBUKE|REBUKE]]&lt;br /&gt;
*[[REMORT|REMORT]]&lt;br /&gt;
*[[REMOVE|REMOVE]]&lt;br /&gt;
*[[REPLAY|REPLAY]]&lt;br /&gt;
*[[REPLY|REPLY]]&lt;br /&gt;
*[[REPORT|REPORT]]&lt;br /&gt;
*[[RETIRE|RETIRE]]&lt;br /&gt;
*[[RULES|RULES]]&lt;br /&gt;
*[[RUN|RUN]]&lt;br /&gt;
==S==&lt;br /&gt;
*[[SAY|SAY]]&lt;br /&gt;
*[[SAYTO|SAYTO]]&lt;br /&gt;
*[[SCORE|SCORE]]&lt;br /&gt;
*[[SELL|SELL]]&lt;br /&gt;
*[[SERVE|SERVE]]&lt;br /&gt;
*[[SHEATH|SHEATH]]&lt;br /&gt;
*[[SHOUT|SHOUT]]&lt;br /&gt;
*[[SING|SING]]&lt;br /&gt;
*[[SIT|SIT]]&lt;br /&gt;
*[[SKILLS|SKILLS]]&lt;br /&gt;
*[[SLEEP|SLEEP]]&lt;br /&gt;
*[[SNIFF|SNIFF]]&lt;br /&gt;
*[[SOCIALS|SOCIALS]]&lt;br /&gt;
*[[SONGS|SONGS]]&lt;br /&gt;
*[[SOUNDS|SOUNDS]]&lt;br /&gt;
*[[SOUTH|SOUTH]]&lt;br /&gt;
*[[SOUTHEAST|SOUTHEAST]]&lt;br /&gt;
*[[SOUTHWEST|SOUTHWEST]]&lt;br /&gt;
*[[SPEAK|SPEAK]]&lt;br /&gt;
*[[SPELLS|SPELLS]]&lt;br /&gt;
*[[SPLIT|SPLIT]]&lt;br /&gt;
*[[STAND|STAND]]&lt;br /&gt;
*[[STAT|STAT]]&lt;br /&gt;
*[[STUCK|STUCK]]&lt;br /&gt;
*[[SUBSCRIBE|SUBSCRIBE]]&lt;br /&gt;
*[[SWITCH|SWITCH]]&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
*[[TEACH|TEACH]]&lt;br /&gt;
*[[TELL|TELL]]&lt;br /&gt;
*[[THROW|THROW]]&lt;br /&gt;
*[[TIME|TIME]]&lt;br /&gt;
*[[TITLE|TITLE]]&lt;br /&gt;
*[[TOP|TOP]]&lt;br /&gt;
*[[TOPICS|TOPICS]]&lt;br /&gt;
*[[TRAIN|TRAIN]]&lt;br /&gt;
*[[TYPE|TYPE]]&lt;br /&gt;
*[[TYPO|TYPO]]&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
*[[UNDRESS|UNDRESS]]&lt;br /&gt;
*[[UNLOAD|UNLOAD]]&lt;br /&gt;
*[[UNLOCK|UNLOCK]]&lt;br /&gt;
*[[UP|UP]]&lt;br /&gt;
==V==&lt;br /&gt;
*[[VALUE|VALUE]]&lt;br /&gt;
*[[VASSALS|VASSALS]]&lt;br /&gt;
*[[VERSION|VERSION]]&lt;br /&gt;
*[[VIEW|VIEW]]&lt;br /&gt;
*[[VISIBLE|VISIBLE]]&lt;br /&gt;
==W==&lt;br /&gt;
*[[WAKE|WAKE]]&lt;br /&gt;
*[[WEALTH|WEALTH]]&lt;br /&gt;
*[[WEAR|WEAR]]&lt;br /&gt;
*[[WEATHER|WEATHER]]&lt;br /&gt;
*[[WEST|WEST]]&lt;br /&gt;
*[[WHERE|WHERE]]&lt;br /&gt;
*[[WHISPER|WHISPER]]&lt;br /&gt;
*[[WHO|WHO]]&lt;br /&gt;
*[[WHOIS|WHOIS]]&lt;br /&gt;
*[[WIELD|WIELD]]&lt;br /&gt;
*[[WILLQUALIFY|WILLQUALIFY]]&lt;br /&gt;
*[[WIMPY|WIMPY]]&lt;br /&gt;
*[[WITHDRAW|WITHDRAW]]&lt;br /&gt;
*[[WIZLIST|WIZLIST]]&lt;br /&gt;
*[[WORTH|WORTH]]&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
*[[YELL|YELL]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Thief_Runecasting&amp;diff=21526</id>
		<title>Thief Runecasting</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Thief_Runecasting&amp;diff=21526"/>
		<updated>2026-05-12T14:36:52Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTTHIEF|Runecasting}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Rune cubes can be custom crafted with the [[ScrimShaw|Scrimshawing]] skill.&lt;br /&gt;
*Mistress Ephany in [[Midgaard]] sells rune cubes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Extended Divining)]]&lt;br /&gt;
[[Category:Expertise(Power Divining)]]&lt;br /&gt;
[[Category:Expertise(Reduced Divining)]]&lt;br /&gt;
[[Category:Expertise(Ranged Divining)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Thief_Runecasting&amp;diff=21525</id>
		<title>Thief Runecasting</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Thief_Runecasting&amp;diff=21525"/>
		<updated>2026-05-12T14:16:22Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTTHIEF|Runecasting}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Rune cubes can be custom crafted with the [[ScrimShaw|Scrimshawing]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Extended Divining)]]&lt;br /&gt;
[[Category:Expertise(Power Divining)]]&lt;br /&gt;
[[Category:Expertise(Reduced Divining)]]&lt;br /&gt;
[[Category:Expertise(Ranged Divining)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Thief_Runecasting&amp;diff=21524</id>
		<title>Thief Runecasting</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Thief_Runecasting&amp;diff=21524"/>
		<updated>2026-05-12T14:14:36Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTTHIEF|Runecasting}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Rune cubes can be custom crafted with the scrimshaw skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Extended Divining)]]&lt;br /&gt;
[[Category:Expertise(Power Divining)]]&lt;br /&gt;
[[Category:Expertise(Reduced Divining)]]&lt;br /&gt;
[[Category:Expertise(Ranged Divining)]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Skill_IdentifyPoison&amp;diff=21523</id>
		<title>Skill IdentifyPoison</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Skill_IdentifyPoison&amp;diff=21523"/>
		<updated>2026-05-12T13:13:36Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTSKILLS|Identify Poison}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*With the implementation of expanded poisons in the [[Apothecary]] skill, the more powerful versions of basic poisons only display the basic poison name. For example, Deadly Toxin is a stronger version of XXX poison, and will display as XXX poison when identified.&lt;br /&gt;
&lt;br /&gt;
[[Category:Expertise(Poisoning)]]&lt;br /&gt;
[[Category:Poison]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Group(Hirelings)&amp;diff=21522</id>
		<title>Group(Hirelings)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Group(Hirelings)&amp;diff=21522"/>
		<updated>2026-01-08T06:46:22Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Available Hirelings by Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDGroupTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Hirelings are a special type of follower which the leader pays for their services.  Once the total time of paid services expires, the hireling will make their way back home.&lt;br /&gt;
&lt;br /&gt;
=Hiring=&lt;br /&gt;
When you enter the room with a hireling, they may announce their availability for work.  If you wish to hire them, simply provide them with an amount of money equal to their rate.  Providing more money at any time will extend their length of service.  Once hired, they become a follower, and obey the normal rules of following, including being subjected to the ORDER command.&lt;br /&gt;
*SAYTO (hireling name) REPORT SKILLS will cause the potential hireling to report out any abilities they have.  You may do prior to hiring them.&lt;br /&gt;
*Asking hirelings about the time remaining in their hire period during normal conversation via SAY, SAYTO, WHISPER, or YELL should result in the hireling telling you how much time you have for them to work.&lt;br /&gt;
&lt;br /&gt;
==Available Hirelings by Level==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Hireling Name&lt;br /&gt;
! Room&lt;br /&gt;
! Area&lt;br /&gt;
! Notable skills&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Touks&lt;br /&gt;
| Living Wages&lt;br /&gt;
| [[Nidenjord]]&lt;br /&gt;
| Butchering, Carpentry, Masonry, Mining&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Yoggie&lt;br /&gt;
| Living Wages&lt;br /&gt;
| [[Nidenjord]]&lt;br /&gt;
| Armorsmithing, Blacksmithing, Lacquerring, Weaponsmithing, Mining&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Sitch&lt;br /&gt;
| Living Wages&lt;br /&gt;
| [[Nidenjord]]&lt;br /&gt;
| Chopping, Gemdigging, Dyeing, Embroidering, Leatherworking, Tailoring &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Group(Pets)&amp;diff=21521</id>
		<title>Group(Pets)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Group(Pets)&amp;diff=21521"/>
		<updated>2026-01-08T06:39:50Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Available Pets by Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDGroupTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Pets are followers bought at a store and remain with you until dismissed.  They may be non-intelligent pets, like cats and dogs, or they may actually be highly intelligent (a dragon or a human).&lt;br /&gt;
&lt;br /&gt;
=Buying a Pet=&lt;br /&gt;
Pets can be purchased through special shopkeepers throughout the world who sell them.  Pets that are higher level than you will not show up on the shopkeeper&#039;s list until you reach that level.&lt;br /&gt;
&lt;br /&gt;
==Available Pets by Level==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Pet Name&lt;br /&gt;
! Shopkeeper&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| a puppy&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| the beagle&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| the rottweiler&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| a persian cat&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| the vulture&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| a grumpy witch&lt;br /&gt;
| Tuill&lt;br /&gt;
| [[Nidenjord]]&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| the eagle&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| a wayward wizard&lt;br /&gt;
| Tuill&lt;br /&gt;
| [[Nidenjord]]&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| the tiger&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| the lion&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Naming a Pet=&lt;br /&gt;
There are certain class abilities that allow the naming of pets or followers:&lt;br /&gt;
*[[Domesticating]]&lt;br /&gt;
*[[Chant_BestowName|Bestow Name]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Thief_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=21520</id>
		<title>Thief Remort Achievements (AccountCoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Thief_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=21520"/>
		<updated>2025-12-30T14:46:34Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Thief Remort Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OCMAchievementTOC}}&lt;br /&gt;
&lt;br /&gt;
=Thief Remort Achievements= &lt;br /&gt;
&lt;br /&gt;
When a character of level 61 or higher uses the REMORT command, they gain an achievement based on the classes and levels in those classes that they have at the instance before REMORTing. Remort achievements are numbered to display how many times a character must remort at or above the level requirement to gain that achievement (and the associated benefits). All Remort benefits are cumulative, so a level 90 character with 60 levels of thief and 30 levels of arcanist would gain a thief 30 remort achievement, a thief 60 remort achievement and an arcanist 30 remort achievement. Remorting a subsequent time in the same class would increment the &amp;quot;Past Life&amp;quot; number, so a player will receive the benefits of &amp;quot;Past Life II&amp;quot; on the next REMORT after receiving the Past Life I achievement from a particular class.  The bonuses from each of those achievements are also cumulative, so if two achievements each offer a Damage +1 bonus, then all subsequent characters on the account would gain Damage +2. Skills and Expertises are granted for free at the level indicated in the &amp;quot;Rcv Lvl&amp;quot; column.  Skills gained this way begin with a 0% starting proficiency. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; border=1px&lt;br /&gt;
|-&lt;br /&gt;
!  width=&amp;quot;125&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Achievement&lt;br /&gt;
!  width=&amp;quot;50&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Min Remort Lvl&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Arcanist&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Assassin&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Burglar&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Gypsy&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Pirate&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Reliquist&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Thief&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Trapper&lt;br /&gt;
!  width=&amp;quot;25&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Rcv Lvl&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life I&lt;br /&gt;
|  30&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life II&lt;br /&gt;
|  30&lt;br /&gt;
|  Quality Crafting I&lt;br /&gt;
|  Anatomy I&lt;br /&gt;
|  Street Lore I&lt;br /&gt;
|  [[Ranged_Traveling(Expertise)|Ranged Traveling I]]&lt;br /&gt;
|  Fitness I&lt;br /&gt;
|  Flailed Striking I&lt;br /&gt;
|  Stealth I&lt;br /&gt;
|  Trap Disabling I&lt;br /&gt;
|  3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life III&lt;br /&gt;
|  30&lt;br /&gt;
|  Spellcraft&lt;br /&gt;
|  Dagger Specialization&lt;br /&gt;
|  [[Thief_Swipe|Swipe]]&lt;br /&gt;
|  [[Fighter_StaffThrust|Staff Thrust]]&lt;br /&gt;
|  Superstition&lt;br /&gt;
|  [[Prayer_ProtectItem|Protect Item]]&lt;br /&gt;
|  Hide&lt;br /&gt;
|  Trophy Count&lt;br /&gt;
|  5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life IV&lt;br /&gt;
|  30&lt;br /&gt;
|  Wise Crafting I&lt;br /&gt;
|  Fluidity I&lt;br /&gt;
|  Criminal I&lt;br /&gt;
|  [[Blunt_Piercing(Expertise)|Blunt Piercing I]]&lt;br /&gt;
|  Calligraphy I&lt;br /&gt;
|  Hammer Bashing I&lt;br /&gt;
|  Cautious I&lt;br /&gt;
|  Trapping I&lt;br /&gt;
|  7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life V&lt;br /&gt;
|  30&lt;br /&gt;
|  Recharge Wand&lt;br /&gt;
|  Backstab&lt;br /&gt;
|  Tag Turf&lt;br /&gt;
|  [[Thief_PalmReading|Palm Reading]]&lt;br /&gt;
|  Fence Loot&lt;br /&gt;
|  [[Thief_Whiplash|Whiplash]]&lt;br /&gt;
|  Sneak&lt;br /&gt;
|  Trap&lt;br /&gt;
|  9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life VI&lt;br /&gt;
|  30&lt;br /&gt;
|  Wise Crafting II&lt;br /&gt;
|  Dirty Fighting I&lt;br /&gt;
|  Theft Mastery I&lt;br /&gt;
|  [[Power_Traveling(Expertise)|Power Travelling I]]&lt;br /&gt;
|  Influencing I&lt;br /&gt;
|  Counterbalance Crafting I&lt;br /&gt;
|  Shadow I&lt;br /&gt;
|  Fatiguing I&lt;br /&gt;
|  11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life I&lt;br /&gt;
|  60&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  Damage +1&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life II&lt;br /&gt;
|  60&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  Dexterity +1&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life I&lt;br /&gt;
|  90&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  5% Resist Traps&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life II&lt;br /&gt;
|  90&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  Maximum Dexterity +1&lt;br /&gt;
|  1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=MerGnoll&amp;diff=21519</id>
		<title>MerGnoll</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=MerGnoll&amp;diff=21519"/>
		<updated>2025-11-25T15:42:58Z</updated>

		<summary type="html">&lt;p&gt;Loki: Created page with &amp;quot;==MerGnoll== {{RaceTemplate|Name=MerGnoll|Description=MerGnolls are a mixture of Merfolk and Gnolls. At a glance they&amp;#039;d resemble Gnolls more, sporting the visage, fur, claws and legs of a hyena. Their Merfolk features however are in no way hidden, with their gills and strong finned tail, they hunt prey just as well on land as they do in water.|Statadj=strength+1, intelligence-1, dexterity+1, wisdom-2, save vs fire-15, save vs cold+7, save vs water+17, save vs mind-5, sav...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==MerGnoll==&lt;br /&gt;
{{RaceTemplate|Name=MerGnoll|Description=MerGnolls are a mixture of Merfolk and Gnolls. At a glance they&#039;d resemble Gnolls more, sporting the visage, fur, claws and legs of a hyena. Their Merfolk features however are in no way hidden, with their gills and strong finned tail, they hunt prey just as well on land as they do in water.|Statadj=strength+1, intelligence-1, dexterity+1, wisdom-2, save vs fire-15, save vs cold+7, save vs water+17, save vs mind-5, save vs electricity-7, save vs poison+5, save vs disease+10, max strength adj.+1, max intelligence adj.-1, max dexterity adj.+1, max wisdom adj.-2|RacialAbilities=[[Skill_Autoswim|AutoSwim]] [[Skill_DevourCorpse|Devour Corpse]] [[Skill_Swim|Swim]]|CulturalAbilities=|RacialEffects=|BonusAbilities=infravision|BonusLanguages=[[Aquan|Aquan]] [[Orcish|Orcish]] |Immunities=Scurvy, Lycanthropy, Sea Sickness|LifeExpectancy=139 years|Startingequipment=a delicate scaley green shirt, a knitted weapon belt|WearLocs= head neck torso arms left wrist right wrist left finger right finger feet held wield hands floating nearby waist legs eyes ears body mouth back|ExpMod=0%|Qualifyingclasses=}}&lt;br /&gt;
&lt;br /&gt;
==Character Information==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;60%&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;| Start Area&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| [[Tzbrakas Training Academy]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;| Player Ambassador&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Rarrgurr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;| Racial Cities&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| [[Atlantis]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21518</id>
		<title>PlayerRoles(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21518"/>
		<updated>2025-11-25T15:42:50Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Racial Ambassador */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiBuilderTOC}}&lt;br /&gt;
&lt;br /&gt;
Encouraging player interaction with the world helps with world-building and distribution of work. These roles are provided to players with exceptional interest in the specific field. Note, an inactive member in a role will not be replaced until all roles are filled with active members. &lt;br /&gt;
*Each player may only have one of each roles, but an individual character may only have one role assigned to them (some characters may have been grandfathered into multiple roles).&lt;br /&gt;
&lt;br /&gt;
==City Councilmember==&lt;br /&gt;
A city councilmember is a player who takes an active role in the prosperity of their specific city and civil-suburbs (housing areas, city sub-zones, etc). As a City Councilmember, the player may make recommendations (VIA the TYPO command) for city improvements (new shops and services, new roads for further development, new housing zones), law changes (including tax rates, eliminating laws or changing severity of sentencing), declaring holidays and other modifications to improve the city&#039;s prosperity. &lt;br /&gt;
*Councilmembers must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
*Councilmembers must be of the city&#039;s predominant race, if identified in the table below.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Each city councilmember will receive a title for their service. &lt;br /&gt;
*Former councilmembers (councilmembers replaced due to inactivity) will not lose their role upon return, potentially resulting in multiple councilmembers for a single location.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! City&lt;br /&gt;
! Race(s)&lt;br /&gt;
! Zone&lt;br /&gt;
! Councilmember&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran City|Aarakocran City]]&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Thalosia]]&lt;br /&gt;
| Flyte&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Alramus|Alramus]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
| Loki&lt;br /&gt;
| Shopkeepers are prejudiced against non-humans, charging higher rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atlantis|Atlantis]]&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Calinth|Calinth]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Calinthia|Calinthia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elvenhame|Elvenhame]]&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| [[Ven&#039;rasyl|Ven&#039;rasyl]]&lt;br /&gt;
| Hernadon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Freeport]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Dark Continent|Dark Continent]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thera|Thera]]&lt;br /&gt;
| Zac&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[New Thalos|New Thalos]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thalosia|Thalosia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nidenjord|Nidenjord]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ofcol|Ofcol]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ofcollia|Ofcollia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthindar|Orthindar]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Tyrithel|Tyrithel]]&lt;br /&gt;
| Uurdin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Urgan`ali Dorica|Urgan`ali Dorica]]&lt;br /&gt;
| [[Drow]]&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Racial Ambassador==&lt;br /&gt;
Racial ambassadors should strive to be paragons of that race identifying opportunities within the world for increased lore, interaction and incorporation. As an ambassador, recommendations for increased presence in certain areas (which improve opportunities for bardic befriend, amongst other things), recommended description updates, possible race-specific recipes or abilities are considered by the Archons for incorporation into the world.&lt;br /&gt;
*The Racial Ambassador must be the same race.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Racial Ambassadors must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Start Area&lt;br /&gt;
! Ambassador&lt;br /&gt;
! Racial Capitol(s)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
| Flyte&lt;br /&gt;
| [[Aarakocran City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastkin|Beastkin]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Centaur|Centaur]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Drow|Drow]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| [[Urgan`ali Dorica]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Duergar|Duergar]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf|Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
| &lt;br /&gt;
| [[Elvenhame]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Githyanki|Githyanki]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| None &lt;br /&gt;
| Githyanki are few and far between since fleeing their ancestral home, although some can be found in [[Orthindar]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnoll|Gnoll]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pawmist City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome|Gnome]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin|Goblin]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Half Elf|Half Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling|Halfling]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Human|Human]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
| [[Alramus]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard Man|Lizard Man]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk|Merfolk]]&lt;br /&gt;
*[[MerGnoll|MerGnoll]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
*[[Tzbrakas Training Academy]]&lt;br /&gt;
| (unassigned)&lt;br /&gt;
*Rarrgurr&lt;br /&gt;
| [[Atlantis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[MindFlayer|MindFlayer]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre|Ogre]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc|Orc]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Pixie|Pixie]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Svirfneblin|Svirfneblin]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiefling|Tiefling]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Guildmasters==&lt;br /&gt;
Class guildmasters are masters of their class. They will advise on class updates, lack of access to certain features (like a Trapper may request more traps in a particular questing area, due to the high presence of kobolds), and be provided early information on upcoming classes within their baseclass (so if a new thief class is coming, all Thief guildmasters (assassin, trapper, etc) will be informed of it and provided early access).&lt;br /&gt;
*Class Guildmasters should have 90 levels in their chosen class.&lt;br /&gt;
**Remorting or losing levels out of your chosen class will result in eventual expulsion from your role as class guildmaster.&lt;br /&gt;
**Will receive the prefix title &amp;quot;Guildmaster of [Classname]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Baseclass&lt;br /&gt;
! Class&lt;br /&gt;
! Player Guildmaster&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Charlatan(Bard)|Charlatan]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Dancer(Bard)|Dancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Jester(Bard)|Jester]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Minstrel(Bard)|Minstrel]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Doomsayer(Cleric)|Doomsayer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Healer(Cleric)|Healer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Missionary(Cleric)|Missionary]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Necromancer(Cleric)|Necromancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Oracle(Cleric)|Oracle]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Purist(Cleric)|Purist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Shaman(Cleric)|Shaman]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Templar(Cleric)|Templar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| &lt;br /&gt;
| The Apprentice Guildmaster only needs to be level 1 (but can never be higher than level 1, either). Apprentice for life! You may want to remort before applying for this role, to prevent auto-purge.&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Artisan(Commoner)|Artisan]]&lt;br /&gt;
| Kylaya&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Gaoler(Commoner)|Gaoler]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Sailor(Commoner)|Sailor]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Scholar(Commoner)|Scholar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Beastmaster(Druid)|Beastmaster]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Delver(Druid)|Delver]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Gaian(Druid)|Gaian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Mer(Druid)|Mer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[SkyWatcher(Druid)|Sky Watcher]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Barbarian(Fighter)|Barbarian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Cavalier(Fighter)|Cavalier]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Monk(Fighter)|Monk]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Paladin(Fighter)|Paladin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Ranger(Fighter)|Ranger]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Abjurer(Mage)|Abjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Alterer(Mage)|Alterer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Conjurer(Mage)|Conjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Diviner(Mage)|Diviner]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Enchanter(Mage)|Enchanter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Evoker(Mage)|Evoker]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Illusionist(Mage)|Illusionist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Transmuter(Mage)|Transmuter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Arcanist(Thief)|Arcanist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Assassin(Thief)|Assassin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Burglar(Thief)|Burglar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Gypsy(Thief)|Gypsy]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Pirate(Thief)|Pirate]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Reliquist(Thief)|Reliquist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Trapper(Thief)|Trapper]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21517</id>
		<title>PlayerRoles(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21517"/>
		<updated>2025-11-25T15:40:18Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Racial Ambassador */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiBuilderTOC}}&lt;br /&gt;
&lt;br /&gt;
Encouraging player interaction with the world helps with world-building and distribution of work. These roles are provided to players with exceptional interest in the specific field. Note, an inactive member in a role will not be replaced until all roles are filled with active members. &lt;br /&gt;
*Each player may only have one of each roles, but an individual character may only have one role assigned to them (some characters may have been grandfathered into multiple roles).&lt;br /&gt;
&lt;br /&gt;
==City Councilmember==&lt;br /&gt;
A city councilmember is a player who takes an active role in the prosperity of their specific city and civil-suburbs (housing areas, city sub-zones, etc). As a City Councilmember, the player may make recommendations (VIA the TYPO command) for city improvements (new shops and services, new roads for further development, new housing zones), law changes (including tax rates, eliminating laws or changing severity of sentencing), declaring holidays and other modifications to improve the city&#039;s prosperity. &lt;br /&gt;
*Councilmembers must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
*Councilmembers must be of the city&#039;s predominant race, if identified in the table below.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Each city councilmember will receive a title for their service. &lt;br /&gt;
*Former councilmembers (councilmembers replaced due to inactivity) will not lose their role upon return, potentially resulting in multiple councilmembers for a single location.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! City&lt;br /&gt;
! Race(s)&lt;br /&gt;
! Zone&lt;br /&gt;
! Councilmember&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran City|Aarakocran City]]&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Thalosia]]&lt;br /&gt;
| Flyte&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Alramus|Alramus]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
| Loki&lt;br /&gt;
| Shopkeepers are prejudiced against non-humans, charging higher rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atlantis|Atlantis]]&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Calinth|Calinth]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Calinthia|Calinthia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elvenhame|Elvenhame]]&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| [[Ven&#039;rasyl|Ven&#039;rasyl]]&lt;br /&gt;
| Hernadon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Freeport]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Dark Continent|Dark Continent]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thera|Thera]]&lt;br /&gt;
| Zac&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[New Thalos|New Thalos]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thalosia|Thalosia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nidenjord|Nidenjord]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ofcol|Ofcol]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ofcollia|Ofcollia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthindar|Orthindar]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Tyrithel|Tyrithel]]&lt;br /&gt;
| Uurdin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Urgan`ali Dorica|Urgan`ali Dorica]]&lt;br /&gt;
| [[Drow]]&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Racial Ambassador==&lt;br /&gt;
Racial ambassadors should strive to be paragons of that race identifying opportunities within the world for increased lore, interaction and incorporation. As an ambassador, recommendations for increased presence in certain areas (which improve opportunities for bardic befriend, amongst other things), recommended description updates, possible race-specific recipes or abilities are considered by the Archons for incorporation into the world.&lt;br /&gt;
*The Racial Ambassador must be the same race.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Racial Ambassadors must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Start Area&lt;br /&gt;
! Ambassador&lt;br /&gt;
! Racial Capitol(s)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
| Flyte&lt;br /&gt;
| [[Aarakocran City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastkin|Beastkin]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Centaur|Centaur]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Drow|Drow]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| [[Urgan`ali Dorica]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Duergar|Duergar]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf|Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
| &lt;br /&gt;
| [[Elvenhame]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Githyanki|Githyanki]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| None &lt;br /&gt;
| Githyanki are few and far between since fleeing their ancestral home, although some can be found in [[Orthindar]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnoll|Gnoll]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pawmist City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome|Gnome]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin|Goblin]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Half Elf|Half Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling|Halfling]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Human|Human]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
| [[Alramus]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard Man|Lizard Man]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk|Merfolk]]&lt;br /&gt;
*[[MerGnoll|MerGnoll]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
*[[Tzbrakas Training Academy]]&lt;br /&gt;
| (unassigned)&lt;br /&gt;
*Rarrgurr&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[MindFlayer|MindFlayer]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre|Ogre]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc|Orc]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Pixie|Pixie]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Svirfneblin|Svirfneblin]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiefling|Tiefling]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Guildmasters==&lt;br /&gt;
Class guildmasters are masters of their class. They will advise on class updates, lack of access to certain features (like a Trapper may request more traps in a particular questing area, due to the high presence of kobolds), and be provided early information on upcoming classes within their baseclass (so if a new thief class is coming, all Thief guildmasters (assassin, trapper, etc) will be informed of it and provided early access).&lt;br /&gt;
*Class Guildmasters should have 90 levels in their chosen class.&lt;br /&gt;
**Remorting or losing levels out of your chosen class will result in eventual expulsion from your role as class guildmaster.&lt;br /&gt;
**Will receive the prefix title &amp;quot;Guildmaster of [Classname]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Baseclass&lt;br /&gt;
! Class&lt;br /&gt;
! Player Guildmaster&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Charlatan(Bard)|Charlatan]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Dancer(Bard)|Dancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Jester(Bard)|Jester]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Minstrel(Bard)|Minstrel]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Doomsayer(Cleric)|Doomsayer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Healer(Cleric)|Healer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Missionary(Cleric)|Missionary]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Necromancer(Cleric)|Necromancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Oracle(Cleric)|Oracle]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Purist(Cleric)|Purist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Shaman(Cleric)|Shaman]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Templar(Cleric)|Templar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| &lt;br /&gt;
| The Apprentice Guildmaster only needs to be level 1 (but can never be higher than level 1, either). Apprentice for life! You may want to remort before applying for this role, to prevent auto-purge.&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Artisan(Commoner)|Artisan]]&lt;br /&gt;
| Kylaya&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Gaoler(Commoner)|Gaoler]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Sailor(Commoner)|Sailor]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Scholar(Commoner)|Scholar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Beastmaster(Druid)|Beastmaster]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Delver(Druid)|Delver]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Gaian(Druid)|Gaian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Mer(Druid)|Mer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[SkyWatcher(Druid)|Sky Watcher]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Barbarian(Fighter)|Barbarian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Cavalier(Fighter)|Cavalier]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Monk(Fighter)|Monk]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Paladin(Fighter)|Paladin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Ranger(Fighter)|Ranger]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Abjurer(Mage)|Abjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Alterer(Mage)|Alterer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Conjurer(Mage)|Conjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Diviner(Mage)|Diviner]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Enchanter(Mage)|Enchanter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Evoker(Mage)|Evoker]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Illusionist(Mage)|Illusionist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Transmuter(Mage)|Transmuter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Arcanist(Thief)|Arcanist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Assassin(Thief)|Assassin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Burglar(Thief)|Burglar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Gypsy(Thief)|Gypsy]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Pirate(Thief)|Pirate]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Reliquist(Thief)|Reliquist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Trapper(Thief)|Trapper]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Group(Pets)&amp;diff=21516</id>
		<title>Group(Pets)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Group(Pets)&amp;diff=21516"/>
		<updated>2025-11-18T16:34:18Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Available Pets by Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDGroupTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Pets are followers bought at a store and remain with you until dismissed.  They may be non-intelligent pets, like cats and dogs, or they may actually be highly intelligent (a dragon or a human).&lt;br /&gt;
&lt;br /&gt;
=Buying a Pet=&lt;br /&gt;
Pets can be purchased through special shopkeepers throughout the world who sell them.  Pets that are higher level than you will not show up on the shopkeeper&#039;s list until you reach that level.&lt;br /&gt;
&lt;br /&gt;
==Available Pets by Level==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Pet Name&lt;br /&gt;
! Shopkeeper&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| a puppy&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| the beagle&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| the rottweiler&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| a persian cat&lt;br /&gt;
| a pet shop boy&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| the vulture&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| the eagle&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| the tiger&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| the lion&lt;br /&gt;
| Nabil&lt;br /&gt;
| [[New Thalos]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Naming a Pet=&lt;br /&gt;
There are certain class abilities that allow the naming of pets or followers:&lt;br /&gt;
*[[Domesticating]]&lt;br /&gt;
*[[Chant_BestowName|Bestow Name]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=New_Thalos&amp;diff=21515</id>
		<title>New Thalos</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=New_Thalos&amp;diff=21515"/>
		<updated>2025-11-18T16:22:22Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaTemplate|Name=New Thalos|Description=New Thalos is the Jewel of the East, the capitol of the Thalosian empire.|Author=Conner|Rooms=225|Population=183|Currency=Gold coins (default)|LevelRange=1-110|MedianLevel=10|AvgAlign=somewhat good|MedAlignment=pure neutral|ECONOMY=New Thalos uses the standard Gold Coin currency.|LANGUAGES=The common tongue is used in New Thalos.|RECOMMENDED=Recommended for level 15 or higher characters.}} &lt;br /&gt;
&lt;br /&gt;
=Useful Items=&lt;br /&gt;
&lt;br /&gt;
=Quests=&lt;br /&gt;
&lt;br /&gt;
===Pub Dweller Quests===&lt;br /&gt;
These are random quests to specific areas available from various mobs who hang out in Pubs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Target Quest Area&lt;br /&gt;
! Approximate Level&lt;br /&gt;
|-&lt;br /&gt;
| Brother John&lt;br /&gt;
| The Dancing Demon Inn&lt;br /&gt;
| [[Sands of Sorrow|Sands of Sorrow]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Kelser&lt;br /&gt;
| Smuggler&#039;s Inn&lt;br /&gt;
| [[The Amazon Jungle|The Amazon Jungle]]&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Commissary Quests (Random Crafting and Gathering Questgivers)===&lt;br /&gt;
These questgivers will provide a quest periodically to supply them with certain products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Approximate Level&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Haramid&lt;br /&gt;
| New Thalos Commissary&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Connected Areas=&lt;br /&gt;
&lt;br /&gt;
=Shops=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Shopkeeper Name&lt;br /&gt;
! Room&lt;br /&gt;
! Sample Inventory&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Services&lt;br /&gt;
| Mukreek&lt;br /&gt;
| A quiet alcove&lt;br /&gt;
| Convert (to Lorti), Bless, Cure Disease, Remove Curse, Heal, Restoration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Services&lt;br /&gt;
| The Receptionist&lt;br /&gt;
| The Reception Area&lt;br /&gt;
| Enrollment into [[Tzbrakas Training Academy]], A [[Skill_Recall|Recall]] Changing Pill, Restring Token, Color Restring Token, Clan Embellishment Token&lt;br /&gt;
| For enrollment into Tzbrakas Training Academy, simply [[GIVE]] the receptionist 1000 gold coins. The other items are acquired with the [[BUY]] command and require [[:Category:QuestPoints|quest points]].&lt;br /&gt;
|-&lt;br /&gt;
| Food&lt;br /&gt;
| Cassandra&lt;br /&gt;
| Cassandra&#039;s Catch of the Day&lt;br /&gt;
| Sells fish&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Transportation&lt;br /&gt;
| the dockmaster&lt;br /&gt;
| Boat Ramp&lt;br /&gt;
| Sells a boat and river map&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Afsheen&lt;br /&gt;
| The Weaver&#039;s Guild&lt;br /&gt;
| Sells cloth bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Vikas&lt;br /&gt;
| The Craftsman&#039;s Guild&lt;br /&gt;
| Sells wood and stone bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Vera&lt;br /&gt;
| Vera&#039;s Veggies&lt;br /&gt;
| Sells vegetable bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Butch&lt;br /&gt;
| The Butchery&lt;br /&gt;
| Sells meat bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Ahkeem&lt;br /&gt;
| Ahkeem&#039;s Stuff&lt;br /&gt;
| Sells cloth items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Elvira&lt;br /&gt;
| The Witch&#039;s Brew&lt;br /&gt;
| Sells potions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Braheem&lt;br /&gt;
| Braheem&#039;s Magic Shop&lt;br /&gt;
| Sells magic items (mostly wands and scrolls)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the shopkeeper&lt;br /&gt;
| The General Store&lt;br /&gt;
| Sells common items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Food&lt;br /&gt;
| the baker&lt;br /&gt;
| The Bread Stand&lt;br /&gt;
| Sells food&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Igor the weaponsmith&lt;br /&gt;
| Igor&#039;s Implements of Destruction&lt;br /&gt;
| Sells weapons&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Abdul the armorer&lt;br /&gt;
| Abdul&#039;s Armor&lt;br /&gt;
| Sells metal armor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Stitch, the leather due&lt;br /&gt;
| Ye old Leather Shoppe&lt;br /&gt;
| Sells leather armor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Food&lt;br /&gt;
| Patch the bartender&lt;br /&gt;
| Smuggler&#039;s Inn&lt;br /&gt;
| Sells drinks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the captain&lt;br /&gt;
| The Olde Shipwright Curio Shop&lt;br /&gt;
| Sells various items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources/Goods&lt;br /&gt;
| the blacksmith&lt;br /&gt;
| The Forge&lt;br /&gt;
| Sells metal ores and horse equipment&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the fletcher&lt;br /&gt;
| The Bowyers&lt;br /&gt;
| Sells ranged weapons and ammunition&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Sanjay&lt;br /&gt;
| The Tanner&#039;s Guild&lt;br /&gt;
| Sells leather bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the shipbuilder&lt;br /&gt;
| The Shipbuilders Guild&lt;br /&gt;
| Sells sailing ships&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Nabil&lt;br /&gt;
| Nabil&#039;s Exotic Animals&lt;br /&gt;
| Sells pets &lt;br /&gt;
| lvl 2 Vulture, lvl 12 Eagle, lvl 15 Lion, lvl 20 Tiger&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trainers=&lt;br /&gt;
&lt;br /&gt;
==Guildmasters==&lt;br /&gt;
Most guildmasters in New Thalos are human.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Guildmaster&lt;br /&gt;
! Room&lt;br /&gt;
! Max Level per Class&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fighter&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| Tournament and Practice Yard&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some fighter class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Bard&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Dancing Daemon Inn&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cleric&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| Cleric&#039;s Sanctum&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some cleric class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Thief&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Secret Yard&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mage&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Mage`s Laboratory&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some mage class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Druid&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Southern Shore&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:(Region)Thalosia]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=New_Thalos&amp;diff=21514</id>
		<title>New Thalos</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=New_Thalos&amp;diff=21514"/>
		<updated>2025-11-18T16:21:50Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaTemplate|Name=New Thalos|Description=New Thalos is the Jewel of the East, the capitol of the Thalosian empire.|Author=Conner|Rooms=225|Population=183|Currency=Gold coins (default)|LevelRange=1-110|MedianLevel=10|AvgAlign=somewhat good|MedAlignment=pure neutral|ECONOMY=New Thalos uses the standard Gold Coin currency.|LANGUAGES=The common tongue is used in New Thalos.|RECOMMENDED=Recommended for level 15 or higher characters.}} &lt;br /&gt;
&lt;br /&gt;
=Useful Items=&lt;br /&gt;
&lt;br /&gt;
=Quests=&lt;br /&gt;
&lt;br /&gt;
===Pub Dweller Quests===&lt;br /&gt;
These are random quests to specific areas available from various mobs who hang out in Pubs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Target Quest Area&lt;br /&gt;
! Approximate Level&lt;br /&gt;
|-&lt;br /&gt;
| Brother John&lt;br /&gt;
| The Dancing Demon Inn&lt;br /&gt;
| [[Sands of Sorrow|Sands of Sorrow]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Kelser&lt;br /&gt;
| Smuggler&#039;s Inn&lt;br /&gt;
| [[The Amazon Jungle|The Amazon Jungle]]&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Commissary Quests (Random Crafting and Gathering Questgivers)===&lt;br /&gt;
These questgivers will provide a quest periodically to supply them with certain products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Approximate Level&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Haramid&lt;br /&gt;
| New Thalos Commissary&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Connected Areas=&lt;br /&gt;
&lt;br /&gt;
=Shops=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Shopkeeper Name&lt;br /&gt;
! Room&lt;br /&gt;
! Sample Inventory&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Services&lt;br /&gt;
| Mukreek&lt;br /&gt;
| A quiet alcove&lt;br /&gt;
| Convert (to Lorti), Bless, Cure Disease, Remove Curse, Heal, Restoration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Services&lt;br /&gt;
| The Receptionist&lt;br /&gt;
| The Reception Area&lt;br /&gt;
| Enrollment into [[Tzbrakas Training Academy]], A [[Skill_Recall|Recall]] Changing Pill, Restring Token, Color Restring Token, Clan Embellishment Token&lt;br /&gt;
| For enrollment into Tzbrakas Training Academy, simply [[GIVE]] the receptionist 1000 gold coins. The other items are acquired with the [[BUY]] command and require [[:Category:QuestPoints|quest points]].&lt;br /&gt;
|-&lt;br /&gt;
| Food&lt;br /&gt;
| Cassandra&lt;br /&gt;
| Cassandra&#039;s Catch of the Day&lt;br /&gt;
| Sells fish&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Transportation&lt;br /&gt;
| the dockmaster&lt;br /&gt;
| Boat Ramp&lt;br /&gt;
| Sells a boat and river map&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Afsheen&lt;br /&gt;
| The Weaver&#039;s Guild&lt;br /&gt;
| Sells cloth bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Vikas&lt;br /&gt;
| The Craftsman&#039;s Guild&lt;br /&gt;
| Sells wood and stone bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Vera&lt;br /&gt;
| Vera&#039;s Veggies&lt;br /&gt;
| Sells vegetable bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Butch&lt;br /&gt;
| The Butchery&lt;br /&gt;
| Sells meat bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Ahkeem&lt;br /&gt;
| Ahkeem&#039;s Stuff&lt;br /&gt;
| Sells cloth items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Elvira&lt;br /&gt;
| The Witch&#039;s Brew&lt;br /&gt;
| Sells potions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Braheem&lt;br /&gt;
| Braheem&#039;s Magic Shop&lt;br /&gt;
| Sells magic items (mostly wands and scrolls)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the shopkeeper&lt;br /&gt;
| The General Store&lt;br /&gt;
| Sells common items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Food&lt;br /&gt;
| the baker&lt;br /&gt;
| The Bread Stand&lt;br /&gt;
| Sells food&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Igor the weaponsmith&lt;br /&gt;
| Igor&#039;s Implements of Destruction&lt;br /&gt;
| Sells weapons&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Abdul the armorer&lt;br /&gt;
| Abdul&#039;s Armor&lt;br /&gt;
| Sells metal armor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Stitch, the leather due&lt;br /&gt;
| Ye old Leather Shoppe&lt;br /&gt;
| Sells leather armor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Food&lt;br /&gt;
| Patch the bartender&lt;br /&gt;
| Smuggler&#039;s Inn&lt;br /&gt;
| Sells drinks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the captain&lt;br /&gt;
| The Olde Shipwright Curio Shop&lt;br /&gt;
| Sells various items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources/Goods&lt;br /&gt;
| the blacksmith&lt;br /&gt;
| The Forge&lt;br /&gt;
| Sells metal ores and horse equipment&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the fletcher&lt;br /&gt;
| The Bowyers&lt;br /&gt;
| Sells ranged weapons and ammunition&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Sanjay&lt;br /&gt;
| The Tanner&#039;s Guild&lt;br /&gt;
| Sells leather bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the shipbuilder&lt;br /&gt;
| The Shipbuilders Guild&lt;br /&gt;
| Sells sailing ships&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Nabil&lt;br /&gt;
| Nabil&#039;s Exotic Animals&lt;br /&gt;
| Sells pets (lvl 2 Vulture, lvl 12 Eagle, lvl 15 Lion, lvl 20 Tiger)&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trainers=&lt;br /&gt;
&lt;br /&gt;
==Guildmasters==&lt;br /&gt;
Most guildmasters in New Thalos are human.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Guildmaster&lt;br /&gt;
! Room&lt;br /&gt;
! Max Level per Class&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fighter&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| Tournament and Practice Yard&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some fighter class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Bard&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Dancing Daemon Inn&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cleric&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| Cleric&#039;s Sanctum&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some cleric class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Thief&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Secret Yard&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mage&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Mage`s Laboratory&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some mage class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Druid&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Southern Shore&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:(Region)Thalosia]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=New_Thalos&amp;diff=21513</id>
		<title>New Thalos</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=New_Thalos&amp;diff=21513"/>
		<updated>2025-11-18T15:40:19Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AreaTemplate|Name=New Thalos|Description=New Thalos is the Jewel of the East, the capitol of the Thalosian empire.|Author=Conner|Rooms=225|Population=183|Currency=Gold coins (default)|LevelRange=1-110|MedianLevel=10|AvgAlign=somewhat good|MedAlignment=pure neutral|ECONOMY=New Thalos uses the standard Gold Coin currency.|LANGUAGES=The common tongue is used in New Thalos.|RECOMMENDED=Recommended for level 15 or higher characters.}} &lt;br /&gt;
&lt;br /&gt;
=Useful Items=&lt;br /&gt;
&lt;br /&gt;
=Quests=&lt;br /&gt;
&lt;br /&gt;
===Pub Dweller Quests===&lt;br /&gt;
These are random quests to specific areas available from various mobs who hang out in Pubs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Target Quest Area&lt;br /&gt;
! Approximate Level&lt;br /&gt;
|-&lt;br /&gt;
| Brother John&lt;br /&gt;
| The Dancing Demon Inn&lt;br /&gt;
| [[Sands of Sorrow|Sands of Sorrow]]&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Kelser&lt;br /&gt;
| Smuggler&#039;s Inn&lt;br /&gt;
| [[The Amazon Jungle|The Amazon Jungle]]&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Commissary Quests (Random Crafting and Gathering Questgivers)===&lt;br /&gt;
These questgivers will provide a quest periodically to supply them with certain products.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
! Approximate Level&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Haramid&lt;br /&gt;
| New Thalos Commissary&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Connected Areas=&lt;br /&gt;
&lt;br /&gt;
=Shops=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Shopkeeper Name&lt;br /&gt;
! Room&lt;br /&gt;
! Sample Inventory&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Services&lt;br /&gt;
| Mukreek&lt;br /&gt;
| A quiet alcove&lt;br /&gt;
| Convert (to Lorti), Bless, Cure Disease, Remove Curse, Heal, Restoration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Services&lt;br /&gt;
| The Receptionist&lt;br /&gt;
| The Reception Area&lt;br /&gt;
| Enrollment into [[Tzbrakas Training Academy]], A [[Skill_Recall|Recall]] Changing Pill, Restring Token, Color Restring Token, Clan Embellishment Token&lt;br /&gt;
| For enrollment into Tzbrakas Training Academy, simply [[GIVE]] the receptionist 1000 gold coins. The other items are acquired with the [[BUY]] command and require [[:Category:QuestPoints|quest points]].&lt;br /&gt;
|-&lt;br /&gt;
| Food&lt;br /&gt;
| Cassandra&lt;br /&gt;
| Cassandra&#039;s Catch of the Day&lt;br /&gt;
| Sells fish&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Transportation&lt;br /&gt;
| the dockmaster&lt;br /&gt;
| Boat Ramp&lt;br /&gt;
| Sells a boat and river map&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Afsheen&lt;br /&gt;
| The Weaver&#039;s Guild&lt;br /&gt;
| Sells cloth bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Vikas&lt;br /&gt;
| The Craftsman&#039;s Guild&lt;br /&gt;
| Sells wood and stone bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Vera&lt;br /&gt;
| Vera&#039;s Veggies&lt;br /&gt;
| Sells vegetable bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Resources&lt;br /&gt;
| Butch&lt;br /&gt;
| The Butchery&lt;br /&gt;
| Sells meat bundles&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Ahkeem&lt;br /&gt;
| Ahkeem&#039;s Stuff&lt;br /&gt;
| Sells cloth items&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Elvira&lt;br /&gt;
| The Witch&#039;s Brew&lt;br /&gt;
| Sells potions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| Braheem&lt;br /&gt;
| Braheem&#039;s Magic Shop&lt;br /&gt;
| Sells magic items (mostly wands and scrolls)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goods&lt;br /&gt;
| the shopkeeper&lt;br /&gt;
| The General Store&lt;br /&gt;
| Sells common items&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trainers=&lt;br /&gt;
&lt;br /&gt;
==Guildmasters==&lt;br /&gt;
Most guildmasters in New Thalos are human.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Class&lt;br /&gt;
! Guildmaster&lt;br /&gt;
! Room&lt;br /&gt;
! Max Level per Class&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Fighter&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| Tournament and Practice Yard&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some fighter class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Bard&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Dancing Daemon Inn&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cleric&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| Cleric&#039;s Sanctum&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some cleric class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Thief&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Secret Yard&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mage&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Mage`s Laboratory&lt;br /&gt;
| 100&lt;br /&gt;
| Must already be some mage class to enter.&lt;br /&gt;
|-&lt;br /&gt;
| Druid&lt;br /&gt;
| the guildmaster&lt;br /&gt;
| The Southern Shore&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:(Region)Thalosia]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21512</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21512"/>
		<updated>2025-11-15T15:25:54Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Online Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Monk(Fighter)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Assassin(Thief)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Templar(Cleric)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plaques and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[Skill_Recall|RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in.) If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
**Conquering areas with your clan&lt;br /&gt;
**Earning clan experience, clan trophies and clan achievements to make your clan (and clan members) even more powerful.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
*Attaining the perfect travel companion or breeding partner (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you).&lt;br /&gt;
*Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear).&lt;br /&gt;
*Gaining knowledge of all the areas in the world for special items&lt;br /&gt;
**Areas give advantages for leveling different classes and races due to environment, layout, behaviors of mobs and other factors.&lt;br /&gt;
*Finding quests that give questpoints which exchange for useful equipment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
&lt;br /&gt;
Xanthia has created a [[https://coffeemud.fandom.com/wiki/Walkthrough_To_Level_91 Walthrough to Level 91]] with a fresh account (no previous player benefits other than knowing the game).&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21511</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21511"/>
		<updated>2025-11-15T15:25:43Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Online Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Monk(Fighter)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Assassin(Thief)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Templar(Cleric)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plaques and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[Skill_Recall|RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in.) If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
**Conquering areas with your clan&lt;br /&gt;
**Earning clan experience, clan trophies and clan achievements to make your clan (and clan members) even more powerful.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
*Attaining the perfect travel companion or breeding partner (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you).&lt;br /&gt;
*Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear).&lt;br /&gt;
*Gaining knowledge of all the areas in the world for special items&lt;br /&gt;
**Areas give advantages for leveling different classes and races due to environment, layout, behaviors of mobs and other factors.&lt;br /&gt;
*Finding quests that give questpoints which exchange for useful equipment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
Xanthia has created a [[https://coffeemud.fandom.com/wiki/Walkthrough_To_Level_91 Walthrough to Level 91]] with a fresh account (no previous player benefits other than knowing the game).&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21509</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21509"/>
		<updated>2025-11-13T22:22:58Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* How To Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Monk(Fighter)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Assassin(Thief)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Templar(Cleric)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plagues and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[Skill_Recall|RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in.) If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
**Conquering areas with your clan&lt;br /&gt;
**Earning clan experience, clan trophies and clan achievements to make your clan (and clan members) even more powerful.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
*Attaining the perfect travel companion or breeding partner (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you).&lt;br /&gt;
*Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear).&lt;br /&gt;
*Gaining knowledge of all the areas in the world for special items&lt;br /&gt;
**Areas give advantages for leveling different classes and races due to environment, layout, behaviors of mobs and other factors.&lt;br /&gt;
*Finding quests that give questpoints which exchange for useful equipment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21508</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21508"/>
		<updated>2025-11-13T22:21:13Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* How to Create the Ultimate Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Monk(Fighter)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Assassin(Thief)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Templar(Cleric)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plagues and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[Skill_Recall|RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in. If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
**Conquering areas with your clan&lt;br /&gt;
**Earning clan experience, clan trophies and clan achievements to make your clan (and clan members) even more powerful.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
*Attaining the perfect travel companion or breeding partner (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you).&lt;br /&gt;
*Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear).&lt;br /&gt;
*Gaining knowledge of all the areas in the world for special items&lt;br /&gt;
**Areas give advantages for leveling different classes and races due to environment, layout, behaviors of mobs and other factors.&lt;br /&gt;
*Finding quests that give questpoints which exchange for useful equipment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21507</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21507"/>
		<updated>2025-11-13T20:41:34Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* How to Create the Ultimate Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Monk(Fighter)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Assassin(Thief)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Templar(Cleric)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plagues and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[Skill_Recall|RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in. If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
**Conquering areas with your clan&lt;br /&gt;
**Earning clan experience, clan trophies and clan achievements to make your clan (and clan members) even more powerful.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
*Attaining the perfect travel companion (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you).&lt;br /&gt;
*Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21506</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21506"/>
		<updated>2025-11-13T20:33:42Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* How To Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Monk(Fighter)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Assassin(Thief)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Templar(Cleric)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plagues and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[Skill_Recall|RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in. If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21505</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21505"/>
		<updated>2025-11-13T20:32:02Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Playing this CoffeeMUD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Fighter(Monk)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Thief(Assassin)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Cleric(Templar)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plagues and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in. If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Mage_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=21504</id>
		<title>Mage Remort Achievements (AccountCoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Mage_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=21504"/>
		<updated>2025-11-12T03:59:00Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OCMAchievementTOC}}&lt;br /&gt;
&lt;br /&gt;
=Mage Remort Achievements= &lt;br /&gt;
When a character of level 61 or higher uses the REMORT command, they gain an achievement based on the classes and levels in those classes that they have at the instance before REMORTing. Remort achievements are numbered to display how many times a character must remort at or above the level requirement to gain that achievement (and the associated benefits). All Remort benefits are cumulative, so a level 90 character with 60 levels of mage and 30 levels of transmuter would gain a mage 30 remort achievement, a mage 60 remort achievement and a transmuter 30 remort achievement. Remorting a subsequent time in the same class would increment the &amp;quot;Past Life&amp;quot; number, so a player will receive the benefits of &amp;quot;Past Life II&amp;quot; on the next REMORT after receiving the Past Life I achievement  from a particular class.  The bonuses from each of those achievements are also cumulative, so if two achievements each offer a Mana +5 bonus, then all subsequent characters on the account would gain Mana +10. Skills and Expertises are granted for free at the level indicated in the &amp;quot;Rcv Lvl&amp;quot; column.  Skills gained this way begin with a 0% starting proficiency. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; border=1px&lt;br /&gt;
|-&lt;br /&gt;
!  width=&amp;quot;125&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Achievement&lt;br /&gt;
!  width=&amp;quot;50&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Min Remort Lvl&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Abjurer&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Alterer&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Conjurer&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Diviner&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Enchanter&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Evoker&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Illusionist&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Mage&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Transmuter&lt;br /&gt;
!  width=&amp;quot;25&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Rcv Lvl&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life I&lt;br /&gt;
|  30&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  Wand Use&lt;br /&gt;
|  Mana +5&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life II&lt;br /&gt;
|  30&lt;br /&gt;
|  [[Reduced_Abjuring(Expertise)|Reduced Abjuring I]]&lt;br /&gt;
|  [[Reduced_Altering(Expertise)|Reduced Alteration I]]&lt;br /&gt;
|  [[Reduced_Conjuring(Expertise)|Reduced Conjuration I]]&lt;br /&gt;
|  [[Reduced_Divining(Expertise)|Reduced Divination I]]&lt;br /&gt;
|  [[Reduced_Enchanting(Expertise)|Reduced Enchantment I]]&lt;br /&gt;
|  [[Reduced_In/Evoking(Expertise)|Reduced Invocation I]]&lt;br /&gt;
|  [[Reduced_Illusing(Expertise)|Reduced Illusing I]]&lt;br /&gt;
|  [[Arcane_Lore(Expertise)|Arcane Lore I]]&lt;br /&gt;
|  [[Reduced_Transmuting(Expertise)|Reduced Transmutation I]]&lt;br /&gt;
|  3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life III&lt;br /&gt;
|  30&lt;br /&gt;
|  [[Spell_RepairingAura|Repairing Aura]]&lt;br /&gt;
|  [[Spell_FeatherFall|Feather Fall]]&lt;br /&gt;
|  [[Spell_WatchfulHound|Watchful Hound]]&lt;br /&gt;
|  [[Spell_ReadMagic|Read Magic]]&lt;br /&gt;
|  [[Spell_Sleep|Sleep]]&lt;br /&gt;
|  [[Spell_DispelMagic|Dispel Magic]]&lt;br /&gt;
|  [[Spell_Invisibility|Invisibility]]&lt;br /&gt;
|  [[Spell_MagicMissile|Magic Missile]]&lt;br /&gt;
|  [[Spell_WaterBreathing|Water Breathing]]&lt;br /&gt;
|  5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life IV&lt;br /&gt;
|  30&lt;br /&gt;
|  [[Power_Abjuring(Expertise)|Power Abjuration I]]&lt;br /&gt;
|  [[Power_Altering(Expertise)|Power Alteration I]]&lt;br /&gt;
|  [[Power_Conjuring(Expertise)|Power Conjuration I]]&lt;br /&gt;
|  [[Power_Divining(Expertise)|Power Divination I]]&lt;br /&gt;
|  [[Power_Enchanting(Expertise)|Power Enchantment I]]&lt;br /&gt;
|  [[Power_In/Evoking(Expertise)|Power Invocation I]]&lt;br /&gt;
|  [[Power_Illusing(Expertise)|Power Illusing I]]&lt;br /&gt;
|  [[Arcane Lore(Expertise)|Arcane Lore II]]&lt;br /&gt;
|  [[Power_Transmuting(Expertise)|Power Transmutation I]]&lt;br /&gt;
|  7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life V&lt;br /&gt;
|  30&lt;br /&gt;
|  [[Spell_MinManaShield|Minor Mana Shield]]&lt;br /&gt;
|  [[Spell_ArcaneMark|Arcane Mark]]&lt;br /&gt;
|  [[Spell_FindFamiliar|Find Familiar]]&lt;br /&gt;
|  [[Spell_PryingEye|Prying Eye]]&lt;br /&gt;
|  [[Spell_MindLight|Mind Light]]&lt;br /&gt;
|  [[Spell_ForcefulHand|Forceful Hand]]&lt;br /&gt;
|  [[Spell_DisguiseSelf|Disguise Self]]&lt;br /&gt;
|  [[Spell_Haste|Haste]]&lt;br /&gt;
|  [[Spell_Youth|Youth]]&lt;br /&gt;
|  9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life VI&lt;br /&gt;
|  30&lt;br /&gt;
|  [[Extended Abjuring(Expertise)|Extended Abjuration I]]&lt;br /&gt;
|  [[Extended Altering(Expertise)|Extended Alteration I]]&lt;br /&gt;
|  [[Extended Conjuring(Expertise)|Extended Conjuration I]]&lt;br /&gt;
|  [[Extended Divining(Expertise)|Extended Divination I]]&lt;br /&gt;
|  [[Extended Enchanting(Expertise)|Extended Enchantment I]]&lt;br /&gt;
|  [[Extended In/Evoking(Expertise)|Extended Invocation I]]&lt;br /&gt;
|  [[Extended Illusing(Expertise)|Extended Illusing I]]&lt;br /&gt;
|  [[Arcane Lore(Expertise)|Arcane Lore III]]&lt;br /&gt;
|  [[Extended Transmuting(Expertise)|Extended Transmutation I]]&lt;br /&gt;
|  11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life I&lt;br /&gt;
|  60&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  Mana +15&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life II&lt;br /&gt;
|  60&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  [[Stats#Intelligence|Intelligence]]+1&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life I&lt;br /&gt;
|  90&lt;br /&gt;
|  10% Resist Paralysis&lt;br /&gt;
|  10% Resist Electricity&lt;br /&gt;
|  10% Resist Cold&lt;br /&gt;
|  10% Resist Water &lt;br /&gt;
|  10% Resist Mind&lt;br /&gt;
|  10% Resist Fire&lt;br /&gt;
|  10% Resist Gas &lt;br /&gt;
|  5% Resist Magic&lt;br /&gt;
|  10% Resist Acid&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life II&lt;br /&gt;
|  90&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  Maximum Intelligence+1&lt;br /&gt;
|  1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21503</id>
		<title>PlayerRoles(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21503"/>
		<updated>2025-11-09T03:54:57Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Racial Ambassador */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiBuilderTOC}}&lt;br /&gt;
&lt;br /&gt;
Encouraging player interaction with the world helps with world-building and distribution of work. These roles are provided to players with exceptional interest in the specific field. Note, an inactive member in a role will not be replaced until all roles are filled with active members. &lt;br /&gt;
*Each player may only have one of each roles, but an individual character may only have one role assigned to them (some characters may have been grandfathered into multiple roles).&lt;br /&gt;
&lt;br /&gt;
==City Councilmember==&lt;br /&gt;
A city councilmember is a player who takes an active role in the prosperity of their specific city and civil-suburbs (housing areas, city sub-zones, etc). As a City Councilmember, the player may make recommendations (VIA the TYPO command) for city improvements (new shops and services, new roads for further development, new housing zones), law changes (including tax rates, eliminating laws or changing severity of sentencing), declaring holidays and other modifications to improve the city&#039;s prosperity. &lt;br /&gt;
*Councilmembers must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
*Councilmembers must be of the city&#039;s predominant race, if identified in the table below.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Each city councilmember will receive a title for their service. &lt;br /&gt;
*Former councilmembers (councilmembers replaced due to inactivity) will not lose their role upon return, potentially resulting in multiple councilmembers for a single location.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! City&lt;br /&gt;
! Race(s)&lt;br /&gt;
! Zone&lt;br /&gt;
! Councilmember&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran City|Aarakocran City]]&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Thalosia]]&lt;br /&gt;
| Flyte&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Alramus|Alramus]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
| Loki&lt;br /&gt;
| Shopkeepers are prejudiced against non-humans, charging higher rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atlantis|Atlantis]]&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Calinth|Calinth]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Calinthia|Calinthia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elvenhame|Elvenhame]]&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| [[Ven&#039;rasyl|Ven&#039;rasyl]]&lt;br /&gt;
| Hernadon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Freeport]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Dark Continent|Dark Continent]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thera|Thera]]&lt;br /&gt;
| Zac&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[New Thalos|New Thalos]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thalosia|Thalosia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nidenjord|Nidenjord]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ofcol|Ofcol]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ofcollia|Ofcollia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthindar|Orthindar]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Tyrithel|Tyrithel]]&lt;br /&gt;
| Uurdin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Urgan`ali Dorica|Urgan`ali Dorica]]&lt;br /&gt;
| [[Drow]]&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Racial Ambassador==&lt;br /&gt;
Racial ambassadors should strive to be paragons of that race identifying opportunities within the world for increased lore, interaction and incorporation. As an ambassador, recommendations for increased presence in certain areas (which improve opportunities for bardic befriend, amongst other things), recommended description updates, possible race-specific recipes or abilities are considered by the Archons for incorporation into the world.&lt;br /&gt;
*The Racial Ambassador must be the same race.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Racial Ambassadors must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Start Area&lt;br /&gt;
! Ambassador&lt;br /&gt;
! Racial Capitol(s)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
| Flyte&lt;br /&gt;
| [[Aarakocran City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastkin|Beastkin]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Centaur|Centaur]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Drow|Drow]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| [[Urgan`ali Dorica]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Duergar|Duergar]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf|Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
| &lt;br /&gt;
| [[Elvenhame]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Githyanki|Githyanki]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| None &lt;br /&gt;
| Githyanki are few and far between since fleeing their ancestral home, although some can be found in [[Orthindar]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnoll|Gnoll]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pawmist City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome|Gnome]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin|Goblin]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Half Elf|Half Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling|Halfling]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Human|Human]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
| [[Alramus]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard Man|Lizard Man]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk|Merfolk]]&lt;br /&gt;
*MerGnoll&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
*[[Tzbrakas Training Academy]]&lt;br /&gt;
| (unassigned)&lt;br /&gt;
*Rarrgurr&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[MindFlayer|MindFlayer]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre|Ogre]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc|Orc]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Pixie|Pixie]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Svirfneblin|Svirfneblin]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiefling|Tiefling]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Guildmasters==&lt;br /&gt;
Class guildmasters are masters of their class. They will advise on class updates, lack of access to certain features (like a Trapper may request more traps in a particular questing area, due to the high presence of kobolds), and be provided early information on upcoming classes within their baseclass (so if a new thief class is coming, all Thief guildmasters (assassin, trapper, etc) will be informed of it and provided early access).&lt;br /&gt;
*Class Guildmasters should have 90 levels in their chosen class.&lt;br /&gt;
**Remorting or losing levels out of your chosen class will result in eventual expulsion from your role as class guildmaster.&lt;br /&gt;
**Will receive the prefix title &amp;quot;Guildmaster of [Classname]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Baseclass&lt;br /&gt;
! Class&lt;br /&gt;
! Player Guildmaster&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Charlatan(Bard)|Charlatan]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Dancer(Bard)|Dancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Jester(Bard)|Jester]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Minstrel(Bard)|Minstrel]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Doomsayer(Cleric)|Doomsayer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Healer(Cleric)|Healer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Missionary(Cleric)|Missionary]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Necromancer(Cleric)|Necromancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Oracle(Cleric)|Oracle]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Purist(Cleric)|Purist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Shaman(Cleric)|Shaman]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Templar(Cleric)|Templar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| &lt;br /&gt;
| The Apprentice Guildmaster only needs to be level 1 (but can never be higher than level 1, either). Apprentice for life! You may want to remort before applying for this role, to prevent auto-purge.&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Artisan(Commoner)|Artisan]]&lt;br /&gt;
| Kylaya&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Gaoler(Commoner)|Gaoler]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Sailor(Commoner)|Sailor]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Scholar(Commoner)|Scholar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Beastmaster(Druid)|Beastmaster]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Delver(Druid)|Delver]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Gaian(Druid)|Gaian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Mer(Druid)|Mer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[SkyWatcher(Druid)|Sky Watcher]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Barbarian(Fighter)|Barbarian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Cavalier(Fighter)|Cavalier]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Monk(Fighter)|Monk]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Paladin(Fighter)|Paladin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Ranger(Fighter)|Ranger]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Abjurer(Mage)|Abjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Alterer(Mage)|Alterer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Conjurer(Mage)|Conjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Diviner(Mage)|Diviner]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Enchanter(Mage)|Enchanter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Evoker(Mage)|Evoker]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Illusionist(Mage)|Illusionist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Transmuter(Mage)|Transmuter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Arcanist(Thief)|Arcanist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Assassin(Thief)|Assassin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Burglar(Thief)|Burglar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Gypsy(Thief)|Gypsy]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Pirate(Thief)|Pirate]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Reliquist(Thief)|Reliquist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Trapper(Thief)|Trapper]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21502</id>
		<title>PlayerRoles(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=PlayerRoles(CoffeeMUD)&amp;diff=21502"/>
		<updated>2025-11-09T03:25:20Z</updated>

		<summary type="html">&lt;p&gt;Loki: /* Racial Ambassador */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiBuilderTOC}}&lt;br /&gt;
&lt;br /&gt;
Encouraging player interaction with the world helps with world-building and distribution of work. These roles are provided to players with exceptional interest in the specific field. Note, an inactive member in a role will not be replaced until all roles are filled with active members. &lt;br /&gt;
*Each player may only have one of each roles, but an individual character may only have one role assigned to them (some characters may have been grandfathered into multiple roles).&lt;br /&gt;
&lt;br /&gt;
==City Councilmember==&lt;br /&gt;
A city councilmember is a player who takes an active role in the prosperity of their specific city and civil-suburbs (housing areas, city sub-zones, etc). As a City Councilmember, the player may make recommendations (VIA the TYPO command) for city improvements (new shops and services, new roads for further development, new housing zones), law changes (including tax rates, eliminating laws or changing severity of sentencing), declaring holidays and other modifications to improve the city&#039;s prosperity. &lt;br /&gt;
*Councilmembers must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
*Councilmembers must be of the city&#039;s predominant race, if identified in the table below.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Each city councilmember will receive a title for their service. &lt;br /&gt;
*Former councilmembers (councilmembers replaced due to inactivity) will not lose their role upon return, potentially resulting in multiple councilmembers for a single location.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! City&lt;br /&gt;
! Race(s)&lt;br /&gt;
! Zone&lt;br /&gt;
! Councilmember&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran City|Aarakocran City]]&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Thalosia]]&lt;br /&gt;
| Flyte&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Alramus|Alramus]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
| Loki&lt;br /&gt;
| Shopkeepers are prejudiced against non-humans, charging higher rates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atlantis|Atlantis]]&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| [[Alramia|Alramia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Calinth|Calinth]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Calinthia|Calinthia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elvenhame|Elvenhame]]&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| [[Ven&#039;rasyl|Ven&#039;rasyl]]&lt;br /&gt;
| Hernadon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Freeport]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Dark Continent|Dark Continent]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Midgaard]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thera|Thera]]&lt;br /&gt;
| Zac&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[New Thalos|New Thalos]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Thalosia|Thalosia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Nidenjord|Nidenjord]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ofcol|Ofcol]]&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| [[Ofcollia|Ofcollia]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthindar|Orthindar]]&lt;br /&gt;
| Various&lt;br /&gt;
| [[Tyrithel|Tyrithel]]&lt;br /&gt;
| Uurdin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Urgan`ali Dorica|Urgan`ali Dorica]]&lt;br /&gt;
| [[Drow]]&lt;br /&gt;
| [[Domhan Bol|Domhan Bol]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Racial Ambassador==&lt;br /&gt;
Racial ambassadors should strive to be paragons of that race identifying opportunities within the world for increased lore, interaction and incorporation. As an ambassador, recommendations for increased presence in certain areas (which improve opportunities for bardic befriend, amongst other things), recommended description updates, possible race-specific recipes or abilities are considered by the Archons for incorporation into the world.&lt;br /&gt;
*The Racial Ambassador must be the same race.&lt;br /&gt;
**Permanently changing out of that race may result in losing your title and privileges.&lt;br /&gt;
*Racial Ambassadors must be at least level 30 upon accepting the role (changes in level due to remorting will not affect their role).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Start Area&lt;br /&gt;
! Ambassador&lt;br /&gt;
! Racial Capitol(s)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Aarakocran|Aarakocran]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
| Flyte&lt;br /&gt;
| [[Aarakocran City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastkin|Beastkin]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Centaur|Centaur]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Drow|Drow]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| [[Urgan`ali Dorica]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Duergar|Duergar]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf|Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
| &lt;br /&gt;
| [[Elvenhame]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Githyanki|Githyanki]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
| None &lt;br /&gt;
| Githyanki are few and far between since fleeing their ancestral home, although some can be found in [[Orthindar]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnoll|Gnoll]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pawmist City]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome|Gnome]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin|Goblin]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Half Elf|Half Elf]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Halfling|Halfling]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Human|Human]]&lt;br /&gt;
| [[Mud School]]&lt;br /&gt;
|&lt;br /&gt;
| [[Alramus]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard Man|Lizard Man]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk|Merfolk]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[MindFlayer|MindFlayer]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre|Ogre]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc|Orc]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Pixie|Pixie]]&lt;br /&gt;
| [[Cora Isle]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Svirfneblin|Svirfneblin]]&lt;br /&gt;
| [[Magthere Wa`q]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiefling|Tiefling]]&lt;br /&gt;
| [[Tzbrakas Training Academy]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Class Guildmasters==&lt;br /&gt;
Class guildmasters are masters of their class. They will advise on class updates, lack of access to certain features (like a Trapper may request more traps in a particular questing area, due to the high presence of kobolds), and be provided early information on upcoming classes within their baseclass (so if a new thief class is coming, all Thief guildmasters (assassin, trapper, etc) will be informed of it and provided early access).&lt;br /&gt;
*Class Guildmasters should have 90 levels in their chosen class.&lt;br /&gt;
**Remorting or losing levels out of your chosen class will result in eventual expulsion from your role as class guildmaster.&lt;br /&gt;
**Will receive the prefix title &amp;quot;Guildmaster of [Classname]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Baseclass&lt;br /&gt;
! Class&lt;br /&gt;
! Player Guildmaster&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Charlatan(Bard)|Charlatan]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Dancer(Bard)|Dancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Jester(Bard)|Jester]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Minstrel(Bard)|Minstrel]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Doomsayer(Cleric)|Doomsayer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Healer(Cleric)|Healer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Missionary(Cleric)|Missionary]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Necromancer(Cleric)|Necromancer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Oracle(Cleric)|Oracle]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Purist(Cleric)|Purist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Shaman(Cleric)|Shaman]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Templar(Cleric)|Templar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| &lt;br /&gt;
| The Apprentice Guildmaster only needs to be level 1 (but can never be higher than level 1, either). Apprentice for life! You may want to remort before applying for this role, to prevent auto-purge.&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Artisan(Commoner)|Artisan]]&lt;br /&gt;
| Kylaya&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Gaoler(Commoner)|Gaoler]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Sailor(Commoner)|Sailor]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Scholar(Commoner)|Scholar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Beastmaster(Druid)|Beastmaster]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Delver(Druid)|Delver]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Gaian(Druid)|Gaian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Mer(Druid)|Mer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[SkyWatcher(Druid)|Sky Watcher]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Barbarian(Fighter)|Barbarian]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Cavalier(Fighter)|Cavalier]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Monk(Fighter)|Monk]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Paladin(Fighter)|Paladin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Ranger(Fighter)|Ranger]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Abjurer(Mage)|Abjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Alterer(Mage)|Alterer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Conjurer(Mage)|Conjurer]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Diviner(Mage)|Diviner]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Enchanter(Mage)|Enchanter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Evoker(Mage)|Evoker]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Illusionist(Mage)|Illusionist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Transmuter(Mage)|Transmuter]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Arcanist(Thief)|Arcanist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Assassin(Thief)|Assassin]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Burglar(Thief)|Burglar]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Gypsy(Thief)|Gypsy]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Pirate(Thief)|Pirate]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Reliquist(Thief)|Reliquist]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Trapper(Thief)|Trapper]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=Halloween2025&amp;diff=21501</id>
		<title>Halloween2025</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=Halloween2025&amp;diff=21501"/>
		<updated>2025-11-08T22:07:24Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:The_Sea_Witch.png|thumb|alt=Oh witch, what big claws you have, what big teeth you have, what a fishy tail you have.|The Sea Witch]]&lt;br /&gt;
[[File:The_Socialite.png|thumb|alt=A tall, thin woman with wild two-toned hair - half black, half stark white - stares at you with hungry, restless eyes.|The Socialite]]&lt;br /&gt;
[[File:The_Grim_Reaper.png|thumb|alt=This frail figure is draped in dark, decaying robes.|The Grim Reaper]]&lt;br /&gt;
&lt;br /&gt;
Halloween 2025 competition is complete and the verdict is in!&lt;br /&gt;
&lt;br /&gt;
=Costume Contest=&lt;br /&gt;
The costume entries for 2025 will be listed in images to the left. The winners are:&lt;br /&gt;
&lt;br /&gt;
Overall:&lt;br /&gt;
*1st Place - Rarrgurr, the Seawitch&lt;br /&gt;
*2nd Place - Xanthia, the Socialite&lt;br /&gt;
*3rd Place - Vita, the Grim Reaper&lt;br /&gt;
&lt;br /&gt;
=Pumpkin Carving Contest=&lt;br /&gt;
&lt;br /&gt;
There were no Pumpkin Carving entries.&lt;br /&gt;
&lt;br /&gt;
=Haunted Hallway Contest=&lt;br /&gt;
&lt;br /&gt;
There was one Haunted Hallway entry.&lt;br /&gt;
&lt;br /&gt;
[[File:A_Silent_Room.png|thumb|alt=Your eyes are drawn to a strange, glowing box in the middle of the room.|A silent room.]]&lt;br /&gt;
&lt;br /&gt;
Overall:&lt;br /&gt;
*A silent room&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=File:A_Silent_Room.png&amp;diff=21500</id>
		<title>File:A Silent Room.png</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=File:A_Silent_Room.png&amp;diff=21500"/>
		<updated>2025-11-08T22:05:15Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
	<entry>
		<id>http://coffeemud.net:8080/wiki/index.php?title=File:The_Grim_Reaper.png&amp;diff=21499</id>
		<title>File:The Grim Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://coffeemud.net:8080/wiki/index.php?title=File:The_Grim_Reaper.png&amp;diff=21499"/>
		<updated>2025-11-08T22:04:01Z</updated>

		<summary type="html">&lt;p&gt;Loki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Loki</name></author>
	</entry>
</feed>