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	<title>Avendar - User contributions [en]</title>
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	<updated>2026-10-04T12:50:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://avendar.net/index.php?title=Hero&amp;diff=3187</id>
		<title>Hero</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Hero&amp;diff=3187"/>
		<updated>2026-10-03T03:49:04Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Created page with &amp;quot;All characters who are level 51 are called Heroes.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All characters who are level 51 are called Heroes.&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Classes&amp;diff=3186</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Classes&amp;diff=3186"/>
		<updated>2026-10-03T03:44:15Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many guilds one may join when enrolling in the [[School of Heroes]]. The School divides these guilds up into various professions which share similar philosophies in the way they approach adventuring. [[Guildmasters]] can be found through the land who are willing to teach adventurers their class skills, spells, etc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;[[Warrior]]s&#039;&#039;&#039; !! &#039;&#039;&#039;[[Rogue]]s&#039;&#039;&#039; !! &#039;&#039;&#039;[[Mentalist]]s&#039;&#039;&#039; !! &#039;&#039;&#039;[[Naturalist]]s&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || [[Bandit]] || [[Assassin]] || [[Barbarian]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordmaster]] || [[Bard]] || [[Psionicist]] || [[Druid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gladiator]] || [[Thief]] || [[Watcher]] || [[Ranger]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;[[Scholar]]s&#039;&#039;&#039; !! &#039;&#039;&#039;[[Templar]]s&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Air scholar]] || [[Air templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth scholar]] || [[Earth templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire scholar]] || [[Fire templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit scholar]] || [[Spirit templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Void scholar]] || [[Void templar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Water scholar]] || [[Water templar]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=God_touch&amp;diff=3185</id>
		<title>God touch</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=God_touch&amp;diff=3185"/>
		<updated>2026-09-17T01:42:22Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Avendar, the gods offer a certain background presence to the lives of all people. Some find themselves touched in ways that profoundly affect their lives, typically leaving a visible mark. This is commonly manifested at birth, but can occur at later points in life. Most consider this a sign of the god&#039;s favour, but may simply represent a passing interest. That said, if one so marked profoundly displeases a god, or is chosen as an exemplar of another god&#039;s faith, the mark will be removed.&lt;br /&gt;
&lt;br /&gt;
Creating a character with a god touch costs 3 trains upon character generation, but they may be earned for free in play through good [[roleplay]]. One may only have a god touch from a single deity. Should the mark be removed for any reason, any cost will not be refunded.&lt;br /&gt;
&lt;br /&gt;
The effects of these touches are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Deity !! Effect !! Mark &lt;br /&gt;
|-&lt;br /&gt;
| [[Aeoleri]] || +1 max Charisma, +2 Charisma.  || A deity has marked (Character) with a pink beauty mark in the shape of a rose. &lt;br /&gt;
|-&lt;br /&gt;
| [[Alajial]] || -22 armour class; aggressive monsters will be passive ten levels sooner than usual || A deity has marked (Character) with flowers that sprout from the crown of (his/her/their) head. &lt;br /&gt;
|-&lt;br /&gt;
| [[Alil]] || +1 max Charisma, +2 Charisma || A deity has marked (Character) with sprays of bright metallic feathers. &lt;br /&gt;
|-&lt;br /&gt;
| [[Arkhural]] || First strike, -10 saves vs poison || A deity has marked (Character) with unusually sharp teeth. &lt;br /&gt;
|-&lt;br /&gt;
| [[Ashur]] || ??? || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Ayaunj]]  || You receive an additional 20% discount when making purchases || A deity has marked (Character) with teeth and claws of precious metals.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayyal]]  || +10 resist fire, -10 resist cold || A deity has marked (Character) with a terrible claw-shaped burn scar.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chadraln]]   || +1 max Intelligence, +2 Intelligence || A deity has marked (Character) with a knothole shaped like a lemniscate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolgrael]]   ||  +1 max Strength, +2 Strength || A deity has marked (Character) with teeth and fingernails made of iron.&lt;br /&gt;
|-&lt;br /&gt;
| [[Elanthe]] || +1 max Dexterity, +2 Dexterity || A deity has marked (Character) with fingertips that shine like moth-wing scales.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elar]] || +1 max Wisdom, +2 Wisdom || A deity has marked (Character) with sprouting vines twining lovingly around (him/her/them).&lt;br /&gt;
|-&lt;br /&gt;
|[[Enirra]]  || +7% damage vs any character with resonance stronger than faint. || A deity has marked (Character) with black and white heterochromia.&lt;br /&gt;
|-&lt;br /&gt;
|[[Fenthira]]  || +1 max Constitution, +2 Constitution || A deity has marked (Character) with a swath of gold-edged scales.&lt;br /&gt;
|-&lt;br /&gt;
|[[Iandir]]  || -66 armour class || A deity has marked (Character) with a faceted gemstone embedded in (his/her/their) head.&lt;br /&gt;
|-&lt;br /&gt;
|[[Jalassa]]  || Unarmed damage is calculated as if the masterwork weapon flag were applied || A deity has marked (Character) with perpetually ice-rimed features.&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolinn]]  || +1 max Constitution, +2 Constitution || A deity has marked (Character) with eyes of sparkling sapphire.&lt;br /&gt;
|-&lt;br /&gt;
|[[Kurion]]  || +11% damage against targets with golden aura || A deity has marked (Character) with silky cobwebs shrouding (his/her/their) vision.&lt;br /&gt;
|-&lt;br /&gt;
|[[Kyana]]     || +11% damage against targets with red aura || A deity has marked (Character) with sparkling horns.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lielqan]]  || Chance to not lose a death upon dying; you do not suffer penalties from the Gamaloth domain || A deity has marked (Character) with a row of jagged, sharp teeth.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lilune]]   || +1 max Intelligence, +2 Intelligence || A deity has marked (Character) with a crescent-shaped beauty mark.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nariel]]   || +1 scan range, first strike || A deity has marked (Character) with a pair of small tusks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Rveyelhi]]  || +1 max Wisdom, +2 Wisdom || A deity has marked (Character) with a second shadow, always following.&lt;br /&gt;
|-&lt;br /&gt;
|[[Rystaia]]  || -10 saves vs negative || A deity has marked (Character) with a faint halo of light.&lt;br /&gt;
|-&lt;br /&gt;
|[[Serachel]] || Your aura is always treated as if it were 25% of its true value. || A deity has marked (Character) with a shadow that sometimes moves independently.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sitheus]]    || Unarmed attacks deal disease damage || A deity has marked (Character) with a single mummified but fully functional limb.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sythrak]] || +1 max Dexterity, +2 Dexterity || A deity has marked (Character) with a heat haze perpetually mantling (his/her/their) body.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vaialos]]   || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Yolsei]]   || Bonus lightning damage (max 12 points) on all melee attacks || A deity has marked (Character) with exceptionally long, pointed ears.&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=3184</id>
		<title>Avendar:Prog Section 6</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=3184"/>
		<updated>2026-09-17T01:31:47Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Mob Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MP Commands=&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;quot;Nature, to be commanded, must be obeyed.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
    -- Sir Francis Bacon &lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpasound&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpasound &amp;lt;text_string&amp;gt;&lt;br /&gt;
: Prints the text as an echo to all surrounding rooms surrounding the location where the command is executed (but not in the room itself).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecho echoes the text string to the room the prog is executed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpzecho echoes the text string to every room in the area where the prog is executed, exactly as the immortal command &#039;&#039;zecho&#039;&#039; functions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgecho &amp;lt;test string&amp;gt;&lt;br /&gt;
: Mpgecho echoes the text string to every mortal currently in Avendar, exactly as the immortal &#039;&#039;gecho&#039;&#039; functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoaround&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoaround &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecharound sends the text string as an echo to every pc in the room except for the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoat &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechoat sends the text string only to the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechonv&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechonv &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechonv sends the text string to all characters in the room which aren&#039;t the initiating actor or the target.  See object vnum 18014 for an example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptellimm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptellimm &amp;lt;target immortal&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: This command causes the mobile to send the text string to the immortal as a tell. The message will reach the immortal, even if they are wizinvis currently. (But not, however, if the immortal is not in Avendar presently.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mprumor&lt;br /&gt;
: This command will make the mob say a random rumor. If there are no active rumors, the mob will say nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddrumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddrumor &amp;quot;&amp;lt;name&amp;gt;&amp;quot; &amp;lt;text&amp;gt;&lt;br /&gt;
: This command adds a rumor to the rumor list which mobs can &#039;say&#039; via mprumor. The&amp;lt;name&amp;gt; is used to identify who generated the rumor, and if &amp;lt;name&amp;gt; has the potential to be more than one word, you&#039;ll want to include quotes around it, like this:&lt;br /&gt;
: mpaddrumor &amp;quot;$I&amp;quot; Who was that masked man?&lt;br /&gt;
&lt;br /&gt;
==Memory Operations==&lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
Every mob, room, and obj has 10 value slots (0-9) which can store number values to be manipulated. These values are kept until the MUD is rebooted or the mob/obj is destroyed. For objects that are carried or when by a player, the values are saved when the character file is saved upon &#039;quitting&#039;.&lt;br /&gt;
&lt;br /&gt;
Most of the following operations will also work with local variables, which last only through the execution of the prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueset &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
: Mpvalueset is used to set a mobileâ€™s integer memory slot to a particular value.&lt;br /&gt;
 &lt;br /&gt;
: Ex: mpvalueset 1 3 &lt;br /&gt;
 &lt;br /&gt;
: This would set slot 1 to a value of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueup &amp;lt;slot&amp;gt; [&amp;lt;amount&amp;gt;]&lt;br /&gt;
: This increments a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvalueup defaults to incrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluedown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluedown &amp;lt;slot&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This decrements a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvaluedown defaults to decrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluerand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluerand &amp;lt;slot&amp;gt; &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; [seed]&lt;br /&gt;
: Mpvaluerand sets the value of a mobile integer memory slot to a random value between the specified low and high numbers (inclusive).&lt;br /&gt;
: The seed argument is optional, and may be either a number or string. If it is supplied, the result of mpvaluerand will always be consistent based on it.&lt;br /&gt;
: For example, if &amp;quot;mpvaluerand 0 0 10 Jolinn&amp;quot; stores the value 7 in $0, then calling it again will still store 7 in $0. But calling &amp;quot;mpvaluerand 0 0 10 Iandir&amp;quot;&lt;br /&gt;
: might store a value of 4 (or any other number between 0 and 10). This is useful if you want to have consistently-random behavior per instance of something.&lt;br /&gt;
&lt;br /&gt;
: Ex: mpvaluerand 1 5 10&lt;br /&gt;
: This would set the value of slot 1 to 5, 6, 7, 8, 9, or 10, selected at random.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcopyvalues&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcopyvalues all|nums|strs char|obj|room &amp;lt;source&amp;gt; char|obj|room &amp;lt;destination&amp;gt;&lt;br /&gt;
: mpcopyvalues copies all prog values from the source char/obj/room to the destination char/obj/room&lt;br /&gt;
: Specify &#039;all&#039; to copy both numerical and string values, &#039;nums&#039; to copy numerical values only, and &#039;strs&#039; to copy string values only&lt;br /&gt;
: Room may be specified by vnum or &#039;here&#039;&lt;br /&gt;
: Example: mpcopyvalues all char $i room here&lt;br /&gt;
: This example copies all the numerical and string prog values from the $i char into the room&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpget &amp;lt;char|mob|obj|room&amp;gt; &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: mpget is a command used to put numerical information about a player or mobile into a slot. &lt;br /&gt;
&lt;br /&gt;
: For PCs and mobs the field here refers to one of the following:&lt;br /&gt;
: recall, ep, maxage, age, deaths, adrenaline, str, int, wis, dex, con, chr, permstr, permint, permwis, permdex, permcon, permchr, sex, class, major, minor, chosenpath, ethos, level, platinum, gold, silver, copper, bank_platinum, bank_gold, bank_silver, bank_copper, hp, mana, move, practice, train, align, thirst, drunk, full, hunger, race, carrying, max_weight, group, id, vnum, pathsteps, nextstep, somaticartscount, somaticarts, karma, dataprogline, dataproglinecount, pkills_total, pkills_good, pkills_neutral, pkills_evil&lt;br /&gt;
&lt;br /&gt;
: Note that not all of these may be applicable to both pcâ€™s and mobiles. (Mobiles do not have a maxage, etc.)&lt;br /&gt;
: The slot refers to a mobile integer memory slot (from 0-9) in which the numerical data will be stored.&lt;br /&gt;
: Ex: mpget char $n str 3 This would get the strength of $n and place it in memory slot 3.&lt;br /&gt;
: &#039;&#039;&#039;somaticartscount&#039;&#039;&#039; returns the number of races learned via the somatic arts skill&lt;br /&gt;
: &#039;&#039;&#039;somaticarts&#039;&#039;&#039; is used a little differently: mpget char &amp;lt;target&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: Ex: mpget char $n somaticarts nefortu 2 This would get the learned status of the nefortu somatic art for $n&lt;br /&gt;
: -1 means not known or otherwise invalid input&lt;br /&gt;
&lt;br /&gt;
: PATH NOTES:&lt;br /&gt;
: &#039;&#039;&#039;pathsteps&#039;&#039;&#039; will return -1 if there is no path set for the character; use mpfindpath to set a path. If a&lt;br /&gt;
: path is present, it reports the number of steps until destination.&lt;br /&gt;
: &#039;&#039;&#039;nextstep&#039;&#039;&#039; will return -1 if there is no path set for the character, or if at the end of the path; use &lt;br /&gt;
: mpfindpath to set a path. If a path is present, it reports the next direction to walk in number form&lt;br /&gt;
:   North: 0&lt;br /&gt;
:   East:  1&lt;br /&gt;
:   South: 2&lt;br /&gt;
:   West:  3&lt;br /&gt;
:   Up:    4&lt;br /&gt;
:   Down:  5&lt;br /&gt;
&lt;br /&gt;
: For objects the field refers to one of the following:&lt;br /&gt;
: level, timer, val, type, material, dataprogline, dataproglinecount&lt;br /&gt;
&lt;br /&gt;
: For rooms the field refers to one of the following:&lt;br /&gt;
: itemcount, charcount, dataprogline, dataproglinecount, stone&lt;br /&gt;
&lt;br /&gt;
: NOTE: for itemcount and charcount, all items and chars directly in the room are counted. This might be problematic if your mob or whatever cannot see them all; be sure not to rely on filtering for sight. Also note that objects contained within objects are not counted.&lt;br /&gt;
&lt;br /&gt;
: NOTE: for mobs/objs/rooms with dataproglinecount -- this returns the number of lines in the currently-set dataprog for that target. If none is set there will be no change to the var.&lt;br /&gt;
&lt;br /&gt;
: NOTE: dataprogline returns the current line number, set by mpnextdata. As with dataproglinecount, there will be no change to the var is there is no set data prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgetroomvnum&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgetroomvnum &amp;lt;mob integer memory slot&amp;gt;&lt;br /&gt;
: mpgetroomvnum takes the vnum of the room the mobile is presently in, and places it in the integer memory slot specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmath &amp;lt;mob memory slot&amp;gt; &amp;lt;mathematical expression&amp;gt;&lt;br /&gt;
: mpmath is a command which causes the prog to evaluate a mathematical expression. The results of this expression are stored in a specified mobile integer memory slot.&lt;br /&gt;
: Here, &amp;quot;mathematical expression&amp;quot; refers to any combination of:&lt;br /&gt;
:   +   Addition&lt;br /&gt;
:   -   Subtraction&lt;br /&gt;
:   *   Multiplication&lt;br /&gt;
:   /   Division&lt;br /&gt;
:   (   Open parentheses&lt;br /&gt;
:   )   Close parentheses&lt;br /&gt;
:   ^   Exponentiation&lt;br /&gt;
: The mathematical expression can also use any prog variable that stores an integer value. (In particular, $0, $1, $2, ...$9, etc.) Mathematical expressions are evaluated in â€˜standardâ€™ order. (I.e., parentheses take precedence over the other operations, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdice&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdice &amp;lt;memory slot&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;bonus&amp;gt;&lt;br /&gt;
: mpdice calculates a diceroll and stores it in the memory slot.&lt;br /&gt;
: Example: mpdice 3 5 19 15&lt;br /&gt;
: This example calculates (5d19 + 15) [Average: 65] and stores it in memory slot 3&lt;br /&gt;
: You could achieve the same effect with loops, mpvaluerand, and mpmath, but this is provided as a shortcut method since dice calcs are common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW in 2015!&#039;&#039;&#039; In addition to numeric memory, there are also 10 string fields which can store strings of text. See &#039;&#039;mpstring&#039;&#039; and &#039;&#039;mploadstring&#039;&#039; for their usage.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
A mob can &amp;quot;focus&amp;quot; on a pc or another mob, causing them to be stored in the mob&#039;s &#039;focus&#039; memory and accessible via the $f/$F variables. This focus lasts until the mob is destroyed or the pc exits the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfocus &amp;lt;target&amp;gt; &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This focuses the mobile on a player, in the specified focus slot (0 or 1). [More focus fields may be added in the future, as needed.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunfocus &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This command unfocuses the specified focus slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bits and Tasks ===&lt;br /&gt;
Each character has tens of thousands of permanent bit (&#039;yes&#039; or &#039;no&#039;) values associated with it. These are tyipcally used to represent things like completion of a given task or quest. These values are stored permanently (see mpaddaffect for a way to make them switched only for a given amount of time).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbitset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbitset &amp;lt;target&amp;gt; &amp;lt;bit number&amp;gt; &amp;lt;0/1&amp;gt;&lt;br /&gt;
: mpbitset sets a specific PC memory bit on the target to either 0 (the default) or 1 (&amp;quot;true&amp;quot; for bit checking purposes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tasks are dispensed through task hubs (see [[OLC_Section_7|OLC Section 7: Hub Data]]).  The following are prog commands associated with them.  This list will no doubt grow as we discover more necessary functionality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptasktarget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptasktarget &amp;lt;mob vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to all mobs of the specified vnum, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskobj&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskobj &amp;lt;obj vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to an object with the specified vnum in the inventory of the user, or in the room of the user, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.  It will also choose the first item it finds of that vnum, not all of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskfail&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskfail &amp;lt;origin vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will cause a task on the target character which was granted by the specified origin mob to fail and run its cleanup function.&lt;br /&gt;
&lt;br /&gt;
: Temporary items created by the task system itself (and those flagged via &amp;lt;i&amp;gt;mptaskobj&amp;lt;/i&amp;gt;) will be purged, all targeted mobs will have their flags stripped (including those assigned via &amp;lt;i&amp;gt;mptasktarget&amp;lt;/i&amp;gt;), and the failure cooldown for the task will be set on that character.  It should be noted that this will not attempt to determine &amp;lt;i&amp;gt;which&amp;lt;/i&amp;gt; task from the specified mob should be failed; it fails any of them, so be careful with how you use this on multi-task mobs.&lt;br /&gt;
&lt;br /&gt;
=== Remembering ===&lt;br /&gt;
A mob can &#039;remember&#039; pcs and other mobs and associate a value with them. This memory lasts until the mob is killed, the MUD is rebooted, or until the PC disconnects. This is useful for things such as having a mob offer a greeting to a player only once per play session.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremember&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremember &amp;lt;target&amp;gt;&lt;br /&gt;
: mpremember causes a given instance of a mobile to set themselves to â€˜rememberâ€™ a player, which can be verified via the appropriate if check.&lt;br /&gt;
&lt;br /&gt;
: Note: you may want an &amp;quot;if ispc()&amp;quot; check before using this, because we have had memory problems in the past due to mobs having to remember a huge number of other mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforget &amp;lt;target&amp;gt;&lt;br /&gt;
: mpforget causes a given instance of a mobile to forget the target player. (i.e., to undo the effects of mpremember.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvset &amp;lt;positive integer&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvset sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile. Note that the syntax is violently non-standard, so the value is set in the first term, and the target in the second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvup &amp;lt;target&amp;gt;&lt;br /&gt;
: mpmemvup increments the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvdown &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvdown decrements the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvrand &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvrand sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile between (inclusive) the low and the high value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
&#039;&#039;&#039;mpfaction&#039;&#039;&#039;&lt;br /&gt;
: Syntax: &amp;lt;target&amp;gt; &amp;lt;faction number&amp;gt; &amp;lt;amount&amp;gt; [1/0] &lt;br /&gt;
: This command changes a pc&#039;s standing with a faction by the specified amount.&lt;br /&gt;
: The trailing 1/0 is to choose whether the standard faction improve/worsen&lt;br /&gt;
: message is displayed.&lt;br /&gt;
: See &#039;help fedit&#039; for all the juicy details about factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strings ===&lt;br /&gt;
&#039;&#039;&#039;mpconcat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpconcat &amp;lt;varname&amp;gt; [list of variables and/or strings to concatenate]&lt;br /&gt;
&lt;br /&gt;
: This command concatenates many local variables and strings into one.  Any strings must be enclosed in single or double quote marks, even if the string is a single word.  Note that this command allows you to exceed the normal allowed length of an input line (255).  &lt;br /&gt;
&lt;br /&gt;
: Example prog:&lt;br /&gt;
:   mpvalueset a This is how to u&lt;br /&gt;
:   mpvalueset b se mpconcat.&lt;br /&gt;
:   mpconcat c a b&lt;br /&gt;
:   mpecho %c&lt;br /&gt;
&lt;br /&gt;
: Output:&lt;br /&gt;
:   This is how to use mpconcat.&lt;br /&gt;
&lt;br /&gt;
: Another example:&lt;br /&gt;
:   mpvalueset name1 orphans&lt;br /&gt;
:   mpvalueset name2 puppies&lt;br /&gt;
:   mpconcat outstr name1 &amp;quot; and &amp;quot; name2 &amp;quot; must die!&amp;quot;&lt;br /&gt;
:   mpecho %outstr&lt;br /&gt;
&lt;br /&gt;
: Output: &lt;br /&gt;
:   Orphans and puppies must die!&lt;br /&gt;
&lt;br /&gt;
: Note that &amp;lt;varname&amp;gt; CAN be one of the list of variables.  In the first example, you could do &#039;mpconcat a a b&#039; to have the result in %a.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrreplace&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrreplace &amp;lt;destination&amp;gt; &amp;lt;&amp;quot;original&amp;quot;&amp;gt; changefrom changeto&lt;br /&gt;
: This command will do a substring search on &#039;&#039;&#039;original&#039;&#039;&#039;, looking for &#039;&#039;&#039;changefrom&#039;&#039;&#039;. If found, it will replace this with &#039;&#039;&#039;changeto&#039;&#039;&#039;. This will be stored in &#039;&#039;&#039;destination&#039;&#039;&#039;. Enclose any variables in double quotes, especially if this variable has spaces in it.&lt;br /&gt;
: Example: mpstrreplace newstr &amp;quot;$x&amp;quot; Shodevva Naelanu&lt;br /&gt;
: This will search $x for all instances of Shodevva, replace them with Naelanu, and store the result in %newstr.&lt;br /&gt;
: Input: say My name is Shodevva.&lt;br /&gt;
: Output: say My name is Naelanu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrlen&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrlen &amp;lt;value 0-9&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
: This command measures &amp;lt;string&amp;gt; and puts the value in &amp;lt;value 0-9&amp;gt;&lt;br /&gt;
: Example: mpstrlen 0 $N&lt;br /&gt;
: This will return the length of the the short desc of the prog&#039;s triggering character.&lt;br /&gt;
&lt;br /&gt;
==Misc General Utility==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgoto&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgoto &amp;lt;target pc|npc|obj|vnum&amp;gt;&lt;br /&gt;
: The mpgoto command causes a mob to go to the target pc, npc, object or vnum. There is no echo either when the mob leaves, or arrives at the target location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptransfer&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptransfer &amp;lt;target pc or npc|all&amp;gt; [&amp;lt;destination&amp;gt;]&lt;br /&gt;
: The mptransfer command is used to transfer a pc or npc to the destination, which is specified by a vnum. If no destination is specified, mptransfer will move the target to the mobileâ€™s current room. If &amp;quot;all&amp;quot; is used inside of a specific target, it will transfer all pcâ€™s currently in the room with the mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpat &amp;lt;dest&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Performs the command at the designated location. &amp;quot;Destination&amp;quot; here refers to either a vnum, or a target player (but not npc!), referenced by variable as needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfakeroom&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpfakeroom &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt; &amp;lt;data_prog for desc&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;1|0&amp;gt; &amp;lt;name&amp;gt;&lt;br /&gt;
: Puts the target in a fakeroom for the listed duration in ticks. When it expires it will put all characters still in that room into the room with the listed vnum if possible. If no room is found, it will place players at room 3499, which is Var Bandor&#039;s Office of Applied Theology. &lt;br /&gt;
: The associated data_prog is necessary and will be the description for that temporary room. The duration can be -1 if you want the room to last indefinitely, in which case it will purge itself when it has no characters in it.&lt;br /&gt;
: &amp;lt;1|0&amp;gt; here is used to determine if the target&#039;s group comes with them. 1 is true (bring the whole group), 0 is false (only the target).&lt;br /&gt;
: The name at the end can be any string you want! It will be the room&#039;s name.&lt;br /&gt;
&lt;br /&gt;
=== Status &amp;amp; Attribute Manipulations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppurge [+flags] [&amp;lt;name of target mobile|object|self&amp;gt;]&lt;br /&gt;
: The mppurge command acts as the immortal purge command. When executed without an argument, it will purge (delete)  every mobile and unowned object in the room other than the entity executing the program. Mppurge can also target specific mobiles or objects in the room to be purged. &lt;br /&gt;
: Mppurge can also allow a mobile or object to purge itself. However, if this functionality is used, this should be the last command executed in the body of the prog. (There are code concerns with a purged, non-existing entity trying to execute prog commands -- break, endif, and other things which don&#039;t reference the entity itself or any of its fields are ok.)  &lt;br /&gt;
: The flags field is indicated by adding the + symbol after &#039;mppurge&#039; but before any further arguments. It is optional, and currently the only flags which work only apply to purging objects&lt;br /&gt;
: The flags available are:&lt;br /&gt;
 [[o]] Used to override the nopurge bit, such as if you wanted to purge a pccorpse&lt;br /&gt;
 [[r]] Used to retain any contained objects, which are sent to the same room as the now-purged object. This will destroy meltdrop objects, of course.&lt;br /&gt;
: Example: mppurge +or pccorpse&lt;br /&gt;
: This example will purge the pccorpse and leave all the equipment in the room&lt;br /&gt;
: The flags can used in any order&lt;br /&gt;
&lt;br /&gt;
: Additional note for verb_progs- use mpverbstop/opverbstop in a verb_prog to kill the prog effectively, thereby avoiding the problem of serial purgers.  In fact, it is highly recommended to pair the use of any self-purgingness with a verbstop for safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddaffect &amp;lt;target pc or npc&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: mpaddaffect is a command which adds a spell or skill affect to the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
: The duration is given in half-hours (ticks) of game time.&lt;br /&gt;
&lt;br /&gt;
: The apply_field determines which player stat is affected, with the exception of [[APPLY_HIDE]], which makes the affect invisible to the pc. &lt;br /&gt;
 [[APPLY_NONE]] 0&lt;br /&gt;
 [[APPLY_STR]] 1&lt;br /&gt;
 [[APPLY_DEX]] 2&lt;br /&gt;
 [[APPLY_INT]] 3&lt;br /&gt;
 [[APPLY_WIS]] 4&lt;br /&gt;
 [[APPLY_CON]] 5&lt;br /&gt;
 [[APPLY_SEX]] 6&lt;br /&gt;
 [[APPLY_CLASS]] 7&lt;br /&gt;
 [[APPLY_LEVEL]] 8&lt;br /&gt;
 [[APPLY_AGE]] 9 &lt;br /&gt;
 [[APPLY_HEIGHT]] 10&lt;br /&gt;
 [[APPLY_WEIGHT]] 11&lt;br /&gt;
 [[APPLY_MANA]] 12&lt;br /&gt;
 [[APPLY_HIT]] 13&lt;br /&gt;
 [[APPLY_MOVE]] 14&lt;br /&gt;
 [[APPLY_GOLD]] 15&lt;br /&gt;
 [[APPLY_EXP]] 16&lt;br /&gt;
 [[APPLY_AC]] 17&lt;br /&gt;
 [[APPLY_HITROLL]] 18&lt;br /&gt;
 [[APPLY_DAMROLL]] 19 &lt;br /&gt;
 [[APPLY_SAVES]] 20&lt;br /&gt;
 [[APPLY_SAVING_PARA]] 20&lt;br /&gt;
 [[APPLY_SAVING_ROD]] 21&lt;br /&gt;
 [[APPLY_SAVING_PETRI]] 22&lt;br /&gt;
 [[APPLY_SAVING_BREATH]] 23&lt;br /&gt;
 [[APPLY_SAVING_SPELL]] 24&lt;br /&gt;
 [[APPLY_SPELL_AFFECT]] 25&lt;br /&gt;
 [[APPLY_FORM]] 26&lt;br /&gt;
 [[APPLY_HIDE]] 27 &lt;br /&gt;
 [[APPLY_RANGE]]                  28&lt;br /&gt;
 [[APPLY_RESIST_SUMMON]]      29&lt;br /&gt;
 [[APPLY_RESIST_CHARM]]       30&lt;br /&gt;
 [[APPLY_RESIST_MAGIC]]           31&lt;br /&gt;
 [[APPLY_RESIST_WEAPON]]          32&lt;br /&gt;
 [[APPLY_RESIST_BASH]]            33&lt;br /&gt;
 [[APPLY_RESIST_PIERCE]]          34&lt;br /&gt;
 [[APPLY_RESIST_SLASH]]           35&lt;br /&gt;
 [[APPLY_RESIST_FIRE]]            36&lt;br /&gt;
 [[APPLY_RESIST_COLD]]            37&lt;br /&gt;
 [[APPLY_RESIST_LIGHTNING]]       38&lt;br /&gt;
 [[APPLY_RESIST_ACID]]            39&lt;br /&gt;
 [[APPLY_RESIST_POISON]]          40&lt;br /&gt;
 [[APPLY_RESIST_NEGATIVE]]        41&lt;br /&gt;
 [[APPLY_RESIST_HOLY]]            42&lt;br /&gt;
 [[APPLY_RESIST_ENERGY]]          43&lt;br /&gt;
 [[APPLY_RESIST_MENTAL]]          44&lt;br /&gt;
 [[APPLY_RESIST_DISEASE]]         45&lt;br /&gt;
 [[APPLY_RESIST_DROWNING]]        46&lt;br /&gt;
 [[APPLY_RESIST_LIGHT]]           47&lt;br /&gt;
 [[APPLY_RESIST_SOUND]]           48&lt;br /&gt;
 [[APPLY_RESIST_ILLUSION]]        49&lt;br /&gt;
 [[APPLY_RESIST_WOOD]]            50&lt;br /&gt;
 [[APPLY_RESIST_FEAR]]            51&lt;br /&gt;
 [[APPLY_RESIST_IRON]]            52&lt;br /&gt;
 [[APPLY_SIZE]]                   53&lt;br /&gt;
 [[APPLY_CHR]]                    54&lt;br /&gt;
 [[APPLY_SKILL]]                  55&lt;br /&gt;
 [[APPLY_MAXSTR]]                 56&lt;br /&gt;
 [[APPLY_MAXDEX]]                 57&lt;br /&gt;
 [[APPLY_MAXINT]]                 58&lt;br /&gt;
 [[APPLY_MAXWIS]]                 59&lt;br /&gt;
 [[APPLY_MAXCON]]                 60&lt;br /&gt;
 [[APPLY_MAXCHR]]                 61&lt;br /&gt;
 [[APPLY_SCANRANGE]]              62&lt;br /&gt;
 [[APPLY_LUCK]]                   63&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: The apply modifier determines the quantity by which the apply field is affected. (I.e., if itâ€™s [[APPLY_STR]], and modified by 3, it will grant +3 strength.) The bitvector is a power of 2 which is required for certain key affects. The following are bitvectors, and the spells which use them: &lt;br /&gt;
&lt;br /&gt;
        A				N			O		P&lt;br /&gt;
&lt;br /&gt;
 A   1 Blind			Avatar			Encamp		Airless&lt;br /&gt;
 B   2 Invisible			Flesh To Stone		Shadowmastery	Sharp Vision&lt;br /&gt;
 C   4 Detect Evil		Guarding		Encase		Sensory Vision&lt;br /&gt;
 D   8 Detect Invis		Cloudkill		Rite of Dawn	Voidwalk&lt;br /&gt;
 E   16 Fly Natural		Rally			Inspire		Crystallize Magic&lt;br /&gt;
 F   32 Detect Hidden		Forced March		Petrify		Obscure Evidence&lt;br /&gt;
 G   64 Detect Good		Scouting		Durability	Mute&lt;br /&gt;
 H   128 Sanctuary		Larva			Mantle of Fear	Aura of Corruption&lt;br /&gt;
 I   256 Faerie Fire		Armshatter		Eye focus	Shroud of Nyogthua&lt;br /&gt;
 J   512 Infrared 		Legshatter		Blink		Endure&lt;br /&gt;
 K   1024 Curse			Grapple			Disguise&lt;br /&gt;
 L   2048 Wizi			Rage			Paranoia&lt;br /&gt;
 M   4096 Poison			Fury			Symbiont (actor)&lt;br /&gt;
 N   8192 Protect Evil		Ashurmadness		Readthoughts&lt;br /&gt;
 O   16384 Protect Good		Garrote (victim)	Symbiont (vict.)&lt;br /&gt;
 P   32768 Sneak			Garrote (actor)		Coven&lt;br /&gt;
 Q   65536 Hide			Garrote (cooldown)	Bleeding&lt;br /&gt;
 R   131072 Sleep		Muffle			Burnout&lt;br /&gt;
 S   262144 Charm		Tremble			Nova Charge&lt;br /&gt;
 T   524288 Flying		Delusion (poison)	Consumption&lt;br /&gt;
 U   1048576 Pass Door		Lightsleep		Demon. Pos.&lt;br /&gt;
 V   2097152 Haste		Wariness		Pos. Channel&lt;br /&gt;
 W   4194304 Calm		Flashpowder		Radiance&lt;br /&gt;
 X   8388608 Plague		Bolo arm		Inscribe&lt;br /&gt;
 Y   16777216 Weaken		Bolo leg		Deafen&lt;br /&gt;
 Z   33554432 Dark Vision	Bolo (cooldown)		Ghost&lt;br /&gt;
 aa  67108864 Berserk		Pursue			Unclean Spirit&lt;br /&gt;
 bb  134217728 Swim		Agility			Dark Future&lt;br /&gt;
 cc  268435456 Regeneration	Submission (actor)	Onehanded&lt;br /&gt;
 dd  536870912 Slow		Submission (victim)	Nightfears&lt;br /&gt;
 ee  1073741824 Detect Wizi	Subdue			Doppel&lt;br /&gt;
 ff  2147483648UL&lt;br /&gt;
 &lt;br /&gt;
: By default, the affects from the &amp;quot;A&amp;quot; column are used. If the optional O, N, or P is selected, the result from that column is used.&lt;br /&gt;
&lt;br /&gt;
: Note: you can use 479 as the skill vnum, to toggle a bit value on a PC. For example, &amp;quot;mpaddaffect $n 479 60 48 27 25722 0&amp;quot; would toggle $n&#039;s bit 25722 after 1 game day (48 ticks).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpobjaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpobjaffect &amp;lt;item keyword&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: Mpobjaffect is identical in many ways to mpaddaffect, except that it targets objects specifically.  It should be noted that when called by a room prog, it will target only items on the floor in that room.  Additionally, if called by an obj prog, it will scan the floor only if the object-caller is not being held.  When held, or called by a mob prog, it will scan the inventory of the person carrying it (worn and not), as well as keywords in the room they would be able to see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomaffect &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; 0 0 0&lt;br /&gt;
: Mproomaffect is identical to mpaddaffect, except that it targets the current room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremaffect [&amp;lt;target&amp;gt;] &amp;lt;vnum of skill or spell&amp;gt;&lt;br /&gt;
: Mpremaffect removes every instance of the specified skill or spell effect from a target. When used on a remove_prog, no target is needed (they will automatically target the owner.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatdown &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command reduces the specified stat of the target by the given amount. Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command decreases the actual stat, and will not reduce a stat below 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatup &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command raises the specified stat of the target by the given amount.&lt;br /&gt;
: Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command increases the actual stat, and will not increase a stat above its racial maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpflag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpflag mob &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag exit &amp;lt;direction&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         +: add flag&lt;br /&gt;
:         -: remove flag&lt;br /&gt;
:         =: set equal to, otherwise flag toggles the flags listed.&lt;br /&gt;
&lt;br /&gt;
: Mpflag is a command that duplicates the effect of the immortal â€˜flagâ€™ command. &lt;br /&gt;
&lt;br /&gt;
: By way of a refresh, the following are valid flags: For a MOB:&lt;br /&gt;
&lt;br /&gt;
 * act: ACT flag (aggressive, notrack, etc.)&lt;br /&gt;
 * aff: AFF flag (sanctuary, detect_invis, etc.)&lt;br /&gt;
 * off: OFF flag (bash, fast, area_attack, etc.)&lt;br /&gt;
 * imm: IMM flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * res: RES flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * vuln: VULN flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * form: Form of creature (edible, sentient, biped, mammal, etc.)&lt;br /&gt;
 * part: Which parts creature has (legs, arms, tail, etc.)&lt;br /&gt;
 * lang: What languages the creature speaks (caladaran, aelin, etc.)&lt;br /&gt;
&lt;br /&gt;
: For a CHAR:&lt;br /&gt;
 * plr: Toggles a player flag (npc, auto*, holylight, can_loot, nosummon, nofollow, colour, permit, slog, log, deny, freeze,  thief, reward, induct, sound, display, showdam)&lt;br /&gt;
 * comm: Toggles a comm flag (quiet, deaf, nowiz, noclangossip, nogossip, noquestion, nomusic, noclan, noquote, shoutsoff,  compact, brief, prompt, combine, telnet_ga,&lt;br /&gt;
         show_affects, nograts, noemote, noshout, notell, nochannels, snoop_proof, afk) &lt;br /&gt;
 * aff: Toggles an affect flag (detect_invis, regen, slow, etc.)&lt;br /&gt;
 * imm: Toggles immunity to damage (fire, negative, etc.)&lt;br /&gt;
 * res:: Toggles resistance to damage (fire, negative, etc.)&lt;br /&gt;
 * vuln: Toggles vulnerability to damage (fire, negative, etc.)&lt;br /&gt;
&lt;br /&gt;
: For an EXIT - The exit flags have no field, but the list of the toggles is as follows:&lt;br /&gt;
 * door: door is present&lt;br /&gt;
 * closed: closed door&lt;br /&gt;
 * locked: locked door&lt;br /&gt;
 * secret: Does not show up on exits&lt;br /&gt;
 * pickproof: Not pickable&lt;br /&gt;
 * nopass: Cannot go through door even with pass door.&lt;br /&gt;
 * easy: Lock difficulty rating&lt;br /&gt;
 * hard: Lock difficulty rating&lt;br /&gt;
 * infuriating: Lock difficulty rating&lt;br /&gt;
 * noclose: Cannot be closed&lt;br /&gt;
 * nolock: Cannot be locked&lt;br /&gt;
 * illusionary: Exit leads back to room&lt;br /&gt;
 * walled: Wall of stone effect&lt;br /&gt;
 * walloffire: Wall of fire effect&lt;br /&gt;
 * noram: Not rammable&lt;br /&gt;
 * fake: Exit appears normal, but no one can pass through&lt;br /&gt;
 * norefresh: Does not automatically reset door as closed on reset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syntax: mpset &amp;lt;mob|obj|room|skill&amp;gt; &amp;lt;name|room vnum&amp;gt; &amp;lt;field|skill or spell&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mpset is identical to the immortal command â€˜setâ€™. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For rooms&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;flags, sector&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For skills&#039;&#039;&#039;, any skill or spell is valid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For mobs and PCs&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;str, int, wis, dex, con, cha, sex, class, level, race, group, gold, silver, hp, mana, move, prac, align, train, thirst, hunger,  drunk, full, security, adrenaline, major, minor, chosenpath, ethos, deaths, familiar, ep, clore, age, maxage, recall, mobvalue,  damtype, somaticarts, karma, follower, familiargender&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;somaticarts&#039;&#039;&#039;, there is a slightly different syntax; instead of just a numerical value, you must supply a race and then the value:&lt;br /&gt;
* mpset char &amp;lt;pc_name&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
* The race may be a number representing the race, or a name -- be wary around quotes&lt;br /&gt;
* If the value is &amp;lt;= 0, the target will &#039;forget&#039; that race&lt;br /&gt;
* Value cannot be higher than 1000&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;karma&#039;&#039;&#039;, be aware of the karma aura ranges:&lt;br /&gt;
 -10000:          Silver Aura &lt;br /&gt;
 -5000 to -9999:  Bright Golden Aura &lt;br /&gt;
 -1000 to -4999:  Golden Aura &lt;br /&gt;
 -250 to -999:    Pale Golden Aura &lt;br /&gt;
 -249 to 249:     No Aura &lt;br /&gt;
 250 to 999:      Faint Red Aura &lt;br /&gt;
 1000 to 4999:    Red Aura &lt;br /&gt;
 5000 to 9999:    Dark Red Aura &lt;br /&gt;
 10000:           Black Aura &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For objects&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;value0 value1 value2 value3 value4 (v1-v4) extra wear level weight cost timer, objvalue&amp;lt;/i&amp;gt;. In the case of objvalue, &amp;lt;value&amp;gt; should be &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When mpsetting the &#039;wear&#039; field, names such as &#039;finger&#039; are invalid. Use the following values:&lt;br /&gt;
 Take -- 1&lt;br /&gt;
 Finger -- 2&lt;br /&gt;
 Neck -- 4&lt;br /&gt;
 Torso -- 8&lt;br /&gt;
 Head -- 16&lt;br /&gt;
 Legs -- 32&lt;br /&gt;
 Feet -- 64&lt;br /&gt;
 Hands -- 128&lt;br /&gt;
 Arms -- 256&lt;br /&gt;
 Shield -- 512&lt;br /&gt;
 About -- 1024&lt;br /&gt;
 Belt -- 2048&lt;br /&gt;
 Wrist -- 4096&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;mpset obj boots wear 65&amp;quot; would set the wear field of object referenced by &#039;boots&#039; to &#039;take feet&#039; (64 for feet, 1 for take, 64 + 1 = 65)&lt;br /&gt;
&lt;br /&gt;
When using the &#039;extra&#039; fields:&lt;br /&gt;
 1 		glow&lt;br /&gt;
 2 		hum&lt;br /&gt;
 4 		dark&lt;br /&gt;
 8 		warm&lt;br /&gt;
 16 		evil&lt;br /&gt;
 32 		invis&lt;br /&gt;
 64 		magic&lt;br /&gt;
 128 		nodrop&lt;br /&gt;
 256 		bless&lt;br /&gt;
 512 		antigood&lt;br /&gt;
 1024		antievil&lt;br /&gt;
 2048 		antineutral&lt;br /&gt;
 4096 		noremove&lt;br /&gt;
 8192 		inventory&lt;br /&gt;
 16384	 	nopurge&lt;br /&gt;
 32768 		rotdeath&lt;br /&gt;
 65536 		visdeath&lt;br /&gt;
 131072		affinity&lt;br /&gt;
 262144 	nonmetal&lt;br /&gt;
 524288 	nolocate&lt;br /&gt;
 1048576 	meltdrop&lt;br /&gt;
 2097152 	hadtimer&lt;br /&gt;
 4194304 	sellextract&lt;br /&gt;
 8388608 	quest&lt;br /&gt;
 16777216 	burnproof&lt;br /&gt;
 33554432 	nouncurse&lt;br /&gt;
 67108864 	nodestroy&lt;br /&gt;
 134217728 	concealed&lt;br /&gt;
 268435456 	stashed&lt;br /&gt;
 536870912 	wizi&lt;br /&gt;
 1073741824 	nolong&lt;br /&gt;
 2147483648 	nodisarm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpxp&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpxp &amp;lt;target pc&amp;gt; &amp;lt;xp amount&amp;gt;&lt;br /&gt;
: Mpxp grants the target pc the specified amount of experience points. The player will automatically advance in level, provided sufficient exploration points are also available.  If the amount specified is &amp;lt; 100, then it rewards the player with an amount equal to &#039;&#039;&#039;amount*level&#039;&#039;&#039; of the player. (Note that this functionality is obsolete with commands like mpget.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstring char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long desc pretitle title surname extitle damverb spec familiarname s0-s9&lt;br /&gt;
:         mpstring obj &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long extended s0-s9&lt;br /&gt;
:         mpstring room here|&amp;lt;vnum&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: s0-s9&lt;br /&gt;
: The mpstring command exactly duplicates the effects of the immortal â€˜stringâ€™ command. The only caveat to this command is that it can toggle mobs as well as pcâ€™s via the â€˜charâ€™ setting. In this case, however, the title, pretitle, surname, familiarname and extitle settings are not available. Use &#039;none&#039; for s0-s9 to clear a string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploadstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploadstring char|obj|room here|&amp;lt;name&amp;gt;|&amp;lt;room_vnum&amp;gt; &amp;lt;string_number(0-9)&amp;gt; &amp;lt;local_var&amp;gt;&lt;br /&gt;
: Example: mploadstring char $n 3 local&lt;br /&gt;
:&lt;br /&gt;
: The mploadstring command loads a saved string from the char/obj/room into a local var. If a string is not set, it is returned as an empty string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpresolve&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; obj char|room &amp;lt;char/room target&amp;gt; &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; pc &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Example: mpresolve str obj char $i staff made of ebony&lt;br /&gt;
:&lt;br /&gt;
: The mpresolve command attempts to resolve a general string (which might lots of extraneous words) into an object&#039;s name. It will store the resulting name in the output string var, or else it will store a blank string there if&lt;br /&gt;
: nothing resolved. Right now always specify &#039;obj&#039; as the second argument, but in the future this might be expanded to resolve other things. The third argument is either &#039;char&#039; or &#039;room&#039;, used to indicate whether you&lt;br /&gt;
: want to search a char&#039;s inventory (including worn objects) or a room&#039;s contents for the obj. The fourth argument is the actual char or room being targeted; use either a vnum or &#039;here&#039; for the room.&lt;br /&gt;
: The last argument is the input string to be resolved, which can be many words long.&lt;br /&gt;
:&lt;br /&gt;
: The other overload of the mpresolve command is for resolving PCs from strings. This is a global search, and takes fewer arguments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdesc &amp;lt;here/self/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt; [exdescname]&lt;br /&gt;
&lt;br /&gt;
: Changes the description of a room, object or mob. The first argument is the target, and may be either a room number, a mob, an  object, a helpfile, or &#039;here&#039;.  The &amp;quot;here&amp;quot; parameter, in mob and object progs, points to the room the mob or object is currently in.  Note that this will not work for items in inventory, containers, etc. If you target a helpfile, you should do so in quotes, with &#039;helpfile&#039; as the first word (e.g., mpdesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
: The second argument is the name of a data_prog or local variable that contains the new description. Using an additional parameter will apply the new  description in the data_prog or local variable to an exdesc. Using an exdesc parameter with a helpfile target serves no purpose and may cause the command to fail.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that rooms don&#039;t have backup indexes, so modifying the description of a room using this command will edit the permanent room description.&lt;br /&gt;
&lt;br /&gt;
: *** NOTE: *** Mobs can also use the desc command the same way as PCs, with the exception of entering the editor.  Valid commands are as detailed in HELP DESCRIPTION. Desc format will apply the standard formatting to the description as normal. Desc clear, +, and - function as normal.  These changes affect only that particular instance of the mob, and will not change in the area file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploaddesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploaddesc &amp;lt;here/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Loads a desc (or helpfile text) into the specified data_prog or var. See mpdesc for parallel usage, though exdescname is not supported with mploaddesc. As with mpdesc, targeting a helpfile should be done in quotes, with &#039;helpfile&#039; as the first word (e.g., mploaddesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppermexdesc&#039;&#039;&#039;&lt;br /&gt;
: No one can be told what mppermexdesc is. They have to.. see it for themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpinhabit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpinhabit &amp;lt;target&amp;gt; &amp;lt;mob vnum&amp;gt;&lt;br /&gt;
: This loads a mob and forces the player&#039;s desc (perspective) into it. The player will now control that mob for the duration of this ability. By default they have the ability to &#039;relinquish&#039; control, so be careful when making mobs players inhabit.&lt;br /&gt;
: If you don&#039;t want them to be able to relinquish manually, make sure to add verb_prog p relinquish to the mob.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprelinquish&#039;&#039;&#039;&lt;br /&gt;
: syntax mprelinquish &amp;lt;target&amp;gt;&lt;br /&gt;
: This automatically forces the target to silently relinquish themselves, if they&#039;re inhabited either through mpinhabit, and imm&#039;s manual switch, or a spirit scholar&#039;s inhabit.&lt;br /&gt;
: This does not purge the mob after, so if you want it to make sure you add that in a line after.&lt;br /&gt;
&lt;br /&gt;
==Misc Mob / PC Interaction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforce&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Forces the victim to do the designated command. Mpforce operates just as the immortal command, so it will be as though the victim literally executed the command (so some additional echo may be necessary).  In addition, the victim can also be &amp;quot;all&amp;quot;. In this case, the prog will attempt to force every person and npc in the room. Unfortunately, this facility is level restricted, so that if the mobile or object with an mpforce has a lower level than the targets, it will fail. (Curiously, this behavior only applies if &amp;quot;all&amp;quot; is used as the victim.)&lt;br /&gt;
&lt;br /&gt;
: - Is this what&#039;s actually happening?  I&#039;ve been operating under the assumption that level doesn&#039;t matter for all, it&#039;s simply a question of whether you&#039;ve got &amp;quot;mproomcmd&amp;quot; as the opener of the line or not. -Arkh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomcmd&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomcmd &amp;lt;command&amp;gt; [&amp;lt;optional target of &amp;quot;all&amp;quot;&amp;gt;]&lt;br /&gt;
: Mproomcmd is a unique (some might say eccentric) command. Firstly, mproomcmd is followed by a normal command (mp or otherwise). If the command is given a normal argument, it will execute once for each mob or pc in the room (excepting the entity on which the command is located.), regardless of whether or not the mobile can see the mobs of pcâ€™s in the room. Secondly, mproomcmd allows the command following it to take a target argument of â€˜allâ€™. In this case, the mobile will execute the command on each and every mobile and npc in the room that the mobile can see. &lt;br /&gt;
&lt;br /&gt;
: So, letâ€™s consider a hypothetical example:&lt;br /&gt;
: Suppose Jolinn, Ramc, Aeolis, and Iandir are in a room. Iandir is wizinvis.&lt;br /&gt;
&lt;br /&gt;
: Now, suppose we have a hen, which has a prog which says:&lt;br /&gt;
: rand_prog 100&lt;br /&gt;
: mproomcmd bow&lt;br /&gt;
&lt;br /&gt;
: Every time this prog triggers, the hen will execute four bows in a row. (One for Jolinn, one for Ramc, one for Aeolis, and one for Iandir). &lt;br /&gt;
&lt;br /&gt;
: Now, suppose the prog is:&lt;br /&gt;
:  rand_prog 100&lt;br /&gt;
:  mproomcmd bow all&lt;br /&gt;
&lt;br /&gt;
: The hen will then execute three bows, and the people in the room will see:&lt;br /&gt;
:  The hen bows to Jolinn.&lt;br /&gt;
:  The hen bows to Ramc.&lt;br /&gt;
:  The hen bows to Aeolis.&lt;br /&gt;
:  The hen will not bow to Iandir, as it cannot see him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplag &amp;lt;target pc&amp;gt; &amp;lt;number of rounds&amp;gt;&lt;br /&gt;
: mplag lags the target pc by a number of combat rounds specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcast&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcast &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt; [&amp;lt;target&amp;gt;]&lt;br /&gt;
: mpcast causes a mobile to cast the spell of the given vnum at the specified level. If the mobile is in combat, and the spell is offensive, no target is needed, and it will default to being cast on the person the mobile is fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgrant&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgrant &amp;lt;target&amp;gt; &amp;lt;hp value&amp;gt; &amp;lt;mana value&amp;gt; &amp;lt;move value&amp;gt;&lt;br /&gt;
: Mpgrant grants a specified amount (either negative or positive) to a target pc or npc. This will not take the character above their current maximum values in these categories. For negative values, mpgrant is not recommended, as there is no checking for death at negative values. (Use mpdamage or mpdamtype instead.)&lt;br /&gt;
: Ex: mpgrant $f 10 -20 0 This would give +10 hp, -20 mana, and +0 movement points to $f.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpkill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpkill &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: This command causes a mobile to attack the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprangekill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: Mprangekill &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This spell causes a mobile to attack a pc, provided they are no more than 8 levels below the mobileâ€™s level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslay&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslay &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mpslay command instantly slays the target pc or npc. Use this command with caution, as it exactly duplicates the immortal â€˜slayâ€™ command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpknockout&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpknockout &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mpknockout renders a target pc or npc unconscious. Note that this, in itself, will not prevent the player from awakening, so an mpaddaffect will be needed to keep the player asleep. There is also no echo associated with mpknockout, so one will have to be provided if need be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdisarm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdisarm &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: mpdisarm attempts to disarm the target pc or npc. Note that the chance of this is reflected in the skill of the mobile in disarming, as well as level, type of weapon, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploot&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploot &amp;lt;target pc or npc&amp;gt; &amp;lt;name of item|all&amp;gt;&lt;br /&gt;
: mploot loots an item from the target pc or npcâ€™s inventory. If &amp;quot;all&amp;quot; is specified as the object name, all items will be looted  from the victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstealrandom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstealrandom &amp;lt;target pc&amp;gt;&lt;br /&gt;
: mpstealrandom causes a mobile to steal a random item from the inventory of the target pc. The chance of success is not perfect. (But what is it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptakecoins&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptakecoins &amp;lt;target pc or npc&amp;gt; &amp;lt;amount in copper&amp;gt;&lt;br /&gt;
: Mptakecoins removes an amount of coins from the target, doing any necessary conversions.  For example, &amp;quot;mptakecoins self 5000&amp;quot; would remove 5 platinum from the mob&#039;s inventory. This is useful for pseudo-merchant situations. If you want to set up a thief NPC, you&#039;re probably better off adding thief skills and making the mob work for it like a real thief.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfindpath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfindpath &amp;lt;target pc/npc/room#&amp;gt; &amp;lt;radius&amp;gt; [true|false]&lt;br /&gt;
: mpfindpath allows a mobile to generate a path between it and the target, which is either the name of a character or a room vnum. &lt;br /&gt;
: The radius check can be used to limit the length of the search -- any path greater than this radius will be rejected. Use -1 to indicate no limit to the radius. &lt;br /&gt;
: The last argument is optional and defaults to false if left blank; it specifies whether to ignore closed doors (true) or not (false) when mapping paths. So if true, the path will route as though the door were open.&lt;br /&gt;
: This command will prepare a path for the mobile, but will take no other action; use mppathstep and mpget (with parameter pathsteps) to further interact with the path.&lt;br /&gt;
: A given mobile can have only one path stored at a time.&lt;br /&gt;
: NOTE: As of September 2013 this uses a linear-time algorithm rather than exponential, so performance is not really a concern anymore -- still, be nice and don&#039;t run it in a loop or anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppathstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppathstep&lt;br /&gt;
: mppathstep takes a single step along the path found by mpfindpath. If a path has not been found, it will have no effect. &lt;br /&gt;
: If the step fails for some reason (such as a closed door), the path will be cleared (and mpget will report -1, if you want to check this condition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrack&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrack &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mptrack tells a mobile to begin tracking the target pc. The mobile will then behave as a normally tracking mobile would.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrackstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrackstep&lt;br /&gt;
: When executed on a mobile which is already tracking, mptrackstep takes the mobile one step along the â€˜tracksâ€™ of their victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstopfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstopfollow&lt;br /&gt;
: This command causes a mobile to stop following their victim.&lt;br /&gt;
&lt;br /&gt;
==Damage-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdealdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdealdamage &amp;lt;target&amp;gt; &amp;lt;source&amp;gt; &amp;lt;noun|&#039;default&#039;&amp;gt; &amp;lt;damtype_0&amp;gt; &amp;lt;amount_0&amp;gt; [damtype_1] [amount_1] ... [damtype_n] [amount_n]&lt;br /&gt;
: mpdealdamage does typed, potentially-hybrid damage with an associated source. &#039;&#039;&#039;It is recommend to use it for most cases&#039;&#039;&#039;, since it will handle reductions and resistances appropriately rather than using fixed amounts. It also uses true sources (if supplied), so source-based reductions (such as avatar&#039;s reduction against evil) should work.&lt;br /&gt;
: &amp;lt;target&amp;gt; refers to a normal target, such as $n&lt;br /&gt;
: &amp;lt;source&amp;gt; may refer to a var, such as $i. However, it may also be a string, such as &#039;The sweet young girl&#039;. Use a var if appropriate; don&#039;t shortcut it with the var&#039;s short desc, as then the source won&#039;t be real, so certain reductions will be skipped.&lt;br /&gt;
: &amp;lt;noun|&#039;default&#039;&amp;gt; refers to either a supplied damage noun, such as &#039;tickle&#039;, or the string &#039;default&#039;. Default only makes sense when a true source is supplied and the source has a damverb (ie, a mob); in this case, said damverb is used (called a damverb even though it is actually a noun. Cheers.)&lt;br /&gt;
: &amp;lt;damtype_0&amp;gt; refers to the type of damage done. It may be an integer OR a word, such as &#039;cold&#039;. Recommended to use words for prog clarity, but should not affect correctness.&lt;br /&gt;
: &amp;lt;amount_0&amp;gt; refers to the amount of damage done, of type &amp;lt;damtype_0&amp;gt;. This can be a fixed number or a var (perhaps calculated with mpdice or mpmath, or anything else).&lt;br /&gt;
: [damtype_i] refers to additional optional damtypes; if supplied, the corresponding amount should also be supplied.&lt;br /&gt;
: [amount_i] refers to additional amount of damage done&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n &#039;The sweet young girl&#039; &#039;tickle&#039; cold 100 fire 200&amp;quot; results in &amp;quot;The sweet young girl&#039;s ))) HEROIC ((( tickle grazes you!  (100, cold) (200, fire) [300 total]&amp;quot;&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n $i default 7 1&amp;quot; on a mob called &amp;quot;Joe&amp;quot; with a damverb of &amp;quot;slice&amp;quot; results in &amp;quot;Joe&#039;s pathetic slice barely scratches you.  (1, acid)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Damage integers are as follows: &lt;br /&gt;
 [[DAM_NONE]] 0&lt;br /&gt;
 [[DAM_BASH]] 1&lt;br /&gt;
 [[DAM_PIERCE]] 2&lt;br /&gt;
 [[DAM_SLASH]] 3&lt;br /&gt;
 [[DAM_FIRE]] 4&lt;br /&gt;
 [[DAM_COLD]] 5&lt;br /&gt;
 [[DAM_LIGHTNING]] 6&lt;br /&gt;
 [[DAM_ACID]] 7&lt;br /&gt;
 [[DAM_POISON]] 8&lt;br /&gt;
 [[DAM_NEGATIVE]] 9&lt;br /&gt;
 [[DAM_HOLY]] 10&lt;br /&gt;
 [[DAM_ENERGY]] 11&lt;br /&gt;
 [[DAM_MENTAL]] 12&lt;br /&gt;
 [[DAM_DISEASE]] 13&lt;br /&gt;
 [[DAM_DROWNING]] 14&lt;br /&gt;
 [[DAM_LIGHT]] 15&lt;br /&gt;
 [[DAM_OTHER]] 16&lt;br /&gt;
 [[DAM_FEAR]] 17&lt;br /&gt;
 [[DAM_CHARM]] 18&lt;br /&gt;
 [[DAM_SOUND]] 19&lt;br /&gt;
 [[DAM_ILLUSION]] 20&lt;br /&gt;
 [[DAM_DEFILEMENT]] 21 &lt;br /&gt;
: Help DAMTYPE on the mud generates this list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you want to do damage without the chance of killing the target, use mpgrant.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamtype&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamtype &amp;lt;target&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt; &amp;lt;damage type number&amp;gt;&lt;br /&gt;
: Mpdamtype does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term. The damage type number is an integer which specifies the type of damage ([[DAM_NEGATIVE]], etc.) done by the damtype. There is no echo displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdammess&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdammess &amp;lt;target pc or npc&amp;gt; &amp;lt;amount&amp;gt; &amp;lt;damage noun&amp;gt;&lt;br /&gt;
: mpdammess is a command that generates a damage message based on the amount specified to the target, with the specified damage noun. The noun should appear in single quotes.&lt;br /&gt;
: Ex: mpdammess $n 200 â€˜withering sarcasmâ€™ would display:&lt;br /&gt;
: &amp;quot;&amp;lt;The mob&amp;gt;â€™s withering sarcasm === OBLITERATES === &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
: Again, note that mpdammess does not actually do the damage, so mpdamage or mpdamtype must be used in conjunction with this command.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A combination of mpdamtype with mpdammess has been in used in a variety of damage progs, but since the arrival of &#039;mpdealdamage&#039; this prog technique is generally no longer needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamage &amp;lt;target pc or npc&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt;&lt;br /&gt;
: Mpdamage does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term.&lt;br /&gt;
&lt;br /&gt;
: So, if we had:&lt;br /&gt;
:   mpdamage $n 10 5 100 &lt;br /&gt;
: This would damage $n with 10d5+100 of damage.&lt;br /&gt;
&lt;br /&gt;
: The damage from this command is â€˜colorlessâ€™ -- it has no type, such as fire, cold, negative, etc. As such, absolutely no damage reduction (including sanctuary) is taken into account. There is also no damage echo, so unless the damage is meant to be â€˜silentâ€™, players should receive an echo about the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamfrom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamfrom &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt; &amp;lt;noun&amp;gt; &amp;lt;name&amp;gt;&lt;br /&gt;
: mpdamfrom does damage that appears to be from a given name, with specified damage noun to the given target. Mpdamfrom also generates a matching damage message. The damage done from mpdamfrom is â€˜colorlessâ€™ -- i.e., it is of no particular damage type (and is therefore not effected by vulns, resists, sanctuary, etc.) Both the noun and the name should appear in single quotes.&lt;br /&gt;
: Ex: mpdamfrom $n 100 â€˜tickleâ€™ â€˜The sweet young girlâ€™&lt;br /&gt;
: would display:&lt;br /&gt;
:  &amp;quot;The sweet young girlâ€™s tickle *** DEMOLISHES *** &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mob Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfollow &amp;lt;follower&amp;gt; &amp;lt;leader&amp;gt;&lt;br /&gt;
: Example: mpfollow $i $n&lt;br /&gt;
: The mpfollow command causes the targeted follower to follow the target leader, regardless of conditions such as &#039;&#039;nofollow&#039;&#039; or charmed states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmload &amp;lt;mobile vnum&amp;gt; &amp;lt;optional argument&amp;gt;&lt;br /&gt;
: mpmload loads a mobile with specified vnum in the current room.  The only allowed optional argument is &#039;&#039;reset&#039;&#039;, which will trigger the loaded mob&#039;s &#039;&#039;load_prog&#039;&#039; (if present).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwander&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwander&lt;br /&gt;
: The mpwander command causes the mobile to randomly wander in an available direction.  Note that this wandering may circumvent the no_mob room flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslookup&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpslookup &amp;lt;skill name&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: This skill lets a mob turn the literal name of a skill into a skill vnum in a memory slot.&lt;br /&gt;
: For example: mpslookup smoking 0&lt;br /&gt;
: This command would cause a mob to look up the vnum for the skill &#039;smoking&#039; which is 1392. It would save that to the mob&#039;s memory slot 0, making that value to 1392.&lt;br /&gt;
: If the lookup fails, the value will be set to -1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddskill &amp;lt;target npc&amp;gt; &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;percentage&amp;gt;&lt;br /&gt;
: The mpaddskill grants the target mobile the specified skill at the supplied percentage.  Effectively, the mobile gains only this skill or spell.  (This actually shows up as a special affect in the mobile&#039;s affect list.) &lt;br /&gt;
: These skills and spells operate exactly as normal PC versions do.  This means that unlike, for example, &#039;&#039;mpcast&#039;&#039;, the mobile must have adequate mana to execute these abilities.  In addition, because those skills are activated in the same manner as a PC would, counters, spell enhancements, or command failure may apply normally rather than being ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremoveskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremoveskill &amp;lt;target npc&amp;gt; &amp;lt;skill or spell vnum&amp;gt;&lt;br /&gt;
: This command removes a mobile&#039;s ability in the target skill or spell vnum, as granted by the &#039;&#039;mpaddskill&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwizi&lt;br /&gt;
: This command makes a mobile &#039;&#039;wizinvis&#039;&#039; itself.  This is identical to the immortal &#039;&#039;wizinvis&#039;&#039; at level 52.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunwizi&lt;br /&gt;
: This command makes a mobile undo the &#039;&#039;wizinvis&#039;&#039; status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpseewizi&lt;br /&gt;
: This command allows a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunseewizi&lt;br /&gt;
: This command removes the ability of a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
==Object Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpoload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpoload &amp;lt;object vnum&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; in &amp;lt;room/name of container&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; on &amp;lt;target pc or npc&amp;gt; [&amp;lt;wear slot&amp;gt;]&lt;br /&gt;
: The mpoload command is used for loading an instance of a particular objectâ€™s vnum. If used with just the vnum as an argument, the object will be loaded into the mobileâ€™s inventory. If used with the preposition &amp;quot;in&amp;quot;, mpoload can load the object either in the room, or in a container. If used with the preposition &amp;quot;on&amp;quot;, mpoload can be used to load the object either on a target, or onto a given targetâ€™s wear slot. Note: If the subjectâ€™s wear slot is full, mpoload will do nothing. &amp;quot;mpoload &amp;lt;vnum&amp;gt; in self&amp;quot; will load an object inside the object being progged if it is a container.&lt;br /&gt;
&lt;br /&gt;
: The slot numbers are as follows: &lt;br /&gt;
 0: Light&lt;br /&gt;
 1: Left finger&lt;br /&gt;
 2: Right finger&lt;br /&gt;
 3: Neck1&lt;br /&gt;
 4: Neck2&lt;br /&gt;
 5: Torso&lt;br /&gt;
 6: Head&lt;br /&gt;
 7: Legs&lt;br /&gt;
 8: Feet &lt;br /&gt;
 9: Hands&lt;br /&gt;
 10: Arms&lt;br /&gt;
 11: Shield&lt;br /&gt;
 12: Body&lt;br /&gt;
 13: Waist&lt;br /&gt;
 14: Wrist&lt;br /&gt;
 15: Wrist&lt;br /&gt;
 16: Wielded&lt;br /&gt;
 17: Held &lt;br /&gt;
 18: Floating&lt;br /&gt;
 19: Dual wielded&lt;br /&gt;
 20: Branded&lt;br /&gt;
 21: Concealed&lt;br /&gt;
 22: Concealed&lt;br /&gt;
 23: Prog&lt;br /&gt;
 24: Familiar&lt;br /&gt;
&lt;br /&gt;
: Ex:&lt;br /&gt;
: mpoload 6900 [Loads object of vnum 6900 into inventory of mobile]&lt;br /&gt;
: mpoload 6900 in room [Loads object 6900 into the room]&lt;br /&gt;
: mpoload 6900 in chest [Loads object 6900 into a chest in the room]&lt;br /&gt;
: mpoload 6900 on $f [Loads object 6900 and puts it in $fâ€™s inventory]&lt;br /&gt;
: mpoload 6900 on $f 18 [Loads object 6900 into $fâ€™s float slot]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbrand &amp;lt;target pc&amp;gt; &amp;lt;vnum of sigil&amp;gt;&lt;br /&gt;
: Mpbrand brands a pc with a specified sigil object. If the pc is already wearing a sigil, mpbrand will have no effect. There is no echo associated with mpbrand, so one must be provided if necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotremove&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotremove &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: mpslotremove removes the item in the wear slot specified by the given number and places it in the playerâ€™s inventory, effectively making the player &amp;quot;remove&amp;quot; the item. There is no echo to the player that this occurs, nor is any remove_prog triggered. [whether or not this is a feature or a bug remains to be seen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotpurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotpurge &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: The mpslotpurge removes an item in a particular wear slot from a pc. Like mpslotremove, this command has no echo by default, nor does it trigger a remove_prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpjunk&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpjunk &amp;lt;object&amp;gt;&lt;br /&gt;
: Destroys the object referred to from a mobileâ€™s inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzap&lt;br /&gt;
: This command is used by objects to cause their owner to drop them. It is primarily used in wear_progs, where it used to prevent owners from wearing an item. Mpzap does not have an echo, so one must be supplied as necessary.&lt;br /&gt;
&lt;br /&gt;
==Exit-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsetexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetexit &amp;lt;direction&amp;gt; &amp;lt;room vnum/none&amp;gt;&lt;br /&gt;
: This command can change or remove an exit in a given direction. Note that this is only a one-way link, so in most cases, you will want to adjust the room on the other side of the exit as well. Use mpflag after this to add doors and the like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand locks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunlock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunlock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand unlocks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpexit &amp;lt;target&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
: This command makes a target pc or npc exit to the specified vnum, &amp;quot;by way of&amp;quot; the direction. This command is in a state of flux, as Jolinn, Synrael, and Aeolis attempt to read its true form from the mind of god.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prog-type Specific==&lt;br /&gt;
&lt;br /&gt;
===Sub Prog===&lt;br /&gt;
&#039;&#039;&#039;mpcallsub&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcallsub &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub obj &amp;lt;obj&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub mob &amp;lt;mob&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub room &amp;lt;room&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: mpcallsub calls the specified sub_prog. If an actor is supplied, it will become the $n var of the sub_prog; otherwise, the $n var will not be defined in the subroutine. Note that sub_progs carry over the $r var, so it will be consistent with the calling prog. You may call a sub_prog from a sub_prog; be careful of infinite recursion! Some safeguards have been put into place for this to avoid completely hanging the MUD, but even hitting them makes the CPU cry. &lt;br /&gt;
: For room targets, either a vnum or &#039;here&#039; is acceptable&lt;br /&gt;
: Note that PC targets will not work&lt;br /&gt;
: Tip: variables can be passed over the num and str prog fields (0-9, s0-s9). This can work for both input and output.&lt;br /&gt;
: Tip: you can use the fact that mpcallsub can be used to call sub_progs on other entities to create common libraries of progs, perhaps keeping them in well-known rooms.&lt;br /&gt;
&lt;br /&gt;
===Hit Prog===&lt;br /&gt;
&#039;&#039;&#039;mphitdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mphitdamage &amp;lt;amount&amp;gt;&lt;br /&gt;
: Mphitdamage is used in conjunction with hit_prog. Essentially, mphitdamage is the function that does the â€˜actualâ€™ damage in the case of a hit_prog triggering. Mphitdamage will deal the specified amount of damage, as if the mobile had actually inflicted it with a hit of their normal weapon, with the appropriate damage amount.&lt;br /&gt;
&lt;br /&gt;
===Data Prog===&lt;br /&gt;
&#039;&#039;&#039;mpsetdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetdata &amp;lt;data_prog name&amp;gt; [noreset]&lt;br /&gt;
: Example: mpsetdata hello_world&lt;br /&gt;
: Example: mpsetdata hello_world noreset&lt;br /&gt;
: Mpsetdata is an mpcommand used with data_prog. It sets the data reader to the first line of the data_prog with the specified name. If noreset is specified AND the data reader is already pointing the specified data prog, there will be no action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpnextdata [#]&lt;br /&gt;
: Syntax: mpnextdata [+|-#]&lt;br /&gt;
: Syntax: mpnextdata *&lt;br /&gt;
: Example: mpnextdata&lt;br /&gt;
: Example: mpnextdata 4&lt;br /&gt;
: Example: mpnextdata +2&lt;br /&gt;
: Example: mpnextdata -1&lt;br /&gt;
: Example: mpnextdata *&lt;br /&gt;
: mpnextdata is an mpcommand used with data_prog, to move the data pointer around. If used with a +# or -# argument, the reader moves by the specified number of lines, stopping at the beginning or end. Using mpnextdata with no argument is equivalent to mpnextdata +1; that is, it moves to the next line of the data_prog it is currently reading from. If used with a # without + or -, the data reader jumps to the specified line, or to the end if the number is larger than the line count.&lt;br /&gt;
: mpnextdata with &#039;*&#039; as the argument will just jump to the end of the data prog&lt;br /&gt;
: Use mpnextdata with $d, mpadddata, and mpdeletedata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpadddata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpadddata &amp;lt;line_of_text&amp;gt;&lt;br /&gt;
: Example: mpadddata mpecho hello&lt;br /&gt;
: mpadddata inserts the specified line into the current data_prog, placing it before the current line pointed at by the data pointer. If the area is saved, this change will persist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdeletedata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdeletedata [all|#]&lt;br /&gt;
: mpdeletedata deletes the specified number of lines (or all) from the data_prog, starting at the current line (set by mpnextdata). If the area is saved, this change will persist. If no argument is supplied, one line is deleted.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
NOTE: &amp;quot;mpdesc&amp;quot; can be used to save data into helpfiles, and &amp;quot;mpget&amp;quot; can get also get information about the data line counter. See those commands for details.&lt;br /&gt;
&lt;br /&gt;
===Trigger Prog===&lt;br /&gt;
&#039;&#039;&#039;mptrigger&#039;&#039;&#039;&lt;br /&gt;
:  Syntax: mptrigger &amp;lt;target&amp;gt;&lt;br /&gt;
: Mptrigger is a command which is used in conjunction with a trigger_prog on a mobile. Mptrigger executes the trigger_prog, setting $n for the trigger_prog to be equal to the target.&lt;br /&gt;
&lt;br /&gt;
: Mptrigger is commonly used in conjunction with mproomcmd, to allow the trigger_prog to be executed for each target in the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbittrigger &amp;lt;pc bit number&amp;gt;&lt;br /&gt;
: mpbittrigger is another mpcommand which can be used in conjunction with a trigger_prog. Essentially, mpbittrigger executes the trigger_prog for every pc in the world who has the bit number specified set to 1. (I.e., &amp;quot;on&amp;quot;.)&lt;br /&gt;
: Needless to say, this should not be executed wastefully, as it is processor intensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunbittrigger &amp;lt;pc memory value&amp;gt;&lt;br /&gt;
: mpunbittrigger is another command which operates in conjunction with trigger_prog. Essentially, this command will execute the trigger_prog on every pc in the world who does not have the given pc memory value set (i.e., the value of the bit is 0). Since this command checks every pc in the world, it should be used sparingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmasstrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmasstrigger&lt;br /&gt;
: Mpmasstrigger is another mpcommand which can be used in conjunction with a trigger_prog. Mpmasstrigger executes the trigger_prog for every pc in the world. Use this sparingly, owing to the processor intensiveness.&lt;br /&gt;
&lt;br /&gt;
=== Verb Prog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpinterpret&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpinterpret &amp;lt;Target pc&amp;gt; &amp;lt;Target command&amp;gt;&lt;br /&gt;
: Ex: mpinterpret $n $x&lt;br /&gt;
: The mpinterpret command is designed for use with verb_progs. mpinterpret executes the target command as if it had been performed by the target pc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextinterp&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpnextinterp&lt;br /&gt;
: For use with verb_progs. This passes the interpretation of the command to the next verb_prog (ie, if there happened to be any other verb_progs in the same room, the next one in line would begin handling the command.)  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpverbstop&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpverbstop&lt;br /&gt;
: For use with verb_progs. Stops any subsequent interpretations / executions of the player&#039;s command.  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
==Reserved==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrap &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mptrap command is used to damage (depending on the level of the mobile executing the command). This damage appears as â€˜tendrils of flameâ€™, and is used exclusively for the Raidersâ€™ &amp;quot;Pillage&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsilverset&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand is used in the &amp;quot;Consumption of the Silver Veil&amp;quot; spell, and is not for general use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command adds knowledge of a demonic symbol to the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command removes knowledge of a demonic symbol from the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultprep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultprep &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only. This preps a player who has requested something from the vault. Mpvaultgive checks to see if this affect is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultdrop&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultdrop &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only to drop an item in the vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultshow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultshow &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only.  If a pc is in a given house, this command will do a &amp;quot;look&amp;quot; for them in the houseâ€™s vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultgive&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultgive &amp;lt;target&amp;gt; $x&lt;br /&gt;
: For use on a House vault guard only to give the requested item to a player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdoppel&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdoppel &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command, coded for the Chaigian doppleganger, allows a mobile to exactly duplicate a pc, down to the appearance of carrying their items. In theory, the dopplegangered mobile will also act as the same class as the pc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdemonid, mpdemonpcid, mppoisonroom, mpdemonbind, mpaddtree, mptreefruit, mpcursebarkja, mprevolt&#039;&#039;&#039;&lt;br /&gt;
: These commands are all used for demons, and should not be used in production elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Obsolete==&lt;br /&gt;
&#039;&#039;&#039;mpsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetskilled&lt;br /&gt;
: The mpsetskilled command gives a mobile an effective of skill rating of 100% in every skill. Formerly used to create mobs which fight with player skills, it has been largely deprecated in favor of &#039;mpset mob skill&#039;. Avoid use in general as the mobs will essentially execute every passive skill and every automatic defensive skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunsetskilled&lt;br /&gt;
: This removes the effects of mpsetskilled from a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptentacle&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptentacle&lt;br /&gt;
: This is an obsolete mpcommand used by the old school void scholar tentacles spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mpabishai, Mpgharku, Mpisetaton, Mpagduk, Mppricina, Mpkhamurn, Mporzub, Mpchagrob, Mpbarkjaset, Mpbarkjayes, Mpescape&#039;&#039;&#039;&lt;br /&gt;
: All of these mpcommands were used in the old void scholar demon progs, and should now be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho_fight&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand was originally designed for use with object progs, but is no longer supported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcastoff&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcastoff &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
: mpcastoff was original designed to allow for spells like poison, which are offensive but have multiple targets, to automatically cast during combat. (This was before mpcast took variable targets.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremovehand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremovehand &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command forces a mobile to actually remove a playerâ€™s hand. Said player cannot dual wield, etc. etc. (This mpcommand was originally the penalty for a demon.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Leviticus]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=3183</id>
		<title>Avendar:Prog Section 6</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=3183"/>
		<updated>2026-09-17T01:26:59Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Status &amp;amp; Attribute Manipulations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MP Commands=&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;quot;Nature, to be commanded, must be obeyed.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
    -- Sir Francis Bacon &lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpasound&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpasound &amp;lt;text_string&amp;gt;&lt;br /&gt;
: Prints the text as an echo to all surrounding rooms surrounding the location where the command is executed (but not in the room itself).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecho echoes the text string to the room the prog is executed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpzecho echoes the text string to every room in the area where the prog is executed, exactly as the immortal command &#039;&#039;zecho&#039;&#039; functions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgecho &amp;lt;test string&amp;gt;&lt;br /&gt;
: Mpgecho echoes the text string to every mortal currently in Avendar, exactly as the immortal &#039;&#039;gecho&#039;&#039; functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoaround&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoaround &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecharound sends the text string as an echo to every pc in the room except for the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoat &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechoat sends the text string only to the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechonv&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechonv &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechonv sends the text string to all characters in the room which aren&#039;t the initiating actor or the target.  See object vnum 18014 for an example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptellimm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptellimm &amp;lt;target immortal&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: This command causes the mobile to send the text string to the immortal as a tell. The message will reach the immortal, even if they are wizinvis currently. (But not, however, if the immortal is not in Avendar presently.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mprumor&lt;br /&gt;
: This command will make the mob say a random rumor. If there are no active rumors, the mob will say nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddrumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddrumor &amp;quot;&amp;lt;name&amp;gt;&amp;quot; &amp;lt;text&amp;gt;&lt;br /&gt;
: This command adds a rumor to the rumor list which mobs can &#039;say&#039; via mprumor. The&amp;lt;name&amp;gt; is used to identify who generated the rumor, and if &amp;lt;name&amp;gt; has the potential to be more than one word, you&#039;ll want to include quotes around it, like this:&lt;br /&gt;
: mpaddrumor &amp;quot;$I&amp;quot; Who was that masked man?&lt;br /&gt;
&lt;br /&gt;
==Memory Operations==&lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
Every mob, room, and obj has 10 value slots (0-9) which can store number values to be manipulated. These values are kept until the MUD is rebooted or the mob/obj is destroyed. For objects that are carried or when by a player, the values are saved when the character file is saved upon &#039;quitting&#039;.&lt;br /&gt;
&lt;br /&gt;
Most of the following operations will also work with local variables, which last only through the execution of the prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueset &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
: Mpvalueset is used to set a mobileâ€™s integer memory slot to a particular value.&lt;br /&gt;
 &lt;br /&gt;
: Ex: mpvalueset 1 3 &lt;br /&gt;
 &lt;br /&gt;
: This would set slot 1 to a value of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueup &amp;lt;slot&amp;gt; [&amp;lt;amount&amp;gt;]&lt;br /&gt;
: This increments a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvalueup defaults to incrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluedown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluedown &amp;lt;slot&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This decrements a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvaluedown defaults to decrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluerand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluerand &amp;lt;slot&amp;gt; &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; [seed]&lt;br /&gt;
: Mpvaluerand sets the value of a mobile integer memory slot to a random value between the specified low and high numbers (inclusive).&lt;br /&gt;
: The seed argument is optional, and may be either a number or string. If it is supplied, the result of mpvaluerand will always be consistent based on it.&lt;br /&gt;
: For example, if &amp;quot;mpvaluerand 0 0 10 Jolinn&amp;quot; stores the value 7 in $0, then calling it again will still store 7 in $0. But calling &amp;quot;mpvaluerand 0 0 10 Iandir&amp;quot;&lt;br /&gt;
: might store a value of 4 (or any other number between 0 and 10). This is useful if you want to have consistently-random behavior per instance of something.&lt;br /&gt;
&lt;br /&gt;
: Ex: mpvaluerand 1 5 10&lt;br /&gt;
: This would set the value of slot 1 to 5, 6, 7, 8, 9, or 10, selected at random.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcopyvalues&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcopyvalues all|nums|strs char|obj|room &amp;lt;source&amp;gt; char|obj|room &amp;lt;destination&amp;gt;&lt;br /&gt;
: mpcopyvalues copies all prog values from the source char/obj/room to the destination char/obj/room&lt;br /&gt;
: Specify &#039;all&#039; to copy both numerical and string values, &#039;nums&#039; to copy numerical values only, and &#039;strs&#039; to copy string values only&lt;br /&gt;
: Room may be specified by vnum or &#039;here&#039;&lt;br /&gt;
: Example: mpcopyvalues all char $i room here&lt;br /&gt;
: This example copies all the numerical and string prog values from the $i char into the room&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpget &amp;lt;char|mob|obj|room&amp;gt; &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: mpget is a command used to put numerical information about a player or mobile into a slot. &lt;br /&gt;
&lt;br /&gt;
: For PCs and mobs the field here refers to one of the following:&lt;br /&gt;
: recall, ep, maxage, age, deaths, adrenaline, str, int, wis, dex, con, chr, permstr, permint, permwis, permdex, permcon, permchr, sex, class, major, minor, chosenpath, ethos, level, platinum, gold, silver, copper, bank_platinum, bank_gold, bank_silver, bank_copper, hp, mana, move, practice, train, align, thirst, drunk, full, hunger, race, carrying, max_weight, group, id, vnum, pathsteps, nextstep, somaticartscount, somaticarts, karma, dataprogline, dataproglinecount, pkills_total, pkills_good, pkills_neutral, pkills_evil&lt;br /&gt;
&lt;br /&gt;
: Note that not all of these may be applicable to both pcâ€™s and mobiles. (Mobiles do not have a maxage, etc.)&lt;br /&gt;
: The slot refers to a mobile integer memory slot (from 0-9) in which the numerical data will be stored.&lt;br /&gt;
: Ex: mpget char $n str 3 This would get the strength of $n and place it in memory slot 3.&lt;br /&gt;
: &#039;&#039;&#039;somaticartscount&#039;&#039;&#039; returns the number of races learned via the somatic arts skill&lt;br /&gt;
: &#039;&#039;&#039;somaticarts&#039;&#039;&#039; is used a little differently: mpget char &amp;lt;target&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: Ex: mpget char $n somaticarts nefortu 2 This would get the learned status of the nefortu somatic art for $n&lt;br /&gt;
: -1 means not known or otherwise invalid input&lt;br /&gt;
&lt;br /&gt;
: PATH NOTES:&lt;br /&gt;
: &#039;&#039;&#039;pathsteps&#039;&#039;&#039; will return -1 if there is no path set for the character; use mpfindpath to set a path. If a&lt;br /&gt;
: path is present, it reports the number of steps until destination.&lt;br /&gt;
: &#039;&#039;&#039;nextstep&#039;&#039;&#039; will return -1 if there is no path set for the character, or if at the end of the path; use &lt;br /&gt;
: mpfindpath to set a path. If a path is present, it reports the next direction to walk in number form&lt;br /&gt;
:   North: 0&lt;br /&gt;
:   East:  1&lt;br /&gt;
:   South: 2&lt;br /&gt;
:   West:  3&lt;br /&gt;
:   Up:    4&lt;br /&gt;
:   Down:  5&lt;br /&gt;
&lt;br /&gt;
: For objects the field refers to one of the following:&lt;br /&gt;
: level, timer, val, type, material, dataprogline, dataproglinecount&lt;br /&gt;
&lt;br /&gt;
: For rooms the field refers to one of the following:&lt;br /&gt;
: itemcount, charcount, dataprogline, dataproglinecount, stone&lt;br /&gt;
&lt;br /&gt;
: NOTE: for itemcount and charcount, all items and chars directly in the room are counted. This might be problematic if your mob or whatever cannot see them all; be sure not to rely on filtering for sight. Also note that objects contained within objects are not counted.&lt;br /&gt;
&lt;br /&gt;
: NOTE: for mobs/objs/rooms with dataproglinecount -- this returns the number of lines in the currently-set dataprog for that target. If none is set there will be no change to the var.&lt;br /&gt;
&lt;br /&gt;
: NOTE: dataprogline returns the current line number, set by mpnextdata. As with dataproglinecount, there will be no change to the var is there is no set data prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgetroomvnum&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgetroomvnum &amp;lt;mob integer memory slot&amp;gt;&lt;br /&gt;
: mpgetroomvnum takes the vnum of the room the mobile is presently in, and places it in the integer memory slot specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmath &amp;lt;mob memory slot&amp;gt; &amp;lt;mathematical expression&amp;gt;&lt;br /&gt;
: mpmath is a command which causes the prog to evaluate a mathematical expression. The results of this expression are stored in a specified mobile integer memory slot.&lt;br /&gt;
: Here, &amp;quot;mathematical expression&amp;quot; refers to any combination of:&lt;br /&gt;
:   +   Addition&lt;br /&gt;
:   -   Subtraction&lt;br /&gt;
:   *   Multiplication&lt;br /&gt;
:   /   Division&lt;br /&gt;
:   (   Open parentheses&lt;br /&gt;
:   )   Close parentheses&lt;br /&gt;
:   ^   Exponentiation&lt;br /&gt;
: The mathematical expression can also use any prog variable that stores an integer value. (In particular, $0, $1, $2, ...$9, etc.) Mathematical expressions are evaluated in â€˜standardâ€™ order. (I.e., parentheses take precedence over the other operations, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdice&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdice &amp;lt;memory slot&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;bonus&amp;gt;&lt;br /&gt;
: mpdice calculates a diceroll and stores it in the memory slot.&lt;br /&gt;
: Example: mpdice 3 5 19 15&lt;br /&gt;
: This example calculates (5d19 + 15) [Average: 65] and stores it in memory slot 3&lt;br /&gt;
: You could achieve the same effect with loops, mpvaluerand, and mpmath, but this is provided as a shortcut method since dice calcs are common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW in 2015!&#039;&#039;&#039; In addition to numeric memory, there are also 10 string fields which can store strings of text. See &#039;&#039;mpstring&#039;&#039; and &#039;&#039;mploadstring&#039;&#039; for their usage.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
A mob can &amp;quot;focus&amp;quot; on a pc or another mob, causing them to be stored in the mob&#039;s &#039;focus&#039; memory and accessible via the $f/$F variables. This focus lasts until the mob is destroyed or the pc exits the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfocus &amp;lt;target&amp;gt; &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This focuses the mobile on a player, in the specified focus slot (0 or 1). [More focus fields may be added in the future, as needed.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunfocus &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This command unfocuses the specified focus slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bits and Tasks ===&lt;br /&gt;
Each character has tens of thousands of permanent bit (&#039;yes&#039; or &#039;no&#039;) values associated with it. These are tyipcally used to represent things like completion of a given task or quest. These values are stored permanently (see mpaddaffect for a way to make them switched only for a given amount of time).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbitset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbitset &amp;lt;target&amp;gt; &amp;lt;bit number&amp;gt; &amp;lt;0/1&amp;gt;&lt;br /&gt;
: mpbitset sets a specific PC memory bit on the target to either 0 (the default) or 1 (&amp;quot;true&amp;quot; for bit checking purposes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tasks are dispensed through task hubs (see [[OLC_Section_7|OLC Section 7: Hub Data]]).  The following are prog commands associated with them.  This list will no doubt grow as we discover more necessary functionality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptasktarget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptasktarget &amp;lt;mob vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to all mobs of the specified vnum, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskobj&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskobj &amp;lt;obj vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to an object with the specified vnum in the inventory of the user, or in the room of the user, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.  It will also choose the first item it finds of that vnum, not all of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskfail&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskfail &amp;lt;origin vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will cause a task on the target character which was granted by the specified origin mob to fail and run its cleanup function.&lt;br /&gt;
&lt;br /&gt;
: Temporary items created by the task system itself (and those flagged via &amp;lt;i&amp;gt;mptaskobj&amp;lt;/i&amp;gt;) will be purged, all targeted mobs will have their flags stripped (including those assigned via &amp;lt;i&amp;gt;mptasktarget&amp;lt;/i&amp;gt;), and the failure cooldown for the task will be set on that character.  It should be noted that this will not attempt to determine &amp;lt;i&amp;gt;which&amp;lt;/i&amp;gt; task from the specified mob should be failed; it fails any of them, so be careful with how you use this on multi-task mobs.&lt;br /&gt;
&lt;br /&gt;
=== Remembering ===&lt;br /&gt;
A mob can &#039;remember&#039; pcs and other mobs and associate a value with them. This memory lasts until the mob is killed, the MUD is rebooted, or until the PC disconnects. This is useful for things such as having a mob offer a greeting to a player only once per play session.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremember&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremember &amp;lt;target&amp;gt;&lt;br /&gt;
: mpremember causes a given instance of a mobile to set themselves to â€˜rememberâ€™ a player, which can be verified via the appropriate if check.&lt;br /&gt;
&lt;br /&gt;
: Note: you may want an &amp;quot;if ispc()&amp;quot; check before using this, because we have had memory problems in the past due to mobs having to remember a huge number of other mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforget &amp;lt;target&amp;gt;&lt;br /&gt;
: mpforget causes a given instance of a mobile to forget the target player. (i.e., to undo the effects of mpremember.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvset &amp;lt;positive integer&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvset sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile. Note that the syntax is violently non-standard, so the value is set in the first term, and the target in the second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvup &amp;lt;target&amp;gt;&lt;br /&gt;
: mpmemvup increments the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvdown &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvdown decrements the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvrand &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvrand sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile between (inclusive) the low and the high value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
&#039;&#039;&#039;mpfaction&#039;&#039;&#039;&lt;br /&gt;
: Syntax: &amp;lt;target&amp;gt; &amp;lt;faction number&amp;gt; &amp;lt;amount&amp;gt; [1/0] &lt;br /&gt;
: This command changes a pc&#039;s standing with a faction by the specified amount.&lt;br /&gt;
: The trailing 1/0 is to choose whether the standard faction improve/worsen&lt;br /&gt;
: message is displayed.&lt;br /&gt;
: See &#039;help fedit&#039; for all the juicy details about factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strings ===&lt;br /&gt;
&#039;&#039;&#039;mpconcat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpconcat &amp;lt;varname&amp;gt; [list of variables and/or strings to concatenate]&lt;br /&gt;
&lt;br /&gt;
: This command concatenates many local variables and strings into one.  Any strings must be enclosed in single or double quote marks, even if the string is a single word.  Note that this command allows you to exceed the normal allowed length of an input line (255).  &lt;br /&gt;
&lt;br /&gt;
: Example prog:&lt;br /&gt;
:   mpvalueset a This is how to u&lt;br /&gt;
:   mpvalueset b se mpconcat.&lt;br /&gt;
:   mpconcat c a b&lt;br /&gt;
:   mpecho %c&lt;br /&gt;
&lt;br /&gt;
: Output:&lt;br /&gt;
:   This is how to use mpconcat.&lt;br /&gt;
&lt;br /&gt;
: Another example:&lt;br /&gt;
:   mpvalueset name1 orphans&lt;br /&gt;
:   mpvalueset name2 puppies&lt;br /&gt;
:   mpconcat outstr name1 &amp;quot; and &amp;quot; name2 &amp;quot; must die!&amp;quot;&lt;br /&gt;
:   mpecho %outstr&lt;br /&gt;
&lt;br /&gt;
: Output: &lt;br /&gt;
:   Orphans and puppies must die!&lt;br /&gt;
&lt;br /&gt;
: Note that &amp;lt;varname&amp;gt; CAN be one of the list of variables.  In the first example, you could do &#039;mpconcat a a b&#039; to have the result in %a.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrreplace&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrreplace &amp;lt;destination&amp;gt; &amp;lt;&amp;quot;original&amp;quot;&amp;gt; changefrom changeto&lt;br /&gt;
: This command will do a substring search on &#039;&#039;&#039;original&#039;&#039;&#039;, looking for &#039;&#039;&#039;changefrom&#039;&#039;&#039;. If found, it will replace this with &#039;&#039;&#039;changeto&#039;&#039;&#039;. This will be stored in &#039;&#039;&#039;destination&#039;&#039;&#039;. Enclose any variables in double quotes, especially if this variable has spaces in it.&lt;br /&gt;
: Example: mpstrreplace newstr &amp;quot;$x&amp;quot; Shodevva Naelanu&lt;br /&gt;
: This will search $x for all instances of Shodevva, replace them with Naelanu, and store the result in %newstr.&lt;br /&gt;
: Input: say My name is Shodevva.&lt;br /&gt;
: Output: say My name is Naelanu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrlen&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrlen &amp;lt;value 0-9&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
: This command measures &amp;lt;string&amp;gt; and puts the value in &amp;lt;value 0-9&amp;gt;&lt;br /&gt;
: Example: mpstrlen 0 $N&lt;br /&gt;
: This will return the length of the the short desc of the prog&#039;s triggering character.&lt;br /&gt;
&lt;br /&gt;
==Misc General Utility==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgoto&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgoto &amp;lt;target pc|npc|obj|vnum&amp;gt;&lt;br /&gt;
: The mpgoto command causes a mob to go to the target pc, npc, object or vnum. There is no echo either when the mob leaves, or arrives at the target location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptransfer&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptransfer &amp;lt;target pc or npc|all&amp;gt; [&amp;lt;destination&amp;gt;]&lt;br /&gt;
: The mptransfer command is used to transfer a pc or npc to the destination, which is specified by a vnum. If no destination is specified, mptransfer will move the target to the mobileâ€™s current room. If &amp;quot;all&amp;quot; is used inside of a specific target, it will transfer all pcâ€™s currently in the room with the mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpat &amp;lt;dest&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Performs the command at the designated location. &amp;quot;Destination&amp;quot; here refers to either a vnum, or a target player (but not npc!), referenced by variable as needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfakeroom&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpfakeroom &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt; &amp;lt;data_prog for desc&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;1|0&amp;gt; &amp;lt;name&amp;gt;&lt;br /&gt;
: Puts the target in a fakeroom for the listed duration in ticks. When it expires it will put all characters still in that room into the room with the listed vnum if possible. If no room is found, it will place players at room 3499, which is Var Bandor&#039;s Office of Applied Theology. &lt;br /&gt;
: The associated data_prog is necessary and will be the description for that temporary room. The duration can be -1 if you want the room to last indefinitely, in which case it will purge itself when it has no characters in it.&lt;br /&gt;
: &amp;lt;1|0&amp;gt; here is used to determine if the target&#039;s group comes with them. 1 is true (bring the whole group), 0 is false (only the target).&lt;br /&gt;
: The name at the end can be any string you want! It will be the room&#039;s name.&lt;br /&gt;
&lt;br /&gt;
=== Status &amp;amp; Attribute Manipulations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppurge [+flags] [&amp;lt;name of target mobile|object|self&amp;gt;]&lt;br /&gt;
: The mppurge command acts as the immortal purge command. When executed without an argument, it will purge (delete)  every mobile and unowned object in the room other than the entity executing the program. Mppurge can also target specific mobiles or objects in the room to be purged. &lt;br /&gt;
: Mppurge can also allow a mobile or object to purge itself. However, if this functionality is used, this should be the last command executed in the body of the prog. (There are code concerns with a purged, non-existing entity trying to execute prog commands -- break, endif, and other things which don&#039;t reference the entity itself or any of its fields are ok.)  &lt;br /&gt;
: The flags field is indicated by adding the + symbol after &#039;mppurge&#039; but before any further arguments. It is optional, and currently the only flags which work only apply to purging objects&lt;br /&gt;
: The flags available are:&lt;br /&gt;
 [[o]] Used to override the nopurge bit, such as if you wanted to purge a pccorpse&lt;br /&gt;
 [[r]] Used to retain any contained objects, which are sent to the same room as the now-purged object. This will destroy meltdrop objects, of course.&lt;br /&gt;
: Example: mppurge +or pccorpse&lt;br /&gt;
: This example will purge the pccorpse and leave all the equipment in the room&lt;br /&gt;
: The flags can used in any order&lt;br /&gt;
&lt;br /&gt;
: Additional note for verb_progs- use mpverbstop/opverbstop in a verb_prog to kill the prog effectively, thereby avoiding the problem of serial purgers.  In fact, it is highly recommended to pair the use of any self-purgingness with a verbstop for safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddaffect &amp;lt;target pc or npc&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: mpaddaffect is a command which adds a spell or skill affect to the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
: The duration is given in half-hours (ticks) of game time.&lt;br /&gt;
&lt;br /&gt;
: The apply_field determines which player stat is affected, with the exception of [[APPLY_HIDE]], which makes the affect invisible to the pc. &lt;br /&gt;
 [[APPLY_NONE]] 0&lt;br /&gt;
 [[APPLY_STR]] 1&lt;br /&gt;
 [[APPLY_DEX]] 2&lt;br /&gt;
 [[APPLY_INT]] 3&lt;br /&gt;
 [[APPLY_WIS]] 4&lt;br /&gt;
 [[APPLY_CON]] 5&lt;br /&gt;
 [[APPLY_SEX]] 6&lt;br /&gt;
 [[APPLY_CLASS]] 7&lt;br /&gt;
 [[APPLY_LEVEL]] 8&lt;br /&gt;
 [[APPLY_AGE]] 9 &lt;br /&gt;
 [[APPLY_HEIGHT]] 10&lt;br /&gt;
 [[APPLY_WEIGHT]] 11&lt;br /&gt;
 [[APPLY_MANA]] 12&lt;br /&gt;
 [[APPLY_HIT]] 13&lt;br /&gt;
 [[APPLY_MOVE]] 14&lt;br /&gt;
 [[APPLY_GOLD]] 15&lt;br /&gt;
 [[APPLY_EXP]] 16&lt;br /&gt;
 [[APPLY_AC]] 17&lt;br /&gt;
 [[APPLY_HITROLL]] 18&lt;br /&gt;
 [[APPLY_DAMROLL]] 19 &lt;br /&gt;
 [[APPLY_SAVES]] 20&lt;br /&gt;
 [[APPLY_SAVING_PARA]] 20&lt;br /&gt;
 [[APPLY_SAVING_ROD]] 21&lt;br /&gt;
 [[APPLY_SAVING_PETRI]] 22&lt;br /&gt;
 [[APPLY_SAVING_BREATH]] 23&lt;br /&gt;
 [[APPLY_SAVING_SPELL]] 24&lt;br /&gt;
 [[APPLY_SPELL_AFFECT]] 25&lt;br /&gt;
 [[APPLY_FORM]] 26&lt;br /&gt;
 [[APPLY_HIDE]] 27 &lt;br /&gt;
 [[APPLY_RANGE]]                  28&lt;br /&gt;
 [[APPLY_RESIST_SUMMON]]      29&lt;br /&gt;
 [[APPLY_RESIST_CHARM]]       30&lt;br /&gt;
 [[APPLY_RESIST_MAGIC]]           31&lt;br /&gt;
 [[APPLY_RESIST_WEAPON]]          32&lt;br /&gt;
 [[APPLY_RESIST_BASH]]            33&lt;br /&gt;
 [[APPLY_RESIST_PIERCE]]          34&lt;br /&gt;
 [[APPLY_RESIST_SLASH]]           35&lt;br /&gt;
 [[APPLY_RESIST_FIRE]]            36&lt;br /&gt;
 [[APPLY_RESIST_COLD]]            37&lt;br /&gt;
 [[APPLY_RESIST_LIGHTNING]]       38&lt;br /&gt;
 [[APPLY_RESIST_ACID]]            39&lt;br /&gt;
 [[APPLY_RESIST_POISON]]          40&lt;br /&gt;
 [[APPLY_RESIST_NEGATIVE]]        41&lt;br /&gt;
 [[APPLY_RESIST_HOLY]]            42&lt;br /&gt;
 [[APPLY_RESIST_ENERGY]]          43&lt;br /&gt;
 [[APPLY_RESIST_MENTAL]]          44&lt;br /&gt;
 [[APPLY_RESIST_DISEASE]]         45&lt;br /&gt;
 [[APPLY_RESIST_DROWNING]]        46&lt;br /&gt;
 [[APPLY_RESIST_LIGHT]]           47&lt;br /&gt;
 [[APPLY_RESIST_SOUND]]           48&lt;br /&gt;
 [[APPLY_RESIST_ILLUSION]]        49&lt;br /&gt;
 [[APPLY_RESIST_WOOD]]            50&lt;br /&gt;
 [[APPLY_RESIST_FEAR]]            51&lt;br /&gt;
 [[APPLY_RESIST_IRON]]            52&lt;br /&gt;
 [[APPLY_SIZE]]                   53&lt;br /&gt;
 [[APPLY_CHR]]                    54&lt;br /&gt;
 [[APPLY_SKILL]]                  55&lt;br /&gt;
 [[APPLY_MAXSTR]]                 56&lt;br /&gt;
 [[APPLY_MAXDEX]]                 57&lt;br /&gt;
 [[APPLY_MAXINT]]                 58&lt;br /&gt;
 [[APPLY_MAXWIS]]                 59&lt;br /&gt;
 [[APPLY_MAXCON]]                 60&lt;br /&gt;
 [[APPLY_MAXCHR]]                 61&lt;br /&gt;
 [[APPLY_SCANRANGE]]              62&lt;br /&gt;
 [[APPLY_LUCK]]                   63&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: The apply modifier determines the quantity by which the apply field is affected. (I.e., if itâ€™s [[APPLY_STR]], and modified by 3, it will grant +3 strength.) The bitvector is a power of 2 which is required for certain key affects. The following are bitvectors, and the spells which use them: &lt;br /&gt;
&lt;br /&gt;
        A				N			O		P&lt;br /&gt;
&lt;br /&gt;
 A   1 Blind			Avatar			Encamp		Airless&lt;br /&gt;
 B   2 Invisible			Flesh To Stone		Shadowmastery	Sharp Vision&lt;br /&gt;
 C   4 Detect Evil		Guarding		Encase		Sensory Vision&lt;br /&gt;
 D   8 Detect Invis		Cloudkill		Rite of Dawn	Voidwalk&lt;br /&gt;
 E   16 Fly Natural		Rally			Inspire		Crystallize Magic&lt;br /&gt;
 F   32 Detect Hidden		Forced March		Petrify		Obscure Evidence&lt;br /&gt;
 G   64 Detect Good		Scouting		Durability	Mute&lt;br /&gt;
 H   128 Sanctuary		Larva			Mantle of Fear	Aura of Corruption&lt;br /&gt;
 I   256 Faerie Fire		Armshatter		Eye focus	Shroud of Nyogthua&lt;br /&gt;
 J   512 Infrared 		Legshatter		Blink		Endure&lt;br /&gt;
 K   1024 Curse			Grapple			Disguise&lt;br /&gt;
 L   2048 Wizi			Rage			Paranoia&lt;br /&gt;
 M   4096 Poison			Fury			Symbiont (actor)&lt;br /&gt;
 N   8192 Protect Evil		Ashurmadness		Readthoughts&lt;br /&gt;
 O   16384 Protect Good		Garrote (victim)	Symbiont (vict.)&lt;br /&gt;
 P   32768 Sneak			Garrote (actor)		Coven&lt;br /&gt;
 Q   65536 Hide			Garrote (cooldown)	Bleeding&lt;br /&gt;
 R   131072 Sleep		Muffle			Burnout&lt;br /&gt;
 S   262144 Charm		Tremble			Nova Charge&lt;br /&gt;
 T   524288 Flying		Delusion (poison)	Consumption&lt;br /&gt;
 U   1048576 Pass Door		Lightsleep		Demon. Pos.&lt;br /&gt;
 V   2097152 Haste		Wariness		Pos. Channel&lt;br /&gt;
 W   4194304 Calm		Flashpowder		Radiance&lt;br /&gt;
 X   8388608 Plague		Bolo arm		Inscribe&lt;br /&gt;
 Y   16777216 Weaken		Bolo leg		Deafen&lt;br /&gt;
 Z   33554432 Dark Vision	Bolo (cooldown)		Ghost&lt;br /&gt;
 aa  67108864 Berserk		Pursue			Unclean Spirit&lt;br /&gt;
 bb  134217728 Swim		Agility			Dark Future&lt;br /&gt;
 cc  268435456 Regeneration	Submission (actor)	Onehanded&lt;br /&gt;
 dd  536870912 Slow		Submission (victim)	Nightfears&lt;br /&gt;
 ee  1073741824 Detect Wizi	Subdue			Doppel&lt;br /&gt;
 ff  2147483648UL&lt;br /&gt;
 &lt;br /&gt;
: By default, the affects from the &amp;quot;A&amp;quot; column are used. If the optional O, N, or P is selected, the result from that column is used.&lt;br /&gt;
&lt;br /&gt;
: Note: you can use 479 as the skill vnum, to toggle a bit value on a PC. For example, &amp;quot;mpaddaffect $n 479 60 48 27 25722 0&amp;quot; would toggle $n&#039;s bit 25722 after 1 game day (48 ticks).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpobjaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpobjaffect &amp;lt;item keyword&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: Mpobjaffect is identical in many ways to mpaddaffect, except that it targets objects specifically.  It should be noted that when called by a room prog, it will target only items on the floor in that room.  Additionally, if called by an obj prog, it will scan the floor only if the object-caller is not being held.  When held, or called by a mob prog, it will scan the inventory of the person carrying it (worn and not), as well as keywords in the room they would be able to see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomaffect &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; 0 0 0&lt;br /&gt;
: Mproomaffect is identical to mpaddaffect, except that it targets the current room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremaffect [&amp;lt;target&amp;gt;] &amp;lt;vnum of skill or spell&amp;gt;&lt;br /&gt;
: Mpremaffect removes every instance of the specified skill or spell effect from a target. When used on a remove_prog, no target is needed (they will automatically target the owner.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatdown &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command reduces the specified stat of the target by the given amount. Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command decreases the actual stat, and will not reduce a stat below 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatup &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command raises the specified stat of the target by the given amount.&lt;br /&gt;
: Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command increases the actual stat, and will not increase a stat above its racial maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpflag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpflag mob &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag exit &amp;lt;direction&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         +: add flag&lt;br /&gt;
:         -: remove flag&lt;br /&gt;
:         =: set equal to, otherwise flag toggles the flags listed.&lt;br /&gt;
&lt;br /&gt;
: Mpflag is a command that duplicates the effect of the immortal â€˜flagâ€™ command. &lt;br /&gt;
&lt;br /&gt;
: By way of a refresh, the following are valid flags: For a MOB:&lt;br /&gt;
&lt;br /&gt;
 * act: ACT flag (aggressive, notrack, etc.)&lt;br /&gt;
 * aff: AFF flag (sanctuary, detect_invis, etc.)&lt;br /&gt;
 * off: OFF flag (bash, fast, area_attack, etc.)&lt;br /&gt;
 * imm: IMM flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * res: RES flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * vuln: VULN flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * form: Form of creature (edible, sentient, biped, mammal, etc.)&lt;br /&gt;
 * part: Which parts creature has (legs, arms, tail, etc.)&lt;br /&gt;
 * lang: What languages the creature speaks (caladaran, aelin, etc.)&lt;br /&gt;
&lt;br /&gt;
: For a CHAR:&lt;br /&gt;
 * plr: Toggles a player flag (npc, auto*, holylight, can_loot, nosummon, nofollow, colour, permit, slog, log, deny, freeze,  thief, reward, induct, sound, display, showdam)&lt;br /&gt;
 * comm: Toggles a comm flag (quiet, deaf, nowiz, noclangossip, nogossip, noquestion, nomusic, noclan, noquote, shoutsoff,  compact, brief, prompt, combine, telnet_ga,&lt;br /&gt;
         show_affects, nograts, noemote, noshout, notell, nochannels, snoop_proof, afk) &lt;br /&gt;
 * aff: Toggles an affect flag (detect_invis, regen, slow, etc.)&lt;br /&gt;
 * imm: Toggles immunity to damage (fire, negative, etc.)&lt;br /&gt;
 * res:: Toggles resistance to damage (fire, negative, etc.)&lt;br /&gt;
 * vuln: Toggles vulnerability to damage (fire, negative, etc.)&lt;br /&gt;
&lt;br /&gt;
: For an EXIT - The exit flags have no field, but the list of the toggles is as follows:&lt;br /&gt;
 * door: door is present&lt;br /&gt;
 * closed: closed door&lt;br /&gt;
 * locked: locked door&lt;br /&gt;
 * secret: Does not show up on exits&lt;br /&gt;
 * pickproof: Not pickable&lt;br /&gt;
 * nopass: Cannot go through door even with pass door.&lt;br /&gt;
 * easy: Lock difficulty rating&lt;br /&gt;
 * hard: Lock difficulty rating&lt;br /&gt;
 * infuriating: Lock difficulty rating&lt;br /&gt;
 * noclose: Cannot be closed&lt;br /&gt;
 * nolock: Cannot be locked&lt;br /&gt;
 * illusionary: Exit leads back to room&lt;br /&gt;
 * walled: Wall of stone effect&lt;br /&gt;
 * walloffire: Wall of fire effect&lt;br /&gt;
 * noram: Not rammable&lt;br /&gt;
 * fake: Exit appears normal, but no one can pass through&lt;br /&gt;
 * norefresh: Does not automatically reset door as closed on reset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syntax: mpset &amp;lt;mob|obj|room|skill&amp;gt; &amp;lt;name|room vnum&amp;gt; &amp;lt;field|skill or spell&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mpset is identical to the immortal command â€˜setâ€™. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For rooms&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;flags, sector&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For skills&#039;&#039;&#039;, any skill or spell is valid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For mobs and PCs&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;str, int, wis, dex, con, cha, sex, class, level, race, group, gold, silver, hp, mana, move, prac, align, train, thirst, hunger,  drunk, full, security, adrenaline, major, minor, chosenpath, ethos, deaths, familiar, ep, clore, age, maxage, recall, mobvalue,  damtype, somaticarts, karma, follower, familiargender&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;somaticarts&#039;&#039;&#039;, there is a slightly different syntax; instead of just a numerical value, you must supply a race and then the value:&lt;br /&gt;
* mpset char &amp;lt;pc_name&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
* The race may be a number representing the race, or a name -- be wary around quotes&lt;br /&gt;
* If the value is &amp;lt;= 0, the target will &#039;forget&#039; that race&lt;br /&gt;
* Value cannot be higher than 1000&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;karma&#039;&#039;&#039;, be aware of the karma aura ranges:&lt;br /&gt;
 -10000:          Silver Aura &lt;br /&gt;
 -5000 to -9999:  Bright Golden Aura &lt;br /&gt;
 -1000 to -4999:  Golden Aura &lt;br /&gt;
 -250 to -999:    Pale Golden Aura &lt;br /&gt;
 -249 to 249:     No Aura &lt;br /&gt;
 250 to 999:      Faint Red Aura &lt;br /&gt;
 1000 to 4999:    Red Aura &lt;br /&gt;
 5000 to 9999:    Dark Red Aura &lt;br /&gt;
 10000:           Black Aura &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For objects&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;value0 value1 value2 value3 value4 (v1-v4) extra wear level weight cost timer, objvalue&amp;lt;/i&amp;gt;. In the case of objvalue, &amp;lt;value&amp;gt; should be &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When mpsetting the &#039;wear&#039; field, names such as &#039;finger&#039; are invalid. Use the following values:&lt;br /&gt;
 Take -- 1&lt;br /&gt;
 Finger -- 2&lt;br /&gt;
 Neck -- 4&lt;br /&gt;
 Torso -- 8&lt;br /&gt;
 Head -- 16&lt;br /&gt;
 Legs -- 32&lt;br /&gt;
 Feet -- 64&lt;br /&gt;
 Hands -- 128&lt;br /&gt;
 Arms -- 256&lt;br /&gt;
 Shield -- 512&lt;br /&gt;
 About -- 1024&lt;br /&gt;
 Belt -- 2048&lt;br /&gt;
 Wrist -- 4096&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;mpset obj boots wear 65&amp;quot; would set the wear field of object referenced by &#039;boots&#039; to &#039;take feet&#039; (64 for feet, 1 for take, 64 + 1 = 65)&lt;br /&gt;
&lt;br /&gt;
When using the &#039;extra&#039; fields:&lt;br /&gt;
 1 		glow&lt;br /&gt;
 2 		hum&lt;br /&gt;
 4 		dark&lt;br /&gt;
 8 		warm&lt;br /&gt;
 16 		evil&lt;br /&gt;
 32 		invis&lt;br /&gt;
 64 		magic&lt;br /&gt;
 128 		nodrop&lt;br /&gt;
 256 		bless&lt;br /&gt;
 512 		antigood&lt;br /&gt;
 1024		antievil&lt;br /&gt;
 2048 		antineutral&lt;br /&gt;
 4096 		noremove&lt;br /&gt;
 8192 		inventory&lt;br /&gt;
 16384	 	nopurge&lt;br /&gt;
 32768 		rotdeath&lt;br /&gt;
 65536 		visdeath&lt;br /&gt;
 131072		affinity&lt;br /&gt;
 262144 	nonmetal&lt;br /&gt;
 524288 	nolocate&lt;br /&gt;
 1048576 	meltdrop&lt;br /&gt;
 2097152 	hadtimer&lt;br /&gt;
 4194304 	sellextract&lt;br /&gt;
 8388608 	quest&lt;br /&gt;
 16777216 	burnproof&lt;br /&gt;
 33554432 	nouncurse&lt;br /&gt;
 67108864 	nodestroy&lt;br /&gt;
 134217728 	concealed&lt;br /&gt;
 268435456 	stashed&lt;br /&gt;
 536870912 	wizi&lt;br /&gt;
 1073741824 	nolong&lt;br /&gt;
 2147483648 	nodisarm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpxp&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpxp &amp;lt;target pc&amp;gt; &amp;lt;xp amount&amp;gt;&lt;br /&gt;
: Mpxp grants the target pc the specified amount of experience points. The player will automatically advance in level, provided sufficient exploration points are also available.  If the amount specified is &amp;lt; 100, then it rewards the player with an amount equal to &#039;&#039;&#039;amount*level&#039;&#039;&#039; of the player. (Note that this functionality is obsolete with commands like mpget.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstring char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long desc pretitle title surname extitle damverb spec familiarname s0-s9&lt;br /&gt;
:         mpstring obj &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long extended s0-s9&lt;br /&gt;
:         mpstring room here|&amp;lt;vnum&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: s0-s9&lt;br /&gt;
: The mpstring command exactly duplicates the effects of the immortal â€˜stringâ€™ command. The only caveat to this command is that it can toggle mobs as well as pcâ€™s via the â€˜charâ€™ setting. In this case, however, the title, pretitle, surname, familiarname and extitle settings are not available. Use &#039;none&#039; for s0-s9 to clear a string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploadstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploadstring char|obj|room here|&amp;lt;name&amp;gt;|&amp;lt;room_vnum&amp;gt; &amp;lt;string_number(0-9)&amp;gt; &amp;lt;local_var&amp;gt;&lt;br /&gt;
: Example: mploadstring char $n 3 local&lt;br /&gt;
:&lt;br /&gt;
: The mploadstring command loads a saved string from the char/obj/room into a local var. If a string is not set, it is returned as an empty string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpresolve&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; obj char|room &amp;lt;char/room target&amp;gt; &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; pc &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Example: mpresolve str obj char $i staff made of ebony&lt;br /&gt;
:&lt;br /&gt;
: The mpresolve command attempts to resolve a general string (which might lots of extraneous words) into an object&#039;s name. It will store the resulting name in the output string var, or else it will store a blank string there if&lt;br /&gt;
: nothing resolved. Right now always specify &#039;obj&#039; as the second argument, but in the future this might be expanded to resolve other things. The third argument is either &#039;char&#039; or &#039;room&#039;, used to indicate whether you&lt;br /&gt;
: want to search a char&#039;s inventory (including worn objects) or a room&#039;s contents for the obj. The fourth argument is the actual char or room being targeted; use either a vnum or &#039;here&#039; for the room.&lt;br /&gt;
: The last argument is the input string to be resolved, which can be many words long.&lt;br /&gt;
:&lt;br /&gt;
: The other overload of the mpresolve command is for resolving PCs from strings. This is a global search, and takes fewer arguments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdesc &amp;lt;here/self/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt; [exdescname]&lt;br /&gt;
&lt;br /&gt;
: Changes the description of a room, object or mob. The first argument is the target, and may be either a room number, a mob, an  object, a helpfile, or &#039;here&#039;.  The &amp;quot;here&amp;quot; parameter, in mob and object progs, points to the room the mob or object is currently in.  Note that this will not work for items in inventory, containers, etc. If you target a helpfile, you should do so in quotes, with &#039;helpfile&#039; as the first word (e.g., mpdesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
: The second argument is the name of a data_prog or local variable that contains the new description. Using an additional parameter will apply the new  description in the data_prog or local variable to an exdesc. Using an exdesc parameter with a helpfile target serves no purpose and may cause the command to fail.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that rooms don&#039;t have backup indexes, so modifying the description of a room using this command will edit the permanent room description.&lt;br /&gt;
&lt;br /&gt;
: *** NOTE: *** Mobs can also use the desc command the same way as PCs, with the exception of entering the editor.  Valid commands are as detailed in HELP DESCRIPTION. Desc format will apply the standard formatting to the description as normal. Desc clear, +, and - function as normal.  These changes affect only that particular instance of the mob, and will not change in the area file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploaddesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploaddesc &amp;lt;here/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Loads a desc (or helpfile text) into the specified data_prog or var. See mpdesc for parallel usage, though exdescname is not supported with mploaddesc. As with mpdesc, targeting a helpfile should be done in quotes, with &#039;helpfile&#039; as the first word (e.g., mploaddesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppermexdesc&#039;&#039;&#039;&lt;br /&gt;
: No one can be told what mppermexdesc is. They have to.. see it for themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpinhabit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpinhabit &amp;lt;target&amp;gt; &amp;lt;mob vnum&amp;gt;&lt;br /&gt;
: This loads a mob and forces the player&#039;s desc (perspective) into it. The player will now control that mob for the duration of this ability. By default they have the ability to &#039;relinquish&#039; control, so be careful when making mobs players inhabit.&lt;br /&gt;
: If you don&#039;t want them to be able to relinquish manually, make sure to add verb_prog p relinquish to the mob.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprelinquish&#039;&#039;&#039;&lt;br /&gt;
: syntax mprelinquish &amp;lt;target&amp;gt;&lt;br /&gt;
: This automatically forces the target to silently relinquish themselves, if they&#039;re inhabited either through mpinhabit, and imm&#039;s manual switch, or a spirit scholar&#039;s inhabit.&lt;br /&gt;
: This does not purge the mob after, so if you want it to make sure you add that in a line after.&lt;br /&gt;
&lt;br /&gt;
==Misc Mob / PC Interaction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforce&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Forces the victim to do the designated command. Mpforce operates just as the immortal command, so it will be as though the victim literally executed the command (so some additional echo may be necessary).  In addition, the victim can also be &amp;quot;all&amp;quot;. In this case, the prog will attempt to force every person and npc in the room. Unfortunately, this facility is level restricted, so that if the mobile or object with an mpforce has a lower level than the targets, it will fail. (Curiously, this behavior only applies if &amp;quot;all&amp;quot; is used as the victim.)&lt;br /&gt;
&lt;br /&gt;
: - Is this what&#039;s actually happening?  I&#039;ve been operating under the assumption that level doesn&#039;t matter for all, it&#039;s simply a question of whether you&#039;ve got &amp;quot;mproomcmd&amp;quot; as the opener of the line or not. -Arkh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomcmd&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomcmd &amp;lt;command&amp;gt; [&amp;lt;optional target of &amp;quot;all&amp;quot;&amp;gt;]&lt;br /&gt;
: Mproomcmd is a unique (some might say eccentric) command. Firstly, mproomcmd is followed by a normal command (mp or otherwise). If the command is given a normal argument, it will execute once for each mob or pc in the room (excepting the entity on which the command is located.), regardless of whether or not the mobile can see the mobs of pcâ€™s in the room. Secondly, mproomcmd allows the command following it to take a target argument of â€˜allâ€™. In this case, the mobile will execute the command on each and every mobile and npc in the room that the mobile can see. &lt;br /&gt;
&lt;br /&gt;
: So, letâ€™s consider a hypothetical example:&lt;br /&gt;
: Suppose Jolinn, Ramc, Aeolis, and Iandir are in a room. Iandir is wizinvis.&lt;br /&gt;
&lt;br /&gt;
: Now, suppose we have a hen, which has a prog which says:&lt;br /&gt;
: rand_prog 100&lt;br /&gt;
: mproomcmd bow&lt;br /&gt;
&lt;br /&gt;
: Every time this prog triggers, the hen will execute four bows in a row. (One for Jolinn, one for Ramc, one for Aeolis, and one for Iandir). &lt;br /&gt;
&lt;br /&gt;
: Now, suppose the prog is:&lt;br /&gt;
:  rand_prog 100&lt;br /&gt;
:  mproomcmd bow all&lt;br /&gt;
&lt;br /&gt;
: The hen will then execute three bows, and the people in the room will see:&lt;br /&gt;
:  The hen bows to Jolinn.&lt;br /&gt;
:  The hen bows to Ramc.&lt;br /&gt;
:  The hen bows to Aeolis.&lt;br /&gt;
:  The hen will not bow to Iandir, as it cannot see him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplag &amp;lt;target pc&amp;gt; &amp;lt;number of rounds&amp;gt;&lt;br /&gt;
: mplag lags the target pc by a number of combat rounds specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcast&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcast &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt; [&amp;lt;target&amp;gt;]&lt;br /&gt;
: mpcast causes a mobile to cast the spell of the given vnum at the specified level. If the mobile is in combat, and the spell is offensive, no target is needed, and it will default to being cast on the person the mobile is fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgrant&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgrant &amp;lt;target&amp;gt; &amp;lt;hp value&amp;gt; &amp;lt;mana value&amp;gt; &amp;lt;move value&amp;gt;&lt;br /&gt;
: Mpgrant grants a specified amount (either negative or positive) to a target pc or npc. This will not take the character above their current maximum values in these categories. For negative values, mpgrant is not recommended, as there is no checking for death at negative values. (Use mpdamage or mpdamtype instead.)&lt;br /&gt;
: Ex: mpgrant $f 10 -20 0 This would give +10 hp, -20 mana, and +0 movement points to $f.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpkill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpkill &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: This command causes a mobile to attack the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprangekill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: Mprangekill &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This spell causes a mobile to attack a pc, provided they are no more than 8 levels below the mobileâ€™s level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslay&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslay &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mpslay command instantly slays the target pc or npc. Use this command with caution, as it exactly duplicates the immortal â€˜slayâ€™ command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpknockout&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpknockout &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mpknockout renders a target pc or npc unconscious. Note that this, in itself, will not prevent the player from awakening, so an mpaddaffect will be needed to keep the player asleep. There is also no echo associated with mpknockout, so one will have to be provided if need be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdisarm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdisarm &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: mpdisarm attempts to disarm the target pc or npc. Note that the chance of this is reflected in the skill of the mobile in disarming, as well as level, type of weapon, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploot&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploot &amp;lt;target pc or npc&amp;gt; &amp;lt;name of item|all&amp;gt;&lt;br /&gt;
: mploot loots an item from the target pc or npcâ€™s inventory. If &amp;quot;all&amp;quot; is specified as the object name, all items will be looted  from the victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstealrandom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstealrandom &amp;lt;target pc&amp;gt;&lt;br /&gt;
: mpstealrandom causes a mobile to steal a random item from the inventory of the target pc. The chance of success is not perfect. (But what is it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptakecoins&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptakecoins &amp;lt;target pc or npc&amp;gt; &amp;lt;amount in copper&amp;gt;&lt;br /&gt;
: Mptakecoins removes an amount of coins from the target, doing any necessary conversions.  For example, &amp;quot;mptakecoins self 5000&amp;quot; would remove 5 platinum from the mob&#039;s inventory. This is useful for pseudo-merchant situations. If you want to set up a thief NPC, you&#039;re probably better off adding thief skills and making the mob work for it like a real thief.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfindpath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfindpath &amp;lt;target pc/npc/room#&amp;gt; &amp;lt;radius&amp;gt; [true|false]&lt;br /&gt;
: mpfindpath allows a mobile to generate a path between it and the target, which is either the name of a character or a room vnum. &lt;br /&gt;
: The radius check can be used to limit the length of the search -- any path greater than this radius will be rejected. Use -1 to indicate no limit to the radius. &lt;br /&gt;
: The last argument is optional and defaults to false if left blank; it specifies whether to ignore closed doors (true) or not (false) when mapping paths. So if true, the path will route as though the door were open.&lt;br /&gt;
: This command will prepare a path for the mobile, but will take no other action; use mppathstep and mpget (with parameter pathsteps) to further interact with the path.&lt;br /&gt;
: A given mobile can have only one path stored at a time.&lt;br /&gt;
: NOTE: As of September 2013 this uses a linear-time algorithm rather than exponential, so performance is not really a concern anymore -- still, be nice and don&#039;t run it in a loop or anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppathstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppathstep&lt;br /&gt;
: mppathstep takes a single step along the path found by mpfindpath. If a path has not been found, it will have no effect. &lt;br /&gt;
: If the step fails for some reason (such as a closed door), the path will be cleared (and mpget will report -1, if you want to check this condition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrack&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrack &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mptrack tells a mobile to begin tracking the target pc. The mobile will then behave as a normally tracking mobile would.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrackstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrackstep&lt;br /&gt;
: When executed on a mobile which is already tracking, mptrackstep takes the mobile one step along the â€˜tracksâ€™ of their victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstopfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstopfollow&lt;br /&gt;
: This command causes a mobile to stop following their victim.&lt;br /&gt;
&lt;br /&gt;
==Damage-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdealdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdealdamage &amp;lt;target&amp;gt; &amp;lt;source&amp;gt; &amp;lt;noun|&#039;default&#039;&amp;gt; &amp;lt;damtype_0&amp;gt; &amp;lt;amount_0&amp;gt; [damtype_1] [amount_1] ... [damtype_n] [amount_n]&lt;br /&gt;
: mpdealdamage does typed, potentially-hybrid damage with an associated source. &#039;&#039;&#039;It is recommend to use it for most cases&#039;&#039;&#039;, since it will handle reductions and resistances appropriately rather than using fixed amounts. It also uses true sources (if supplied), so source-based reductions (such as avatar&#039;s reduction against evil) should work.&lt;br /&gt;
: &amp;lt;target&amp;gt; refers to a normal target, such as $n&lt;br /&gt;
: &amp;lt;source&amp;gt; may refer to a var, such as $i. However, it may also be a string, such as &#039;The sweet young girl&#039;. Use a var if appropriate; don&#039;t shortcut it with the var&#039;s short desc, as then the source won&#039;t be real, so certain reductions will be skipped.&lt;br /&gt;
: &amp;lt;noun|&#039;default&#039;&amp;gt; refers to either a supplied damage noun, such as &#039;tickle&#039;, or the string &#039;default&#039;. Default only makes sense when a true source is supplied and the source has a damverb (ie, a mob); in this case, said damverb is used (called a damverb even though it is actually a noun. Cheers.)&lt;br /&gt;
: &amp;lt;damtype_0&amp;gt; refers to the type of damage done. It may be an integer OR a word, such as &#039;cold&#039;. Recommended to use words for prog clarity, but should not affect correctness.&lt;br /&gt;
: &amp;lt;amount_0&amp;gt; refers to the amount of damage done, of type &amp;lt;damtype_0&amp;gt;. This can be a fixed number or a var (perhaps calculated with mpdice or mpmath, or anything else).&lt;br /&gt;
: [damtype_i] refers to additional optional damtypes; if supplied, the corresponding amount should also be supplied.&lt;br /&gt;
: [amount_i] refers to additional amount of damage done&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n &#039;The sweet young girl&#039; &#039;tickle&#039; cold 100 fire 200&amp;quot; results in &amp;quot;The sweet young girl&#039;s ))) HEROIC ((( tickle grazes you!  (100, cold) (200, fire) [300 total]&amp;quot;&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n $i default 7 1&amp;quot; on a mob called &amp;quot;Joe&amp;quot; with a damverb of &amp;quot;slice&amp;quot; results in &amp;quot;Joe&#039;s pathetic slice barely scratches you.  (1, acid)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Damage integers are as follows: &lt;br /&gt;
 [[DAM_NONE]] 0&lt;br /&gt;
 [[DAM_BASH]] 1&lt;br /&gt;
 [[DAM_PIERCE]] 2&lt;br /&gt;
 [[DAM_SLASH]] 3&lt;br /&gt;
 [[DAM_FIRE]] 4&lt;br /&gt;
 [[DAM_COLD]] 5&lt;br /&gt;
 [[DAM_LIGHTNING]] 6&lt;br /&gt;
 [[DAM_ACID]] 7&lt;br /&gt;
 [[DAM_POISON]] 8&lt;br /&gt;
 [[DAM_NEGATIVE]] 9&lt;br /&gt;
 [[DAM_HOLY]] 10&lt;br /&gt;
 [[DAM_ENERGY]] 11&lt;br /&gt;
 [[DAM_MENTAL]] 12&lt;br /&gt;
 [[DAM_DISEASE]] 13&lt;br /&gt;
 [[DAM_DROWNING]] 14&lt;br /&gt;
 [[DAM_LIGHT]] 15&lt;br /&gt;
 [[DAM_OTHER]] 16&lt;br /&gt;
 [[DAM_FEAR]] 17&lt;br /&gt;
 [[DAM_CHARM]] 18&lt;br /&gt;
 [[DAM_SOUND]] 19&lt;br /&gt;
 [[DAM_ILLUSION]] 20&lt;br /&gt;
 [[DAM_DEFILEMENT]] 21 &lt;br /&gt;
: Help DAMTYPE on the mud generates this list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you want to do damage without the chance of killing the target, use mpgrant.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamtype&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamtype &amp;lt;target&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt; &amp;lt;damage type number&amp;gt;&lt;br /&gt;
: Mpdamtype does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term. The damage type number is an integer which specifies the type of damage ([[DAM_NEGATIVE]], etc.) done by the damtype. There is no echo displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdammess&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdammess &amp;lt;target pc or npc&amp;gt; &amp;lt;amount&amp;gt; &amp;lt;damage noun&amp;gt;&lt;br /&gt;
: mpdammess is a command that generates a damage message based on the amount specified to the target, with the specified damage noun. The noun should appear in single quotes.&lt;br /&gt;
: Ex: mpdammess $n 200 â€˜withering sarcasmâ€™ would display:&lt;br /&gt;
: &amp;quot;&amp;lt;The mob&amp;gt;â€™s withering sarcasm === OBLITERATES === &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
: Again, note that mpdammess does not actually do the damage, so mpdamage or mpdamtype must be used in conjunction with this command.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A combination of mpdamtype with mpdammess has been in used in a variety of damage progs, but since the arrival of &#039;mpdealdamage&#039; this prog technique is generally no longer needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamage &amp;lt;target pc or npc&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt;&lt;br /&gt;
: Mpdamage does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term.&lt;br /&gt;
&lt;br /&gt;
: So, if we had:&lt;br /&gt;
:   mpdamage $n 10 5 100 &lt;br /&gt;
: This would damage $n with 10d5+100 of damage.&lt;br /&gt;
&lt;br /&gt;
: The damage from this command is â€˜colorlessâ€™ -- it has no type, such as fire, cold, negative, etc. As such, absolutely no damage reduction (including sanctuary) is taken into account. There is also no damage echo, so unless the damage is meant to be â€˜silentâ€™, players should receive an echo about the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamfrom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamfrom &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt; &amp;lt;noun&amp;gt; &amp;lt;name&amp;gt;&lt;br /&gt;
: mpdamfrom does damage that appears to be from a given name, with specified damage noun to the given target. Mpdamfrom also generates a matching damage message. The damage done from mpdamfrom is â€˜colorlessâ€™ -- i.e., it is of no particular damage type (and is therefore not effected by vulns, resists, sanctuary, etc.) Both the noun and the name should appear in single quotes.&lt;br /&gt;
: Ex: mpdamfrom $n 100 â€˜tickleâ€™ â€˜The sweet young girlâ€™&lt;br /&gt;
: would display:&lt;br /&gt;
:  &amp;quot;The sweet young girlâ€™s tickle *** DEMOLISHES *** &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mob Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfollow &amp;lt;follower&amp;gt; &amp;lt;leader&amp;gt;&lt;br /&gt;
: Example: mpfollow $i $n&lt;br /&gt;
: The mpfollow command causes the targeted follower to follow the target leader, regardless of conditions such as &#039;&#039;nofollow&#039;&#039; or charmed states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmload &amp;lt;mobile vnum&amp;gt; &amp;lt;optional argument&amp;gt;&lt;br /&gt;
: mpmload loads a mobile with specified vnum in the current room.  The only allowed optional argument is &#039;&#039;reset&#039;&#039;, which will trigger the loaded mob&#039;s &#039;&#039;load_prog&#039;&#039; (if present).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwander&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwander&lt;br /&gt;
: The mpwander command causes the mobile to randomly wander in an available direction.  Note that this wandering may circumvent the no_mob room flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddskill &amp;lt;target npc&amp;gt; &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;percentage&amp;gt;&lt;br /&gt;
: The mpaddskill grants the target mobile the specified skill at the supplied percentage.  Effectively, the mobile gains only this skill or spell.  (This actually shows up as a special affect in the mobile&#039;s affect list.) &lt;br /&gt;
: These skills and spells operate exactly as normal PC versions do.  This means that unlike, for example, &#039;&#039;mpcast&#039;&#039;, the mobile must have adequate mana to execute these abilities.  In addition, because those skills are activated in the same manner as a PC would, counters, spell enhancements, or command failure may apply normally rather than being ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremoveskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremoveskill &amp;lt;target npc&amp;gt; &amp;lt;skill or spell vnum&amp;gt;&lt;br /&gt;
: This command removes a mobile&#039;s ability in the target skill or spell vnum, as granted by the &#039;&#039;mpaddskill&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwizi&lt;br /&gt;
: This command makes a mobile &#039;&#039;wizinvis&#039;&#039; itself.  This is identical to the immortal &#039;&#039;wizinvis&#039;&#039; at level 52.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunwizi&lt;br /&gt;
: This command makes a mobile undo the &#039;&#039;wizinvis&#039;&#039; status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpseewizi&lt;br /&gt;
: This command allows a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunseewizi&lt;br /&gt;
: This command removes the ability of a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
==Object Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpoload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpoload &amp;lt;object vnum&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; in &amp;lt;room/name of container&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; on &amp;lt;target pc or npc&amp;gt; [&amp;lt;wear slot&amp;gt;]&lt;br /&gt;
: The mpoload command is used for loading an instance of a particular objectâ€™s vnum. If used with just the vnum as an argument, the object will be loaded into the mobileâ€™s inventory. If used with the preposition &amp;quot;in&amp;quot;, mpoload can load the object either in the room, or in a container. If used with the preposition &amp;quot;on&amp;quot;, mpoload can be used to load the object either on a target, or onto a given targetâ€™s wear slot. Note: If the subjectâ€™s wear slot is full, mpoload will do nothing. &amp;quot;mpoload &amp;lt;vnum&amp;gt; in self&amp;quot; will load an object inside the object being progged if it is a container.&lt;br /&gt;
&lt;br /&gt;
: The slot numbers are as follows: &lt;br /&gt;
 0: Light&lt;br /&gt;
 1: Left finger&lt;br /&gt;
 2: Right finger&lt;br /&gt;
 3: Neck1&lt;br /&gt;
 4: Neck2&lt;br /&gt;
 5: Torso&lt;br /&gt;
 6: Head&lt;br /&gt;
 7: Legs&lt;br /&gt;
 8: Feet &lt;br /&gt;
 9: Hands&lt;br /&gt;
 10: Arms&lt;br /&gt;
 11: Shield&lt;br /&gt;
 12: Body&lt;br /&gt;
 13: Waist&lt;br /&gt;
 14: Wrist&lt;br /&gt;
 15: Wrist&lt;br /&gt;
 16: Wielded&lt;br /&gt;
 17: Held &lt;br /&gt;
 18: Floating&lt;br /&gt;
 19: Dual wielded&lt;br /&gt;
 20: Branded&lt;br /&gt;
 21: Concealed&lt;br /&gt;
 22: Concealed&lt;br /&gt;
 23: Prog&lt;br /&gt;
 24: Familiar&lt;br /&gt;
&lt;br /&gt;
: Ex:&lt;br /&gt;
: mpoload 6900 [Loads object of vnum 6900 into inventory of mobile]&lt;br /&gt;
: mpoload 6900 in room [Loads object 6900 into the room]&lt;br /&gt;
: mpoload 6900 in chest [Loads object 6900 into a chest in the room]&lt;br /&gt;
: mpoload 6900 on $f [Loads object 6900 and puts it in $fâ€™s inventory]&lt;br /&gt;
: mpoload 6900 on $f 18 [Loads object 6900 into $fâ€™s float slot]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbrand &amp;lt;target pc&amp;gt; &amp;lt;vnum of sigil&amp;gt;&lt;br /&gt;
: Mpbrand brands a pc with a specified sigil object. If the pc is already wearing a sigil, mpbrand will have no effect. There is no echo associated with mpbrand, so one must be provided if necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotremove&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotremove &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: mpslotremove removes the item in the wear slot specified by the given number and places it in the playerâ€™s inventory, effectively making the player &amp;quot;remove&amp;quot; the item. There is no echo to the player that this occurs, nor is any remove_prog triggered. [whether or not this is a feature or a bug remains to be seen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotpurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotpurge &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: The mpslotpurge removes an item in a particular wear slot from a pc. Like mpslotremove, this command has no echo by default, nor does it trigger a remove_prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpjunk&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpjunk &amp;lt;object&amp;gt;&lt;br /&gt;
: Destroys the object referred to from a mobileâ€™s inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzap&lt;br /&gt;
: This command is used by objects to cause their owner to drop them. It is primarily used in wear_progs, where it used to prevent owners from wearing an item. Mpzap does not have an echo, so one must be supplied as necessary.&lt;br /&gt;
&lt;br /&gt;
==Exit-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsetexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetexit &amp;lt;direction&amp;gt; &amp;lt;room vnum/none&amp;gt;&lt;br /&gt;
: This command can change or remove an exit in a given direction. Note that this is only a one-way link, so in most cases, you will want to adjust the room on the other side of the exit as well. Use mpflag after this to add doors and the like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand locks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunlock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunlock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand unlocks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpexit &amp;lt;target&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
: This command makes a target pc or npc exit to the specified vnum, &amp;quot;by way of&amp;quot; the direction. This command is in a state of flux, as Jolinn, Synrael, and Aeolis attempt to read its true form from the mind of god.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prog-type Specific==&lt;br /&gt;
&lt;br /&gt;
===Sub Prog===&lt;br /&gt;
&#039;&#039;&#039;mpcallsub&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcallsub &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub obj &amp;lt;obj&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub mob &amp;lt;mob&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub room &amp;lt;room&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: mpcallsub calls the specified sub_prog. If an actor is supplied, it will become the $n var of the sub_prog; otherwise, the $n var will not be defined in the subroutine. Note that sub_progs carry over the $r var, so it will be consistent with the calling prog. You may call a sub_prog from a sub_prog; be careful of infinite recursion! Some safeguards have been put into place for this to avoid completely hanging the MUD, but even hitting them makes the CPU cry. &lt;br /&gt;
: For room targets, either a vnum or &#039;here&#039; is acceptable&lt;br /&gt;
: Note that PC targets will not work&lt;br /&gt;
: Tip: variables can be passed over the num and str prog fields (0-9, s0-s9). This can work for both input and output.&lt;br /&gt;
: Tip: you can use the fact that mpcallsub can be used to call sub_progs on other entities to create common libraries of progs, perhaps keeping them in well-known rooms.&lt;br /&gt;
&lt;br /&gt;
===Hit Prog===&lt;br /&gt;
&#039;&#039;&#039;mphitdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mphitdamage &amp;lt;amount&amp;gt;&lt;br /&gt;
: Mphitdamage is used in conjunction with hit_prog. Essentially, mphitdamage is the function that does the â€˜actualâ€™ damage in the case of a hit_prog triggering. Mphitdamage will deal the specified amount of damage, as if the mobile had actually inflicted it with a hit of their normal weapon, with the appropriate damage amount.&lt;br /&gt;
&lt;br /&gt;
===Data Prog===&lt;br /&gt;
&#039;&#039;&#039;mpsetdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetdata &amp;lt;data_prog name&amp;gt; [noreset]&lt;br /&gt;
: Example: mpsetdata hello_world&lt;br /&gt;
: Example: mpsetdata hello_world noreset&lt;br /&gt;
: Mpsetdata is an mpcommand used with data_prog. It sets the data reader to the first line of the data_prog with the specified name. If noreset is specified AND the data reader is already pointing the specified data prog, there will be no action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpnextdata [#]&lt;br /&gt;
: Syntax: mpnextdata [+|-#]&lt;br /&gt;
: Syntax: mpnextdata *&lt;br /&gt;
: Example: mpnextdata&lt;br /&gt;
: Example: mpnextdata 4&lt;br /&gt;
: Example: mpnextdata +2&lt;br /&gt;
: Example: mpnextdata -1&lt;br /&gt;
: Example: mpnextdata *&lt;br /&gt;
: mpnextdata is an mpcommand used with data_prog, to move the data pointer around. If used with a +# or -# argument, the reader moves by the specified number of lines, stopping at the beginning or end. Using mpnextdata with no argument is equivalent to mpnextdata +1; that is, it moves to the next line of the data_prog it is currently reading from. If used with a # without + or -, the data reader jumps to the specified line, or to the end if the number is larger than the line count.&lt;br /&gt;
: mpnextdata with &#039;*&#039; as the argument will just jump to the end of the data prog&lt;br /&gt;
: Use mpnextdata with $d, mpadddata, and mpdeletedata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpadddata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpadddata &amp;lt;line_of_text&amp;gt;&lt;br /&gt;
: Example: mpadddata mpecho hello&lt;br /&gt;
: mpadddata inserts the specified line into the current data_prog, placing it before the current line pointed at by the data pointer. If the area is saved, this change will persist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdeletedata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdeletedata [all|#]&lt;br /&gt;
: mpdeletedata deletes the specified number of lines (or all) from the data_prog, starting at the current line (set by mpnextdata). If the area is saved, this change will persist. If no argument is supplied, one line is deleted.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
NOTE: &amp;quot;mpdesc&amp;quot; can be used to save data into helpfiles, and &amp;quot;mpget&amp;quot; can get also get information about the data line counter. See those commands for details.&lt;br /&gt;
&lt;br /&gt;
===Trigger Prog===&lt;br /&gt;
&#039;&#039;&#039;mptrigger&#039;&#039;&#039;&lt;br /&gt;
:  Syntax: mptrigger &amp;lt;target&amp;gt;&lt;br /&gt;
: Mptrigger is a command which is used in conjunction with a trigger_prog on a mobile. Mptrigger executes the trigger_prog, setting $n for the trigger_prog to be equal to the target.&lt;br /&gt;
&lt;br /&gt;
: Mptrigger is commonly used in conjunction with mproomcmd, to allow the trigger_prog to be executed for each target in the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbittrigger &amp;lt;pc bit number&amp;gt;&lt;br /&gt;
: mpbittrigger is another mpcommand which can be used in conjunction with a trigger_prog. Essentially, mpbittrigger executes the trigger_prog for every pc in the world who has the bit number specified set to 1. (I.e., &amp;quot;on&amp;quot;.)&lt;br /&gt;
: Needless to say, this should not be executed wastefully, as it is processor intensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunbittrigger &amp;lt;pc memory value&amp;gt;&lt;br /&gt;
: mpunbittrigger is another command which operates in conjunction with trigger_prog. Essentially, this command will execute the trigger_prog on every pc in the world who does not have the given pc memory value set (i.e., the value of the bit is 0). Since this command checks every pc in the world, it should be used sparingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmasstrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmasstrigger&lt;br /&gt;
: Mpmasstrigger is another mpcommand which can be used in conjunction with a trigger_prog. Mpmasstrigger executes the trigger_prog for every pc in the world. Use this sparingly, owing to the processor intensiveness.&lt;br /&gt;
&lt;br /&gt;
=== Verb Prog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpinterpret&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpinterpret &amp;lt;Target pc&amp;gt; &amp;lt;Target command&amp;gt;&lt;br /&gt;
: Ex: mpinterpret $n $x&lt;br /&gt;
: The mpinterpret command is designed for use with verb_progs. mpinterpret executes the target command as if it had been performed by the target pc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextinterp&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpnextinterp&lt;br /&gt;
: For use with verb_progs. This passes the interpretation of the command to the next verb_prog (ie, if there happened to be any other verb_progs in the same room, the next one in line would begin handling the command.)  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpverbstop&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpverbstop&lt;br /&gt;
: For use with verb_progs. Stops any subsequent interpretations / executions of the player&#039;s command.  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
==Reserved==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrap &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mptrap command is used to damage (depending on the level of the mobile executing the command). This damage appears as â€˜tendrils of flameâ€™, and is used exclusively for the Raidersâ€™ &amp;quot;Pillage&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsilverset&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand is used in the &amp;quot;Consumption of the Silver Veil&amp;quot; spell, and is not for general use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command adds knowledge of a demonic symbol to the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command removes knowledge of a demonic symbol from the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultprep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultprep &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only. This preps a player who has requested something from the vault. Mpvaultgive checks to see if this affect is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultdrop&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultdrop &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only to drop an item in the vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultshow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultshow &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only.  If a pc is in a given house, this command will do a &amp;quot;look&amp;quot; for them in the houseâ€™s vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultgive&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultgive &amp;lt;target&amp;gt; $x&lt;br /&gt;
: For use on a House vault guard only to give the requested item to a player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdoppel&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdoppel &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command, coded for the Chaigian doppleganger, allows a mobile to exactly duplicate a pc, down to the appearance of carrying their items. In theory, the dopplegangered mobile will also act as the same class as the pc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdemonid, mpdemonpcid, mppoisonroom, mpdemonbind, mpaddtree, mptreefruit, mpcursebarkja, mprevolt&#039;&#039;&#039;&lt;br /&gt;
: These commands are all used for demons, and should not be used in production elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Obsolete==&lt;br /&gt;
&#039;&#039;&#039;mpsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetskilled&lt;br /&gt;
: The mpsetskilled command gives a mobile an effective of skill rating of 100% in every skill. Formerly used to create mobs which fight with player skills, it has been largely deprecated in favor of &#039;mpset mob skill&#039;. Avoid use in general as the mobs will essentially execute every passive skill and every automatic defensive skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunsetskilled&lt;br /&gt;
: This removes the effects of mpsetskilled from a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptentacle&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptentacle&lt;br /&gt;
: This is an obsolete mpcommand used by the old school void scholar tentacles spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mpabishai, Mpgharku, Mpisetaton, Mpagduk, Mppricina, Mpkhamurn, Mporzub, Mpchagrob, Mpbarkjaset, Mpbarkjayes, Mpescape&#039;&#039;&#039;&lt;br /&gt;
: All of these mpcommands were used in the old void scholar demon progs, and should now be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho_fight&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand was originally designed for use with object progs, but is no longer supported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcastoff&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcastoff &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
: mpcastoff was original designed to allow for spells like poison, which are offensive but have multiple targets, to automatically cast during combat. (This was before mpcast took variable targets.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremovehand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremovehand &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command forces a mobile to actually remove a playerâ€™s hand. Said player cannot dual wield, etc. etc. (This mpcommand was originally the penalty for a demon.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Leviticus]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Section_2&amp;diff=3182</id>
		<title>Avendar:Prog Section 2</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Section_2&amp;diff=3182"/>
		<updated>2026-09-17T01:22:26Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* 2. List of variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Moods are for cattle and loveplay, not for fighting!&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;-- Gurney Halleck, Dune&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More often than not, you will want to reference the persons, mobs, or things associated &lt;br /&gt;
with progs. Furthermore, you will not, a priori, know the names of the persons, mobs, or &lt;br /&gt;
items which trigger or are acted on by the progs. The solution to this is a system of &lt;br /&gt;
variables. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==1. The $ symbol==&lt;br /&gt;
&lt;br /&gt;
:The $ symbol prefaces every non-local variable. It is equivalent to saying &amp;quot;the value which is &lt;br /&gt;
:stored in&amp;quot;. So, letâ€™s suppose we have a variable called n. nâ€™s current value is &#039;Jolinn&#039; &lt;br /&gt;
:(itâ€™s a character value). Every time the prog sees $n, the prog engine interprets that as&lt;br /&gt;
:&#039;the value stored in n&#039;, which means that every time the prog sees $n, it reads it as &#039;Jolinn&#039;.&lt;br /&gt;
:Additionally, it is possible to have multiple &#039;$&#039; characters iterated, defined recursively.&lt;br /&gt;
:I.e., suppose we have two variables, 3 and 4. &lt;br /&gt;
&lt;br /&gt;
:    If &lt;br /&gt;
:   $4 == 3&lt;br /&gt;
:    and&lt;br /&gt;
:    $3 == 5000&lt;br /&gt;
:    then $$4 == $(3) == $3 == 5000&lt;br /&gt;
&lt;br /&gt;
==2. List of variables==&lt;br /&gt;
&lt;br /&gt;
:The following table provides a summary of the most basic variables.&lt;br /&gt;
&lt;br /&gt;
 a:                                    A: &lt;br /&gt;
 b: short desc. of obj carrier         B: his/her of obj carrier&lt;br /&gt;
 c:                                    C: &lt;br /&gt;
 d: the current line of set data prog  D: &lt;br /&gt;
 e: he/she of actor                    E: he/she of focus &lt;br /&gt;
 f: name of focused on                 F: short desc. of focused on &lt;br /&gt;
 f0: name of focus 0.                  F0: short desc. of focus 0. &lt;br /&gt;
 f1: name of focus 1.                  F1: short desc. of focus 1. &lt;br /&gt;
 g:                                    G: &lt;br /&gt;
 h: Amount of damage done by a hit     H:&lt;br /&gt;
    (see hit prog)&lt;br /&gt;
 i: name of mob                        I: short desc. of mob &lt;br /&gt;
 j: he/she of mob                      J: he/she of random &lt;br /&gt;
 k: him/her of mob                     K: him/her of random &lt;br /&gt;
 l: his/her of mob                     L: his/her of random &lt;br /&gt;
 m: him/her of actor                   M: him/her of focus&lt;br /&gt;
                                       M0: him/her of focus slot 0&lt;br /&gt;
                                       M1: him/her of focus slot 1 &lt;br /&gt;
 n: name of actor                      N: short desc. of actor &lt;br /&gt;
 o: if on mob: name of obj             O: if on a mob: short desc. of obj &lt;br /&gt;
    if on on an object: name of owner  O: if on an object: short desc. of owner &lt;br /&gt;
 p:                                    P: &lt;br /&gt;
 q:                                    Q: &lt;br /&gt;
 r: name of random                     R: short desc. of random &lt;br /&gt;
 s: his/her of actor                   S: his/her of focus slot&lt;br /&gt;
                                       S0: his/her of focus slot 0&lt;br /&gt;
                                       S1: his/her of focus slot 1 &lt;br /&gt;
 t: name of vict                       T: short desc. of vict &lt;br /&gt;
 u:                                    U: &lt;br /&gt;
 v: loop value check:                  V:&lt;br /&gt;
  v1: loop value, depth 1&lt;br /&gt;
  v2: loop value, de.th 2&lt;br /&gt;
  vn: loop value, depth n,&lt;br /&gt;
      n a positive integer &amp;gt;= 1&lt;br /&gt;
 w: name from current mpremember slot  W: Highest valid remember index, starting at 0,&lt;br /&gt;
 x: text of command (if appli.)        X: $x, with the first word excluded &lt;br /&gt;
 y: argument lookup (punc.)            Y: argument lookup (punc. sensitive)&lt;br /&gt;
 y1: First word of argument            Y1: First word of argument&lt;br /&gt;
 y2: Second word of argument           Y2: Second word of argument&lt;br /&gt;
 yn: nth word of argument              Yn: nth word of argument &lt;br /&gt;
 z: value from mpremember              Z: Long desc. of actor&lt;br /&gt;
&lt;br /&gt;
1,2,3,4,5,6,7,8,9: Value stored in corresponding mobile integer memory value&lt;br /&gt;
&lt;br /&gt;
: Now, this is all a bit much to digest at once, but letâ€™s define what some of &lt;br /&gt;
: these terms mean:&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;actor&amp;lt;/b&amp;gt; of a prog is the entity which triggers the prog.&lt;br /&gt;
 &lt;br /&gt;
   Ex:&lt;br /&gt;
   greet_prog 100&lt;br /&gt;
   say Hello, $n&lt;br /&gt;
&lt;br /&gt;
: And Jolinn enters the room, the room will see:&lt;br /&gt;
&lt;br /&gt;
   The mob says, â€˜Hello, Jolinnâ€™&lt;br /&gt;
&lt;br /&gt;
: This is because Jolinn is the person who triggers the prog. &lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;mobile&amp;lt;/b&amp;gt; of the prog is the entity which has the prog, be it a mob or&lt;br /&gt;
: object.&lt;br /&gt;
&lt;br /&gt;
   Ex:&lt;br /&gt;
   greet_prog 100&lt;br /&gt;
   say This prog is on $I.&lt;br /&gt;
&lt;br /&gt;
: Letâ€™s suppose this mob were on â€˜a henâ€™. Whenever someone entered the room, they&lt;br /&gt;
: would see:&lt;br /&gt;
&lt;br /&gt;
   A hen says, â€˜This prog is on a hen.â€™Notice that here we use the capital version&lt;br /&gt;
   of the variable, $I, since the name of a mob is not really what we want to say to&lt;br /&gt;
   the room (its name might be hen yellow feathered loud demon -- not something you &lt;br /&gt;
   want to echo to the room!).&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;random&amp;lt;/b&amp;gt; prog variable selects a random target in the room. The random variable,&lt;br /&gt;
: once invoked within a given prog, remains the same for the duration of the prog. (So, if &lt;br /&gt;
: you have two instances of $r in a prog, they will both refer to the same (random) entity.) &lt;br /&gt;
: The random variable will also never reference the mobile or object on which the prog exists.&lt;br /&gt;
&lt;br /&gt;
   Ex:&lt;br /&gt;
   greet_prog 100&lt;br /&gt;
   say $r is a random person in the room.&lt;br /&gt;
&lt;br /&gt;
: Suppose that this prog is on a mob in a room with Jolinn, Iandir, and Aeolis. If Arkhural&lt;br /&gt;
: enters the room, the mob might do any one of the following.&lt;br /&gt;
&lt;br /&gt;
   The mob says, â€˜Jolinn is a random person in the room.â€™&lt;br /&gt;
   The mob says, â€˜Iandir is a random person in the room.â€™&lt;br /&gt;
   The mob says, â€˜Aeolis is a random person in the room.â€™&lt;br /&gt;
   The mob says, â€˜Arkhural is a random person in the room.â€™&lt;br /&gt;
&lt;br /&gt;
: Each of these has an equal probability of occurring.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;victim&amp;lt;/b&amp;gt; variable refers to the object of the actor&#039;s action. This variable is &lt;br /&gt;
: less frequently used, but denotes the subject of the actor&#039;s ($n) action. Since it is not&lt;br /&gt;
: valid in every prog type, you should research whether your prog trigger even allows the &lt;br /&gt;
: use of this variable.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;object&amp;lt;/b&amp;gt; variable refers to EITHER:&lt;br /&gt;
&lt;br /&gt;
: (i) The object which triggers the prog (if the prog is on a mob)&lt;br /&gt;
: (ii) The owner of the object (if the prog is on an object)&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;focus&amp;lt;/b&amp;gt; variable refers to a pc stored in a mobile focus slot. Weâ€™ll learn more about &lt;br /&gt;
: focus slots when we cover mobile memory, but for right now, the key fact is that the &lt;br /&gt;
: variables which are listed above are how we reference focus slots from within a prog.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;loop&amp;lt;/b&amp;gt; variable is a variable used in loops to identify what iteration, or &amp;quot;step&amp;quot; a&lt;br /&gt;
: loop is currently on. We will discuss this variable more in the section on control structures.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;command text&amp;lt;/b&amp;gt; variable is used to reference the text of a given progâ€™s argument. &lt;br /&gt;
: Essentially, whenever there is an argument to a prog_trigger which is a player input, $x,&lt;br /&gt;
: the command text variable, can be used to reference this value.&lt;br /&gt;
&lt;br /&gt;
   Ex: &lt;br /&gt;
   speech_prog p &lt;br /&gt;
   tell $n You just said $x. &lt;br /&gt;
&lt;br /&gt;
: This prog is a prog which triggers on anything spoken, and when it does, it invokes $x.&lt;br /&gt;
: $x, here, represents the entire line that trigged the prog. So, if this prog were on a mob,&lt;br /&gt;
: and someone in the room were to say &amp;quot;I hear Jolinn has quite the taste for ethron trollops.&amp;quot;&lt;br /&gt;
: the prog would trigger, and you would see:&lt;br /&gt;
&lt;br /&gt;
   Mob tells you, â€˜You just said I hear Jolinn has quite the taste for ethron trollops.â€™&lt;br /&gt;
&lt;br /&gt;
: $x has other, more interesting uses, as we will see later. $X is identical to $x, except that&lt;br /&gt;
: the first word is stripped. [This functionality is rarely used.]&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;argument lookup&amp;lt;/b&amp;gt; variable is a variable that allows us to reference the content &lt;br /&gt;
: of a progâ€™s argument. Essentially, an argument lookup variable works like this: Suppose we&lt;br /&gt;
: have the prog trigger speech_prog, which triggers when a certain key word or phrase is said.&lt;br /&gt;
: So, maybe weâ€™d like the mob to respond to:&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I want you to threaten &amp;lt;person&amp;gt;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
: with a tell to &amp;lt;person&amp;gt;, telling them, &amp;quot;Youâ€™d better watch yourself, &amp;lt;person&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Now, we want a speech_prog for this, so we might use:&lt;br /&gt;
&lt;br /&gt;
   speech_prog p I want you to threaten &lt;br /&gt;
&lt;br /&gt;
: But then weâ€™re left with being unable to pass the information about the word after &lt;br /&gt;
: &amp;quot;threaten&amp;quot;, since itâ€™s going to going to be something variable, and therefore not&lt;br /&gt;
: something you can put in a speech_prog (unless you had a speech prog for every n &lt;br /&gt;
: letter player name!).&lt;br /&gt;
&lt;br /&gt;
: The $y variable is what allows us to reference the arguments of a prog directly.&lt;br /&gt;
: In general, any place where $yn (where &amp;quot;n&amp;quot; is an integer n &amp;gt;= 1) occurs, the prog &lt;br /&gt;
: interprets this as &amp;quot;the value of the nth word in the prog argument&amp;quot;. As an example, &lt;br /&gt;
: suppose we had the speech_prog:&lt;br /&gt;
&lt;br /&gt;
   speech_prog p I want you to threaten&lt;br /&gt;
   tell $y6 Youâ€™d better watch yourself, $y6!&lt;br /&gt;
&lt;br /&gt;
: Now, if you were to say aloud, in this room: &amp;quot;I want you to threaten Jolinn&amp;quot;, the &lt;br /&gt;
: mob would tell Jolinn: &amp;quot;Youâ€™d better watch yourself, Jolinn!&amp;quot; The reason being: &lt;br /&gt;
: Jolinn is the sixth entry in the argument, and hence it is referenced by $y6.&lt;br /&gt;
&lt;br /&gt;
: By default, $y will strip any punctuation from its argument target. The capital &lt;br /&gt;
: version, $Y will preserve punctuation (this is rarely needed). The argument lookup &lt;br /&gt;
: variable has many more uses, as we will see in later sections.&lt;br /&gt;
&lt;br /&gt;
: Currently, there&#039;s not a way to get the short description of a character from&lt;br /&gt;
: an mpremember index. $w is the closest, which gets that target&#039;s unique name.&lt;br /&gt;
: if you need to get their short desc, you&#039;ll have to use $w and something else&lt;br /&gt;
: like mpfocus $w to do so.&lt;br /&gt;
&lt;br /&gt;
: Be aware that $W will read as -1 if there are no targets remembered, and increments&lt;br /&gt;
: linearly, that means the default value for 1 target remembered is 0.&lt;br /&gt;
&lt;br /&gt;
: The difference between $y and $Y is that $y will be all-lowercase and sanitizes&lt;br /&gt;
: your inputs, so the only things that remain are letters, digits, and underscores&lt;br /&gt;
: while $Y will keep literally everything that&#039;s inputted exactly.&lt;br /&gt;
&lt;br /&gt;
==Local Variables==&lt;br /&gt;
&lt;br /&gt;
: Local variables, unlike the normal $0-$9 mobvalues, persist only for the duration&lt;br /&gt;
: of the prog in which they&#039;re created.  They can hold numeric or string values. &lt;br /&gt;
: They are prefixed with a % (as opposed to $ for mobvalues) and can be given any&lt;br /&gt;
: alphanumeric name that is not a number.&lt;br /&gt;
&lt;br /&gt;
: They are otherwise used just like mobvalues, and work with:&lt;br /&gt;
 &lt;br /&gt;
:  mpvalueset        mpvaluerand&lt;br /&gt;
:  mpvalueup (*)     mpmath&lt;br /&gt;
:  mpvaluedown (*)   mpgetroomvnum&lt;br /&gt;
&lt;br /&gt;
: and with&lt;br /&gt;
&lt;br /&gt;
: if (mob/obj/room)value&lt;br /&gt;
&lt;br /&gt;
: NOTE!  You no longer (as of June 2003) need to use &amp;quot;mobvalue/objvalue/roomvalue&amp;quot; for&lt;br /&gt;
: any of your if checks.  Just &amp;quot;value&amp;quot; should suffice.&lt;br /&gt;
&lt;br /&gt;
: Here is an example of the local variables in action:&lt;br /&gt;
&lt;br /&gt;
 mpvalueset gstr Hello, I am a local variable.&lt;br /&gt;
 mpecho %gstr&lt;br /&gt;
 mpvaluerand apples 1 3&lt;br /&gt;
 mpecho I have %apples apples.&lt;br /&gt;
 if value(apples) == 3&lt;br /&gt;
   mpecho Wow, that&#039;s a lot of apples!&lt;br /&gt;
 endif&lt;br /&gt;
 mpmath apples %apples * 2&lt;br /&gt;
 mpecho I now have %apples apples.  That&#039;s twice as many as before!&lt;br /&gt;
&lt;br /&gt;
: I&#039;m sure you can figure out what the above would do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Leviticus]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=3181</id>
		<title>Avendar:Prog Section 6</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Section_6&amp;diff=3181"/>
		<updated>2026-09-17T01:19:07Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MP Commands=&lt;br /&gt;
 &amp;lt;i&amp;gt;&amp;quot;Nature, to be commanded, must be obeyed.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
    -- Sir Francis Bacon &lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpasound&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpasound &amp;lt;text_string&amp;gt;&lt;br /&gt;
: Prints the text as an echo to all surrounding rooms surrounding the location where the command is executed (but not in the room itself).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecho echoes the text string to the room the prog is executed in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzecho &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpzecho echoes the text string to every room in the area where the prog is executed, exactly as the immortal command &#039;&#039;zecho&#039;&#039; functions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgecho&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgecho &amp;lt;test string&amp;gt;&lt;br /&gt;
: Mpgecho echoes the text string to every mortal currently in Avendar, exactly as the immortal &#039;&#039;gecho&#039;&#039; functions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoaround&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoaround &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpecharound sends the text string as an echo to every pc in the room except for the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechoat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechoat &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechoat sends the text string only to the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpechonv&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpechonv &amp;lt;target pc or npc&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: Mpechonv sends the text string to all characters in the room which aren&#039;t the initiating actor or the target.  See object vnum 18014 for an example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptellimm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptellimm &amp;lt;target immortal&amp;gt; &amp;lt;text string&amp;gt;&lt;br /&gt;
: This command causes the mobile to send the text string to the immortal as a tell. The message will reach the immortal, even if they are wizinvis currently. (But not, however, if the immortal is not in Avendar presently.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mprumor&lt;br /&gt;
: This command will make the mob say a random rumor. If there are no active rumors, the mob will say nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddrumor&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddrumor &amp;quot;&amp;lt;name&amp;gt;&amp;quot; &amp;lt;text&amp;gt;&lt;br /&gt;
: This command adds a rumor to the rumor list which mobs can &#039;say&#039; via mprumor. The&amp;lt;name&amp;gt; is used to identify who generated the rumor, and if &amp;lt;name&amp;gt; has the potential to be more than one word, you&#039;ll want to include quotes around it, like this:&lt;br /&gt;
: mpaddrumor &amp;quot;$I&amp;quot; Who was that masked man?&lt;br /&gt;
&lt;br /&gt;
==Memory Operations==&lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
Every mob, room, and obj has 10 value slots (0-9) which can store number values to be manipulated. These values are kept until the MUD is rebooted or the mob/obj is destroyed. For objects that are carried or when by a player, the values are saved when the character file is saved upon &#039;quitting&#039;.&lt;br /&gt;
&lt;br /&gt;
Most of the following operations will also work with local variables, which last only through the execution of the prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueset &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
: Mpvalueset is used to set a mobileâ€™s integer memory slot to a particular value.&lt;br /&gt;
 &lt;br /&gt;
: Ex: mpvalueset 1 3 &lt;br /&gt;
 &lt;br /&gt;
: This would set slot 1 to a value of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvalueup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvalueup &amp;lt;slot&amp;gt; [&amp;lt;amount&amp;gt;]&lt;br /&gt;
: This increments a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvalueup defaults to incrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluedown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluedown &amp;lt;slot&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This decrements a mobile integer memory slotâ€™s value by the amount. If the amount is not specified, mpvaluedown defaults to decrementing by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaluerand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaluerand &amp;lt;slot&amp;gt; &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; [seed]&lt;br /&gt;
: Mpvaluerand sets the value of a mobile integer memory slot to a random value between the specified low and high numbers (inclusive).&lt;br /&gt;
: The seed argument is optional, and may be either a number or string. If it is supplied, the result of mpvaluerand will always be consistent based on it.&lt;br /&gt;
: For example, if &amp;quot;mpvaluerand 0 0 10 Jolinn&amp;quot; stores the value 7 in $0, then calling it again will still store 7 in $0. But calling &amp;quot;mpvaluerand 0 0 10 Iandir&amp;quot;&lt;br /&gt;
: might store a value of 4 (or any other number between 0 and 10). This is useful if you want to have consistently-random behavior per instance of something.&lt;br /&gt;
&lt;br /&gt;
: Ex: mpvaluerand 1 5 10&lt;br /&gt;
: This would set the value of slot 1 to 5, 6, 7, 8, 9, or 10, selected at random.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcopyvalues&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcopyvalues all|nums|strs char|obj|room &amp;lt;source&amp;gt; char|obj|room &amp;lt;destination&amp;gt;&lt;br /&gt;
: mpcopyvalues copies all prog values from the source char/obj/room to the destination char/obj/room&lt;br /&gt;
: Specify &#039;all&#039; to copy both numerical and string values, &#039;nums&#039; to copy numerical values only, and &#039;strs&#039; to copy string values only&lt;br /&gt;
: Room may be specified by vnum or &#039;here&#039;&lt;br /&gt;
: Example: mpcopyvalues all char $i room here&lt;br /&gt;
: This example copies all the numerical and string prog values from the $i char into the room&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpget &amp;lt;char|mob|obj|room&amp;gt; &amp;lt;target&amp;gt; &amp;lt;field&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: mpget is a command used to put numerical information about a player or mobile into a slot. &lt;br /&gt;
&lt;br /&gt;
: For PCs and mobs the field here refers to one of the following:&lt;br /&gt;
: recall, ep, maxage, age, deaths, adrenaline, str, int, wis, dex, con, chr, permstr, permint, permwis, permdex, permcon, permchr, sex, class, major, minor, chosenpath, ethos, level, platinum, gold, silver, copper, bank_platinum, bank_gold, bank_silver, bank_copper, hp, mana, move, practice, train, align, thirst, drunk, full, hunger, race, carrying, max_weight, group, id, vnum, pathsteps, nextstep, somaticartscount, somaticarts, karma, dataprogline, dataproglinecount, pkills_total, pkills_good, pkills_neutral, pkills_evil&lt;br /&gt;
&lt;br /&gt;
: Note that not all of these may be applicable to both pcâ€™s and mobiles. (Mobiles do not have a maxage, etc.)&lt;br /&gt;
: The slot refers to a mobile integer memory slot (from 0-9) in which the numerical data will be stored.&lt;br /&gt;
: Ex: mpget char $n str 3 This would get the strength of $n and place it in memory slot 3.&lt;br /&gt;
: &#039;&#039;&#039;somaticartscount&#039;&#039;&#039; returns the number of races learned via the somatic arts skill&lt;br /&gt;
: &#039;&#039;&#039;somaticarts&#039;&#039;&#039; is used a little differently: mpget char &amp;lt;target&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;slot&amp;gt;&lt;br /&gt;
: Ex: mpget char $n somaticarts nefortu 2 This would get the learned status of the nefortu somatic art for $n&lt;br /&gt;
: -1 means not known or otherwise invalid input&lt;br /&gt;
&lt;br /&gt;
: PATH NOTES:&lt;br /&gt;
: &#039;&#039;&#039;pathsteps&#039;&#039;&#039; will return -1 if there is no path set for the character; use mpfindpath to set a path. If a&lt;br /&gt;
: path is present, it reports the number of steps until destination.&lt;br /&gt;
: &#039;&#039;&#039;nextstep&#039;&#039;&#039; will return -1 if there is no path set for the character, or if at the end of the path; use &lt;br /&gt;
: mpfindpath to set a path. If a path is present, it reports the next direction to walk in number form&lt;br /&gt;
:   North: 0&lt;br /&gt;
:   East:  1&lt;br /&gt;
:   South: 2&lt;br /&gt;
:   West:  3&lt;br /&gt;
:   Up:    4&lt;br /&gt;
:   Down:  5&lt;br /&gt;
&lt;br /&gt;
: For objects the field refers to one of the following:&lt;br /&gt;
: level, timer, val, type, material, dataprogline, dataproglinecount&lt;br /&gt;
&lt;br /&gt;
: For rooms the field refers to one of the following:&lt;br /&gt;
: itemcount, charcount, dataprogline, dataproglinecount, stone&lt;br /&gt;
&lt;br /&gt;
: NOTE: for itemcount and charcount, all items and chars directly in the room are counted. This might be problematic if your mob or whatever cannot see them all; be sure not to rely on filtering for sight. Also note that objects contained within objects are not counted.&lt;br /&gt;
&lt;br /&gt;
: NOTE: for mobs/objs/rooms with dataproglinecount -- this returns the number of lines in the currently-set dataprog for that target. If none is set there will be no change to the var.&lt;br /&gt;
&lt;br /&gt;
: NOTE: dataprogline returns the current line number, set by mpnextdata. As with dataproglinecount, there will be no change to the var is there is no set data prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgetroomvnum&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgetroomvnum &amp;lt;mob integer memory slot&amp;gt;&lt;br /&gt;
: mpgetroomvnum takes the vnum of the room the mobile is presently in, and places it in the integer memory slot specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmath &amp;lt;mob memory slot&amp;gt; &amp;lt;mathematical expression&amp;gt;&lt;br /&gt;
: mpmath is a command which causes the prog to evaluate a mathematical expression. The results of this expression are stored in a specified mobile integer memory slot.&lt;br /&gt;
: Here, &amp;quot;mathematical expression&amp;quot; refers to any combination of:&lt;br /&gt;
:   +   Addition&lt;br /&gt;
:   -   Subtraction&lt;br /&gt;
:   *   Multiplication&lt;br /&gt;
:   /   Division&lt;br /&gt;
:   (   Open parentheses&lt;br /&gt;
:   )   Close parentheses&lt;br /&gt;
:   ^   Exponentiation&lt;br /&gt;
: The mathematical expression can also use any prog variable that stores an integer value. (In particular, $0, $1, $2, ...$9, etc.) Mathematical expressions are evaluated in â€˜standardâ€™ order. (I.e., parentheses take precedence over the other operations, etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdice&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdice &amp;lt;memory slot&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;bonus&amp;gt;&lt;br /&gt;
: mpdice calculates a diceroll and stores it in the memory slot.&lt;br /&gt;
: Example: mpdice 3 5 19 15&lt;br /&gt;
: This example calculates (5d19 + 15) [Average: 65] and stores it in memory slot 3&lt;br /&gt;
: You could achieve the same effect with loops, mpvaluerand, and mpmath, but this is provided as a shortcut method since dice calcs are common&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW in 2015!&#039;&#039;&#039; In addition to numeric memory, there are also 10 string fields which can store strings of text. See &#039;&#039;mpstring&#039;&#039; and &#039;&#039;mploadstring&#039;&#039; for their usage.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
A mob can &amp;quot;focus&amp;quot; on a pc or another mob, causing them to be stored in the mob&#039;s &#039;focus&#039; memory and accessible via the $f/$F variables. This focus lasts until the mob is destroyed or the pc exits the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfocus &amp;lt;target&amp;gt; &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This focuses the mobile on a player, in the specified focus slot (0 or 1). [More focus fields may be added in the future, as needed.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunfocus&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunfocus &amp;lt;0|1&amp;gt;&lt;br /&gt;
: This command unfocuses the specified focus slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bits and Tasks ===&lt;br /&gt;
Each character has tens of thousands of permanent bit (&#039;yes&#039; or &#039;no&#039;) values associated with it. These are tyipcally used to represent things like completion of a given task or quest. These values are stored permanently (see mpaddaffect for a way to make them switched only for a given amount of time).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbitset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbitset &amp;lt;target&amp;gt; &amp;lt;bit number&amp;gt; &amp;lt;0/1&amp;gt;&lt;br /&gt;
: mpbitset sets a specific PC memory bit on the target to either 0 (the default) or 1 (&amp;quot;true&amp;quot; for bit checking purposes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tasks are dispensed through task hubs (see [[OLC_Section_7|OLC Section 7: Hub Data]]).  The following are prog commands associated with them.  This list will no doubt grow as we discover more necessary functionality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptasktarget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptasktarget &amp;lt;mob vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to all mobs of the specified vnum, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskobj&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskobj &amp;lt;obj vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will add the (Targeted) flag to an object with the specified vnum in the inventory of the user, or in the room of the user, keyed to the target character.&lt;br /&gt;
&lt;br /&gt;
: Note: this can only be used by a mob with hub_data.  it will not function if used by a mob which doesn&#039;t give tasks, nor will it function if called by a room or object prog.  It will also choose the first item it finds of that vnum, not all of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptaskfail&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptaskfail &amp;lt;origin vnum&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: This will cause a task on the target character which was granted by the specified origin mob to fail and run its cleanup function.&lt;br /&gt;
&lt;br /&gt;
: Temporary items created by the task system itself (and those flagged via &amp;lt;i&amp;gt;mptaskobj&amp;lt;/i&amp;gt;) will be purged, all targeted mobs will have their flags stripped (including those assigned via &amp;lt;i&amp;gt;mptasktarget&amp;lt;/i&amp;gt;), and the failure cooldown for the task will be set on that character.  It should be noted that this will not attempt to determine &amp;lt;i&amp;gt;which&amp;lt;/i&amp;gt; task from the specified mob should be failed; it fails any of them, so be careful with how you use this on multi-task mobs.&lt;br /&gt;
&lt;br /&gt;
=== Remembering ===&lt;br /&gt;
A mob can &#039;remember&#039; pcs and other mobs and associate a value with them. This memory lasts until the mob is killed, the MUD is rebooted, or until the PC disconnects. This is useful for things such as having a mob offer a greeting to a player only once per play session.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremember&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremember &amp;lt;target&amp;gt;&lt;br /&gt;
: mpremember causes a given instance of a mobile to set themselves to â€˜rememberâ€™ a player, which can be verified via the appropriate if check.&lt;br /&gt;
&lt;br /&gt;
: Note: you may want an &amp;quot;if ispc()&amp;quot; check before using this, because we have had memory problems in the past due to mobs having to remember a huge number of other mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforget&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforget &amp;lt;target&amp;gt;&lt;br /&gt;
: mpforget causes a given instance of a mobile to forget the target player. (i.e., to undo the effects of mpremember.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvset&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvset &amp;lt;positive integer&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvset sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile. Note that the syntax is violently non-standard, so the value is set in the first term, and the target in the second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvup &amp;lt;target&amp;gt;&lt;br /&gt;
: mpmemvup increments the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvdown &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvdown decrements the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmemvrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmemvrand &amp;lt;low&amp;gt; &amp;lt;high&amp;gt; &amp;lt;target&amp;gt;&lt;br /&gt;
: Mpmemvrand sets the associated memory value for a pc which has been â€˜rememberedâ€™ by a mobile between (inclusive) the low and the high value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
&#039;&#039;&#039;mpfaction&#039;&#039;&#039;&lt;br /&gt;
: Syntax: &amp;lt;target&amp;gt; &amp;lt;faction number&amp;gt; &amp;lt;amount&amp;gt; [1/0] &lt;br /&gt;
: This command changes a pc&#039;s standing with a faction by the specified amount.&lt;br /&gt;
: The trailing 1/0 is to choose whether the standard faction improve/worsen&lt;br /&gt;
: message is displayed.&lt;br /&gt;
: See &#039;help fedit&#039; for all the juicy details about factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strings ===&lt;br /&gt;
&#039;&#039;&#039;mpconcat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpconcat &amp;lt;varname&amp;gt; [list of variables and/or strings to concatenate]&lt;br /&gt;
&lt;br /&gt;
: This command concatenates many local variables and strings into one.  Any strings must be enclosed in single or double quote marks, even if the string is a single word.  Note that this command allows you to exceed the normal allowed length of an input line (255).  &lt;br /&gt;
&lt;br /&gt;
: Example prog:&lt;br /&gt;
:   mpvalueset a This is how to u&lt;br /&gt;
:   mpvalueset b se mpconcat.&lt;br /&gt;
:   mpconcat c a b&lt;br /&gt;
:   mpecho %c&lt;br /&gt;
&lt;br /&gt;
: Output:&lt;br /&gt;
:   This is how to use mpconcat.&lt;br /&gt;
&lt;br /&gt;
: Another example:&lt;br /&gt;
:   mpvalueset name1 orphans&lt;br /&gt;
:   mpvalueset name2 puppies&lt;br /&gt;
:   mpconcat outstr name1 &amp;quot; and &amp;quot; name2 &amp;quot; must die!&amp;quot;&lt;br /&gt;
:   mpecho %outstr&lt;br /&gt;
&lt;br /&gt;
: Output: &lt;br /&gt;
:   Orphans and puppies must die!&lt;br /&gt;
&lt;br /&gt;
: Note that &amp;lt;varname&amp;gt; CAN be one of the list of variables.  In the first example, you could do &#039;mpconcat a a b&#039; to have the result in %a.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrreplace&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrreplace &amp;lt;destination&amp;gt; &amp;lt;&amp;quot;original&amp;quot;&amp;gt; changefrom changeto&lt;br /&gt;
: This command will do a substring search on &#039;&#039;&#039;original&#039;&#039;&#039;, looking for &#039;&#039;&#039;changefrom&#039;&#039;&#039;. If found, it will replace this with &#039;&#039;&#039;changeto&#039;&#039;&#039;. This will be stored in &#039;&#039;&#039;destination&#039;&#039;&#039;. Enclose any variables in double quotes, especially if this variable has spaces in it.&lt;br /&gt;
: Example: mpstrreplace newstr &amp;quot;$x&amp;quot; Shodevva Naelanu&lt;br /&gt;
: This will search $x for all instances of Shodevva, replace them with Naelanu, and store the result in %newstr.&lt;br /&gt;
: Input: say My name is Shodevva.&lt;br /&gt;
: Output: say My name is Naelanu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstrlen&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstrlen &amp;lt;value 0-9&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
: This command measures &amp;lt;string&amp;gt; and puts the value in &amp;lt;value 0-9&amp;gt;&lt;br /&gt;
: Example: mpstrlen 0 $N&lt;br /&gt;
: This will return the length of the the short desc of the prog&#039;s triggering character.&lt;br /&gt;
&lt;br /&gt;
==Misc General Utility==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgoto&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgoto &amp;lt;target pc|npc|obj|vnum&amp;gt;&lt;br /&gt;
: The mpgoto command causes a mob to go to the target pc, npc, object or vnum. There is no echo either when the mob leaves, or arrives at the target location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptransfer&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptransfer &amp;lt;target pc or npc|all&amp;gt; [&amp;lt;destination&amp;gt;]&lt;br /&gt;
: The mptransfer command is used to transfer a pc or npc to the destination, which is specified by a vnum. If no destination is specified, mptransfer will move the target to the mobileâ€™s current room. If &amp;quot;all&amp;quot; is used inside of a specific target, it will transfer all pcâ€™s currently in the room with the mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpat&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpat &amp;lt;dest&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Performs the command at the designated location. &amp;quot;Destination&amp;quot; here refers to either a vnum, or a target player (but not npc!), referenced by variable as needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfakeroom&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpfakeroom &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt; &amp;lt;data_prog for desc&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;1|0&amp;gt; &amp;lt;name&amp;gt;&lt;br /&gt;
: Puts the target in a fakeroom for the listed duration in ticks. When it expires it will put all characters still in that room into the room with the listed vnum if possible. If no room is found, it will place players at room 3499, which is Var Bandor&#039;s Office of Applied Theology. &lt;br /&gt;
: The associated data_prog is necessary and will be the description for that temporary room. The duration can be -1 if you want the room to last indefinitely, in which case it will purge itself when it has no characters in it.&lt;br /&gt;
: &amp;lt;1|0&amp;gt; here is used to determine if the target&#039;s group comes with them. 1 is true (bring the whole group), 0 is false (only the target).&lt;br /&gt;
: The name at the end can be any string you want! It will be the room&#039;s name.&lt;br /&gt;
&lt;br /&gt;
=== Status &amp;amp; Attribute Manipulations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppurge [+flags] [&amp;lt;name of target mobile|object|self&amp;gt;]&lt;br /&gt;
: The mppurge command acts as the immortal purge command. When executed without an argument, it will purge (delete)  every mobile and unowned object in the room other than the entity executing the program. Mppurge can also target specific mobiles or objects in the room to be purged. &lt;br /&gt;
: Mppurge can also allow a mobile or object to purge itself. However, if this functionality is used, this should be the last command executed in the body of the prog. (There are code concerns with a purged, non-existing entity trying to execute prog commands -- break, endif, and other things which don&#039;t reference the entity itself or any of its fields are ok.)  &lt;br /&gt;
: The flags field is indicated by adding the + symbol after &#039;mppurge&#039; but before any further arguments. It is optional, and currently the only flags which work only apply to purging objects&lt;br /&gt;
: The flags available are:&lt;br /&gt;
 [[o]] Used to override the nopurge bit, such as if you wanted to purge a pccorpse&lt;br /&gt;
 [[r]] Used to retain any contained objects, which are sent to the same room as the now-purged object. This will destroy meltdrop objects, of course.&lt;br /&gt;
: Example: mppurge +or pccorpse&lt;br /&gt;
: This example will purge the pccorpse and leave all the equipment in the room&lt;br /&gt;
: The flags can used in any order&lt;br /&gt;
&lt;br /&gt;
: Additional note for verb_progs- use mpverbstop/opverbstop in a verb_prog to kill the prog effectively, thereby avoiding the problem of serial purgers.  In fact, it is highly recommended to pair the use of any self-purgingness with a verbstop for safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddaffect &amp;lt;target pc or npc&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: mpaddaffect is a command which adds a spell or skill affect to the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
: The duration is given in half-hours (ticks) of game time.&lt;br /&gt;
&lt;br /&gt;
: The apply_field determines which player stat is affected, with the exception of [[APPLY_HIDE]], which makes the affect invisible to the pc. &lt;br /&gt;
 [[APPLY_NONE]] 0&lt;br /&gt;
 [[APPLY_STR]] 1&lt;br /&gt;
 [[APPLY_DEX]] 2&lt;br /&gt;
 [[APPLY_INT]] 3&lt;br /&gt;
 [[APPLY_WIS]] 4&lt;br /&gt;
 [[APPLY_CON]] 5&lt;br /&gt;
 [[APPLY_SEX]] 6&lt;br /&gt;
 [[APPLY_CLASS]] 7&lt;br /&gt;
 [[APPLY_LEVEL]] 8&lt;br /&gt;
 [[APPLY_AGE]] 9 &lt;br /&gt;
 [[APPLY_HEIGHT]] 10&lt;br /&gt;
 [[APPLY_WEIGHT]] 11&lt;br /&gt;
 [[APPLY_MANA]] 12&lt;br /&gt;
 [[APPLY_HIT]] 13&lt;br /&gt;
 [[APPLY_MOVE]] 14&lt;br /&gt;
 [[APPLY_GOLD]] 15&lt;br /&gt;
 [[APPLY_EXP]] 16&lt;br /&gt;
 [[APPLY_AC]] 17&lt;br /&gt;
 [[APPLY_HITROLL]] 18&lt;br /&gt;
 [[APPLY_DAMROLL]] 19 &lt;br /&gt;
 [[APPLY_SAVES]] 20&lt;br /&gt;
 [[APPLY_SAVING_PARA]] 20&lt;br /&gt;
 [[APPLY_SAVING_ROD]] 21&lt;br /&gt;
 [[APPLY_SAVING_PETRI]] 22&lt;br /&gt;
 [[APPLY_SAVING_BREATH]] 23&lt;br /&gt;
 [[APPLY_SAVING_SPELL]] 24&lt;br /&gt;
 [[APPLY_SPELL_AFFECT]] 25&lt;br /&gt;
 [[APPLY_FORM]] 26&lt;br /&gt;
 [[APPLY_HIDE]] 27 &lt;br /&gt;
 [[APPLY_RANGE]]                  28&lt;br /&gt;
 [[APPLY_RESIST_SUMMON]]      29&lt;br /&gt;
 [[APPLY_RESIST_CHARM]]       30&lt;br /&gt;
 [[APPLY_RESIST_MAGIC]]           31&lt;br /&gt;
 [[APPLY_RESIST_WEAPON]]          32&lt;br /&gt;
 [[APPLY_RESIST_BASH]]            33&lt;br /&gt;
 [[APPLY_RESIST_PIERCE]]          34&lt;br /&gt;
 [[APPLY_RESIST_SLASH]]           35&lt;br /&gt;
 [[APPLY_RESIST_FIRE]]            36&lt;br /&gt;
 [[APPLY_RESIST_COLD]]            37&lt;br /&gt;
 [[APPLY_RESIST_LIGHTNING]]       38&lt;br /&gt;
 [[APPLY_RESIST_ACID]]            39&lt;br /&gt;
 [[APPLY_RESIST_POISON]]          40&lt;br /&gt;
 [[APPLY_RESIST_NEGATIVE]]        41&lt;br /&gt;
 [[APPLY_RESIST_HOLY]]            42&lt;br /&gt;
 [[APPLY_RESIST_ENERGY]]          43&lt;br /&gt;
 [[APPLY_RESIST_MENTAL]]          44&lt;br /&gt;
 [[APPLY_RESIST_DISEASE]]         45&lt;br /&gt;
 [[APPLY_RESIST_DROWNING]]        46&lt;br /&gt;
 [[APPLY_RESIST_LIGHT]]           47&lt;br /&gt;
 [[APPLY_RESIST_SOUND]]           48&lt;br /&gt;
 [[APPLY_RESIST_ILLUSION]]        49&lt;br /&gt;
 [[APPLY_RESIST_WOOD]]            50&lt;br /&gt;
 [[APPLY_RESIST_FEAR]]            51&lt;br /&gt;
 [[APPLY_RESIST_IRON]]            52&lt;br /&gt;
 [[APPLY_SIZE]]                   53&lt;br /&gt;
 [[APPLY_CHR]]                    54&lt;br /&gt;
 [[APPLY_SKILL]]                  55&lt;br /&gt;
 [[APPLY_MAXSTR]]                 56&lt;br /&gt;
 [[APPLY_MAXDEX]]                 57&lt;br /&gt;
 [[APPLY_MAXINT]]                 58&lt;br /&gt;
 [[APPLY_MAXWIS]]                 59&lt;br /&gt;
 [[APPLY_MAXCON]]                 60&lt;br /&gt;
 [[APPLY_MAXCHR]]                 61&lt;br /&gt;
 [[APPLY_SCANRANGE]]              62&lt;br /&gt;
 [[APPLY_LUCK]]                   63&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: The apply modifier determines the quantity by which the apply field is affected. (I.e., if itâ€™s [[APPLY_STR]], and modified by 3, it will grant +3 strength.) The bitvector is a power of 2 which is required for certain key affects. The following are bitvectors, and the spells which use them: &lt;br /&gt;
&lt;br /&gt;
        A				N			O		P&lt;br /&gt;
&lt;br /&gt;
 A   1 Blind			Avatar			Encamp		Airless&lt;br /&gt;
 B   2 Invisible			Flesh To Stone		Shadowmastery	Sharp Vision&lt;br /&gt;
 C   4 Detect Evil		Guarding		Encase		Sensory Vision&lt;br /&gt;
 D   8 Detect Invis		Cloudkill		Rite of Dawn	Voidwalk&lt;br /&gt;
 E   16 Fly Natural		Rally			Inspire		Crystallize Magic&lt;br /&gt;
 F   32 Detect Hidden		Forced March		Petrify		Obscure Evidence&lt;br /&gt;
 G   64 Detect Good		Scouting		Durability	Mute&lt;br /&gt;
 H   128 Sanctuary		Larva			Mantle of Fear	Aura of Corruption&lt;br /&gt;
 I   256 Faerie Fire		Armshatter		Eye focus	Shroud of Nyogthua&lt;br /&gt;
 J   512 Infrared 		Legshatter		Blink		Endure&lt;br /&gt;
 K   1024 Curse			Grapple			Disguise&lt;br /&gt;
 L   2048 Wizi			Rage			Paranoia&lt;br /&gt;
 M   4096 Poison			Fury			Symbiont (actor)&lt;br /&gt;
 N   8192 Protect Evil		Ashurmadness		Readthoughts&lt;br /&gt;
 O   16384 Protect Good		Garrote (victim)	Symbiont (vict.)&lt;br /&gt;
 P   32768 Sneak			Garrote (actor)		Coven&lt;br /&gt;
 Q   65536 Hide			Garrote (cooldown)	Bleeding&lt;br /&gt;
 R   131072 Sleep		Muffle			Burnout&lt;br /&gt;
 S   262144 Charm		Tremble			Nova Charge&lt;br /&gt;
 T   524288 Flying		Delusion (poison)	Consumption&lt;br /&gt;
 U   1048576 Pass Door		Lightsleep		Demon. Pos.&lt;br /&gt;
 V   2097152 Haste		Wariness		Pos. Channel&lt;br /&gt;
 W   4194304 Calm		Flashpowder		Radiance&lt;br /&gt;
 X   8388608 Plague		Bolo arm		Inscribe&lt;br /&gt;
 Y   16777216 Weaken		Bolo leg		Deafen&lt;br /&gt;
 Z   33554432 Dark Vision	Bolo (cooldown)		Ghost&lt;br /&gt;
 aa  67108864 Berserk		Pursue			Unclean Spirit&lt;br /&gt;
 bb  134217728 Swim		Agility			Dark Future&lt;br /&gt;
 cc  268435456 Regeneration	Submission (actor)	Onehanded&lt;br /&gt;
 dd  536870912 Slow		Submission (victim)	Nightfears&lt;br /&gt;
 ee  1073741824 Detect Wizi	Subdue			Doppel&lt;br /&gt;
 ff  2147483648UL&lt;br /&gt;
 &lt;br /&gt;
: By default, the affects from the &amp;quot;A&amp;quot; column are used. If the optional O, N, or P is selected, the result from that column is used.&lt;br /&gt;
&lt;br /&gt;
: Note: you can use 479 as the skill vnum, to toggle a bit value on a PC. For example, &amp;quot;mpaddaffect $n 479 60 48 27 25722 0&amp;quot; would toggle $n&#039;s bit 25722 after 1 game day (48 ticks).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpobjaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpobjaffect &amp;lt;item keyword&amp;gt; &amp;lt;vnum of skill/spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; &amp;lt;apply field&amp;gt; &amp;lt;apply modifier&amp;gt; &amp;lt;bitvector&amp;gt; [&amp;lt;O|: N&amp;gt;]&lt;br /&gt;
: Mpobjaffect is identical in many ways to mpaddaffect, except that it targets objects specifically.  It should be noted that when called by a room prog, it will target only items on the floor in that room.  Additionally, if called by an obj prog, it will scan the floor only if the object-caller is not being held.  When held, or called by a mob prog, it will scan the inventory of the person carrying it (worn and not), as well as keywords in the room they would be able to see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomaffect &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;level&amp;gt; &amp;lt;duration&amp;gt; 0 0 0&lt;br /&gt;
: Mproomaffect is identical to mpaddaffect, except that it targets the current room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremaffect&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremaffect [&amp;lt;target&amp;gt;] &amp;lt;vnum of skill or spell&amp;gt;&lt;br /&gt;
: Mpremaffect removes every instance of the specified skill or spell effect from a target. When used on a remove_prog, no target is needed (they will automatically target the owner.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatdown&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatdown &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command reduces the specified stat of the target by the given amount. Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command decreases the actual stat, and will not reduce a stat below 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstatup&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstatup &amp;lt;target&amp;gt; &amp;lt;stat&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: This command raises the specified stat of the target by the given amount.&lt;br /&gt;
: Here, &amp;quot;stat&amp;quot; can be: str, int, wis, dex, con, chr. This command increases the actual stat, and will not increase a stat above its racial maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpflag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpflag mob &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         mpflag exit &amp;lt;direction&amp;gt; [+,-,=] &amp;lt;flags&amp;gt;&lt;br /&gt;
:         +: add flag&lt;br /&gt;
:         -: remove flag&lt;br /&gt;
:         =: set equal to, otherwise flag toggles the flags listed.&lt;br /&gt;
&lt;br /&gt;
: Mpflag is a command that duplicates the effect of the immortal â€˜flagâ€™ command. &lt;br /&gt;
&lt;br /&gt;
: By way of a refresh, the following are valid flags: For a MOB:&lt;br /&gt;
&lt;br /&gt;
 * act: ACT flag (aggressive, notrack, etc.)&lt;br /&gt;
 * aff: AFF flag (sanctuary, detect_invis, etc.)&lt;br /&gt;
 * off: OFF flag (bash, fast, area_attack, etc.)&lt;br /&gt;
 * imm: IMM flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * res: RES flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * vuln: VULN flag (specify a damage type: slash, fire, summon, etc.)&lt;br /&gt;
 * form: Form of creature (edible, sentient, biped, mammal, etc.)&lt;br /&gt;
 * part: Which parts creature has (legs, arms, tail, etc.)&lt;br /&gt;
 * lang: What languages the creature speaks (caladaran, aelin, etc.)&lt;br /&gt;
&lt;br /&gt;
: For a CHAR:&lt;br /&gt;
 * plr: Toggles a player flag (npc, auto*, holylight, can_loot, nosummon, nofollow, colour, permit, slog, log, deny, freeze,  thief, reward, induct, sound, display, showdam)&lt;br /&gt;
 * comm: Toggles a comm flag (quiet, deaf, nowiz, noclangossip, nogossip, noquestion, nomusic, noclan, noquote, shoutsoff,  compact, brief, prompt, combine, telnet_ga,&lt;br /&gt;
         show_affects, nograts, noemote, noshout, notell, nochannels, snoop_proof, afk) &lt;br /&gt;
 * aff: Toggles an affect flag (detect_invis, regen, slow, etc.)&lt;br /&gt;
 * imm: Toggles immunity to damage (fire, negative, etc.)&lt;br /&gt;
 * res:: Toggles resistance to damage (fire, negative, etc.)&lt;br /&gt;
 * vuln: Toggles vulnerability to damage (fire, negative, etc.)&lt;br /&gt;
&lt;br /&gt;
: For an EXIT - The exit flags have no field, but the list of the toggles is as follows:&lt;br /&gt;
 * door: door is present&lt;br /&gt;
 * closed: closed door&lt;br /&gt;
 * locked: locked door&lt;br /&gt;
 * secret: Does not show up on exits&lt;br /&gt;
 * pickproof: Not pickable&lt;br /&gt;
 * nopass: Cannot go through door even with pass door.&lt;br /&gt;
 * easy: Lock difficulty rating&lt;br /&gt;
 * hard: Lock difficulty rating&lt;br /&gt;
 * infuriating: Lock difficulty rating&lt;br /&gt;
 * noclose: Cannot be closed&lt;br /&gt;
 * nolock: Cannot be locked&lt;br /&gt;
 * illusionary: Exit leads back to room&lt;br /&gt;
 * walled: Wall of stone effect&lt;br /&gt;
 * walloffire: Wall of fire effect&lt;br /&gt;
 * noram: Not rammable&lt;br /&gt;
 * fake: Exit appears normal, but no one can pass through&lt;br /&gt;
 * norefresh: Does not automatically reset door as closed on reset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpset&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syntax: mpset &amp;lt;mob|obj|room|skill&amp;gt; &amp;lt;name|room vnum&amp;gt; &amp;lt;field|skill or spell&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mpset is identical to the immortal command â€˜setâ€™. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For rooms&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;flags, sector&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For skills&#039;&#039;&#039;, any skill or spell is valid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For mobs and PCs&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;str, int, wis, dex, con, cha, sex, class, level, race, group, gold, silver, hp, mana, move, prac, align, train, thirst, hunger,  drunk, full, security, adrenaline, major, minor, chosenpath, ethos, deaths, familiar, ep, clore, age, maxage, recall, mobvalue,  damtype, somaticarts, karma, follower, familiargender&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;somaticarts&#039;&#039;&#039;, there is a slightly different syntax; instead of just a numerical value, you must supply a race and then the value:&lt;br /&gt;
* mpset char &amp;lt;pc_name&amp;gt; somaticarts &amp;lt;race&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
* The race may be a number representing the race, or a name -- be wary around quotes&lt;br /&gt;
* If the value is &amp;lt;= 0, the target will &#039;forget&#039; that race&lt;br /&gt;
* Value cannot be higher than 1000&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;karma&#039;&#039;&#039;, be aware of the karma aura ranges:&lt;br /&gt;
 -10000:          Silver Aura &lt;br /&gt;
 -5000 to -9999:  Bright Golden Aura &lt;br /&gt;
 -1000 to -4999:  Golden Aura &lt;br /&gt;
 -250 to -999:    Pale Golden Aura &lt;br /&gt;
 -249 to 249:     No Aura &lt;br /&gt;
 250 to 999:      Faint Red Aura &lt;br /&gt;
 1000 to 4999:    Red Aura &lt;br /&gt;
 5000 to 9999:    Dark Red Aura &lt;br /&gt;
 10000:           Black Aura &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For objects&#039;&#039;&#039;, the following fields are valid: &amp;lt;i&amp;gt;value0 value1 value2 value3 value4 (v1-v4) extra wear level weight cost timer, objvalue&amp;lt;/i&amp;gt;. In the case of objvalue, &amp;lt;value&amp;gt; should be &amp;lt;slot&amp;gt; &amp;lt;value&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When mpsetting the &#039;wear&#039; field, names such as &#039;finger&#039; are invalid. Use the following values:&lt;br /&gt;
 Take -- 1&lt;br /&gt;
 Finger -- 2&lt;br /&gt;
 Neck -- 4&lt;br /&gt;
 Torso -- 8&lt;br /&gt;
 Head -- 16&lt;br /&gt;
 Legs -- 32&lt;br /&gt;
 Feet -- 64&lt;br /&gt;
 Hands -- 128&lt;br /&gt;
 Arms -- 256&lt;br /&gt;
 Shield -- 512&lt;br /&gt;
 About -- 1024&lt;br /&gt;
 Belt -- 2048&lt;br /&gt;
 Wrist -- 4096&lt;br /&gt;
&lt;br /&gt;
Example: &amp;quot;mpset obj boots wear 65&amp;quot; would set the wear field of object referenced by &#039;boots&#039; to &#039;take feet&#039; (64 for feet, 1 for take, 64 + 1 = 65)&lt;br /&gt;
&lt;br /&gt;
When using the &#039;extra&#039; fields:&lt;br /&gt;
 1 		glow&lt;br /&gt;
 2 		hum&lt;br /&gt;
 4 		dark&lt;br /&gt;
 8 		warm&lt;br /&gt;
 16 		evil&lt;br /&gt;
 32 		invis&lt;br /&gt;
 64 		magic&lt;br /&gt;
 128 		nodrop&lt;br /&gt;
 256 		bless&lt;br /&gt;
 512 		antigood&lt;br /&gt;
 1024		antievil&lt;br /&gt;
 2048 		antineutral&lt;br /&gt;
 4096 		noremove&lt;br /&gt;
 8192 		inventory&lt;br /&gt;
 16384	 	nopurge&lt;br /&gt;
 32768 		rotdeath&lt;br /&gt;
 65536 		visdeath&lt;br /&gt;
 131072		affinity&lt;br /&gt;
 262144 	nonmetal&lt;br /&gt;
 524288 	nolocate&lt;br /&gt;
 1048576 	meltdrop&lt;br /&gt;
 2097152 	hadtimer&lt;br /&gt;
 4194304 	sellextract&lt;br /&gt;
 8388608 	quest&lt;br /&gt;
 16777216 	burnproof&lt;br /&gt;
 33554432 	nouncurse&lt;br /&gt;
 67108864 	nodestroy&lt;br /&gt;
 134217728 	concealed&lt;br /&gt;
 268435456 	stashed&lt;br /&gt;
 536870912 	wizi&lt;br /&gt;
 1073741824 	nolong&lt;br /&gt;
 2147483648 	nodisarm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpxp&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpxp &amp;lt;target pc&amp;gt; &amp;lt;xp amount&amp;gt;&lt;br /&gt;
: Mpxp grants the target pc the specified amount of experience points. The player will automatically advance in level, provided sufficient exploration points are also available.  If the amount specified is &amp;lt; 100, then it rewards the player with an amount equal to &#039;&#039;&#039;amount*level&#039;&#039;&#039; of the player. (Note that this functionality is obsolete with commands like mpget.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstring char &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long desc pretitle title surname extitle damverb spec familiarname s0-s9&lt;br /&gt;
:         mpstring obj &amp;lt;name&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: name short long extended s0-s9&lt;br /&gt;
:         mpstring room here|&amp;lt;vnum&amp;gt; &amp;lt;field&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
:           fields: s0-s9&lt;br /&gt;
: The mpstring command exactly duplicates the effects of the immortal â€˜stringâ€™ command. The only caveat to this command is that it can toggle mobs as well as pcâ€™s via the â€˜charâ€™ setting. In this case, however, the title, pretitle, surname, familiarname and extitle settings are not available. Use &#039;none&#039; for s0-s9 to clear a string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploadstring&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploadstring char|obj|room here|&amp;lt;name&amp;gt;|&amp;lt;room_vnum&amp;gt; &amp;lt;string_number(0-9)&amp;gt; &amp;lt;local_var&amp;gt;&lt;br /&gt;
: Example: mploadstring char $n 3 local&lt;br /&gt;
:&lt;br /&gt;
: The mploadstring command loads a saved string from the char/obj/room into a local var. If a string is not set, it is returned as an empty string.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpresolve&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; obj char|room &amp;lt;char/room target&amp;gt; &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Syntax: mpresolve &amp;lt;output_string_var&amp;gt; pc &amp;lt;input_string&amp;gt;&lt;br /&gt;
: Example: mpresolve str obj char $i staff made of ebony&lt;br /&gt;
:&lt;br /&gt;
: The mpresolve command attempts to resolve a general string (which might lots of extraneous words) into an object&#039;s name. It will store the resulting name in the output string var, or else it will store a blank string there if&lt;br /&gt;
: nothing resolved. Right now always specify &#039;obj&#039; as the second argument, but in the future this might be expanded to resolve other things. The third argument is either &#039;char&#039; or &#039;room&#039;, used to indicate whether you&lt;br /&gt;
: want to search a char&#039;s inventory (including worn objects) or a room&#039;s contents for the obj. The fourth argument is the actual char or room being targeted; use either a vnum or &#039;here&#039; for the room.&lt;br /&gt;
: The last argument is the input string to be resolved, which can be many words long.&lt;br /&gt;
:&lt;br /&gt;
: The other overload of the mpresolve command is for resolving PCs from strings. This is a global search, and takes fewer arguments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdesc &amp;lt;here/self/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt; [exdescname]&lt;br /&gt;
&lt;br /&gt;
: Changes the description of a room, object or mob. The first argument is the target, and may be either a room number, a mob, an  object, a helpfile, or &#039;here&#039;.  The &amp;quot;here&amp;quot; parameter, in mob and object progs, points to the room the mob or object is currently in.  Note that this will not work for items in inventory, containers, etc. If you target a helpfile, you should do so in quotes, with &#039;helpfile&#039; as the first word (e.g., mpdesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
: The second argument is the name of a data_prog or local variable that contains the new description. Using an additional parameter will apply the new  description in the data_prog or local variable to an exdesc. Using an exdesc parameter with a helpfile target serves no purpose and may cause the command to fail.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that rooms don&#039;t have backup indexes, so modifying the description of a room using this command will edit the permanent room description.&lt;br /&gt;
&lt;br /&gt;
: *** NOTE: *** Mobs can also use the desc command the same way as PCs, with the exception of entering the editor.  Valid commands are as detailed in HELP DESCRIPTION. Desc format will apply the standard formatting to the description as normal. Desc clear, +, and - function as normal.  These changes affect only that particular instance of the mob, and will not change in the area file&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploaddesc&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploaddesc &amp;lt;here/mobname/objname/room vnum/helpfile&amp;gt; &amp;lt;data_prog/varname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Loads a desc (or helpfile text) into the specified data_prog or var. See mpdesc for parallel usage, though exdescname is not supported with mploaddesc. As with mpdesc, targeting a helpfile should be done in quotes, with &#039;helpfile&#039; as the first word (e.g., mploaddesc &#039;helpfile rumors&#039; ...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppermexdesc&#039;&#039;&#039;&lt;br /&gt;
: No one can be told what mppermexdesc is. They have to.. see it for themselves.&lt;br /&gt;
&lt;br /&gt;
==Misc Mob / PC Interaction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpforce&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpforce &amp;lt;victim&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
: Forces the victim to do the designated command. Mpforce operates just as the immortal command, so it will be as though the victim literally executed the command (so some additional echo may be necessary).  In addition, the victim can also be &amp;quot;all&amp;quot;. In this case, the prog will attempt to force every person and npc in the room. Unfortunately, this facility is level restricted, so that if the mobile or object with an mpforce has a lower level than the targets, it will fail. (Curiously, this behavior only applies if &amp;quot;all&amp;quot; is used as the victim.)&lt;br /&gt;
&lt;br /&gt;
: - Is this what&#039;s actually happening?  I&#039;ve been operating under the assumption that level doesn&#039;t matter for all, it&#039;s simply a question of whether you&#039;ve got &amp;quot;mproomcmd&amp;quot; as the opener of the line or not. -Arkh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mproomcmd&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mproomcmd &amp;lt;command&amp;gt; [&amp;lt;optional target of &amp;quot;all&amp;quot;&amp;gt;]&lt;br /&gt;
: Mproomcmd is a unique (some might say eccentric) command. Firstly, mproomcmd is followed by a normal command (mp or otherwise). If the command is given a normal argument, it will execute once for each mob or pc in the room (excepting the entity on which the command is located.), regardless of whether or not the mobile can see the mobs of pcâ€™s in the room. Secondly, mproomcmd allows the command following it to take a target argument of â€˜allâ€™. In this case, the mobile will execute the command on each and every mobile and npc in the room that the mobile can see. &lt;br /&gt;
&lt;br /&gt;
: So, letâ€™s consider a hypothetical example:&lt;br /&gt;
: Suppose Jolinn, Ramc, Aeolis, and Iandir are in a room. Iandir is wizinvis.&lt;br /&gt;
&lt;br /&gt;
: Now, suppose we have a hen, which has a prog which says:&lt;br /&gt;
: rand_prog 100&lt;br /&gt;
: mproomcmd bow&lt;br /&gt;
&lt;br /&gt;
: Every time this prog triggers, the hen will execute four bows in a row. (One for Jolinn, one for Ramc, one for Aeolis, and one for Iandir). &lt;br /&gt;
&lt;br /&gt;
: Now, suppose the prog is:&lt;br /&gt;
:  rand_prog 100&lt;br /&gt;
:  mproomcmd bow all&lt;br /&gt;
&lt;br /&gt;
: The hen will then execute three bows, and the people in the room will see:&lt;br /&gt;
:  The hen bows to Jolinn.&lt;br /&gt;
:  The hen bows to Ramc.&lt;br /&gt;
:  The hen bows to Aeolis.&lt;br /&gt;
:  The hen will not bow to Iandir, as it cannot see him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplag&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplag &amp;lt;target pc&amp;gt; &amp;lt;number of rounds&amp;gt;&lt;br /&gt;
: mplag lags the target pc by a number of combat rounds specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcast&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcast &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt; [&amp;lt;target&amp;gt;]&lt;br /&gt;
: mpcast causes a mobile to cast the spell of the given vnum at the specified level. If the mobile is in combat, and the spell is offensive, no target is needed, and it will default to being cast on the person the mobile is fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpgrant&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpgrant &amp;lt;target&amp;gt; &amp;lt;hp value&amp;gt; &amp;lt;mana value&amp;gt; &amp;lt;move value&amp;gt;&lt;br /&gt;
: Mpgrant grants a specified amount (either negative or positive) to a target pc or npc. This will not take the character above their current maximum values in these categories. For negative values, mpgrant is not recommended, as there is no checking for death at negative values. (Use mpdamage or mpdamtype instead.)&lt;br /&gt;
: Ex: mpgrant $f 10 -20 0 This would give +10 hp, -20 mana, and +0 movement points to $f.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpkill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpkill &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: This command causes a mobile to attack the target pc or npc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mprangekill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: Mprangekill &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This spell causes a mobile to attack a pc, provided they are no more than 8 levels below the mobileâ€™s level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslay&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslay &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mpslay command instantly slays the target pc or npc. Use this command with caution, as it exactly duplicates the immortal â€˜slayâ€™ command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpknockout&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpknockout &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mpknockout renders a target pc or npc unconscious. Note that this, in itself, will not prevent the player from awakening, so an mpaddaffect will be needed to keep the player asleep. There is also no echo associated with mpknockout, so one will have to be provided if need be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdisarm&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdisarm &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: mpdisarm attempts to disarm the target pc or npc. Note that the chance of this is reflected in the skill of the mobile in disarming, as well as level, type of weapon, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mploot&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mploot &amp;lt;target pc or npc&amp;gt; &amp;lt;name of item|all&amp;gt;&lt;br /&gt;
: mploot loots an item from the target pc or npcâ€™s inventory. If &amp;quot;all&amp;quot; is specified as the object name, all items will be looted  from the victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstealrandom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstealrandom &amp;lt;target pc&amp;gt;&lt;br /&gt;
: mpstealrandom causes a mobile to steal a random item from the inventory of the target pc. The chance of success is not perfect. (But what is it?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptakecoins&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptakecoins &amp;lt;target pc or npc&amp;gt; &amp;lt;amount in copper&amp;gt;&lt;br /&gt;
: Mptakecoins removes an amount of coins from the target, doing any necessary conversions.  For example, &amp;quot;mptakecoins self 5000&amp;quot; would remove 5 platinum from the mob&#039;s inventory. This is useful for pseudo-merchant situations. If you want to set up a thief NPC, you&#039;re probably better off adding thief skills and making the mob work for it like a real thief.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfindpath&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfindpath &amp;lt;target pc/npc/room#&amp;gt; &amp;lt;radius&amp;gt; [true|false]&lt;br /&gt;
: mpfindpath allows a mobile to generate a path between it and the target, which is either the name of a character or a room vnum. &lt;br /&gt;
: The radius check can be used to limit the length of the search -- any path greater than this radius will be rejected. Use -1 to indicate no limit to the radius. &lt;br /&gt;
: The last argument is optional and defaults to false if left blank; it specifies whether to ignore closed doors (true) or not (false) when mapping paths. So if true, the path will route as though the door were open.&lt;br /&gt;
: This command will prepare a path for the mobile, but will take no other action; use mppathstep and mpget (with parameter pathsteps) to further interact with the path.&lt;br /&gt;
: A given mobile can have only one path stored at a time.&lt;br /&gt;
: NOTE: As of September 2013 this uses a linear-time algorithm rather than exponential, so performance is not really a concern anymore -- still, be nice and don&#039;t run it in a loop or anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mppathstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mppathstep&lt;br /&gt;
: mppathstep takes a single step along the path found by mpfindpath. If a path has not been found, it will have no effect. &lt;br /&gt;
: If the step fails for some reason (such as a closed door), the path will be cleared (and mpget will report -1, if you want to check this condition).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrack&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrack &amp;lt;target pc&amp;gt;&lt;br /&gt;
: Mptrack tells a mobile to begin tracking the target pc. The mobile will then behave as a normally tracking mobile would.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrackstep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrackstep&lt;br /&gt;
: When executed on a mobile which is already tracking, mptrackstep takes the mobile one step along the â€˜tracksâ€™ of their victim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpstopfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpstopfollow&lt;br /&gt;
: This command causes a mobile to stop following their victim.&lt;br /&gt;
&lt;br /&gt;
==Damage-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdealdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdealdamage &amp;lt;target&amp;gt; &amp;lt;source&amp;gt; &amp;lt;noun|&#039;default&#039;&amp;gt; &amp;lt;damtype_0&amp;gt; &amp;lt;amount_0&amp;gt; [damtype_1] [amount_1] ... [damtype_n] [amount_n]&lt;br /&gt;
: mpdealdamage does typed, potentially-hybrid damage with an associated source. &#039;&#039;&#039;It is recommend to use it for most cases&#039;&#039;&#039;, since it will handle reductions and resistances appropriately rather than using fixed amounts. It also uses true sources (if supplied), so source-based reductions (such as avatar&#039;s reduction against evil) should work.&lt;br /&gt;
: &amp;lt;target&amp;gt; refers to a normal target, such as $n&lt;br /&gt;
: &amp;lt;source&amp;gt; may refer to a var, such as $i. However, it may also be a string, such as &#039;The sweet young girl&#039;. Use a var if appropriate; don&#039;t shortcut it with the var&#039;s short desc, as then the source won&#039;t be real, so certain reductions will be skipped.&lt;br /&gt;
: &amp;lt;noun|&#039;default&#039;&amp;gt; refers to either a supplied damage noun, such as &#039;tickle&#039;, or the string &#039;default&#039;. Default only makes sense when a true source is supplied and the source has a damverb (ie, a mob); in this case, said damverb is used (called a damverb even though it is actually a noun. Cheers.)&lt;br /&gt;
: &amp;lt;damtype_0&amp;gt; refers to the type of damage done. It may be an integer OR a word, such as &#039;cold&#039;. Recommended to use words for prog clarity, but should not affect correctness.&lt;br /&gt;
: &amp;lt;amount_0&amp;gt; refers to the amount of damage done, of type &amp;lt;damtype_0&amp;gt;. This can be a fixed number or a var (perhaps calculated with mpdice or mpmath, or anything else).&lt;br /&gt;
: [damtype_i] refers to additional optional damtypes; if supplied, the corresponding amount should also be supplied.&lt;br /&gt;
: [amount_i] refers to additional amount of damage done&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n &#039;The sweet young girl&#039; &#039;tickle&#039; cold 100 fire 200&amp;quot; results in &amp;quot;The sweet young girl&#039;s ))) HEROIC ((( tickle grazes you!  (100, cold) (200, fire) [300 total]&amp;quot;&lt;br /&gt;
: Example: &amp;quot;mpdealdamage $n $i default 7 1&amp;quot; on a mob called &amp;quot;Joe&amp;quot; with a damverb of &amp;quot;slice&amp;quot; results in &amp;quot;Joe&#039;s pathetic slice barely scratches you.  (1, acid)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Damage integers are as follows: &lt;br /&gt;
 [[DAM_NONE]] 0&lt;br /&gt;
 [[DAM_BASH]] 1&lt;br /&gt;
 [[DAM_PIERCE]] 2&lt;br /&gt;
 [[DAM_SLASH]] 3&lt;br /&gt;
 [[DAM_FIRE]] 4&lt;br /&gt;
 [[DAM_COLD]] 5&lt;br /&gt;
 [[DAM_LIGHTNING]] 6&lt;br /&gt;
 [[DAM_ACID]] 7&lt;br /&gt;
 [[DAM_POISON]] 8&lt;br /&gt;
 [[DAM_NEGATIVE]] 9&lt;br /&gt;
 [[DAM_HOLY]] 10&lt;br /&gt;
 [[DAM_ENERGY]] 11&lt;br /&gt;
 [[DAM_MENTAL]] 12&lt;br /&gt;
 [[DAM_DISEASE]] 13&lt;br /&gt;
 [[DAM_DROWNING]] 14&lt;br /&gt;
 [[DAM_LIGHT]] 15&lt;br /&gt;
 [[DAM_OTHER]] 16&lt;br /&gt;
 [[DAM_FEAR]] 17&lt;br /&gt;
 [[DAM_CHARM]] 18&lt;br /&gt;
 [[DAM_SOUND]] 19&lt;br /&gt;
 [[DAM_ILLUSION]] 20&lt;br /&gt;
 [[DAM_DEFILEMENT]] 21 &lt;br /&gt;
: Help DAMTYPE on the mud generates this list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If you want to do damage without the chance of killing the target, use mpgrant.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamtype&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamtype &amp;lt;target&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt; &amp;lt;damage type number&amp;gt;&lt;br /&gt;
: Mpdamtype does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term. The damage type number is an integer which specifies the type of damage ([[DAM_NEGATIVE]], etc.) done by the damtype. There is no echo displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdammess&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdammess &amp;lt;target pc or npc&amp;gt; &amp;lt;amount&amp;gt; &amp;lt;damage noun&amp;gt;&lt;br /&gt;
: mpdammess is a command that generates a damage message based on the amount specified to the target, with the specified damage noun. The noun should appear in single quotes.&lt;br /&gt;
: Ex: mpdammess $n 200 â€˜withering sarcasmâ€™ would display:&lt;br /&gt;
: &amp;quot;&amp;lt;The mob&amp;gt;â€™s withering sarcasm === OBLITERATES === &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
: Again, note that mpdammess does not actually do the damage, so mpdamage or mpdamtype must be used in conjunction with this command.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A combination of mpdamtype with mpdammess has been in used in a variety of damage progs, but since the arrival of &#039;mpdealdamage&#039; this prog technique is generally no longer needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamage &amp;lt;target pc or npc&amp;gt; &amp;lt;number of dice&amp;gt; &amp;lt;size of dice&amp;gt; &amp;lt;additive term&amp;gt;&lt;br /&gt;
: Mpdamage does damage to a given pc or npc. The damage done is: # of dice of size specified rolled, plus the additive term.&lt;br /&gt;
&lt;br /&gt;
: So, if we had:&lt;br /&gt;
:   mpdamage $n 10 5 100 &lt;br /&gt;
: This would damage $n with 10d5+100 of damage.&lt;br /&gt;
&lt;br /&gt;
: The damage from this command is â€˜colorlessâ€™ -- it has no type, such as fire, cold, negative, etc. As such, absolutely no damage reduction (including sanctuary) is taken into account. There is also no damage echo, so unless the damage is meant to be â€˜silentâ€™, players should receive an echo about the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdamfrom&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdamfrom &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt; &amp;lt;noun&amp;gt; &amp;lt;name&amp;gt;&lt;br /&gt;
: mpdamfrom does damage that appears to be from a given name, with specified damage noun to the given target. Mpdamfrom also generates a matching damage message. The damage done from mpdamfrom is â€˜colorlessâ€™ -- i.e., it is of no particular damage type (and is therefore not effected by vulns, resists, sanctuary, etc.) Both the noun and the name should appear in single quotes.&lt;br /&gt;
: Ex: mpdamfrom $n 100 â€˜tickleâ€™ â€˜The sweet young girlâ€™&lt;br /&gt;
: would display:&lt;br /&gt;
:  &amp;quot;The sweet young girlâ€™s tickle *** DEMOLISHES *** &amp;lt;$n&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mob Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpfollow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpfollow &amp;lt;follower&amp;gt; &amp;lt;leader&amp;gt;&lt;br /&gt;
: Example: mpfollow $i $n&lt;br /&gt;
: The mpfollow command causes the targeted follower to follow the target leader, regardless of conditions such as &#039;&#039;nofollow&#039;&#039; or charmed states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmload &amp;lt;mobile vnum&amp;gt; &amp;lt;optional argument&amp;gt;&lt;br /&gt;
: mpmload loads a mobile with specified vnum in the current room.  The only allowed optional argument is &#039;&#039;reset&#039;&#039;, which will trigger the loaded mob&#039;s &#039;&#039;load_prog&#039;&#039; (if present).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwander&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwander&lt;br /&gt;
: The mpwander command causes the mobile to randomly wander in an available direction.  Note that this wandering may circumvent the no_mob room flag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddskill &amp;lt;target npc&amp;gt; &amp;lt;vnum of skill or spell&amp;gt; &amp;lt;percentage&amp;gt;&lt;br /&gt;
: The mpaddskill grants the target mobile the specified skill at the supplied percentage.  Effectively, the mobile gains only this skill or spell.  (This actually shows up as a special affect in the mobile&#039;s affect list.) &lt;br /&gt;
: These skills and spells operate exactly as normal PC versions do.  This means that unlike, for example, &#039;&#039;mpcast&#039;&#039;, the mobile must have adequate mana to execute these abilities.  In addition, because those skills are activated in the same manner as a PC would, counters, spell enhancements, or command failure may apply normally rather than being ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremoveskill&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremoveskill &amp;lt;target npc&amp;gt; &amp;lt;skill or spell vnum&amp;gt;&lt;br /&gt;
: This command removes a mobile&#039;s ability in the target skill or spell vnum, as granted by the &#039;&#039;mpaddskill&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpwizi&lt;br /&gt;
: This command makes a mobile &#039;&#039;wizinvis&#039;&#039; itself.  This is identical to the immortal &#039;&#039;wizinvis&#039;&#039; at level 52.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunwizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunwizi&lt;br /&gt;
: This command makes a mobile undo the &#039;&#039;wizinvis&#039;&#039; status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpseewizi&lt;br /&gt;
: This command allows a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunseewizi&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunseewizi&lt;br /&gt;
: This command removes the ability of a mobile to see &#039;&#039;wizinvis&#039;&#039; immortals, NPCs, and objects.&lt;br /&gt;
&lt;br /&gt;
==Object Specific==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpoload&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpoload &amp;lt;object vnum&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; in &amp;lt;room/name of container&amp;gt;&lt;br /&gt;
:         mpoload &amp;lt;object vnum&amp;gt; on &amp;lt;target pc or npc&amp;gt; [&amp;lt;wear slot&amp;gt;]&lt;br /&gt;
: The mpoload command is used for loading an instance of a particular objectâ€™s vnum. If used with just the vnum as an argument, the object will be loaded into the mobileâ€™s inventory. If used with the preposition &amp;quot;in&amp;quot;, mpoload can load the object either in the room, or in a container. If used with the preposition &amp;quot;on&amp;quot;, mpoload can be used to load the object either on a target, or onto a given targetâ€™s wear slot. Note: If the subjectâ€™s wear slot is full, mpoload will do nothing. &amp;quot;mpoload &amp;lt;vnum&amp;gt; in self&amp;quot; will load an object inside the object being progged if it is a container.&lt;br /&gt;
&lt;br /&gt;
: The slot numbers are as follows: &lt;br /&gt;
 0: Light&lt;br /&gt;
 1: Left finger&lt;br /&gt;
 2: Right finger&lt;br /&gt;
 3: Neck1&lt;br /&gt;
 4: Neck2&lt;br /&gt;
 5: Torso&lt;br /&gt;
 6: Head&lt;br /&gt;
 7: Legs&lt;br /&gt;
 8: Feet &lt;br /&gt;
 9: Hands&lt;br /&gt;
 10: Arms&lt;br /&gt;
 11: Shield&lt;br /&gt;
 12: Body&lt;br /&gt;
 13: Waist&lt;br /&gt;
 14: Wrist&lt;br /&gt;
 15: Wrist&lt;br /&gt;
 16: Wielded&lt;br /&gt;
 17: Held &lt;br /&gt;
 18: Floating&lt;br /&gt;
 19: Dual wielded&lt;br /&gt;
 20: Branded&lt;br /&gt;
 21: Concealed&lt;br /&gt;
 22: Concealed&lt;br /&gt;
 23: Prog&lt;br /&gt;
 24: Familiar&lt;br /&gt;
&lt;br /&gt;
: Ex:&lt;br /&gt;
: mpoload 6900 [Loads object of vnum 6900 into inventory of mobile]&lt;br /&gt;
: mpoload 6900 in room [Loads object 6900 into the room]&lt;br /&gt;
: mpoload 6900 in chest [Loads object 6900 into a chest in the room]&lt;br /&gt;
: mpoload 6900 on $f [Loads object 6900 and puts it in $fâ€™s inventory]&lt;br /&gt;
: mpoload 6900 on $f 18 [Loads object 6900 into $fâ€™s float slot]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbrand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbrand &amp;lt;target pc&amp;gt; &amp;lt;vnum of sigil&amp;gt;&lt;br /&gt;
: Mpbrand brands a pc with a specified sigil object. If the pc is already wearing a sigil, mpbrand will have no effect. There is no echo associated with mpbrand, so one must be provided if necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotremove&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotremove &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: mpslotremove removes the item in the wear slot specified by the given number and places it in the playerâ€™s inventory, effectively making the player &amp;quot;remove&amp;quot; the item. There is no echo to the player that this occurs, nor is any remove_prog triggered. [whether or not this is a feature or a bug remains to be seen.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpslotpurge&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpslotpurge &amp;lt;target pc&amp;gt; &amp;lt;wear slot number&amp;gt;&lt;br /&gt;
: The mpslotpurge removes an item in a particular wear slot from a pc. Like mpslotremove, this command has no echo by default, nor does it trigger a remove_prog.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpjunk&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpjunk &amp;lt;object&amp;gt;&lt;br /&gt;
: Destroys the object referred to from a mobileâ€™s inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpzap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpzap&lt;br /&gt;
: This command is used by objects to cause their owner to drop them. It is primarily used in wear_progs, where it used to prevent owners from wearing an item. Mpzap does not have an echo, so one must be supplied as necessary.&lt;br /&gt;
&lt;br /&gt;
==Exit-Related==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsetexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetexit &amp;lt;direction&amp;gt; &amp;lt;room vnum/none&amp;gt;&lt;br /&gt;
: This command can change or remove an exit in a given direction. Note that this is only a one-way link, so in most cases, you will want to adjust the room on the other side of the exit as well. Use mpflag after this to add doors and the like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mplock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mplock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand locks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunlock&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunlock &amp;lt;direction&amp;gt;&lt;br /&gt;
: This mpcommand unlocks a door in the specified direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpexit&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpexit &amp;lt;target&amp;gt; &amp;lt;direction&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
: This command makes a target pc or npc exit to the specified vnum, &amp;quot;by way of&amp;quot; the direction. This command is in a state of flux, as Jolinn, Synrael, and Aeolis attempt to read its true form from the mind of god.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prog-type Specific==&lt;br /&gt;
&lt;br /&gt;
===Sub Prog===&lt;br /&gt;
&#039;&#039;&#039;mpcallsub&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcallsub &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub obj &amp;lt;obj&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub mob &amp;lt;mob&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: Syntax: mpcallsub room &amp;lt;room&amp;gt; &amp;lt;sub_prog name&amp;gt; [actor]&lt;br /&gt;
: mpcallsub calls the specified sub_prog. If an actor is supplied, it will become the $n var of the sub_prog; otherwise, the $n var will not be defined in the subroutine. Note that sub_progs carry over the $r var, so it will be consistent with the calling prog. You may call a sub_prog from a sub_prog; be careful of infinite recursion! Some safeguards have been put into place for this to avoid completely hanging the MUD, but even hitting them makes the CPU cry. &lt;br /&gt;
: For room targets, either a vnum or &#039;here&#039; is acceptable&lt;br /&gt;
: Note that PC targets will not work&lt;br /&gt;
: Tip: variables can be passed over the num and str prog fields (0-9, s0-s9). This can work for both input and output.&lt;br /&gt;
: Tip: you can use the fact that mpcallsub can be used to call sub_progs on other entities to create common libraries of progs, perhaps keeping them in well-known rooms.&lt;br /&gt;
&lt;br /&gt;
===Hit Prog===&lt;br /&gt;
&#039;&#039;&#039;mphitdamage&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mphitdamage &amp;lt;amount&amp;gt;&lt;br /&gt;
: Mphitdamage is used in conjunction with hit_prog. Essentially, mphitdamage is the function that does the â€˜actualâ€™ damage in the case of a hit_prog triggering. Mphitdamage will deal the specified amount of damage, as if the mobile had actually inflicted it with a hit of their normal weapon, with the appropriate damage amount.&lt;br /&gt;
&lt;br /&gt;
===Data Prog===&lt;br /&gt;
&#039;&#039;&#039;mpsetdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetdata &amp;lt;data_prog name&amp;gt; [noreset]&lt;br /&gt;
: Example: mpsetdata hello_world&lt;br /&gt;
: Example: mpsetdata hello_world noreset&lt;br /&gt;
: Mpsetdata is an mpcommand used with data_prog. It sets the data reader to the first line of the data_prog with the specified name. If noreset is specified AND the data reader is already pointing the specified data prog, there will be no action taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextdata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpnextdata [#]&lt;br /&gt;
: Syntax: mpnextdata [+|-#]&lt;br /&gt;
: Syntax: mpnextdata *&lt;br /&gt;
: Example: mpnextdata&lt;br /&gt;
: Example: mpnextdata 4&lt;br /&gt;
: Example: mpnextdata +2&lt;br /&gt;
: Example: mpnextdata -1&lt;br /&gt;
: Example: mpnextdata *&lt;br /&gt;
: mpnextdata is an mpcommand used with data_prog, to move the data pointer around. If used with a +# or -# argument, the reader moves by the specified number of lines, stopping at the beginning or end. Using mpnextdata with no argument is equivalent to mpnextdata +1; that is, it moves to the next line of the data_prog it is currently reading from. If used with a # without + or -, the data reader jumps to the specified line, or to the end if the number is larger than the line count.&lt;br /&gt;
: mpnextdata with &#039;*&#039; as the argument will just jump to the end of the data prog&lt;br /&gt;
: Use mpnextdata with $d, mpadddata, and mpdeletedata.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpadddata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpadddata &amp;lt;line_of_text&amp;gt;&lt;br /&gt;
: Example: mpadddata mpecho hello&lt;br /&gt;
: mpadddata inserts the specified line into the current data_prog, placing it before the current line pointed at by the data pointer. If the area is saved, this change will persist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdeletedata&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdeletedata [all|#]&lt;br /&gt;
: mpdeletedata deletes the specified number of lines (or all) from the data_prog, starting at the current line (set by mpnextdata). If the area is saved, this change will persist. If no argument is supplied, one line is deleted.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
NOTE: &amp;quot;mpdesc&amp;quot; can be used to save data into helpfiles, and &amp;quot;mpget&amp;quot; can get also get information about the data line counter. See those commands for details.&lt;br /&gt;
&lt;br /&gt;
===Trigger Prog===&lt;br /&gt;
&#039;&#039;&#039;mptrigger&#039;&#039;&#039;&lt;br /&gt;
:  Syntax: mptrigger &amp;lt;target&amp;gt;&lt;br /&gt;
: Mptrigger is a command which is used in conjunction with a trigger_prog on a mobile. Mptrigger executes the trigger_prog, setting $n for the trigger_prog to be equal to the target.&lt;br /&gt;
&lt;br /&gt;
: Mptrigger is commonly used in conjunction with mproomcmd, to allow the trigger_prog to be executed for each target in the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpbittrigger &amp;lt;pc bit number&amp;gt;&lt;br /&gt;
: mpbittrigger is another mpcommand which can be used in conjunction with a trigger_prog. Essentially, mpbittrigger executes the trigger_prog for every pc in the world who has the bit number specified set to 1. (I.e., &amp;quot;on&amp;quot;.)&lt;br /&gt;
: Needless to say, this should not be executed wastefully, as it is processor intensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunbittrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunbittrigger &amp;lt;pc memory value&amp;gt;&lt;br /&gt;
: mpunbittrigger is another command which operates in conjunction with trigger_prog. Essentially, this command will execute the trigger_prog on every pc in the world who does not have the given pc memory value set (i.e., the value of the bit is 0). Since this command checks every pc in the world, it should be used sparingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpmasstrigger&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpmasstrigger&lt;br /&gt;
: Mpmasstrigger is another mpcommand which can be used in conjunction with a trigger_prog. Mpmasstrigger executes the trigger_prog for every pc in the world. Use this sparingly, owing to the processor intensiveness.&lt;br /&gt;
&lt;br /&gt;
=== Verb Prog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpinterpret&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpinterpret &amp;lt;Target pc&amp;gt; &amp;lt;Target command&amp;gt;&lt;br /&gt;
: Ex: mpinterpret $n $x&lt;br /&gt;
: The mpinterpret command is designed for use with verb_progs. mpinterpret executes the target command as if it had been performed by the target pc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpnextinterp&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpnextinterp&lt;br /&gt;
: For use with verb_progs. This passes the interpretation of the command to the next verb_prog (ie, if there happened to be any other verb_progs in the same room, the next one in line would begin handling the command.)  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpverbstop&#039;&#039;&#039;&lt;br /&gt;
: syntax: mpverbstop&lt;br /&gt;
: For use with verb_progs. Stops any subsequent interpretations / executions of the player&#039;s command.  (Dov added this in 9/13 as it was missing; a coder may want to expand/clarify)&lt;br /&gt;
&lt;br /&gt;
==Reserved==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptrap&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptrap &amp;lt;target pc or npc&amp;gt;&lt;br /&gt;
: The mptrap command is used to damage (depending on the level of the mobile executing the command). This damage appears as â€˜tendrils of flameâ€™, and is used exclusively for the Raidersâ€™ &amp;quot;Pillage&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpsilverset&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand is used in the &amp;quot;Consumption of the Silver Veil&amp;quot; spell, and is not for general use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpaddsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpaddsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command adds knowledge of a demonic symbol to the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremsymbol&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremsymbol &amp;lt;target pc&amp;gt; &amp;lt;symbol number&amp;gt;&lt;br /&gt;
: This command removes knowledge of a demonic symbol from the target player. The symbol number is the last two digits of the symbolâ€™s vnum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultprep&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultprep &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only. This preps a player who has requested something from the vault. Mpvaultgive checks to see if this affect is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultdrop&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultdrop &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only to drop an item in the vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultshow&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultshow &amp;lt;target&amp;gt;&lt;br /&gt;
: For use on a House vault guard only.  If a pc is in a given house, this command will do a &amp;quot;look&amp;quot; for them in the houseâ€™s vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpvaultgive&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpvaultgive &amp;lt;target&amp;gt; $x&lt;br /&gt;
: For use on a House vault guard only to give the requested item to a player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdoppel&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpdoppel &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command, coded for the Chaigian doppleganger, allows a mobile to exactly duplicate a pc, down to the appearance of carrying their items. In theory, the dopplegangered mobile will also act as the same class as the pc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpdemonid, mpdemonpcid, mppoisonroom, mpdemonbind, mpaddtree, mptreefruit, mpcursebarkja, mprevolt&#039;&#039;&#039;&lt;br /&gt;
: These commands are all used for demons, and should not be used in production elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Obsolete==&lt;br /&gt;
&#039;&#039;&#039;mpsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpsetskilled&lt;br /&gt;
: The mpsetskilled command gives a mobile an effective of skill rating of 100% in every skill. Formerly used to create mobs which fight with player skills, it has been largely deprecated in favor of &#039;mpset mob skill&#039;. Avoid use in general as the mobs will essentially execute every passive skill and every automatic defensive skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpunsetskilled&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpunsetskilled&lt;br /&gt;
: This removes the effects of mpsetskilled from a mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mptentacle&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mptentacle&lt;br /&gt;
: This is an obsolete mpcommand used by the old school void scholar tentacles spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mpabishai, Mpgharku, Mpisetaton, Mpagduk, Mppricina, Mpkhamurn, Mporzub, Mpchagrob, Mpbarkjaset, Mpbarkjayes, Mpescape&#039;&#039;&#039;&lt;br /&gt;
: All of these mpcommands were used in the old void scholar demon progs, and should now be considered obsolete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpecho_fight&#039;&#039;&#039;&lt;br /&gt;
: This mpcommand was originally designed for use with object progs, but is no longer supported.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpcastoff&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpcastoff &amp;lt;vnum of spell&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
: mpcastoff was original designed to allow for spells like poison, which are offensive but have multiple targets, to automatically cast during combat. (This was before mpcast took variable targets.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mpremovehand&#039;&#039;&#039;&lt;br /&gt;
: Syntax: mpremovehand &amp;lt;target pc&amp;gt;&lt;br /&gt;
: This command forces a mobile to actually remove a playerâ€™s hand. Said player cannot dual wield, etc. etc. (This mpcommand was originally the penalty for a demon.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Leviticus]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Avendar:Prog_Section_2&amp;diff=3180</id>
		<title>Avendar:Prog Section 2</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Avendar:Prog_Section_2&amp;diff=3180"/>
		<updated>2026-09-17T01:11:11Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* 2. List of variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Moods are for cattle and loveplay, not for fighting!&amp;quot;&#039;&#039;&lt;br /&gt;
:&#039;&#039;-- Gurney Halleck, Dune&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More often than not, you will want to reference the persons, mobs, or things associated &lt;br /&gt;
with progs. Furthermore, you will not, a priori, know the names of the persons, mobs, or &lt;br /&gt;
items which trigger or are acted on by the progs. The solution to this is a system of &lt;br /&gt;
variables. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==1. The $ symbol==&lt;br /&gt;
&lt;br /&gt;
:The $ symbol prefaces every non-local variable. It is equivalent to saying &amp;quot;the value which is &lt;br /&gt;
:stored in&amp;quot;. So, letâ€™s suppose we have a variable called n. nâ€™s current value is &#039;Jolinn&#039; &lt;br /&gt;
:(itâ€™s a character value). Every time the prog sees $n, the prog engine interprets that as&lt;br /&gt;
:&#039;the value stored in n&#039;, which means that every time the prog sees $n, it reads it as &#039;Jolinn&#039;.&lt;br /&gt;
:Additionally, it is possible to have multiple &#039;$&#039; characters iterated, defined recursively.&lt;br /&gt;
:I.e., suppose we have two variables, 3 and 4. &lt;br /&gt;
&lt;br /&gt;
:    If &lt;br /&gt;
:   $4 == 3&lt;br /&gt;
:    and&lt;br /&gt;
:    $3 == 5000&lt;br /&gt;
:    then $$4 == $(3) == $3 == 5000&lt;br /&gt;
&lt;br /&gt;
==2. List of variables==&lt;br /&gt;
&lt;br /&gt;
:The following table provides a summary of the most basic variables.&lt;br /&gt;
&lt;br /&gt;
 a:                                    A: &lt;br /&gt;
 b: short desc. of obj carrier         B: his/her of obj carrier&lt;br /&gt;
 c:                                    C: &lt;br /&gt;
 d: the current line of set data prog  D: &lt;br /&gt;
 e: he/she of actor                    E: he/she of focus &lt;br /&gt;
 f: name of focused on                 F: short desc. of focused on &lt;br /&gt;
 f0: name of focus 0.                  F0: short desc. of focus 0. &lt;br /&gt;
 f1: name of focus 1.                  F1: short desc. of focus 1. &lt;br /&gt;
 g:                                    G: &lt;br /&gt;
 h: Amount of damage done by a hit     H:&lt;br /&gt;
    (see hit prog)&lt;br /&gt;
 i: name of mob                        I: short desc. of mob &lt;br /&gt;
 j: he/she of mob                      J: he/she of random &lt;br /&gt;
 k: him/her of mob                     K: him/her of random &lt;br /&gt;
 l: his/her of mob                     L: his/her of random &lt;br /&gt;
 m: him/her of actor                   M: him/her of focus&lt;br /&gt;
                                       M0: him/her of focus slot 0&lt;br /&gt;
                                       M1: him/her of focus slot 1 &lt;br /&gt;
 n: name of actor                      N: short desc. of actor &lt;br /&gt;
 o: if on mob: name of obj             O: if on a mob: short desc. of obj &lt;br /&gt;
    if on on an object: name of owner  O: if on an object: short desc. of owner &lt;br /&gt;
 p:                                    P: &lt;br /&gt;
 q:                                    Q: &lt;br /&gt;
 r: name of random                     R: short desc. of random &lt;br /&gt;
 s: his/her of actor                   S: his/her of focus slot&lt;br /&gt;
                                       S0: his/her of focus slot 0&lt;br /&gt;
                                       S1: his/her of focus slot 1 &lt;br /&gt;
 t: name of vict                       T: short desc. of vict &lt;br /&gt;
 u:                                    U: &lt;br /&gt;
 v: loop value check:                  V:&lt;br /&gt;
  v1: loop value, depth 1&lt;br /&gt;
  v2: loop value, de.th 2&lt;br /&gt;
  vn: loop value, depth n,&lt;br /&gt;
      n a positive integer &amp;gt;= 1&lt;br /&gt;
 w: name from current mpremember slot  W: Highest valid remember index, starting at 0,&lt;br /&gt;
 x: text of command (if appli.)        X: $x, with the first word excluded &lt;br /&gt;
 y: argument lookup (punc.)            Y: argument lookup (punc. sensitive)&lt;br /&gt;
 y1: First word of argument            Y1: First word of argument&lt;br /&gt;
 y2: Second word of argument           Y2: Second word of argument&lt;br /&gt;
 yn: nth word of argument              Yn: nth word of argument &lt;br /&gt;
 z: value from mpremember              Z: Long desc. of actor&lt;br /&gt;
&lt;br /&gt;
1,2,3,4,5,6,7,8,9: Value stored in corresponding mobile integer memory value&lt;br /&gt;
&lt;br /&gt;
: Now, this is all a bit much to digest at once, but letâ€™s define what some of &lt;br /&gt;
: these terms mean:&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;actor&amp;lt;/b&amp;gt; of a prog is the entity which triggers the prog.&lt;br /&gt;
 &lt;br /&gt;
   Ex:&lt;br /&gt;
   greet_prog 100&lt;br /&gt;
   say Hello, $n&lt;br /&gt;
&lt;br /&gt;
: And Jolinn enters the room, the room will see:&lt;br /&gt;
&lt;br /&gt;
   The mob says, â€˜Hello, Jolinnâ€™&lt;br /&gt;
&lt;br /&gt;
: This is because Jolinn is the person who triggers the prog. &lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;mobile&amp;lt;/b&amp;gt; of the prog is the entity which has the prog, be it a mob or&lt;br /&gt;
: object.&lt;br /&gt;
&lt;br /&gt;
   Ex:&lt;br /&gt;
   greet_prog 100&lt;br /&gt;
   say This prog is on $I.&lt;br /&gt;
&lt;br /&gt;
: Letâ€™s suppose this mob were on â€˜a henâ€™. Whenever someone entered the room, they&lt;br /&gt;
: would see:&lt;br /&gt;
&lt;br /&gt;
   A hen says, â€˜This prog is on a hen.â€™Notice that here we use the capital version&lt;br /&gt;
   of the variable, $I, since the name of a mob is not really what we want to say to&lt;br /&gt;
   the room (its name might be hen yellow feathered loud demon -- not something you &lt;br /&gt;
   want to echo to the room!).&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;random&amp;lt;/b&amp;gt; prog variable selects a random target in the room. The random variable,&lt;br /&gt;
: once invoked within a given prog, remains the same for the duration of the prog. (So, if &lt;br /&gt;
: you have two instances of $r in a prog, they will both refer to the same (random) entity.) &lt;br /&gt;
: The random variable will also never reference the mobile or object on which the prog exists.&lt;br /&gt;
&lt;br /&gt;
   Ex:&lt;br /&gt;
   greet_prog 100&lt;br /&gt;
   say $r is a random person in the room.&lt;br /&gt;
&lt;br /&gt;
: Suppose that this prog is on a mob in a room with Jolinn, Iandir, and Aeolis. If Arkhural&lt;br /&gt;
: enters the room, the mob might do any one of the following.&lt;br /&gt;
&lt;br /&gt;
   The mob says, â€˜Jolinn is a random person in the room.â€™&lt;br /&gt;
   The mob says, â€˜Iandir is a random person in the room.â€™&lt;br /&gt;
   The mob says, â€˜Aeolis is a random person in the room.â€™&lt;br /&gt;
   The mob says, â€˜Arkhural is a random person in the room.â€™&lt;br /&gt;
&lt;br /&gt;
: Each of these has an equal probability of occurring.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;victim&amp;lt;/b&amp;gt; variable refers to the object of the actor&#039;s action. This variable is &lt;br /&gt;
: less frequently used, but denotes the subject of the actor&#039;s ($n) action. Since it is not&lt;br /&gt;
: valid in every prog type, you should research whether your prog trigger even allows the &lt;br /&gt;
: use of this variable.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;object&amp;lt;/b&amp;gt; variable refers to EITHER:&lt;br /&gt;
&lt;br /&gt;
: (i) The object which triggers the prog (if the prog is on a mob)&lt;br /&gt;
: (ii) The owner of the object (if the prog is on an object)&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;focus&amp;lt;/b&amp;gt; variable refers to a pc stored in a mobile focus slot. Weâ€™ll learn more about &lt;br /&gt;
: focus slots when we cover mobile memory, but for right now, the key fact is that the &lt;br /&gt;
: variables which are listed above are how we reference focus slots from within a prog.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;loop&amp;lt;/b&amp;gt; variable is a variable used in loops to identify what iteration, or &amp;quot;step&amp;quot; a&lt;br /&gt;
: loop is currently on. We will discuss this variable more in the section on control structures.&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;command text&amp;lt;/b&amp;gt; variable is used to reference the text of a given progâ€™s argument. &lt;br /&gt;
: Essentially, whenever there is an argument to a prog_trigger which is a player input, $x,&lt;br /&gt;
: the command text variable, can be used to reference this value.&lt;br /&gt;
&lt;br /&gt;
   Ex: &lt;br /&gt;
   speech_prog p &lt;br /&gt;
   tell $n You just said $x. &lt;br /&gt;
&lt;br /&gt;
: This prog is a prog which triggers on anything spoken, and when it does, it invokes $x.&lt;br /&gt;
: $x, here, represents the entire line that trigged the prog. So, if this prog were on a mob,&lt;br /&gt;
: and someone in the room were to say &amp;quot;I hear Jolinn has quite the taste for ethron trollops.&amp;quot;&lt;br /&gt;
: the prog would trigger, and you would see:&lt;br /&gt;
&lt;br /&gt;
   Mob tells you, â€˜You just said I hear Jolinn has quite the taste for ethron trollops.â€™&lt;br /&gt;
&lt;br /&gt;
: $x has other, more interesting uses, as we will see later. $X is identical to $x, except that&lt;br /&gt;
: the first word is stripped. [This functionality is rarely used.]&lt;br /&gt;
&lt;br /&gt;
: The &amp;lt;b&amp;gt;argument lookup&amp;lt;/b&amp;gt; variable is a variable that allows us to reference the content &lt;br /&gt;
: of a progâ€™s argument. Essentially, an argument lookup variable works like this: Suppose we&lt;br /&gt;
: have the prog trigger speech_prog, which triggers when a certain key word or phrase is said.&lt;br /&gt;
: So, maybe weâ€™d like the mob to respond to:&lt;br /&gt;
&lt;br /&gt;
   &amp;quot;I want you to threaten &amp;lt;person&amp;gt;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
: with a tell to &amp;lt;person&amp;gt;, telling them, &amp;quot;Youâ€™d better watch yourself, &amp;lt;person&amp;gt;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Now, we want a speech_prog for this, so we might use:&lt;br /&gt;
&lt;br /&gt;
   speech_prog p I want you to threaten &lt;br /&gt;
&lt;br /&gt;
: But then weâ€™re left with being unable to pass the information about the word after &lt;br /&gt;
: &amp;quot;threaten&amp;quot;, since itâ€™s going to going to be something variable, and therefore not&lt;br /&gt;
: something you can put in a speech_prog (unless you had a speech prog for every n &lt;br /&gt;
: letter player name!).&lt;br /&gt;
&lt;br /&gt;
: The $y variable is what allows us to reference the arguments of a prog directly.&lt;br /&gt;
: In general, any place where $yn (where &amp;quot;n&amp;quot; is an integer n &amp;gt;= 1) occurs, the prog &lt;br /&gt;
: interprets this as &amp;quot;the value of the nth word in the prog argument&amp;quot;. As an example, &lt;br /&gt;
: suppose we had the speech_prog:&lt;br /&gt;
&lt;br /&gt;
   speech_prog p I want you to threaten&lt;br /&gt;
   tell $y6 Youâ€™d better watch yourself, $y6!&lt;br /&gt;
&lt;br /&gt;
: Now, if you were to say aloud, in this room: &amp;quot;I want you to threaten Jolinn&amp;quot;, the &lt;br /&gt;
: mob would tell Jolinn: &amp;quot;Youâ€™d better watch yourself, Jolinn!&amp;quot; The reason being: &lt;br /&gt;
: Jolinn is the sixth entry in the argument, and hence it is referenced by $y6.&lt;br /&gt;
&lt;br /&gt;
: By default, $y will strip any punctuation from its argument target. The capital &lt;br /&gt;
: version, $Y will preserve punctuation (this is rarely needed). The argument lookup &lt;br /&gt;
: variable has many more uses, as we will see in later sections.&lt;br /&gt;
&lt;br /&gt;
: Currently, there&#039;s not a way to get the short description of a character from&lt;br /&gt;
: an mpremember index. $w is the closest, which gets that target&#039;s unique name.&lt;br /&gt;
: if you need to get their short desc, you&#039;ll have to use $w and something else&lt;br /&gt;
: like mpfocus $w to do so.&lt;br /&gt;
&lt;br /&gt;
: Be aware that $W will read as -1 if there are no targets remembered, and increments&lt;br /&gt;
: linearly, that means the default value for 1 target remembered is 0.&lt;br /&gt;
&lt;br /&gt;
==Local Variables==&lt;br /&gt;
&lt;br /&gt;
: Local variables, unlike the normal $0-$9 mobvalues, persist only for the duration&lt;br /&gt;
: of the prog in which they&#039;re created.  They can hold numeric or string values. &lt;br /&gt;
: They are prefixed with a % (as opposed to $ for mobvalues) and can be given any&lt;br /&gt;
: alphanumeric name that is not a number.&lt;br /&gt;
&lt;br /&gt;
: They are otherwise used just like mobvalues, and work with:&lt;br /&gt;
 &lt;br /&gt;
:  mpvalueset        mpvaluerand&lt;br /&gt;
:  mpvalueup (*)     mpmath&lt;br /&gt;
:  mpvaluedown (*)   mpgetroomvnum&lt;br /&gt;
&lt;br /&gt;
: and with&lt;br /&gt;
&lt;br /&gt;
: if (mob/obj/room)value&lt;br /&gt;
&lt;br /&gt;
: NOTE!  You no longer (as of June 2003) need to use &amp;quot;mobvalue/objvalue/roomvalue&amp;quot; for&lt;br /&gt;
: any of your if checks.  Just &amp;quot;value&amp;quot; should suffice.&lt;br /&gt;
&lt;br /&gt;
: Here is an example of the local variables in action:&lt;br /&gt;
&lt;br /&gt;
 mpvalueset gstr Hello, I am a local variable.&lt;br /&gt;
 mpecho %gstr&lt;br /&gt;
 mpvaluerand apples 1 3&lt;br /&gt;
 mpecho I have %apples apples.&lt;br /&gt;
 if value(apples) == 3&lt;br /&gt;
   mpecho Wow, that&#039;s a lot of apples!&lt;br /&gt;
 endif&lt;br /&gt;
 mpmath apples %apples * 2&lt;br /&gt;
 mpecho I now have %apples apples.  That&#039;s twice as many as before!&lt;br /&gt;
&lt;br /&gt;
: I&#039;m sure you can figure out what the above would do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Leviticus]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Druid&amp;diff=3179</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Druid&amp;diff=3179"/>
		<updated>2026-09-15T19:11:34Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Lineages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Discovering a path to Firiel, the tree of life, is part of our clan’s origin.”|sign=Eliqali, matron of the Qali clan of ethron}}&lt;br /&gt;
&lt;br /&gt;
A priest of the moon, of the earth, of the sun, and of life, druids draw upon the elemental powers inherent in nature. Unlike the arcanist, who acts as a conduit or cipher for the powers of his sphere, a druid borrows from the natural world that which is in abundance. All alignments and ethoi are available to druids, allowing them to put their minds to whatever they wish. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The oldest of Avendarian spellcasters, the druid embodies attunement to the primal world in all of its facets. The ethron were the first to compose druidic orders, charged as they were by Elar the All-Mother to defend Her creation. In time, other races would place their own subtle marks on the ancient ethron ways: the humans brought their affinity for the moons and other celestial bodies, and the caladaran brought their skill in bodily transmutation. While the heart of the druid will forever be ethron, the inclusion of other races within its secretive ranks has made the class both more dangerous and more versatile.&lt;br /&gt;
&lt;br /&gt;
The druid is the only primary caster who learns to fight unarmed, and similarly, requires no weapon to defend herself; what method she chooses in battle belongs to her whim alone. However, she may only ever use one weapon at a time, which has lent many druids to carry a staff, or other larger wooden arms. Melee combat is available to the druid, as she can take on the shape of various creatures to aid her combat prowess, but it is not necessarily her forte. Instead, she draws her most potent powers from the world around her. Unlike the arcanist, who acts as a conduit or cipher for the powers of his sphere, a druid borrows from the natural world that which is in abundance. This gives her a surprising degree of flexibility without tethering her to the restrictions of a scholar’s lifestyle.&lt;br /&gt;
&lt;br /&gt;
All alignments and ethoi are available to the druid, allowing her to put her mind to whatever she wishes. Many druids favor Elar, the primary goddess from which the druidic art was born; yet, they do not shy away from other deities, particularly those who are in some way associated with nature, such as Lilune or Sitheus. Much like their cousin, the ranger, druids may also eschew religion entirely, holding nature itself to be an ideal worth venerating. Ultimately, the druid sees herself as a part of a much larger continuum of life, and is never without the shelter of the wild.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[flail]] | [[mace]] | [[spear]] | [[staff]] | [[hand to hand]] [[concentration]] | [[Dodge]] | [[Recover]]&lt;br /&gt;
* Level 2: [[wildcraft]]&lt;br /&gt;
* Level 3: [[Swim]]&lt;br /&gt;
* Level 4: [[find water]] | [[forage]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[Iterative attack|Second Attack]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[shamanic ward]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 14: [[invoke totem]]&lt;br /&gt;
* Level 15: [[poultice]]&lt;br /&gt;
* Level 18: [[Iterative attack|Third Attack]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 23: [[tan]]&lt;br /&gt;
* Level 27: [[claim aspect]]&lt;br /&gt;
* Level 33: [[find herbs]]&lt;br /&gt;
* Level 39: [[totemic attunement]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 3: [[amphibious breathing]]&lt;br /&gt;
* Level 5: [[shape timber]]&lt;br /&gt;
* Level 7: [[thorn spray]]&lt;br /&gt;
* Level 10: [[eyes of the forest]]&lt;br /&gt;
* Level 11: [[forest walk]]&lt;br /&gt;
* Level 12: [[natural armor]]&lt;br /&gt;
* Level 13: [[siphon domain]]&lt;br /&gt;
* Level 15: [[warp wood]]&lt;br /&gt;
* Level 16: [[giant growth]]&lt;br /&gt;
* Level 17: [[regeneration]]&lt;br /&gt;
* Level 19: [[entwine]]&lt;br /&gt;
* Level 20: [[chameleon]]&lt;br /&gt;
* Level 21: [[oak lance]]&lt;br /&gt;
* Level 24: [[wall of vines]]&lt;br /&gt;
* Level 25: [[naturegate]] | [[plant growth]]&lt;br /&gt;
* Level 26: [[rite of infusion]]&lt;br /&gt;
* Level 28: [[shrink]]&lt;br /&gt;
* Level 29: [[rotsbane]]&lt;br /&gt;
* Level 30: [[mushroom circle]] | [[light of serenity]]&lt;br /&gt;
* Level 31: [[nettles]]&lt;br /&gt;
* Level 32: [[elemental protection]]&lt;br /&gt;
* Level 35: [[circle of stones]]&lt;br /&gt;
* Level 36: [[insect swarm]]&lt;br /&gt;
* Level 37: [[speak with plants]]&lt;br /&gt;
* Level 38: [[sticks to snakes]]&lt;br /&gt;
* Level 51: [[creeping curse]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Naturalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Water_templar&amp;diff=3178</id>
		<title>Water templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Water_templar&amp;diff=3178"/>
		<updated>2026-09-15T19:04:18Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“The calling of Jolinn’s soldiers is a worthy one. I’m grateful to have studied with them.”|sign=Cidone Rotheld, former candidate for Patrician of Earendam}}&lt;br /&gt;
Water templars combine both the healing and destructive forms of water magic with a swordsman’s skills. They are bastions of protection, fusing magic and shield to ward those around them. Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Revealed by Jolinn during the War of Fire, the magics of Water have had an incalculable effect on Avendar. In short order, the rudiments of these spells were applied to combat, as there was little time to save what remained from the rampaging srryn. The Water templar is, therefore, a blend of the military rigor of soldiers and the healing powers of the sphere. Humans and aelin are among the oldest practitioners of this art, but its appreciation has expanded with the passing of ages. Although some fringe elements of the srryn have embraced the path of the Water templar, they are often outsiders in who toil in the name of Fenthira.&lt;br /&gt;
&lt;br /&gt;
Water templars are bastions of protection, fusing magic and shield to ward those around them. Their characteristic ginta can bring the bite of a winter storm, or suffuse them with the healing power of the seas. These warriors focus primiarily on attrition, as few can outlast a skilled Water templar in prolonged combat. While the creed favors swords, it is not uncommon to see a Water templar choose the spear if the situation calls for it. However, it is rare to see a Water templar separated from his shield, as he can derive more effect from one than simply blocking.&lt;br /&gt;
&lt;br /&gt;
Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil. While many Water templars honor Jolinn as their patron, they have been equally known to seek the favor of others, such as Iandir. All students of the waves, however, should be mindful of the Lord of the Sapphire Spear’s wrath when choosing how best to apply their talents.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Endurance (trait)|Endurance]] &lt;br /&gt;
*[[Battlecaster]] &lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[sword]] | [[dagger]] | [[mace]] | [[spear]] | [[shield block]] | [[recover]]&lt;br /&gt;
* Level 3: [[bandage]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[iterative attack|second attack]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 11: [[dodge]]&lt;br /&gt;
* Level 12: [[rescue]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 17: [[shield bash]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 21: [[field medicine]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 26: [[shield cover]]&lt;br /&gt;
* Level 30: [[healing ward]]&lt;br /&gt;
* Level 36: [[frost strike]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Forms ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 16: [[form of the living seas]]&lt;br /&gt;
* Level 23: [[form of the winter wind]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 5: [[create food]]&lt;br /&gt;
* Level 6: [[iceshard]]&lt;br /&gt;
* Level 7: [[create spring]]&lt;br /&gt;
* Level 9: [[noble refuge]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 13: [[frozen shield]]&lt;br /&gt;
* Level 14: [[Sunset sigil]]&lt;br /&gt;
* Level 15: [[frostbrand]]&lt;br /&gt;
* Level 17: [[refresh]]&lt;br /&gt;
* Level 19: [[purify]]&lt;br /&gt;
* Level 20: [[Rotheld&#039;s bulwark]]&lt;br /&gt;
* Level 24: [[icebolt]]&lt;br /&gt;
* Level 25: [[rune of life]]&lt;br /&gt;
* Level 27: [[sanctuary]]&lt;br /&gt;
* Level 28: [[douse]]&lt;br /&gt;
* Level 29: [[ritual cleansing]]&lt;br /&gt;
* Level 31: [[cone of cold]]&lt;br /&gt;
* Level 32: [[holy water]]&lt;br /&gt;
* Level 33: [[wall of water]]&lt;br /&gt;
* Level 34: [[glyph of frost]]&lt;br /&gt;
* Level 38: [[icy prison]]&lt;br /&gt;
* Level 40: [[freeze]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Water_scholar&amp;diff=3177</id>
		<title>Water scholar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Water_scholar&amp;diff=3177"/>
		<updated>2026-09-15T19:04:00Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“I can show you all sorts of things: to look at people from afar, to throw people around the seas, even to call up a living elemental of water.”|sign=Jissashial, Grand-Master of the Waveborne}}&lt;br /&gt;
&lt;br /&gt;
Drawing from the element of life, water scholars weave spells of mending and healing. They offer protection as well as succor, yet they are not to be provoked, for they control battering waves and deadly ice.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Encompassing the powers of healing, protection, and knowledge, scholars of this sphere draw their influence from the powers of water.&lt;br /&gt;
&lt;br /&gt;
Resonating with lawful and good tendencies, scholars who are chaotic or evil cannot choose this sphere as a discipline. &lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Magic aptitude]]&lt;br /&gt;
&lt;br /&gt;
== Minor &amp;amp; Major Water ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[mace]] | [[staff]] | [[concentration]] | [[recover]]&lt;br /&gt;
* Level 3: [[wands]]&lt;br /&gt;
* Level 4: [[frostkin]]&lt;br /&gt;
* Level 5: [[scrolls]]&lt;br /&gt;
* Level 6: [[meditation]]&lt;br /&gt;
* Level 7: [[staves]]&lt;br /&gt;
* Level 10: [[diagnose]]&lt;br /&gt;
* Level 12: [[warding weapon]]&lt;br /&gt;
* Level 16: [[Iterative attack|second attack]]&lt;br /&gt;
* Level 18: [[trance]]&lt;br /&gt;
* Level 20: [[haggle]]&lt;br /&gt;
* Level 22: [[treat infection]]&lt;br /&gt;
* Level 25: [[fast healing]]&lt;br /&gt;
* Level 34: [[detoxify]]&lt;br /&gt;
* Level 36: [[waveborne]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[glyph of frost]]&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[detect invis]]&lt;br /&gt;
* Level 4: [[wellspring]]&lt;br /&gt;
* Level 5: [[create food]]&lt;br /&gt;
* Level 6: [[iceshard]]&lt;br /&gt;
* Level 8: [[ritual cleansing]]&lt;br /&gt;
* Level 9: [[whiteout]]&lt;br /&gt;
* Level 10: [[Sunset sigil]]&lt;br /&gt;
* Level 11: [[scan]] | [[communion]]&lt;br /&gt;
* Level 13: [[rune of life]]&lt;br /&gt;
* Level 14: [[douse]]&lt;br /&gt;
* Level 15: [[heatsink]]&lt;br /&gt;
* Level 16: [[protective shield]]&lt;br /&gt;
* Level 17: [[soothing mist]] | [[shield]]&lt;br /&gt;
* Level 19: [[purify]]&lt;br /&gt;
* Level 21: [[iceblast]]&lt;br /&gt;
* Level 22: [[noble refuge]]&lt;br /&gt;
* Level 23: [[sanctuary]]&lt;br /&gt;
* Level 24: [[flood]] | [[locate object]]&lt;br /&gt;
* Level 25: [[word of recall]]&lt;br /&gt;
* Level 26: [[polar aura]]&lt;br /&gt;
* Level 27: [[holy water]]&lt;br /&gt;
* Level 28: [[heal]]&lt;br /&gt;
* Level 29: [[currents]] | [[frozen heart]]&lt;br /&gt;
* Level 31: [[refine potion]]&lt;br /&gt;
* Level 32: [[mass heal]]&lt;br /&gt;
* Level 34: [[freeze]]&lt;br /&gt;
* Level 36: [[whirlpool]] | [[mark of winter]]&lt;br /&gt;
* Level 37: [[mend wounds]]&lt;br /&gt;
* Level 41: [[frigid burst]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Greater Paths ==&lt;br /&gt;
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.&lt;br /&gt;
=== Living Waters ===&lt;br /&gt;
Hailed as healers of unparalled skill, these scholars combine a deep knowledge of medicine with the power of life itself to cure most any ill.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[Healers Touch]]&lt;br /&gt;
* Level 35: [[Restore Vigor]]&lt;br /&gt;
* Level 43: [[Somatic Arts]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 39: [[Revitalize]]&lt;br /&gt;
* Level 45: [[Rebirth]]&lt;br /&gt;
* Level 48: [[Physiker&#039;s Instinct]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Waveborne ===&lt;br /&gt;
Immersed deeply in the magics of the seas, those of the Waveborne gain mastery over waves, oceans, and the pure element of water.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[Deluge]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 35: [[Scry]]&lt;br /&gt;
* Level 38: [[Water Elemental Summon]]&lt;br /&gt;
* Level 40: [[Meld With Water]]&lt;br /&gt;
* Level 44: [[Drown]]&lt;br /&gt;
* Level 47: [[Solace of the Seas]]&lt;br /&gt;
* Level 51: [[Maelstrom]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Wintertide ===&lt;br /&gt;
By focusing on the chill power of ice, these heralds of Winter serve as a constant reminder that water magics can be as destructive as they are restorative.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[Wintertide]]&lt;br /&gt;
* Level 46: [[Rimeshard]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 35: [[Arctic Chill]]&lt;br /&gt;
* Level 38: [[Encase]]&lt;br /&gt;
* Level 40: [[Grip of Elanthemir]]&lt;br /&gt;
* Level 42: [[Glacier&#039;s Edge]]&lt;br /&gt;
* Level 44: [[Ice Storm]]&lt;br /&gt;
* Level 51: [[Winter&#039;s Stronghold]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Mixed Spheres ==&lt;br /&gt;
All scholars have the option of choosing a minor field of study to complement their major, a choice which grants them access to the lesser spells of that sphere. The increased awareness of both forms of magic sometimes lends greater insight into the Art than either alone, allowing for certain ‘mixed-sphere’ abilities, such as fire and earth combining to form lava.&lt;br /&gt;
=== Water/Fire ===&lt;br /&gt;
FILL IN&lt;br /&gt;
====  Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[thermal mastery]]&lt;br /&gt;
* Level 32: [[fuse resonance]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[enflame]] (-/F)&lt;br /&gt;
* Level 9: [[infravision]] (-/F)&lt;br /&gt;
* Level 12: [[immolate]] (-/F)&lt;br /&gt;
* Level 15: [[deny entropy]] (-/F)&lt;br /&gt;
* Level 20: [[rune of fire]] (-/F)&lt;br /&gt;
* Level 23: [[frenzy]] (-/F)&lt;br /&gt;
* Level 26: [[shiyul&#039;s fury]] (-/F)&lt;br /&gt;
* Level 33: [[baptism of fire]]&lt;br /&gt;
* Level 35: [[flare]] (-/F)&lt;br /&gt;
* Level 38: [[wall of fire]] (-/F)&lt;br /&gt;
* Level 39: [[grip of elanthemir]] (-/F)&lt;br /&gt;
* Level 40: [[martyr&#039;s fire]] (-/F)&lt;br /&gt;
* Level 42: [[fireball]] (-/F)&lt;br /&gt;
* Level 45: [[cinder scry]] (-/F)&lt;br /&gt;
* Level 47: [[boil seas]] (-/F)&lt;br /&gt;
* Level 50: [[antipode]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
=== Water/Air ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 40: [[brume]]&lt;br /&gt;
* Level 44: [[subvocalize]] (-/A)&lt;br /&gt;
* Level 48: [[spell ripple]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[blur]] (-/A)&lt;br /&gt;
* Level 8: [[floating disc]] (-/A)&lt;br /&gt;
* Level 12: [[misdirect]] (-/A)&lt;br /&gt;
* Level 15: [[spectral fist]] (-/A)&lt;br /&gt;
* Level 18: [[clinging fog]] (-/A)&lt;br /&gt;
* Level 23: [[phantom chorus]] (-/A)&lt;br /&gt;
* Level 29: [[rune of air]] (-/A)&lt;br /&gt;
* Level 30: [[fog aspect]]&lt;br /&gt;
* Level 32: [[suction]] (-/A)&lt;br /&gt;
* Level 35: [[group teleport]]&lt;br /&gt;
* Level 38: [[tempest]] (-/A)&lt;br /&gt;
* Level 42: [[delusions]] (-/A)&lt;br /&gt;
* Level 46: [[overcharge]] (-/A)&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
=== Water/Earth ===&lt;br /&gt;
FILL IN&lt;br /&gt;
====  Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 29: [[adamantine invocation]] (-/E)&lt;br /&gt;
* Level 40: [[delay reaction]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[knock]] (-/E)&lt;br /&gt;
* Level 8: [[fortify]] (-/E)&lt;br /&gt;
* Level 12: [[smooth terrain]] (-/E)&lt;br /&gt;
* Level 15: [[sandspray]] (-/E)&lt;br /&gt;
* Level 18: [[giant strength]] (-/E)&lt;br /&gt;
* Level 23: [[density]] (-/E)&lt;br /&gt;
* Level 30: [[acidic brew]]&lt;br /&gt;
* Level 32: [[grasping earth]] (-/E)&lt;br /&gt;
* Level 35: [[create homonculus]]&lt;br /&gt;
* Level 38: [[shape matter]] (-/E)&lt;br /&gt;
* Level 42: [[rune of earth]] (-/E)&lt;br /&gt;
* Level 44: [[voice of the earth]] (-/E)&lt;br /&gt;
* Level 46: [[reforge magic]] (-/E)&lt;br /&gt;
* Level 48: [[distill magic]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Water/Spirit ===&lt;br /&gt;
FILL IN&lt;br /&gt;
====  Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 29: [[discern iniquity]] (-/S)&lt;br /&gt;
* Level 40: [[clarify mind]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[undying radiance]] (-/S)&lt;br /&gt;
* Level 8: [[bless]] (-/S)&lt;br /&gt;
* Level 12: [[shock diffusion]] (-/S)&lt;br /&gt;
* Level 15: [[searing light]] (-/S)&lt;br /&gt;
* Level 18: [[zeal]] (-/S)&lt;br /&gt;
* Level 23: [[visions]] (-/S)&lt;br /&gt;
* Level 30: [[brotherhood]]&lt;br /&gt;
* Level 32: [[unfetter mana]] (-/S)&lt;br /&gt;
* Level 35: [[halo]]&lt;br /&gt;
* Level 38: [[affinity]] (-/S)&lt;br /&gt;
* Level 42: [[unshackle]] (-/S)&lt;br /&gt;
* Level 44: [[bond of souls]] (-/S)&lt;br /&gt;
* Level 46: [[thanatopsis]] (-/S)&lt;br /&gt;
* Level 48: [[Sasaphene&#039;s token]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Water/Void ===&lt;br /&gt;
FILL IN&lt;br /&gt;
====  Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 8: [[gloomward]] (-/V)&lt;br /&gt;
* Level 29: [[fell purpose]] (-/V)&lt;br /&gt;
* Level 40: [[malefic insight]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[blacklight]] (-/V)&lt;br /&gt;
* Level 12: [[curse]] (-/V)&lt;br /&gt;
* Level 15: [[enervating ray]] (-/V)&lt;br /&gt;
* Level 18: [[blindness]] (-/V)&lt;br /&gt;
* Level 23: [[defile defenses]] (-/V)&lt;br /&gt;
* Level 30: [[deathly chill]]&lt;br /&gt;
* Level 32: [[plague]] (-/V)&lt;br /&gt;
* Level 35: [[serene detachment]]&lt;br /&gt;
* Level 42: [[abominable rune]] (-/V)&lt;br /&gt;
* Level 44: [[tentacles]] (-/V)&lt;br /&gt;
* Level 46: [[scrit of Kaagn]] (-/V)&lt;br /&gt;
* Level 48: [[darkest depths]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Scholars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Spirit_scholar&amp;diff=3176</id>
		<title>Spirit scholar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Spirit_scholar&amp;diff=3176"/>
		<updated>2026-09-15T19:03:44Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Time is a spiral; ever rhyming, never the same.”|sign=Unknown}}&lt;br /&gt;
FILL IN&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This class is &#039;&#039;&#039;CURRENTLY INACCESSIBLE!!!&#039;&#039;&#039; and will be added in a future update!&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Minor &amp;amp; Major Spirit ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: dagger | mace | staff | [[concentration]] | [[lore]] | [[recover]]&lt;br /&gt;
* Level 3: [[wands]]&lt;br /&gt;
* Level 4: [[Weavecraft]]&lt;br /&gt;
* Level 5: [[scrolls]]&lt;br /&gt;
* Level 6: [[meditation]]&lt;br /&gt;
* Level 7: [[staves]]&lt;br /&gt;
* Level 8: [[Leyceran absorption]]&lt;br /&gt;
* Level 12: [[intercession]]&lt;br /&gt;
* Level 16: [[iterative attack|second attack]]&lt;br /&gt;
* Level 18: [[trance]]&lt;br /&gt;
* Level 20: [[haggle]]&lt;br /&gt;
* Level 25: [[fast healing]]&lt;br /&gt;
* Level 29: [[discern iniquity]]&lt;br /&gt;
* Level 34: [[mirror boon]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[searing light]]&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[second sight]]&lt;br /&gt;
* Level 5: [[twinkle]]&lt;br /&gt;
* Level 6: [[undying radiance]]&lt;br /&gt;
* Level 9: [[bless]]&lt;br /&gt;
* Level 10: [[invisibility]]&lt;br /&gt;
* Level 11: [[scan]]&lt;br /&gt;
* Level 13: [[mana conduit]]&lt;br /&gt;
* Level 14: [[unfetter mana]]&lt;br /&gt;
* Level 15: [[phaseshift]]&lt;br /&gt;
* Level 16: [[soul flare]]&lt;br /&gt;
* Level 17: [[shield]] | [[visions]]&lt;br /&gt;
* Level 18: [[doubt]]&lt;br /&gt;
* Level 19: [[manifest Weave]]&lt;br /&gt;
* Level 20: [[shock diffusion]]&lt;br /&gt;
* Level 21: [[spear of light]]&lt;br /&gt;
* Level 22: [[pacify]] | [[fate&#039;s door]]&lt;br /&gt;
* Level 23: [[zeal]]&lt;br /&gt;
* Level 24: [[locate object]] | [[vengeance]]&lt;br /&gt;
* Level 25: [[word of recall]]&lt;br /&gt;
* Level 26: [[focus mind]]&lt;br /&gt;
* Level 27: [[bond of souls]] | [[unweave]]&lt;br /&gt;
* Level 28: [[avatar]]&lt;br /&gt;
* Level 29: [[haven]]&lt;br /&gt;
* Level 31: [[frustration]], [[thanatopsis]]&lt;br /&gt;
* Level 32: [[lifethread]]&lt;br /&gt;
* Level 33: [[unshackle]]&lt;br /&gt;
* Level 34: [[sanctify]]&lt;br /&gt;
* Level 36: [[affinity]] | [[spiritwrack]]&lt;br /&gt;
* Level 37: [[relentless echo]]&lt;br /&gt;
* Level 41: [[rune of spirit]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Greater Paths ==&lt;br /&gt;
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.&lt;br /&gt;
=== GREATER1 ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== GREATER2 ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== GREATER3 ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Mixed Spheres ==&lt;br /&gt;
Spirit scholars are given the option of choosing to diversify their studies to include a secondary sphere.  While their primary class abilities will remain the same regardless of their selection, command of additional magic can create novel &#039;mixed-sphere&#039; combinations.  For Spirit majors, their minor sphere will flavor the [[manifest Weave|manifestation]] and/or [[avatar]] they create; provide alternate functionality to class spells; or duplicate active spells to their [[bond of souls|bond target]].&lt;br /&gt;
=== Spirit/Void ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 9: [[gloomward]] (-/V)&lt;br /&gt;
* Level 14: [[fuse resonance]]&lt;br /&gt;
* Level 40: [[shadow hex]]&lt;br /&gt;
* Level 42: [[fell purpose]] (-/V)&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[blindness]] (-/V)&lt;br /&gt;
* Level 12: [[enervating ray]] (-/V)&lt;br /&gt;
* Level 15: [[defile defenses]] (-/V)&lt;br /&gt;
* Level 18: [[blacklight]] (-/V)&lt;br /&gt;
* Level 23: [[curse]] (-/V)&lt;br /&gt;
* Level 26: [[plague]] (-/V)&lt;br /&gt;
* Level 30: [[drowse]]&lt;br /&gt;
* Level 32: [[Yithmakra&#039;s chosen]] (-/V)&lt;br /&gt;
* Level 35: [[parasitic bond]]&lt;br /&gt;
* Level 38: [[abominable rune]] (-/V)&lt;br /&gt;
* Level 44: [[tentacles]] (-/V)&lt;br /&gt;
* Level 46: [[scrit of Kaagn]] (-/V)&lt;br /&gt;
* Level 48: [[shadowfiend]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Spirit/Fire ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 14: [[fuse resonance]]&lt;br /&gt;
* Level 40: [[blaze of glory]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[warmth]] (-/F)&lt;br /&gt;
* Level 8: [[deny entropy]] (-/F)&lt;br /&gt;
* Level 12: [[cinder scry]] (-/F)&lt;br /&gt;
* Level 15: [[immolate]] (-/F)&lt;br /&gt;
* Level 18: [[purge sickness]] (-/F)&lt;br /&gt;
* Level 23: [[infravision]] (-/F)&lt;br /&gt;
* Level 26: [[frenzy]] (-/F)&lt;br /&gt;
* Level 30: [[portal]]&lt;br /&gt;
* Level 32: [[enflame]] (-/F)&lt;br /&gt;
* Level 35: [[fury of the inferno]]&lt;br /&gt;
* Level 38: [[fireball]] (-/F)&lt;br /&gt;
* Level 42: [[Shiyul&#039;s fury]] (-/F)&lt;br /&gt;
* Level 44: [[flare]] (-/F)&lt;br /&gt;
* Level 46: [[rune of fire]] (-/F)&lt;br /&gt;
* Level 48: [[manaburn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
=== Spirit/Water ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 40: [[hoarfrost]]&lt;br /&gt;
* Level 44: [[waveborne]] (-/W)&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[glyph of frost]] (-/W)&lt;br /&gt;
* Level 8: [[rune of life]] (-/W)&lt;br /&gt;
* Level 12: [[communion]] (-/W)&lt;br /&gt;
* Level 15: [[iceshard]] (-/W)&lt;br /&gt;
* Level 18: [[noble refuge]] (-/W)&lt;br /&gt;
* Level 23: [[douse]] (-/W)&lt;br /&gt;
* Level 26: [[holy water]] (-/W)&lt;br /&gt;
* Level 30: [[resurrection]]&lt;br /&gt;
* Level 32: [[whiteout]] (-/W)&lt;br /&gt;
* Level 35: [[angelic light]]&lt;br /&gt;
* Level 38: [[heatsink]] (-/W)&lt;br /&gt;
* Level 42: [[refine potion]] (-/W)&lt;br /&gt;
* Level 46: [[mark of winter]] (-/W)&lt;br /&gt;
* Level 48: [[ordain sanctum]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Spirit/Air ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 40: [[singularity]]&lt;br /&gt;
* Level 44: [[subvocalize]] (-/A)&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[blur]] (-/A)&lt;br /&gt;
* Level 8: [[floating disc]] (-/A)&lt;br /&gt;
* Level 12: [[phantom chorus]] (-/A)&lt;br /&gt;
* Level 15: [[spectral fist]] (-/A)&lt;br /&gt;
* Level 18: [[misdirect]] (-/A)&lt;br /&gt;
* Level 23: [[alter self]] (-/A)&lt;br /&gt;
* Level 26: [[suction]] (-/A)&lt;br /&gt;
* Level 30: [[bewilderment]]&lt;br /&gt;
* Level 32: [[delusions]] (-/A)&lt;br /&gt;
* Level 35: [[aurora]]&lt;br /&gt;
* Level 38: [[tempest]] (-/A)&lt;br /&gt;
* Level 42: [[overcharge]] (-/A)&lt;br /&gt;
* Level 46: [[rune of air]] (-/A)&lt;br /&gt;
* Level 48: [[mirror of souls]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Spirit/Earth ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 40: [[crystal soul]]&lt;br /&gt;
* Level 44: [[adamantine invocation]] (-/E)&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[fortify]] (-/E)&lt;br /&gt;
* Level 8: [[giant strength]] (-/E)&lt;br /&gt;
* Level 12: [[smooth terrain]] (-/E)&lt;br /&gt;
* Level 15: [[sandspray]] (-/E)&lt;br /&gt;
* Level 18: [[density]] (-/E)&lt;br /&gt;
* Level 23: [[knock]] (-/E)&lt;br /&gt;
* Level 26: [[grasping earth]] (-/E)&lt;br /&gt;
* Level 30: [[entelechy]]&lt;br /&gt;
* Level 32: [[rune of earth]] (-/E)&lt;br /&gt;
* Level 35: [[earthen vessel]]&lt;br /&gt;
* Level 38: [[shape matter]] (-/E)&lt;br /&gt;
* Level 42: [[reforge magic]] (-/E)&lt;br /&gt;
* Level 46: [[voice of the earth]] (-/E)&lt;br /&gt;
* Level 48: [[matter transporter]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Scholars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Spirit_templar&amp;diff=3175</id>
		<title>Spirit templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Spirit_templar&amp;diff=3175"/>
		<updated>2026-09-15T19:02:55Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“It’s a glorious day. The light inside you is radiant indeed.”|sign=Deshmin, legendary spirit templar}}&lt;br /&gt;
Spirit templars harnesses spirit magics into offensive tools, attacking the very essence of opponents. Spirit templars favor two-weapon combat, often choosing the spear and whip as his tools of choice. Spirit templars are uniquely devoted to the forces of good and may be no other alignment. The magics of Spirit in general resonate with chaos, therefore preventing any who study them from being of lawful ethos. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The sudden arrival of the ch’taren during the War of Night brought with them unexpected fruit: the magics of Spirit. This included its more martial variation, the creed of the Spirit templar. Possessed of both divine and extraplanar power, these new weapons were devastatingly effective against both Void-mages and their demonic servitors. With the end of the War, these techniques spread rapidly throughout Avendar. Ch’taren remain the predominant practitioners of the art, but it has come to be heralded by virtually all mortal races for its immense power.&lt;br /&gt;
&lt;br /&gt;
A uniquely ch’taren class, every Spirit templar stands alone, even when surrounded by friends and allies. They are trained to strike at the heart of the enemy, assaulting even the greatest of foes with relentless efficiency. Demons and shuddeni are common victims of the Spirit templar, as he is able to banish or slay them with devastating skill. Well practiced in defensive techniques especially tailored to their brash style, a Spirit templar rarely fears for his safety even in darkness. Spirit templars favor two-weapon combat, often choosing the sword and whip as his tools of choice.&lt;br /&gt;
&lt;br /&gt;
Spirit templars are uniquely devoted to the forces of good and are rarely of another alignment. The magics of Spirit in general resonate with chaos, therefore preventing any who study them from being of lawful ethos. The ch’taren deities [[Rystaia]], [[Calaera]], and [[Vaialos]] are among the creed’s most venerated, with templars often calling upon their righteous fury to stab at the heart of darkness.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Battlecaster]] &lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[flail]] | [[sword]] | [[whip]] | [[hand to hand]] | [[recover]]&lt;br /&gt;
* Level 3: [[kick]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[dual wield]]&lt;br /&gt;
* Level 7: [[intercession]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 12: [[iterative attack|second attack]]&lt;br /&gt;
* Level 13: [[meditation]]&lt;br /&gt;
* Level 14: [[dodge]]&lt;br /&gt;
* Level 15: [[trip]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 22: [[sortie]]&lt;br /&gt;
* Level 25: [[lucid dreaming]]&lt;br /&gt;
* Level 28: [[trance]]&lt;br /&gt;
* Level 31: [[light of deliverance]]&lt;br /&gt;
* Level 36: [[invocation of Converu]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[searing light]]&lt;br /&gt;
* Level 5: [[radiance]]&lt;br /&gt;
* Level 7: [[bless]]&lt;br /&gt;
* Level 8: [[invisibility]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 11: [[blade of light]]&lt;br /&gt;
* Level 13: [[seraphic wings]]&lt;br /&gt;
* Level 15: [[visions]]&lt;br /&gt;
* Level 17: [[consecrate weapon]]&lt;br /&gt;
* Level 19: [[zeal]]&lt;br /&gt;
* Level 20: [[truesight]]&lt;br /&gt;
* Level 21: [[ray of light]]&lt;br /&gt;
* Level 23: [[astral form]]&lt;br /&gt;
* Level 24: [[unshackle]]&lt;br /&gt;
* Level 25: [[soul flare]]&lt;br /&gt;
* Level 26: [[ward of grace]]&lt;br /&gt;
* Level 27: [[exorcism]]&lt;br /&gt;
* Level 29: [[wrath of Kyana]]&lt;br /&gt;
* Level 30: [[positive channel]]&lt;br /&gt;
* Level 32: [[spiritwrack]]&lt;br /&gt;
* Level 33: [[thanatopsis]]&lt;br /&gt;
* Level 34: [[unseen servant]]&lt;br /&gt;
* Level 38: [[spirit sanctuary]]&lt;br /&gt;
* Level 40: [[rune of spirit]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Void_scholar&amp;diff=3174</id>
		<title>Void scholar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Void_scholar&amp;diff=3174"/>
		<updated>2026-09-15T19:02:32Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Are you willing to serve the Conclave? Remember… we do not reward failure.”|sign=Guildmaster Calirin of Earendam, High Priest of the Aklaju}}&lt;br /&gt;
This master of negative energies makes pacts with demons, causing death, disease, poison and plague, even raising the dead. The energies manipulated by this sphere resonate with Lawful and Evil, thus precluding all good aligned characters and those of chaotic ethoi.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Born of the shuddeni and their master, Tzet-Askhari, the magics of Void became the binding thread that held their fragile, volatile society together. In the centuries before contact with other races, it was this power which determined who and what directed shuddeni lives. Human scholars, following the lead of such infamous pioneers as the Lilunite Archmage Kaagn, descended into the dark underworld in search of greater power. As the War of Night shrouded the world, the races of the Prime learned to fear the might of the Dragon and its dread minions; in turn, the aelin would take to the study of demonkind, following the direction of their god, Serachel. Even the srryn, by way of Sitheus, found themselves taken by blood pacts and control of the dead. In time, these various threads would be woven together into the modern studies of the Void scholar.&lt;br /&gt;
&lt;br /&gt;
Those who minor in the study of Void typically skirt the primary focus of the sphere, honing instead their simpler maledictions and general magical empowerment. The path of the major sphere squarely focuses on the Void scholar’s primary tools: symbols of power. They are used to empower spells, bind spirits, and most importantly, conjure demons from specific locations beyond the Silver Veil. Greater scholars of Void make use of these symbols in a variety of ways– distinct from one another in how or where they inscribe such diabolic signs.&lt;br /&gt;
&lt;br /&gt;
As a planar sphere, Void magic is not strictly granted by any individual god; yet, it is undeniable that all of its power inevitably derives from the will of Ashur. Other deities that are commonly venerated are Serachel and Lilune, with a less prominent dedication to Sitheus. It is also possible, even likely, that a Void scholar will become enmeshed in the machinations of one of the Thirteen ancient demon lords, and in turn, be called into their service. Regardless, the energies manipulated by this sphere resonate with Lawful and Evil, thus precluding all good aligned characters and those of chaotic ethoi. While shuddeni are the most notorious students of the Void, humans, aelin, nefortu, and even caladaran and ethron, have all found themselves linked to its study.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Minor &amp;amp; Major Void ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[staff]] | [[whip]] | [[concentration]] | [[lore]] | [[recover]]&lt;br /&gt;
* Level 3: [[wands]]&lt;br /&gt;
* Level 4: [[inscribe]]&lt;br /&gt;
* Level 5: [[scrolls]]&lt;br /&gt;
* Level 6: [[meditation]]&lt;br /&gt;
* Level 7: [[staves]]&lt;br /&gt;
* Level 8: [[gloomward]]&lt;br /&gt;
* Level 12: [[warding weapon]]&lt;br /&gt;
* Level 14: [[script mastery]]&lt;br /&gt;
* Level 16: [[Iterative attack|second attack]]&lt;br /&gt;
* Level 18: [[trance]]&lt;br /&gt;
* Level 20: [[haggle]]&lt;br /&gt;
* Level 25: [[fast healing]]&lt;br /&gt;
* Level 32: [[witherpox]]&lt;br /&gt;
* Level 36: [[fell purpose]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[enervating ray]]&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[unveil]]&lt;br /&gt;
* Level 5: [[spectre]]&lt;br /&gt;
* Level 6: [[blacklight]]&lt;br /&gt;
* Level 9: [[curse]]&lt;br /&gt;
* Level 10: [[invisibility]]&lt;br /&gt;
* Level 11: [[scan]]&lt;br /&gt;
* Level 13: [[shadow barbs]]&lt;br /&gt;
* Level 14: [[leech rune]]&lt;br /&gt;
* Level 15: [[protective shield]]&lt;br /&gt;
* Level 16: [[cloak of the void]]&lt;br /&gt;
* Level 17: [[blindness]] | [[shield]]&lt;br /&gt;
* Level 18: [[summon]]&lt;br /&gt;
* Level 19: [[gate]]&lt;br /&gt;
* Level 20: [[plague]]&lt;br /&gt;
* Level 21: [[sleep]]&lt;br /&gt;
* Level 22: [[Yithmakra&#039;s chosen]]&lt;br /&gt;
* Level 23: [[banish]] | [[demonic control]] | [[lesser demon summon]]&lt;br /&gt;
* Level 24: [[locate object]]&lt;br /&gt;
* Level 25: [[word of recall]]&lt;br /&gt;
* Level 26: [[drain]]&lt;br /&gt;
* Level 27: [[tentacles]]&lt;br /&gt;
* Level 28: [[blight of Adduthala]]&lt;br /&gt;
* Level 29: [[defile defenses]]&lt;br /&gt;
* Level 30: [[demon summon]]&lt;br /&gt;
* Level 31: [[abominable rune]] | [[agony]]&lt;br /&gt;
* Level 33: [[scrit of Kaagn]]&lt;br /&gt;
* Level 34: [[desecration]]&lt;br /&gt;
* Level 36: [[reach beyond the Veil]]&lt;br /&gt;
* Level 37: [[weaken]]&lt;br /&gt;
* Level 41: [[power word fear]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Greater Paths ==&lt;br /&gt;
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.&lt;br /&gt;
=== Riven Veil ===&lt;br /&gt;
The Riven Veil masters the art of creating pacts with demonkind, these summoners are able to conjure the mightiest of dark lords to the Prime Material and ravage any who oppose them. &lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 35: [[empower pact]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 40: [[greater demon summon]]&lt;br /&gt;
* Level 45: [[stasis rift]]&lt;br /&gt;
* Level 48: [[voidwalk]]&lt;br /&gt;
* Level 51: [[suppress]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Necromancer ===&lt;br /&gt;
Instead of summoning demons, necromancers bring forth fiends from corpses, using symbols of power to heighten the strength and attributes of their abominations. By becoming revenants, they gain nigh-everlasting unlife.&lt;br /&gt;
&lt;br /&gt;
Necromancer loses these Major Void spells: Lesser Demon Summon, Demon Summon, Banish, Demonic Control. &lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[defiant revival]]&lt;br /&gt;
* Level 51: [[revenant]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 23: [[fiends of gamaloth]] | [[infuse vitality]] | [[unmake abomination]]&lt;br /&gt;
* Level 30: [[raise dead]]&lt;br /&gt;
* Level 35: [[symbolic reinforcement]]&lt;br /&gt;
* Level 40: [[bone reaper]]&lt;br /&gt;
* Level 45: [[wither]]&lt;br /&gt;
* Level 48: [[direfeast]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
The malefactor learns to cut symbols of power into themself, and swears their undying soul to demonic patrons who, in turn, grant the scholar vast power to dominate foes. &lt;br /&gt;
&lt;br /&gt;
Only evil characters may chose the Path of Nightfall.  Nightfall loses these Major Void spells: Lesser Demon Summon, Demon Summon, Banish, Demonic Control. &lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 23: [[sign of flesh]] | [[scion of night]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[symbolic empowerment]] | [[sever bond]]&lt;br /&gt;
* Level 35: [[dread wave]]&lt;br /&gt;
* Level 40: [[vortex]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Demonic Patrons ====&lt;br /&gt;
In addition to gaining the power to bind symbols to themselves, malefactors choose three demonic patrons when they choose the Path of Nightfall. The choice of demonic patrons is permanent, as it represents your character’s special relationship to these demons. Each patron grants a specific skill or spell.&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* (Agduk) Level 47: [[nightstalk]]&lt;br /&gt;
* (Anakarta) Level 51: [[flame of Logor]]&lt;br /&gt;
* (Ashur) Level 51: [[aura of silence]]&lt;br /&gt;
* (Bahhaoth) Level 49: [[profane flesh]]&lt;br /&gt;
* (Barkja) Level 50: [[web of Oame]]&lt;br /&gt;
* (Isetaton) Level 48: [[labyrinth]]&lt;br /&gt;
* (Khamurn) Level 46: [[verdict of Khamurn]]&lt;br /&gt;
* (Nyogthua) Level 51: [[scepter of the arcanum]]&lt;br /&gt;
* (Pricina) Level 45: [[kiss of the blackened tears]]&lt;br /&gt;
* (Tzekmeqiel) Level 47: [[touch of the desecrator]]&lt;br /&gt;
* (Vaeshir) Level 50: [[vizier&#039;s will]]&lt;br /&gt;
* (Xthjich) Level 45: [[armor of the oppressor]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
== Mixed Spheres == &lt;br /&gt;
All scholars have the option of choosing a minor field of study to complement their major, a choice which grants them access to the lesser spells of that sphere. The increased awareness of both forms of magic sometimes lends greater insight into the Art than either alone, allowing for certain ‘mixed-sphere’ abilities, such as fire and earth combining to form lava.&lt;br /&gt;
=== Void/Fire ===&lt;br /&gt;
Calling upon the servants of Xthjich, these devotees become his soldiers, shrouding themselves in smoke and breathing fire.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 42: [[true infravision]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 33: [[mantle of the Maevis&#039;Hra]]&lt;br /&gt;
* Level 47: [[ashes of Logor]]&lt;br /&gt;
* Level 50: [[infernal apotheosis]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Void/Water ===&lt;br /&gt;
By adopting the mantle of Bahhaoth of the Dead Sea, these magi leech health from ally and enemy to replenish their own.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[boon of the leech]]&lt;br /&gt;
* Level 35: [[frigid precision]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 42: [[crest of Bahhaoth]]&lt;br /&gt;
* Level 51: [[soulbind]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Scholars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Fire_scholar&amp;diff=3173</id>
		<title>Fire scholar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Fire_scholar&amp;diff=3173"/>
		<updated>2026-09-15T19:02:13Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“The Inferno speaks through us all.”|sign=Kthalenje, Infernal Harbinger}}&lt;br /&gt;
Born of destruction, of heat, of magma, the fire scholar calls forth all the most offensive powers in the world. Wanton incineration is their bread and butter. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Fire is among the oldest of the mystic arts, discovered first by the [[nefortu]] and the [[srryn]]. Blended with the ambition and curiosity of humanity, the three sparked the War of Fire, a conflict which reduced cities and forests to ash. In the following millennia, the emergence of the shuddeni brought new refinement to the sphere, and the incursion of fire devils introduced new applications of old concepts. Scholars of fire have brought an uneasy detente to Yithoul, stoked the forges of countless smiths, brought heat to great city-states, and laid waste to countless armies.&lt;br /&gt;
&lt;br /&gt;
Minor scholars of the flame delve into all aspects of the sphere, learning both some of the empowering benedictions fire offers and a taste of its destruction. The major sphere focuses primarily on enhancing and refining the latter, producing most of the sphere’s mainstay attacks. Greater fire scholars gain unparalleled mastery of destruction, and can draw the flames unto themselves such that they might even bypass death itself.&lt;br /&gt;
&lt;br /&gt;
Resonating with both chaotic and evil tendancies, none who are good or lawful may call upon the magics of flame. The primary patron of fire scholars is [[Bayyal]], who is particularly favored by the nefortu; the aelin, on the other hand, may call upon [[Alil]], while the shuddeni may be inclined to [[Arkhural]]. However, deific patronage is hardly required, as destroyers are as content to take one life as they are another.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Magic aptitude]] &lt;br /&gt;
&lt;br /&gt;
== Minor &amp;amp; Major Fire ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[whip]] | [[sword]] | [[concentration]] | [[recover]]&lt;br /&gt;
* Level 3: [[wands]]&lt;br /&gt;
* Level 4: [[firekin]]&lt;br /&gt;
* Level 5: [[scrolls]]&lt;br /&gt;
* Level 6: [[meditation]]&lt;br /&gt;
* Level 7: [[staves]]&lt;br /&gt;
* Level 12: [[cunning wisp]]&lt;br /&gt;
* Level 16: [[iterative attack|second attack]]&lt;br /&gt;
* Level 18: [[haggle]]&lt;br /&gt;
* Level 20: [[trance]]&lt;br /&gt;
* Level 25: [[fast healing]]&lt;br /&gt;
* Level 32: [[intensity]]&lt;br /&gt;
* Level 41: [[slow burn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[immolate]]&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[detect invis]]&lt;br /&gt;
* Level 4: [[burnout]]&lt;br /&gt;
* Level 6: [[enflame]]&lt;br /&gt;
* Level 8: [[warmth]]&lt;br /&gt;
* Level 9: [[infravision]]&lt;br /&gt;
* Level 10: [[wings of flame]]&lt;br /&gt;
* Level 11: [[scan]]&lt;br /&gt;
* Level 13: [[evoke hatred]]&lt;br /&gt;
* Level 14: [[deny entropy]]&lt;br /&gt;
* Level 15: [[smoke]]&lt;br /&gt;
* Level 16: [[lambent aura]]&lt;br /&gt;
* Level 17: [[Jaziji&#039;s fade]] | [[shield]]&lt;br /&gt;
* Level 19: [[rune of fire]]&lt;br /&gt;
* Level 20: [[frenzy]]&lt;br /&gt;
* Level 21: [[beam of fire]]&lt;br /&gt;
* Level 22: [[baptism of fire]]&lt;br /&gt;
* Level 23: [[corona]]&lt;br /&gt;
* Level 24: [[locate object]] | [[cinder scry]]&lt;br /&gt;
* Level 25: [[word of recall]]&lt;br /&gt;
* Level 27: [[fireball]]&lt;br /&gt;
* Level 28: [[living flame]]&lt;br /&gt;
* Level 29: [[flare]]&lt;br /&gt;
* Level 31: [[dispersion]]&lt;br /&gt;
* Level 33: [[wall of fire]]&lt;br /&gt;
* Level 34: [[hearthlight]]&lt;br /&gt;
* Level 36: [[Shiyul&#039;s fury]]&lt;br /&gt;
* Level 37: [[ignite enchantment]]&lt;br /&gt;
* Level 39: [[elemental flame]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Greater Paths ==&lt;br /&gt;
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.&lt;br /&gt;
=== Flameheart ===&lt;br /&gt;
A path for those who pursue the power of the fire devils, inspired and guided by the legendary abomination, Kyez-Ralin. &lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[flameheart]]&lt;br /&gt;
* Level 45: [[Yesa&#039;s radiance]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 35: [[aspect of the inferno]]&lt;br /&gt;
* Level 38: [[conflagration]]&lt;br /&gt;
* Level 40: [[cloak of embers]]&lt;br /&gt;
* Level 51: [[wrath of Kyez-Ralin]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Undying Blaze ===&lt;br /&gt;
These magi seek the seeds of the War of Fire, invoking ancient powers which indiscriminately destroy the living.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* Level 30: [[phoenix dirge]]&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 35: [[firestorm]]&lt;br /&gt;
* Level 38: [[blazing inferno]]&lt;br /&gt;
* Level 40: [[rain of fire]]&lt;br /&gt;
* Level 45: [[pandemonium]]&lt;br /&gt;
* Level 51: [[implosion]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Infernal Harbinger ===&lt;br /&gt;
Inspired by the shuddeni, these spellcasters use focused fire to torment and incinerate their enemies.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* Level 30: [[incineration]]&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 35: [[brimstone ward]]&lt;br /&gt;
* Level 38: [[infernal conduit]]&lt;br /&gt;
* Level 40: [[mindkindle]]&lt;br /&gt;
* Level 45: [[invocation of Thuyile]]&lt;br /&gt;
* Level 51: [[disintegration]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Mixed Spheres ==&lt;br /&gt;
All scholars have the option of choosing a minor field of study to complement their major, a choice which grants them access to the lesser spells of that sphere. The increased awareness of both forms of magic sometimes lends greater insight into the Art than either alone, allowing for certain ‘mixed-sphere’ abilities, such as fire and earth combining to form lava. &lt;br /&gt;
=== Fire/Water ===&lt;br /&gt;
A mage of these spheres gains mastery of thermics even as he blends creation and destruction to great effect.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 14: [[fuse resonance]]&lt;br /&gt;
* Level 40: [[martyr&#039;s fury]]&lt;br /&gt;
* Level 44: [[waveborne]] (-/W)&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[glyph of frost]] (-/W)&lt;br /&gt;
* Level 8: [[whiteout]] (-/W)&lt;br /&gt;
* Level 12: [[communion]] (-/W)&lt;br /&gt;
* Level 15: [[iceshard]] (-/W)&lt;br /&gt;
* Level 17: [[douse]] (-/W)&lt;br /&gt;
* Level 23: [[rune of life]] (-/W)&lt;br /&gt;
* Level 29: [[noble refuge]] (-/W)&lt;br /&gt;
* Level 30: [[boil blood]]&lt;br /&gt;
* Level 32: [[holy water]] (-/W)&lt;br /&gt;
* Level 35: [[sauna]]&lt;br /&gt;
* Level 38: [[heatsink]] (-/W)&lt;br /&gt;
* Level 42: [[mark of winter]] (-/W)&lt;br /&gt;
* Level 46: [[refine potion]] (-/W)&lt;br /&gt;
* Level 48: [[icebreaker]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
=== Fire/Void ===&lt;br /&gt;
An adept of these arts is greatly feared as a master of both havoc and damnation.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 30: [[linear amplification]]&lt;br /&gt;
* Level 38: [[barbs of Althajji]]&lt;br /&gt;
* Level 45: [[scarlet infection]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 50: [[flame tongue]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== Fire/Spirit ===&lt;br /&gt;
An adept of these arts is greatly feared as a master of both havoc and damnation.&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 9: [[discern iniquity]]&lt;br /&gt;
* Level 30: [[fuse resonance]]&lt;br /&gt;
* Level 32: [[holy flame]]&lt;br /&gt;
* Level 43: [[mindbender]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[Undying radiance]]&lt;br /&gt;
* Level 12: [[Bless]]&lt;br /&gt;
* Level 15: [[Searing light]]&lt;br /&gt;
* Level 18: [[Visions]]&lt;br /&gt;
* Level 23: [[Zeal]]&lt;br /&gt;
* Level 26: [[Unshackle]]&lt;br /&gt;
* Level 32: [[Aegis of grace]]&lt;br /&gt;
* Level 37: [[Soulbrand]]&lt;br /&gt;
* Level 38: [[Thanatopsis]]&lt;br /&gt;
* Level 40: [[Bond of souls]]&lt;br /&gt;
* Level 42: [[Unfetter mana]]&lt;br /&gt;
* Level 44: [[Affinity]]&lt;br /&gt;
* Level 48: [[Glyph of Empathy]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Scholars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Void_templar&amp;diff=3172</id>
		<title>Void templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Void_templar&amp;diff=3172"/>
		<updated>2026-09-15T19:01:40Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Remember these words, for if you do not, you will find yourself in dire peril.”|sign=Ksakka Oyars, Studies in Demonic Bindings}}&lt;br /&gt;
Void templars delve into the outer layers of the void to gain power for victory. They study numerous means of debilitating their foes, both via weapon and spell; their signature is the use of demonbound weapons. The Void is a power of law and evil, and cannot be manipulated by any who are of chaotic or good mindset.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
First rising to prominence during the War of Night, Void templars are a fusion of both dark magics and martial force. Because of its shuddeni roots, they are the primary dedicants of this profession. However, it also has a substantial following amongst the aelin, forming the origin of its famously diabolic ginta. The srryn, too, have taken up the art, forming a distinctly Sithean Sept devoted to seeking its demonic power. The practice has appeal to other races, including both humans and nefortu, giving it particular allure amongst mercenaries.&lt;br /&gt;
&lt;br /&gt;
Although learned in several powerful defensive techniques, Void templars are primarily offensive in nature. They study numerous means of debilitating their foes, both via weapon and spell. A Void templar’s signature, however, is his use of demonbound weapons. These nightmarish rites allow him to infuse his arsenal with unnatural speed, strength, or even the ability to leech life from his foes. Much like their counterpart, the Water templar, they focus on the sword and shield in concert. Despite this, it is not uncommon to see a Void templar occasionally employ a whip.&lt;br /&gt;
&lt;br /&gt;
The Void is a power of law and evil, and cannot be manipulated by any who are of chaotic or good mindset. Srryn templars of the Void often follow their outcast god, Sitheus, while it is common for a shuddeni templar to serve Rveyelhi or Arkhural. However, Void templars need not honour any specific god, seeking instead to serve only their own power through pain.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Battlecaster]] &lt;br /&gt;
*[[Obscure]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[sword]] | [[whip]] | [[gloomward]] | [[recover]]&lt;br /&gt;
* Level 3: [[dodge]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[iterative attack|second attack]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 11: [[shield block]]&lt;br /&gt;
* Level 14: [[distract]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 17: [[shield bash]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 19: [[haggle]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 23: [[inscribe]]&lt;br /&gt;
* Level 24: [[energy leech]]&lt;br /&gt;
* Level 29: [[bound fury]]&lt;br /&gt;
* Level 32: [[flay]]&lt;br /&gt;
* Level 36: [[pestilence]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Forms ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 19: [[form of the wraith]]&lt;br /&gt;
* Level 26: [[form of the asp]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[enervating ray]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 5: [[shadowcloak]]&lt;br /&gt;
* Level 7: [[blindness]]&lt;br /&gt;
* Level 8: [[invisibility]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 12: [[serpent&#039;s fang]]&lt;br /&gt;
* Level 13: [[curse]]&lt;br /&gt;
* Level 15: [[flesh of my flesh]]&lt;br /&gt;
* Level 18: [[desecrate weapon]]&lt;br /&gt;
* Level 21: [[harm]] | [[spectre]]&lt;br /&gt;
* Level 25: [[bind demon]] | [[expel demon]]&lt;br /&gt;
* Level 27: [[plague]]&lt;br /&gt;
* Level 28: [[curse of Kijjasku]]&lt;br /&gt;
* Level 30: [[phase door]]&lt;br /&gt;
* Level 31: [[wail of the banshee]]&lt;br /&gt;
* Level 33: [[globe of darkness]]&lt;br /&gt;
* Level 34: [[blight of Adduthala]]&lt;br /&gt;
* Level 35: [[Gamalean emissary]]&lt;br /&gt;
* Level 38: [[embrace of Isetaton]]&lt;br /&gt;
* Level 40: [[demonic possession]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
===Bindings===&lt;br /&gt;
Bindings all use the Trigon of Binding symbol of power; if the binding is successful is based on the type of item the binding is being used on, and the reagent of the inscription.  Each binding present (one weapon, one shield, glove weapons, helmet, torso) will improve the effect of demonic possession.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Ritual Material !! Binding Location !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Bonedust || Weapon || Bonus in-round autoattack; stacks second/third/fourth attack and haste(-alikes)&lt;br /&gt;
|-&lt;br /&gt;
| Black yarrow || Weapon || Automatic life-stealing proc; stacks with vampiric weapon flag&lt;br /&gt;
|-&lt;br /&gt;
| Silver dust || Weapon || Weapon&#039;s type becomes defilement permanently&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal || Shield || Automatic disarm proc; blocked hand to hand autoattacks damage attacker&lt;br /&gt;
|-&lt;br /&gt;
| Mud || Shield || Resist cold&lt;br /&gt;
|-&lt;br /&gt;
| Salt || Glove weapons || Damroll bonus which stacks on kill&lt;br /&gt;
|-&lt;br /&gt;
| Blood (caster) || Helmet || Look/scan reveal approximate hp damage on visible characters&lt;br /&gt;
|-&lt;br /&gt;
| Bitterthorn || Torso || Armor class bonus which stacks on kill&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Fire_templar&amp;diff=3171</id>
		<title>Fire templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Fire_templar&amp;diff=3171"/>
		<updated>2026-09-15T18:59:24Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“I shall be teaching you then. Do try not to.. hurt.. yourself in the process, hmm?”|sign=Ajmayam, Fire Templar Guildmaster of Var Bandor}}&lt;br /&gt;
Deadly and unpredictable, fire templars are capable of unleashing great destructive force on their enemies. Fire templars are among the most physical templars, focusing much of their magics on increasing the sheer force of their blows, without heed for their own physical state. Fire is a power of chaos and evil, and cannot be worked by anyone with either a lawful or good mindset. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Unique amongst the spheres of magic, Fire templars predate their scholarly bretheren. One of the earliest delvings into magic after the Sundering, the srryn applied what magical capabilities they had in a characteristically brutal fashion. Humans later trained as templars of this sphere as well, as the War of Fire escalated. They are still the primary races who take on this profession, though nefortu as well have come to favour it.&lt;br /&gt;
&lt;br /&gt;
Fire templars are among the most physical templars, focusing much of their magics on increasing the sheer force of their blows, without heed for their own physical state. However, some of their magics are destructive in their own right, and can strike with devastating power. Most fire templars favour wielding a spear, though they are also trained in some simple techniques with a sword, as well.&lt;br /&gt;
&lt;br /&gt;
Fire is a power of chaos and evil, and cannot be worked by anyone with either a lawful or good mindset. Srryn fire templars very often name Sythrak as their patron deity, seeking to destroy or subjugate all other races. Others, particularly nefortu, often follow Bayyal, seeking nothing but the destruction that is His creed.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Battlecaster]]&lt;br /&gt;
*[[Survivor]]&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[flail]] | [[sword]] | [[spear]] | [[hand to hand]] | [[recover]]&lt;br /&gt;
* Level 3: [[enhanced damage]]&lt;br /&gt;
* Level 5: [[fast healing]]&lt;br /&gt;
* Level 6: [[dual wield]]&lt;br /&gt;
* Level 7: [[dodge]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 12: [[iterative attack|second attack]]&lt;br /&gt;
* Level 13: [[meditation]]&lt;br /&gt;
* Level 14: [[cunning wisp]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 25: [[aggravate wounds]]&lt;br /&gt;
* Level 28: [[trance]]&lt;br /&gt;
* Level 32: [[bash]]&lt;br /&gt;
* Level 35: [[disruption]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[immolate]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 5: [[burnout]]&lt;br /&gt;
* Level 7: [[infravision]]&lt;br /&gt;
* Level 8: [[deny entropy]]&lt;br /&gt;
* Level 9: [[enflame]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 11: [[firebrand]]&lt;br /&gt;
* Level 12: [[sustenance]]&lt;br /&gt;
* Level 14: [[warmth]]&lt;br /&gt;
* Level 15: [[stoke]]&lt;br /&gt;
* Level 16: [[rune of fire]]&lt;br /&gt;
* Level 17: [[Skaye&#039;s ascent]]&lt;br /&gt;
* Level 19: [[corona]]&lt;br /&gt;
* Level 20: [[purifying flame]]&lt;br /&gt;
* Level 21: [[frenzy]] | [[firebolt]]&lt;br /&gt;
* Level 24: [[fireball]]&lt;br /&gt;
* Level 26: [[temper]]&lt;br /&gt;
* Level 27: [[lambent aura]]&lt;br /&gt;
* Level 28: [[circling falcon]]&lt;br /&gt;
* Level 29: [[flair of Jaziji]]&lt;br /&gt;
* Level 30: [[cauterize]]&lt;br /&gt;
* Level 31: [[kindle fury]]&lt;br /&gt;
* Level 33: [[consuming rage]]&lt;br /&gt;
* Level 34: [[weariness]]&lt;br /&gt;
* Level 36: [[Felsa&#039;s armory]]&lt;br /&gt;
* Level 34: [[ward of fire]]&lt;br /&gt;
* Level 34: [[Sythrak&#039;s teeth]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Air_scholar&amp;diff=3170</id>
		<title>Air scholar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Air_scholar&amp;diff=3170"/>
		<updated>2026-09-15T18:58:27Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Yes.  A tentacle.”|sign=Zilba Gralci}}&lt;br /&gt;
FILL IN&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
FILL IN&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Minor &amp;amp; Major Air ==&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: dagger | hand to hand | staff | whip | [[concentration]] | [[lore]] | [[recover]]&lt;br /&gt;
* Level 3: [[wands]]&lt;br /&gt;
* Level 4: [[multiplicity]]&lt;br /&gt;
* Level 5: [[scrolls]]&lt;br /&gt;
* Level 6: [[meditation]]&lt;br /&gt;
* Level 7: [[staves]]&lt;br /&gt;
* Level 8: [[peek]]&lt;br /&gt;
* Level 12: [[mist form]]&lt;br /&gt;
* Level 16: [[iterative attack|second attack]]&lt;br /&gt;
* Level 18: [[trance]]&lt;br /&gt;
* Level 20: [[haggle]]&lt;br /&gt;
* Level 25: [[fast healing]]&lt;br /&gt;
* Level 29: [[subvocalize]]&lt;br /&gt;
* Level 34: [[countermagic]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[spectral fist]]&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[second sight]]&lt;br /&gt;
* Level 4: [[air bubble]]&lt;br /&gt;
* Level 5: [[mass flying]]&lt;br /&gt;
* Level 6: [[blur]]&lt;br /&gt;
* Level 9: [[alter self]]&lt;br /&gt;
* Level 10: [[concealment]]&lt;br /&gt;
* Level 11: [[scan]]&lt;br /&gt;
* Level 13: [[ventriloquate]]&lt;br /&gt;
* Level 14: [[phantom chorus]]&lt;br /&gt;
* Level 15: [[wind wall]]&lt;br /&gt;
* Level 16: [[sonic boom]]&lt;br /&gt;
* Level 17: [[floating disc]] | [[shield]]&lt;br /&gt;
* Level 18: [[poltergeist]]&lt;br /&gt;
* Level 19: [[reflective cloud]]&lt;br /&gt;
* Level 20: [[misdirect]]&lt;br /&gt;
* Level 21: [[mage hand]]&lt;br /&gt;
* Level 22: [[pseudokinetics]] | [[Gralcian funnel]]&lt;br /&gt;
* Level 23: [[suction]]&lt;br /&gt;
* Level 24: [[locate object]]&lt;br /&gt;
* Level 25: [[word of recall]]&lt;br /&gt;
* Level 26: [[obfuscation]]&lt;br /&gt;
* Level 27: [[unreal incursion]] | [[tempest]]&lt;br /&gt;
* Level 28: [[diversify]]&lt;br /&gt;
* Level 31: [[clinging fog]] | [[rune of air]]&lt;br /&gt;
* Level 32: [[castaway]]&lt;br /&gt;
* Level 33: [[delusions]]&lt;br /&gt;
* Level 34: [[bonded flight]] | [[gust]]&lt;br /&gt;
* Level 36: [[overcharge]]&lt;br /&gt;
* Level 37: [[illusion]]&lt;br /&gt;
* Level 41: [[unleash twisters]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Greater Paths ==&lt;br /&gt;
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.&lt;br /&gt;
=== GREATER1 ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== GREATER2 ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
=== GREATER3 ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level x: [[fill in]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Mixed Spheres ==&lt;br /&gt;
FILL IN&lt;br /&gt;
=== Air/Fire ===&lt;br /&gt;
FILL IN&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 40: [[high explosive]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 7: [[warmth]] (-/F)&lt;br /&gt;
* Level 8: [[deny entropy]] (-/F)&lt;br /&gt;
* Level 12: [[cinder scry]] (-/F)&lt;br /&gt;
* Level 15: [[immolate]] (-/F)&lt;br /&gt;
* Level 18: [[purge sickness]] (-/F)&lt;br /&gt;
* Level 23: [[infravision]] (-/F)&lt;br /&gt;
* Level 26: [[frenzy]] (-/F)&lt;br /&gt;
* Level 30: [[shadow flame]]&lt;br /&gt;
* Level 32: [[enflame]] (-/F)&lt;br /&gt;
* Level 35: [[chaoscast]]&lt;br /&gt;
* Level 38: [[fireball]] (-/F)&lt;br /&gt;
* Level 42: [[Shiyul&#039;s fury]] (-/F)&lt;br /&gt;
* Level 44: [[flare]] (-/F)&lt;br /&gt;
* Level 46: [[rune of fire]] (-/F)&lt;br /&gt;
* Level 48: [[heatwave]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Scholars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Earth_templar&amp;diff=3169</id>
		<title>Earth templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Earth_templar&amp;diff=3169"/>
		<updated>2026-09-15T18:58:06Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“A fellow templar of the earth. I welcome you to the fold.”|sign=Tiuron, Earth Templar Guildmaster of Var Bandor}}&lt;br /&gt;
The protective powers of the earth aid earth templars in battle. Their primary means of damaging their foes are physical in nature, both through magics and their weapon. Earth resonates with lawful tendencies alone, and cannot be manipulated by any of chaotic mindset. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Not long after the caladaran taught the magics of Earth to humanity, those who sought to use them in a more martial way arose. Like the templars of Water and Fire who preceeded them, Earth templars seek to find the best possible fusion of their sphere and direct battle. Particularly favoured by humans, who originated the art, this profession has also found a degree of favour amongst Fenthiran srryn, who find much appeal in the visceral, brute-force nature of the class’s fighting style.&lt;br /&gt;
&lt;br /&gt;
In addition to many standard benedictions of the sphere, Earth templars learn numerous techniques by which they enhance their physical prowess and ability in combat. Their primary means of damaging their foes are physical in nature, both through magics and their weapon. They are less adept at defending against magical forces, though they are far from helpless against them. Earth templars overwhelmingly favour extremely heavy two-handed weapons, traditionally taking up polearms but also favouring spears and swords.&lt;br /&gt;
&lt;br /&gt;
Earth resonates with lawful tendencies alone, and cannot be manipulated by any of chaotic mindset. As the origin of the magics they practice, Iandir is a common, but far from mandatory, patron of Earth templars. Jalassa and Dolgrael are also routine choices within their ranks, given as they are to steady training and martial discipline.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Battlecaster]] &lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[mace]] | [[polearm]] | [[spear]] | [[sword]] | [[recover]]&lt;br /&gt;
* Level 3: [[enhanced damage]]&lt;br /&gt;
* Level 4: [[rescue]]&lt;br /&gt;
* Level 5: [[fast healing]]&lt;br /&gt;
* Level 7: [[parry]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[iterative attack|second attack]]&lt;br /&gt;
* Level 12: [[meditation]]&lt;br /&gt;
* Level 14: [[stone phalanx]]&lt;br /&gt;
* Level 16: [[wands]] | [[endure]]&lt;br /&gt;
* Level 18: [[iterative attack|third attack]]&lt;br /&gt;
* Level 22: [[inertial strike]]&lt;br /&gt;
* Level 25: [[augmented strength]]&lt;br /&gt;
* Level 28: [[trance]]&lt;br /&gt;
* Level 30: [[counterattack]]&lt;br /&gt;
* Level 34: [[shockwave]]&lt;br /&gt;
* Level 37: [[charge]]&lt;br /&gt;
* Level 38: [[momentum]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 6: [[sandspray]]&lt;br /&gt;
* Level 8: [[fortify]]&lt;br /&gt;
* Level 9: [[detect invis]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 11: [[giant strength]]&lt;br /&gt;
* Level 13: [[call upon earth]] | [[granite weapon]]&lt;br /&gt;
* Level 14: [[knock]]&lt;br /&gt;
* Level 16: [[grasping earth]]&lt;br /&gt;
* Level 17: [[mantle of earth]]&lt;br /&gt;
* Level 19: [[jaws of the mountain]]&lt;br /&gt;
* Level 20: [[quartz carapace]]&lt;br /&gt;
* Level 21: [[smooth terrain]]&lt;br /&gt;
* Level 22: [[rune of earth]]&lt;br /&gt;
* Level 23: [[magnetic seal]]&lt;br /&gt;
* Level 24: [[density]]&lt;br /&gt;
* Level 26: [[shape weapon]]&lt;br /&gt;
* Level 27: [[bend gravity]]&lt;br /&gt;
* Level 29: [[raise spire]]&lt;br /&gt;
* Level 31: [[meld with stone]]&lt;br /&gt;
* Level 32: [[petrify]]&lt;br /&gt;
* Level 33: [[force repulsion]]&lt;br /&gt;
* Level 35: [[earth maw]]&lt;br /&gt;
* Level 36: [[devotion]]&lt;br /&gt;
* Level 40: [[brittleform]] | [[entomb]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Air_templar&amp;diff=3168</id>
		<title>Air templar</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Air_templar&amp;diff=3168"/>
		<updated>2026-09-15T18:57:38Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Ah, a new face! Welcome to the guild. I suppose I’ll be your teacher.”|sign=Aemi, Air Templar Guildmaster of Var Bandor}}&lt;br /&gt;
Misdirection and evasion combine with deadly skill to give the air templar an edge. Air templars blend the magics of flight and illusion with swordmanship and archery. As Air is a force of chaos, no lawful person may take up the sphere as a profession. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Not long after the magics of Air were first tapped by scholars, others inevitably sought to put them to martial ends. However, those who took to the magics of Air did not seek the raw supremacy of Fire or Spirit, but rather to hone their talents in misdirection and speed. The resulting fusion of these two aesthetics has created the modern Air templar: a swordsman who is as unpredictable as he is deadly. The aelin, as a race, have found much to love in the artistic nature of the creed; yet so have the shuddeni, whose infamous taste for deception is fed by the Air templar’s many talents. Nefortu, as well, have taken strongly to the chaotic undertones of the class, savoring its often frivolous nature.&lt;br /&gt;
&lt;br /&gt;
Blending the magics of flight and illusion with swordsmanship, Air templars have broadened these powers to include new and unique effects. These include the absorption of electricity, the ability to evade spells, and the ability to create illusionary clones of themselves. Additionally, they have interwoven the magics of Air with archery, allowing for the execution of otherwise impossible shots. Finally, and perhaps most impressively, they have merged the meditative techniques of the ginta into their spellwork, creating forms uniquely their own. Although trained in many weapons, an Air templar is most at home with the blade.&lt;br /&gt;
&lt;br /&gt;
As Air is a force of chaos, no lawful person may take up the sphere as a profession. Because of their often finicky and playful nature, there is no one deity to whom Air templars universally look for patronage. Their tastes are as diverse as those found within the guild, and given their particularly citified nature, often do not overlap with more rugged deities.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Battlecaster]] | [[Controlled flight]]&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[sword]] | [[whip]] | [[hand to hand]] | [[Dodge]] | [[Recover]]&lt;br /&gt;
* Level 3: [[focused precision]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[scrolls]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 11: [[mist form]]&lt;br /&gt;
* Level 12: [[second attack]]&lt;br /&gt;
* Level 15: [[distract]] | [[dive]]&lt;br /&gt;
* Level 16: [[wands]]&lt;br /&gt;
* level 18: [[third attack]]&lt;br /&gt;
* Level 19: [[haggle]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 25: [[archery]] | [[prismatic arrow]]&lt;br /&gt;
* Level 30: [[thunder strike]]&lt;br /&gt;
* Level 34: [[arc shot]]&lt;br /&gt;
* Level 37: [[Subvocalize]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
=== Forms ===&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 16: [[form of the zephyr]]&lt;br /&gt;
* Level 23: [[form of the cyclone]]&lt;br /&gt;
* Level 29: [[form of the phantasm]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 2: [[armor]]&lt;br /&gt;
* Level 3: [[fly]]&lt;br /&gt;
* Level 4: [[detect invis]]&lt;br /&gt;
* Level 6: [[lightning bolt]] | [[dancing sword]]&lt;br /&gt;
* Level 8: [[invisibility]]&lt;br /&gt;
* Level 10: [[shield]]&lt;br /&gt;
* Level 13: [[lightning brand]]&lt;br /&gt;
* Level 14: [[air bubble]]&lt;br /&gt;
* Level 17: [[blur]]&lt;br /&gt;
* Level 20: [[wind wall]]&lt;br /&gt;
* Level 21: [[sonic lash]]&lt;br /&gt;
* Level 23: [[clinging fog]]&lt;br /&gt;
* Level 24: [[teleport]]&lt;br /&gt;
* Level 27: [[alter self]]&lt;br /&gt;
* Level 28: [[reflective aura]]&lt;br /&gt;
* Level 31: [[disjunction]]&lt;br /&gt;
* Level 32: [[ball lightning]]&lt;br /&gt;
* Level 33: [[galesphere]]&lt;br /&gt;
* Level 35: [[absorb electricity]]&lt;br /&gt;
* Level 36: [[spectral mirror]]&lt;br /&gt;
* Level 38: [[screaming arrow]]&lt;br /&gt;
* Level 40: [[blink]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Templars]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ranger&amp;diff=3167</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ranger&amp;diff=3167"/>
		<updated>2026-09-15T18:56:52Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“The Eqiril rangers are known for their fine marksmanship.”|sign=Adwin Feridur, Ranger Guildmaster of Nendor}}&lt;br /&gt;
Warriors of the forest, rangers are skilled in tracking and in tune with the creatures and terrain. Unparalleled in their use of archery, the ranger can make use of barbs, simple poisons, great distances, and accurate marksmanship to hinder their prey wherever they run. All alignments and ethoi are open to rangers, allowing them to ply their formidable skill to whatever ends they desire. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Founded on the ancient survival skills of primitive Avendar, rangers represent the refinement and culmination of that knowledge into a devastating predator. The newly-Sundered alatharya are among the earliest known proto-rangers, as they were forced to survive in the wild in their hubris. As other races emerged from the primeval forests, so too did the ranger’s creed grow. The srryn contributed their ferocious and sudden attacks; the ethron, their careful passage through the woods; and finally the humans, with the early development of archery. As the guild has grown, these many styles have fused into a single, pan-racial entity.&lt;br /&gt;
&lt;br /&gt;
Rangers are learned in many simple, effective weapons such as the mace and spear. They focus primarily on using two weapons when fighting in melee combat, as well as the element of surprise. However, a ranger is first a hunter, making his most dangerous tools his bow and arrow. Unparalleled in their use of archery, the ranger can make use of barbs, simple poisons, great distances, and accurate marksmanship to hinder their prey wherever they run. They are trained to follow tracks for great distances, shelter themselves from the elements, and detect motion even from afar. This allows a ranger’s natural guile to shield him when it is he who is hunted. In the wild, a ranger can as easily vanish as he can strike.&lt;br /&gt;
&lt;br /&gt;
All alignments and ethoi are open to rangers, allowing them to ply their formidable skill to whatever ends they desire. Many rangers favor deities of nature, as they often hold the natural world as a virtue all its own, but such is no more typical than foregoing religion altogether. In the end, a ranger will most often rely on himself before all others– ally and god alike.&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Camouflage]] &lt;br /&gt;
*[[Wilderness Movement]] &lt;br /&gt;
*[[Eagle-eyed]] &lt;br /&gt;
*[[Brawler&#039;s Renewal]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[mace]] | [[spear]] | [[sword]] | [[hand to hand]] | [[Recover]]&lt;br /&gt;
* Level 2: [[find water]] | [[forage]]&lt;br /&gt;
* Level 3: [[dirt kicking]] | [[swim]]&lt;br /&gt;
* Level 4: [[dodge]]&lt;br /&gt;
* Level 5: [[enhanced damage]] | [[poultice]]&lt;br /&gt;
* Level 6: [[Iterative attack|Second Attack]]&lt;br /&gt;
* Level 7: [[farsight]]&lt;br /&gt;
* Level 8: [[fast healing]]&lt;br /&gt;
* Level 9: [[sharp vision]]&lt;br /&gt;
* Level 10: [[trip]]&lt;br /&gt;
* Level 11: [[encamp]] | [[wildcraft]]&lt;br /&gt;
* Level 12: [[Iterative attack|Third Attack]]&lt;br /&gt;
* Level 13: [[terrain lore]] | [[lunge]]&lt;br /&gt;
* Level 14: [[retreat]]&lt;br /&gt;
* Level 15: [[drag]]&lt;br /&gt;
* Level 16: [[entangle]]&lt;br /&gt;
* Level 17: [[endurance]]&lt;br /&gt;
* Level 18: [[camouflage blind]] | [[Nariel&#039;s whistle]]&lt;br /&gt;
* Level 19: [[arrowcraft]] | [[marksmanship]]&lt;br /&gt;
* Level 20: [[tan]]&lt;br /&gt;
* Level 21: [[ambush]]&lt;br /&gt;
* Level 22: [[shared instincts]]&lt;br /&gt;
* Level 23: [[disarm]]&lt;br /&gt;
* Level 24: [[meditation]] | [[sidestep]]&lt;br /&gt;
* Level 25: [[huntersense]]&lt;br /&gt;
* Level 26: [[pounce]]&lt;br /&gt;
* Level 27: [[precision]]&lt;br /&gt;
* Level 28: [[stash]] | [[scouting]]&lt;br /&gt;
* Level 29: [[predatory attack]]&lt;br /&gt;
* Level 30: [[savage interception]]&lt;br /&gt;
* Level 31: [[creature lore]]&lt;br /&gt;
* Level 32: [[set snare]]&lt;br /&gt;
* Level 34: [[feral bond]]&lt;br /&gt;
* Level 26: [[trackless step]]&lt;br /&gt;
* Level 38: [[trueshot]]&lt;br /&gt;
* Level 40: [[maul]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Naturalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Barbarian&amp;diff=3166</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Barbarian&amp;diff=3166"/>
		<updated>2026-09-15T18:56:31Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“If yeh got any questions about crushin’ heads, jest ask me.”|sign=Thane Brondir, Barbarian Guildmaster of Var Bandor}}&lt;br /&gt;
&lt;br /&gt;
A terror in combat, the barbarian is a crushing force of unparalleled destruction. The barbarian’s methods are as crude and harsh as the ancient world which shaped them; the axe, the mace, and the wilderness are their steadfast companions. Barbarians may be of any alignment, but due to their wild, roaming natures, they may never be lawful. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The oldest of Avendar’s naturalist creeds, the barbarian has been a fixture of the wild since the earliest ages of man. The first of the fallen alatharya shamans were eager to call upon their strength and fury in times of need; the brutal srryn, and young humanity would all seek power through similar means. The terrifying vision of the horde which broke the Republic is never far from cityfolk who encounter the modern barbarian, ensuring that their guilds are never exulted in civilized city-states.&lt;br /&gt;
&lt;br /&gt;
The barbarian’s methods are as crude and harsh as the ancient world which shaped him; the axe, the mace, and the wilderness are his steadfast companions. He is most well-known for his mighty hews, which have broken the bodies of adventurer and creature alike. His skill with the mace allow him to shatter bone or daze his foes, striking fear into the hearts of spellcasters who might oppose him. He can create simple, ad-hoc weapons and necessities in forests. Finally, he can feast upon the flesh of the defeated, and craft clothing from their hides.&lt;br /&gt;
&lt;br /&gt;
Barbarians may be of any alignment, but due to their wild, roaming natures, they may never be lawful. Enirra and Dolgrael are often popular amongst humans and alatharya, while srryn are near-universally heed the call of Sythrak. However, barbarians are as diverse and free-natured as the great beasts who roam Avendar’s vast wilderness, leading many to serve only their own personal whims.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Hollow Leg]] &lt;br /&gt;
*[[Brawler&#039;s Renewal]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[flail]] | [[mace]] | [[sword]] | [[dodge]] | [[hand to hand]] | [[Recover]]&lt;br /&gt;
* Level 2: [[enhanced damage]]&lt;br /&gt;
* Level 3: [[Iterative attack|second attack]]&lt;br /&gt;
* Level 4: [[dual wield]]&lt;br /&gt;
* Level 5: [[night vision]] | [[lunge]]&lt;br /&gt;
* Level 6: [[dirt kicking]] | [[fast healing]]&lt;br /&gt;
* Level 7: [[find water]] | [[forage]]&lt;br /&gt;
* Level 8: [[savagery]]&lt;br /&gt;
* Level 10: [[Iterative attack|third attack]]&lt;br /&gt;
* Level 11: [[swim]]&lt;br /&gt;
* Level 12: [[bash]]&lt;br /&gt;
* Level 13: [[endurance]]&lt;br /&gt;
* Level 14: [[wildcraft]]&lt;br /&gt;
* Level 15: [[disarm]]&lt;br /&gt;
* Level 16: [[ram]] | [[Distract]]&lt;br /&gt;
* Level 17: [[Iterative attack|fourth attack]]&lt;br /&gt;
* Level 18: [[warcry]]&lt;br /&gt;
* Level 19: [[fury]]&lt;br /&gt;
* Level 20: [[poultice]] | [[bloodlust]]&lt;br /&gt;
* Level 21: [[grapple]]&lt;br /&gt;
* Level 22: [[rage]]&lt;br /&gt;
* Level 23: [[warpath]]&lt;br /&gt;
* Level 24: [[rend]]&lt;br /&gt;
* Level 25: [[bludgeon]]&lt;br /&gt;
* Level 26: [[tan]]&lt;br /&gt;
* Level 27: [[fortitude]]&lt;br /&gt;
* Level 28: [[blood sigil]]&lt;br /&gt;
* Level 29: [[last word]]&lt;br /&gt;
* Level 30: [[slaughter]]&lt;br /&gt;
* Level 32: [[meditation]]&lt;br /&gt;
* Level 34: [[ferocity]]&lt;br /&gt;
* Level 36: [[boneshatter]]&lt;br /&gt;
* Level 38: [[brutal damage]]&lt;br /&gt;
* Level 40: [[berserk]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Naturalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Druid&amp;diff=3165</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Druid&amp;diff=3165"/>
		<updated>2026-09-15T18:56:14Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“Discovering a path to Firiel, the tree of life, is part of our clan’s origin.”|sign=Eliqali, matron of the Qali clan of ethron}}&lt;br /&gt;
&lt;br /&gt;
A priest of the moon, of the earth, of the sun, and of life, druids draw upon the elemental powers inherent in nature. Unlike the arcanist, who acts as a conduit or cipher for the powers of his sphere, a druid borrows from the natural world that which is in abundance. All alignments and ethoi are available to druids, allowing them to put their minds to whatever they wish. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The oldest of Avendarian spellcasters, the druid embodies attunement to the primal world in all of its facets. The ethron were the first to compose druidic orders, charged as they were by Elar the All-Mother to defend Her creation. In time, other races would place their own subtle marks on the ancient ethron ways: the humans brought their affinity for the moons and other celestial bodies, and the caladaran brought their skill in bodily transmutation. While the heart of the druid will forever be ethron, the inclusion of other races within its secretive ranks has made the class both more dangerous and more versatile.&lt;br /&gt;
&lt;br /&gt;
The druid is the only primary caster who learns to fight unarmed, and similarly, requires no weapon to defend herself; what method she chooses in battle belongs to her whim alone. However, she may only ever use one weapon at a time, which has lent many druids to carry a staff, or other larger wooden arms. Melee combat is available to the druid, as she can take on the shape of various creatures to aid her combat prowess, but it is not necessarily her forte. Instead, she draws her most potent powers from the world around her. Unlike the arcanist, who acts as a conduit or cipher for the powers of his sphere, a druid borrows from the natural world that which is in abundance. This gives her a surprising degree of flexibility without tethering her to the restrictions of a scholar’s lifestyle.&lt;br /&gt;
&lt;br /&gt;
All alignments and ethoi are available to the druid, allowing her to put her mind to whatever she wishes. Many druids favor Elar, the primary goddess from which the druidic art was born; yet, they do not shy away from other deities, particularly those who are in some way associated with nature, such as Lilune or Sitheus. Much like their cousin, the ranger, druids may also eschew religion entirely, holding nature itself to be an ideal worth venerating. Ultimately, the druid sees herself as a part of a much larger continuum of life, and is never without the shelter of the wild.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[flail]] | [[mace]] | [[spear]] | [[staff]] | [[hand to hand]] [[concentration]] | [[Dodge]] | [[Recover]]&lt;br /&gt;
* Level 2: [[wildcraft]]&lt;br /&gt;
* Level 3: [[Swim]]&lt;br /&gt;
* Level 4: [[find water]] | [[forage]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[Iterative attack|Second Attack]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[shamanic ward]]&lt;br /&gt;
* Level 9: [[fast healing]]&lt;br /&gt;
* Level 14: [[invoke totem]]&lt;br /&gt;
* Level 15: [[poultice]]&lt;br /&gt;
* Level 18: [[Iterative attack|Third Attack]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 23: [[tan]]&lt;br /&gt;
* Level 27: [[claim aspect]]&lt;br /&gt;
* Level 33: [[find herbs]]&lt;br /&gt;
* Level 39: [[totemic attunement]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 3: [[amphibious breathing]]&lt;br /&gt;
* Level 5: [[shape timber]]&lt;br /&gt;
* Level 7: [[thorn spray]]&lt;br /&gt;
* Level 10: [[eyes of the forest]]&lt;br /&gt;
* Level 11: [[forest walk]]&lt;br /&gt;
* Level 12: [[natural armor]]&lt;br /&gt;
* Level 13: [[siphon domain]]&lt;br /&gt;
* Level 15: [[warp wood]]&lt;br /&gt;
* Level 16: [[giant growth]]&lt;br /&gt;
* Level 17: [[regeneration]]&lt;br /&gt;
* Level 19: [[entwine]]&lt;br /&gt;
* Level 20: [[chameleon]]&lt;br /&gt;
* Level 21: [[oak lance]]&lt;br /&gt;
* Level 24: [[wall of vines]]&lt;br /&gt;
* Level 25: [[naturegate]] | [[plant growth]]&lt;br /&gt;
* Level 26: [[rite of infusion]]&lt;br /&gt;
* Level 28: [[shrink]]&lt;br /&gt;
* Level 29: [[rotsbane]]&lt;br /&gt;
* Level 30: [[mushroom circle]] | [[light of serenity]]&lt;br /&gt;
* Level 31: [[nettles]]&lt;br /&gt;
* Level 32: [[elemental protection]]&lt;br /&gt;
* Level 35: [[circle of stones]]&lt;br /&gt;
* Level 36: [[insect swarm]]&lt;br /&gt;
* Level 37: [[speak with plants]]&lt;br /&gt;
* Level 38: [[sticks to snakes]]&lt;br /&gt;
* Level 51: [[creeping curse]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Naturalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Barbarian&amp;diff=3164</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Barbarian&amp;diff=3164"/>
		<updated>2026-09-15T18:55:29Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“If yeh got any questions about crushin’ heads, jest ask me.”|sign=Thane Brondir, Barbarian Guildmaster of Var Bandor}}&lt;br /&gt;
&lt;br /&gt;
A terror in combat, the barbarian is a crushing force of unparalleled destruction. The barbarian’s methods are as crude and harsh as the ancient world which shaped them; the axe, the mace, and the wilderness are their steadfast companions. Barbarians may be of any alignment, but due to their wild, roaming natures, they may never be lawful. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The oldest of Avendar’s naturalist creeds, the barbarian has been a fixture of the wild since the earliest ages of man. The first of the fallen alatharya shamans were eager to call upon their strength and fury in times of need; the brutal srryn, and young humanity would all seek power through similar means. The terrifying vision of the horde which broke the Republic is never far from cityfolk who encounter the modern barbarian, ensuring that their guilds are never exulted in civilized city-states.&lt;br /&gt;
&lt;br /&gt;
The barbarian’s methods are as crude and harsh as the ancient world which shaped him; the axe, the mace, and the wilderness are his steadfast companions. He is most well-known for his mighty hews, which have broken the bodies of adventurer and creature alike. His skill with the mace allow him to shatter bone or daze his foes, striking fear into the hearts of spellcasters who might oppose him. He can create simple, ad-hoc weapons and necessities in forests. Finally, he can feast upon the flesh of the defeated, and craft clothing from their hides.&lt;br /&gt;
&lt;br /&gt;
Barbarians may be of any alignment, but due to their wild, roaming natures, they may never be lawful. Enirra and Dolgrael are often popular amongst humans and alatharya, while srryn are near-universally heed the call of Sythrak. However, barbarians are as diverse and free-natured as the great beasts who roam Avendar’s vast wilderness, leading many to serve only their own personal whims.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Hollow Leg]] &lt;br /&gt;
*[[Brawler&#039;s Renewal]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[flail]] | [[mace]] | [[sword]] | [[dodge]] | [[hand to hand]] | [[Recover]]&lt;br /&gt;
* Level 2: [[enhanced damage]]&lt;br /&gt;
* Level 3: [[Iterative attack|second attack]]&lt;br /&gt;
* Level 4: [[dual wield]]&lt;br /&gt;
* Level 5: [[night vision]] | [[lunge]]&lt;br /&gt;
* Level 6: [[dirt kicking]] | [[fast healing]]&lt;br /&gt;
* Level 7: [[find water]] | [[forage]]&lt;br /&gt;
* Level 8: [[savagery]]&lt;br /&gt;
* Level 10: [[Iterative attack|third attack]]&lt;br /&gt;
* Level 11: [[swim]]&lt;br /&gt;
* Level 12: [[bash]]&lt;br /&gt;
* Level 13: [[endurance]]&lt;br /&gt;
* Level 14: [[wildcraft]]&lt;br /&gt;
* Level 15: [[disarm]]&lt;br /&gt;
* Level 16: [[ram]] | [[Distract]]&lt;br /&gt;
* Level 17: [[Iterative attack|fourth attack]]&lt;br /&gt;
* Level 18: [[warcry]]&lt;br /&gt;
* Level 19: [[fury]]&lt;br /&gt;
* Level 20: [[poultice]] | [[bloodlust]]&lt;br /&gt;
* Level 21: [[grapple]]&lt;br /&gt;
* Level 22: [[rage]]&lt;br /&gt;
* Level 23: [[warpath]]&lt;br /&gt;
* Level 24: [[rend]]&lt;br /&gt;
* Level 25: [[bludgeon]]&lt;br /&gt;
* Level 26: [[tan]]&lt;br /&gt;
* Level 27: [[fortitude]]&lt;br /&gt;
* Level 28: [[blood sigil]]&lt;br /&gt;
* Level 29: [[last word]]&lt;br /&gt;
* Level 30: [[slaughter]]&lt;br /&gt;
* Level 32: [[meditation]]&lt;br /&gt;
* Level 34: [[ferocity]]&lt;br /&gt;
* Level 36: [[boneshatter]]&lt;br /&gt;
* Level 38: [[brutal damage]]&lt;br /&gt;
* Level 40: [[berserk]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Naturalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Watcher&amp;diff=3163</id>
		<title>Watcher</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Watcher&amp;diff=3163"/>
		<updated>2026-09-15T18:54:44Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keen-eyed bounty hunters, staff-masters, and forgers, watchers are wary of friend and foe alike. A watcher’s chosen weapon is the staff, and his mastery of its use is beyond all others. The watcher guild is bound by order, as well as confidentiality.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The modern watcher is the culmination of a tri-racial melting pot, but its heart belongs squarely to the shuddeni. While the roots of their staff mastery certainly are aelin, as is the desire to oversee one’s lessers, it was the eyeless which brought new, and powerful, psychic abilities to bear in its furtherence. Emboldened by Rveyelhi, watchers hold a prominent role in the trade city of Var Bandor, where their headquarters, the enigmatic Office of Records, is located. The nefortu have brought with them a degree of unusual trickery, giving watchers an edge at provoking, or quelling, unexpected conflict. Together, these forces have created one of Avendar’s most powerful mercenary guilds.&lt;br /&gt;
&lt;br /&gt;
A watcher’s chosen weapon is the staff, and his mastery of its use is beyond all others. While wielding his staff, a watcher is adept at rapid strikes, stunning twirls, and superior deflection. He is also a hunter, able to locate people with remote viewing and delay or weaken those he has caught up with. However, the most insidious weapon in a watcher’s arsenal is his affiliation with the monolithic Office of Records, which grants access to information on individuals, from the superficial to the specific. When of sufficient rank, a watcher may choose to add to the Office’s collective knowledge, or employ it against those who have earned his disfavor.&lt;br /&gt;
&lt;br /&gt;
The watcher guild is bound by order, as well as confidentiality; therefore, those of chaotic ethoi cannot study within it. Watchers often venerate lawful deities because of their guild’s bias in that direction, and have many have sought the Guardians of Law. However, with the coming of Rveyelhi, Tyrant of the Black Staff, the watcher guild has taken on a less upstanding cast, giving its machinations a crueler bent. In the end, a watcher’s allegiance is for sale… to those willing to pay.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Light sleeper]]&lt;br /&gt;
*[[Forger]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[staff]] | [[hand to hand]] | [[Recover]]&lt;br /&gt;
* Level 2: [[peek]]&lt;br /&gt;
* Level 3: [[Harrudim talc]]&lt;br /&gt;
* Level 4: [[parry]]&lt;br /&gt;
* Level 5: [[focused precision]] | [[meditation]]&lt;br /&gt;
* Level 6: [[obscure evidence]]&lt;br /&gt;
* Level 7: [[pick lock]]&lt;br /&gt;
* Level 8: [[pugil]] | [[Iterative attack|second attack]]&lt;br /&gt;
* Level 9: [[enhanced damage]]&lt;br /&gt;
* Level 11: [[flash powder]]&lt;br /&gt;
* Level 12: [[dodge]]&lt;br /&gt;
* Level 13: [[rescue]]&lt;br /&gt;
* Level 14: [[fast healing]]&lt;br /&gt;
* Level 16: [[Iterative attack|third attack]]&lt;br /&gt;
* Level 17: [[haggle]]&lt;br /&gt;
* Level 18: [[channel force]]&lt;br /&gt;
* Level 19: [[caltraps]]&lt;br /&gt;
* Level 20: [[deflect]]&lt;br /&gt;
* Level 21: [[bolo]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 23: [[twirl]]&lt;br /&gt;
* Level 24: [[swift staff]]&lt;br /&gt;
* Level 25: [[inquire]]&lt;br /&gt;
* Level 26: [[detect stealth]]&lt;br /&gt;
* Level 27: [[Rynath&#039;s brew]]&lt;br /&gt;
* Level 28: [[vault]]&lt;br /&gt;
* Level 29: [[tripwire]]&lt;br /&gt;
* Level 31: [[find cover]]&lt;br /&gt;
* Level 32: [[catch throw]]&lt;br /&gt;
* Level 33: [[flurry]]&lt;br /&gt;
* Level 34: [[smokescreen]]&lt;br /&gt;
* Level 36: [[submission hold]]&lt;br /&gt;
* Level 38: [[cutoff]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Foci ==&lt;br /&gt;
The psionic techniques of Watchers.&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 10: [[mind&#039;s eye]]&lt;br /&gt;
* Level 15: [[mindshield]]&lt;br /&gt;
* Level 20: [[agility]]&lt;br /&gt;
* Level 25: [[read thoughts]]&lt;br /&gt;
* Level 30: [[wariness]]&lt;br /&gt;
* Level 35: [[Shutharka&#039;s veil]]&lt;br /&gt;
* Level 40: [[panoptic viewing]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Mentalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Psionicist&amp;diff=3162</id>
		<title>Psionicist</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Psionicist&amp;diff=3162"/>
		<updated>2026-09-15T18:54:07Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Devotees of the mind, the psionicists are dedicated to tapping their own inherent mental power. Psionicists often choose to wield a staff or spear, using them to great effect in conjunction with their arsenal of mental powers. While a psionicist may be any alignment, he may only be of lawful or neutral ethos.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Psychic manifestation, historically, has been exceedingly rare outside the confines of the caladaran race. With their arrival in the Earendam river basin, they shared with local races tales of their ancient deities. In particular, they spoke of [[Jalassa]], the goddess to whom they credited the revelation of their unusual power: psionics. However, with magic waxing strong in the Republic, tales of unknown mental powers were not easily believed.&lt;br /&gt;
&lt;br /&gt;
Adrajisk, a monk of the Jalassan order, became renowned for blending the aelin ak’anginta, the discipline of [[Dolgrael]], and the secretive art of assassinry. In this process, he was introduced to more artistic studies such as topiary and calligraphy, and brought them too into his ideal. The result was a new study he named ginta’cham’akan, “thought creating form”. Its powers became renowned throughout the Republic, and firmly established psionics in the minds of mortals.&lt;br /&gt;
&lt;br /&gt;
Psionicists can control their bodies on an unprecedented level, allowing them to rapidly heal their wounds, gain immense martial power by controlling their production of adrenaline, perform simple telekinesis, and direct their psychic energy as a weapon. Psionicists often choose to wield a staff or spear, using them to great effect in conjunction with their arsenal of mental powers.&lt;br /&gt;
&lt;br /&gt;
While a psionicist may be any alignment, he may only be of lawful or neutral ethos; chaotic individuals lack the discipline required to control their mind and body to the same degree. Races with limited mental capacity may not take up this class. Conversely, the [[Ch&#039;taren]], despite their immense intelligence, are too inherently chaotic to study it as well. While psionicists are quite flexible in terms of religion, many gravitate toward Jalassa, from whom the study has sprung.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Endurance (trait)|Endurance]] &lt;br /&gt;
*[[Timeless]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[spear]] | [[sword]] | [[staff]] | [[hand to hand]] | [[recover]]&lt;br /&gt;
* Level 2: [[meditation]]&lt;br /&gt;
* Level 4: [[dodge]]&lt;br /&gt;
* Level 5: [[kick]]&lt;br /&gt;
* Level 12: [[parry]]&lt;br /&gt;
* Level 13: [[Iterative attack|second attack]] | [[fast healing]]&lt;br /&gt;
* Level 19: [[haggle]]&lt;br /&gt;
* Level 20: [[passive voice]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 25: [[backlash]]&lt;br /&gt;
* Level 45: [[mindlink]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Foci ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 3: [[mindshield]]&lt;br /&gt;
* Level 6: [[accelerated healing]]&lt;br /&gt;
* Level 7: [[sensory vision]]&lt;br /&gt;
* Level 8: [[esp]]&lt;br /&gt;
* Level 9: [[read thoughts]]&lt;br /&gt;
* Level 10: [[detect life]]&lt;br /&gt;
* Level 11: [[prowess]]&lt;br /&gt;
* Level 12: [[ignore pain]]&lt;br /&gt;
* Level 13: [[levitation]]&lt;br /&gt;
* Level 14: [[ordered mind]]&lt;br /&gt;
* Level 15: [[shove]]&lt;br /&gt;
* Level 16: [[block vision]]&lt;br /&gt;
* Level 17: [[paranoia]]&lt;br /&gt;
* Level 18: [[leech]]&lt;br /&gt;
* Level 19: [[mind thrust]]&lt;br /&gt;
* Level 20: [[deflection]]&lt;br /&gt;
* Level 21: [[psionic blast]]&lt;br /&gt;
* Level 22: [[vertigo]]&lt;br /&gt;
* Level 23: [[enhance pain]] | [[reduce pain]]&lt;br /&gt;
* Level 24: [[sense danger]]&lt;br /&gt;
* Level 25: [[enhance reflexes]]&lt;br /&gt;
* Level 26: [[confusion]]&lt;br /&gt;
* Level 27: [[adrenaline rush]]&lt;br /&gt;
* Level 28: [[psychic block]]&lt;br /&gt;
* Level 29: [[symbiont]]&lt;br /&gt;
* Level 30: [[conceal thoughts]]&lt;br /&gt;
* Level 32: [[slow reflexes]]&lt;br /&gt;
* Level 34: [[overwhelm]]&lt;br /&gt;
* Level 36: [[dominance]]&lt;br /&gt;
* Level 38: [[suggestion]]&lt;br /&gt;
* Level 40: [[forget]]&lt;br /&gt;
* Level 50: [[mindtap]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Mentalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Assassin&amp;diff=3161</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Assassin&amp;diff=3161"/>
		<updated>2026-09-15T18:53:40Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“You shall learn to embrace death, lest it embrace you.”|sign=Akaltarath, Assassin Guildmaster of Var Bandor}}&lt;br /&gt;
A killer, sometimes silent, sometimes swift and brutal, the assassin is always effective at the art of death. Assassins are proficient in a variety of weapons, but they are particularly adept in unarmed combat. The art of death is what binds the brotherhood of the assassin, thus allowing them flexibility in the beliefs to which they adhere.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The assassin is a unique blend of caladaran monastic living and deadly skill. Although its roots are as ancient as the great aelin civilization itself, modern assassinry has evolved into a vast racial tapestry. This includes aelin acrobatics, srryn physicality, the arduous development of shuddeni poisons, and Adrajisk’s ginta’cham’akan. Due to their vast knowledge and cruel lusts, it is unsurprising that, while not the first to take to the creed, the shuddeni have no less left an indelible mark on the business of death.&lt;br /&gt;
&lt;br /&gt;
Assassins are proficient in a variety of weapons, but they are particularly adept in unarmed combat. Focused on both hand and foot, the assassin is well versed in anatomy, able to strike precisely at nerve points or swiftly plant multiple kicks in succession. However, they are not limited to close combat; they are learned in archery, allowing them to strike foes from some distance, and expert with the dart, which they can use even while concealed. Their final, and perhaps deadliest, weapon is their own mind. With it, they can shroud the perception of others, leave ghastly wounds, or bolster their own physical prowess.&lt;br /&gt;
&lt;br /&gt;
The art of death is what binds the brotherhood of the assassin, thus allowing them maximum flexibility in the beliefs to which they adhere. Assassins in general tend to venerate whatever deity suits their ends, often aligning with Arkhural the Darkheart or Calaera the Ishia. However, those of particularly lawful mind are most likely to venerate Jalassa, in whose name the assassin creed has flourished. Yet, no belief may be necessary at all, other than the will to efficiently take lives.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Hide]] &lt;br /&gt;
*[[Sneak]] &lt;br /&gt;
*[[Prepare|Prepared Poison immunity]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[sword]] | [[whip]] | [[hand to hand]] | [[unseen strike]] | [[recover]]&lt;br /&gt;
* Level 2: [[peek]] | [[blindfighting]]&lt;br /&gt;
* Level 3: [[kick]]&lt;br /&gt;
* Level 4: [[dodge]]&lt;br /&gt;
* Level 5: [[meditation]] | [[focused precision]]&lt;br /&gt;
* Level 6: [[obscure evidence]]&lt;br /&gt;
* Level 7: [[pick lock]]&lt;br /&gt;
* Level 8: [[dual wield]]&lt;br /&gt;
* Level 9: [[enhanced damage]]&lt;br /&gt;
* Level 11: [[blinding dust]]&lt;br /&gt;
* Level 12: [[trip]] | [[evade]]&lt;br /&gt;
* Level 13: [[fast healing]]&lt;br /&gt;
* Level 14: [[envenom]] | [[prepare]]&lt;br /&gt;
* Level 16: [[Iterative attack|second attack]]&lt;br /&gt;
* Level 17: [[muffle]]&lt;br /&gt;
* Level 18: [[haggle]]&lt;br /&gt;
* Level 19: [[marksmanship]]&lt;br /&gt;
* Level 21: [[taint]] | [[plant]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 23: [[blinding cloud]]&lt;br /&gt;
* Level 24: [[snap kick]]&lt;br /&gt;
* Level 25: [[Iterative attack|third attack]]&lt;br /&gt;
* Level 26: [[dart]]&lt;br /&gt;
* Level 27: [[retreat]]&lt;br /&gt;
* Level 28: [[nerve]]&lt;br /&gt;
* Level 29: [[disguise]]&lt;br /&gt;
* Level 32: [[vital strike]]&lt;br /&gt;
* Level 37: [[garrote]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Foci ==&lt;br /&gt;
The psionic techniques of Assassins.&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 10: [[mindshield]] | [[acuity]]&lt;br /&gt;
* Level 15: [[shadow fist]]&lt;br /&gt;
* Level 20: [[beguile]]&lt;br /&gt;
* Level 25: [[celerity]]&lt;br /&gt;
* Level 30: [[seeping wounds]]&lt;br /&gt;
* Level 35: [[ignore pain]]&lt;br /&gt;
* Level 40: [[cloak]]&lt;br /&gt;
* Level 45: [[vanish]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Mentalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Thief&amp;diff=3160</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Thief&amp;diff=3160"/>
		<updated>2026-09-15T18:52:23Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From pickpocket to backstabber, thieves are city dwelling criminals. Thieves favor the dagger, the sword, and the whip, and wield what suits their personal style. They may be of any alignment and may follow any god or none.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
One of the oldest and most storied professions, thievery has a long history within each of the mortal races. As such, its modern incarnation lifts methods from a multiplicity of roots. It blends the ancient acrobatics of the aelin; the deadly strength of the srryn; the uneven trickery of the nefortu; the murderous precision of the shuddeni; the chaotic whims of the ch’taren; and the theatrical panache of humanity into a union that transcends simple larceny.&lt;br /&gt;
&lt;br /&gt;
Thieves favor the dagger, the sword, and the whip, and wield what suits their personal style. For them, it is less the type of weapon as it is having one at all. Thieves are notorious for their sudden, massive attacks, be they from the shadows or from an unprotected flank. Their preternatural quickness provides them attacks of opportunity others never know, capitalizing on the momentary weaknesses of their foes. However, their ability to simply disappear, loot in hand, may be what makes them most unnerving.&lt;br /&gt;
&lt;br /&gt;
While thieves’ guilds have risen throughout the known world, they are as diverse as the races that compose them. Thus, thieves may be of any alignment and may follow any god or none. Virtually all organizations can appreciate the talents of a competent thief, even (or perhaps especially) those that serve the light, or the law. In the end, the most renowned thieves seek both their own inscrutable goals and the contents of someone’s coffers.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Hide]] &lt;br /&gt;
*[[Sneak]] &lt;br /&gt;
*[[Cowardly]] &lt;br /&gt;
*[[Fleet]] &lt;br /&gt;
*[[Thieves Cant]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[sword]] | [[whip]] | [[hand to hand]] | [[backstab]] | [[steal]] | [[recover]]&lt;br /&gt;
* Level 2: [[peek]]&lt;br /&gt;
* Level 3: [[dirt kicking]]&lt;br /&gt;
* Level 4: [[dual wield]] | [[dodge]]&lt;br /&gt;
* Level 5: [[pick lock]]&lt;br /&gt;
* Level 6: [[obscure evidence]]&lt;br /&gt;
* Level 7: [[kick]]&lt;br /&gt;
* Level 8: [[listen]] | [[detect theft]]&lt;br /&gt;
* Level 9: [[enhanced damage]]&lt;br /&gt;
* Level 10: [[detect hidden]] | [[iterative attack|second attack]]&lt;br /&gt;
* Level 11: [[trip]]&lt;br /&gt;
* Level 12: [[haggle]] | [[tumbling]]&lt;br /&gt;
* Level 13: [[fast healing]] | [[plant]]&lt;br /&gt;
* Level 14: [[conceal]]&lt;br /&gt;
* Level 15: [[cower]]&lt;br /&gt;
* Level 16: [[relock]]&lt;br /&gt;
* Level 17: [[throw]]&lt;br /&gt;
* Level 18: [[dash]]&lt;br /&gt;
* Level 19: [[disarm]] | [[flourish]]&lt;br /&gt;
* Level 20: [[iterative attack|third attack]] | [[waylay]]&lt;br /&gt;
* Level 21: [[lunge]] | [[trap]]&lt;br /&gt;
* Level 22: [[meditation]]&lt;br /&gt;
* Level 23: [[bargain]]&lt;br /&gt;
* Level 24: [[retreat]] | [[distract]]&lt;br /&gt;
* Level 25: [[slice]]&lt;br /&gt;
* Level 26: [[sleeve]]&lt;br /&gt;
* Level 27: [[loot]]&lt;br /&gt;
* Level 29: [[opportunism]]&lt;br /&gt;
* Level 30: [[circle stab]]&lt;br /&gt;
* Level 31: [[scramble]]&lt;br /&gt;
* Level 32: [[cutpurse]]&lt;br /&gt;
* Level 34: [[final strike]]&lt;br /&gt;
* Level 36: [[defensive roll]]&lt;br /&gt;
* Level 38: [[dual backstab]]&lt;br /&gt;
* Level 40: [[shadow mastery]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Rogues]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Swordmaster&amp;diff=3159</id>
		<title>Swordmaster</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Swordmaster&amp;diff=3159"/>
		<updated>2026-09-15T18:52:02Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The swordmaster is a dedicated student of grace and perfection. Because of their dedication to a single sword, longer-lived and more broadly experienced swordmasters are able to vastly outclass swordsmen of other professions. Swordmasters train in the art of ak&#039;anginta (thought-to-form), aiming to incorporate the sword into an extension of themselves. Using these &amp;quot;ginta&amp;quot;, otherwise referred to as &amp;quot;forms&amp;quot;, a swordmaster can become one of the most formidable combatants on Avendar.&lt;br /&gt;
&lt;br /&gt;
Young swordmasters often focus on a single form early in their training before branching out to utilise and eventually master as many forms as possible during their lives.&lt;br /&gt;
&lt;br /&gt;
Swordmasters may be of any alignment and any ethos.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Swordmastery]]&lt;br /&gt;
* [[Ambidextrous]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[sword]] | [[hand to hand]] | [[parry]] | [[recover]]&lt;br /&gt;
* Level 2: [[grace]]&lt;br /&gt;
* Level 3: [[kick]]&lt;br /&gt;
* Level 4: [[versatility]]&lt;br /&gt;
* Level 5: [[rescue]]&lt;br /&gt;
* Level 6: [[fast healing]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[dodge]]&lt;br /&gt;
* Level 9: [[iterative attack|second attack]]&lt;br /&gt;
* Level 10: [[enhanced damage]]&lt;br /&gt;
* Level 11: [[grip]]&lt;br /&gt;
* Level 12: [[empty fade]]&lt;br /&gt;
* Level 13: [[sasem technique]]&lt;br /&gt;
* Level 15: [[iterative attack|third attack]]&lt;br /&gt;
* Level 17: [[trance]]&lt;br /&gt;
* Level 21: [[favored blade]]&lt;br /&gt;
* Level 23: [[disarm]]&lt;br /&gt;
* Level 25: [[iterative attack|fourth attack]]&lt;br /&gt;
* Level 27: [[retreat]]&lt;br /&gt;
* Level 29: [[offhand disarm]]&lt;br /&gt;
* Level 31: [[blindfighting]]&lt;br /&gt;
* Level 35: [[meditative strike]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 8: [[Form of the Bull]]&lt;br /&gt;
* Level 10: [[Form of the Serpent]]&lt;br /&gt;
* Level 12: [[Form of the Rose]]&lt;br /&gt;
* Level 14: [[Form of the Mockingbird]]&lt;br /&gt;
* Level 16: [[Form of the Monkey]]&lt;br /&gt;
* Level 18: [[Form of the Spider]]&lt;br /&gt;
* Level 20: [[Form of the Panther]]&lt;br /&gt;
* Level 22: [[Form of the Boar]]&lt;br /&gt;
* Level 24: [[Form of the Reed]]&lt;br /&gt;
* Level 26: [[Form of the Mongoose]]&lt;br /&gt;
* Level 28: [[Form of the Crab]]&lt;br /&gt;
* Level 30: [[Form of the Hawk]]&lt;br /&gt;
* Level 32: [[Form of the Viper]]&lt;br /&gt;
* Level 34: [[Form of the Eagle]]&lt;br /&gt;
* Level 38: [[Form of the Dragon]]&lt;br /&gt;
* Level 40: [[Form of the Cat]]&lt;br /&gt;
* Level 42: [[Form of the Bear]]&lt;br /&gt;
* Level 44: [[Form of the Wasp]]&lt;br /&gt;
* Level 46: [[Form of the Whirlwind]]&lt;br /&gt;
{{div col end}}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Bard&amp;diff=3158</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Bard&amp;diff=3158"/>
		<updated>2026-09-15T18:51:44Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Lineages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minstrels, singers, storytellers, who influence others with music, bards travel the world, walking alongside great armies, entertaining in crowded taverns, recording individual or collective histories, or furthering artistic visions in word or song. They may be of any alignment or ethos, giving them the flexibility to walk alongside any who may have a tale worth telling.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Music has been a part of most Avendarian cultures, from the heavy drums of the ancient alatharya, to the discordant tones of the shuddeni, to the gentle harp of the aelin, to the lutes of humanity. In other cultures, such as the alatharya and ethron, tale-telling and oral history were vital components of their racial narrative. As the races began to intermix, their ways and methods were indexed by the industrious Chadralnite caladaran. In time, their scholarship bore fruit, by making accessible these disparate notions to all. Together, this formed the basis of the modern Bardic Collegium, based primarily in the heart of Earendam the Grand.&lt;br /&gt;
&lt;br /&gt;
Before long, bards would travel the world, walking alongside great armies, entertaining in crowded taverns, recording individual or collective histories, or furthering artistic visions in word or song. The most spectacular of these early musicians discovered a fragment of magic that existed in sound, and learned to tap into it for ever more spectacular performances. Bards became renowned for their profound power to bolster the emotions of others, making them a fixture in the Earendamian Republic, the aelin empire, and every great court or conflict of each successive age. While their martial skill is simple, if showy, their music more than compensates for their lack of other training.&lt;br /&gt;
&lt;br /&gt;
Bards may be of any alignment or ethos, giving them the flexibility to walk alongside any who may have a tale worth telling. Because of both their religious leaning toward the arts and their natural beauty, the aelin are often among the most famous bards. However, the historians of the caladaran and the storytellers of the ethron are surprisingly routine. The shuddeni make for particularly exotic bards, bringing their strange, nightmarish tales and plying unusual oils. The life of a bard means what he wishes, making him indispensable in leisure adventure alike.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Caladaran]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Loremaster]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[whip]] | [[sword]] | [[dodge]] | [[haggle]] | [[Recover]]&lt;br /&gt;
* Level 3: [[hand to hand]]&lt;br /&gt;
* Level 4: [[kick]]&lt;br /&gt;
* Level 5: [[dirt kicking]]&lt;br /&gt;
* Level 9: [[tumbling]]&lt;br /&gt;
* Level 10: [[peek]]&lt;br /&gt;
* Level 12: [[iterative attack|second attack]]&lt;br /&gt;
* Level 14: [[trip]]&lt;br /&gt;
* Level 15: [[flourish]] | [[meditation]]&lt;br /&gt;
* Level 16: [[fast healing]]&lt;br /&gt;
* Level 19: [[distract]]&lt;br /&gt;
* Level 20: [[harmony]]&lt;br /&gt;
* Level 21: [[throw]]&lt;br /&gt;
* Level 22: [[mimicry]]&lt;br /&gt;
* Level 23: [[detect hidden]]&lt;br /&gt;
* Level 24: [[iterative attack|third attack]]&lt;br /&gt;
* Level 25: [[enhanced damage]]&lt;br /&gt;
* Level 27: [[catch throw]]&lt;br /&gt;
* Level 30: [[disarm]]&lt;br /&gt;
&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 6: [[The March to Harrud]]&lt;br /&gt;
* Level 8: [[Touch of the Seas]]&lt;br /&gt;
* Level 11: [[Note of Shattering]]&lt;br /&gt;
* Level 12: [[The Walls of Nordath]]&lt;br /&gt;
* Level 13: [[The Mute God]]&lt;br /&gt;
* Level 14: [[The Feckless Nefortu]]&lt;br /&gt;
* Level 15: [[The Day of Two Dawns]]&lt;br /&gt;
* Level 16: [[Bane of Asjia]]&lt;br /&gt;
* Level 17: [[Crash of Arms]]&lt;br /&gt;
* Level 18: [[The Veils of Tyril]]&lt;br /&gt;
* Level 19: [[The Lone Defender]]&lt;br /&gt;
* Level 20: [[The Hakuran Balm]]&lt;br /&gt;
* Level 24: [[The Lay of Lilisa]]&lt;br /&gt;
* Level 25: [[Song of Salyra]]&lt;br /&gt;
* Level 26: [[The Tides of War]] | [[Note of Striking]]&lt;br /&gt;
* Level 30: [[The Forgotten Fugue]]&lt;br /&gt;
* Level 32: [[The Stuttering Sage]]&lt;br /&gt;
* Level 35: [[The Price of Cowardice]] | [[Tears of Kyana]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Rogues]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Bard&amp;diff=3157</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Bard&amp;diff=3157"/>
		<updated>2026-09-15T18:51:28Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minstrels, singers, storytellers, who influence others with music, bards travel the world, walking alongside great armies, entertaining in crowded taverns, recording individual or collective histories, or furthering artistic visions in word or song. They may be of any alignment or ethos, giving them the flexibility to walk alongside any who may have a tale worth telling.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Music has been a part of most Avendarian cultures, from the heavy drums of the ancient alatharya, to the discordant tones of the shuddeni, to the gentle harp of the aelin, to the lutes of humanity. In other cultures, such as the alatharya and ethron, tale-telling and oral history were vital components of their racial narrative. As the races began to intermix, their ways and methods were indexed by the industrious Chadralnite caladaran. In time, their scholarship bore fruit, by making accessible these disparate notions to all. Together, this formed the basis of the modern Bardic Collegium, based primarily in the heart of Earendam the Grand.&lt;br /&gt;
&lt;br /&gt;
Before long, bards would travel the world, walking alongside great armies, entertaining in crowded taverns, recording individual or collective histories, or furthering artistic visions in word or song. The most spectacular of these early musicians discovered a fragment of magic that existed in sound, and learned to tap into it for ever more spectacular performances. Bards became renowned for their profound power to bolster the emotions of others, making them a fixture in the Earendamian Republic, the aelin empire, and every great court or conflict of each successive age. While their martial skill is simple, if showy, their music more than compensates for their lack of other training.&lt;br /&gt;
&lt;br /&gt;
Bards may be of any alignment or ethos, giving them the flexibility to walk alongside any who may have a tale worth telling. Because of both their religious leaning toward the arts and their natural beauty, the aelin are often among the most famous bards. However, the historians of the caladaran and the storytellers of the ethron are surprisingly routine. The shuddeni make for particularly exotic bards, bringing their strange, nightmarish tales and plying unusual oils. The life of a bard means what he wishes, making him indispensable in leisure adventure alike.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Loremaster]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[whip]] | [[sword]] | [[dodge]] | [[haggle]] | [[Recover]]&lt;br /&gt;
* Level 3: [[hand to hand]]&lt;br /&gt;
* Level 4: [[kick]]&lt;br /&gt;
* Level 5: [[dirt kicking]]&lt;br /&gt;
* Level 9: [[tumbling]]&lt;br /&gt;
* Level 10: [[peek]]&lt;br /&gt;
* Level 12: [[iterative attack|second attack]]&lt;br /&gt;
* Level 14: [[trip]]&lt;br /&gt;
* Level 15: [[flourish]] | [[meditation]]&lt;br /&gt;
* Level 16: [[fast healing]]&lt;br /&gt;
* Level 19: [[distract]]&lt;br /&gt;
* Level 20: [[harmony]]&lt;br /&gt;
* Level 21: [[throw]]&lt;br /&gt;
* Level 22: [[mimicry]]&lt;br /&gt;
* Level 23: [[detect hidden]]&lt;br /&gt;
* Level 24: [[iterative attack|third attack]]&lt;br /&gt;
* Level 25: [[enhanced damage]]&lt;br /&gt;
* Level 27: [[catch throw]]&lt;br /&gt;
* Level 30: [[disarm]]&lt;br /&gt;
&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 6: [[The March to Harrud]]&lt;br /&gt;
* Level 8: [[Touch of the Seas]]&lt;br /&gt;
* Level 11: [[Note of Shattering]]&lt;br /&gt;
* Level 12: [[The Walls of Nordath]]&lt;br /&gt;
* Level 13: [[The Mute God]]&lt;br /&gt;
* Level 14: [[The Feckless Nefortu]]&lt;br /&gt;
* Level 15: [[The Day of Two Dawns]]&lt;br /&gt;
* Level 16: [[Bane of Asjia]]&lt;br /&gt;
* Level 17: [[Crash of Arms]]&lt;br /&gt;
* Level 18: [[The Veils of Tyril]]&lt;br /&gt;
* Level 19: [[The Lone Defender]]&lt;br /&gt;
* Level 20: [[The Hakuran Balm]]&lt;br /&gt;
* Level 24: [[The Lay of Lilisa]]&lt;br /&gt;
* Level 25: [[Song of Salyra]]&lt;br /&gt;
* Level 26: [[The Tides of War]] | [[Note of Striking]]&lt;br /&gt;
* Level 30: [[The Forgotten Fugue]]&lt;br /&gt;
* Level 32: [[The Stuttering Sage]]&lt;br /&gt;
* Level 35: [[The Price of Cowardice]] | [[Tears of Kyana]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
[[Category:Classes]][[Category:Rogues]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Bandit&amp;diff=3156</id>
		<title>Bandit</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Bandit&amp;diff=3156"/>
		<updated>2026-09-15T18:50:35Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leaving behind the petty trickery of the thief, the bandit relies on brute force as well as deception. Bandits are especially proficient in unarmed combat, excelling at both striking harder and blocking more easily than others. In conjunction with their brutish tempers, bandits rarely have a place in civilized society except at its fringes.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The creed of the highwayman is among Avendar’s oldest. These brutish robbers often scorn elegance or grace, instead favoring swift brutality and merciless plunder. Although the precise origin of the craft is unknowable, it was certainly humans who made it especially famous. As their race expanded, so too were resources scarce enough to require violent reallocation. The speed of the srryn has left its mark on banditry in general, their swift claws refining the art of robbery to a razor edge. So, too, have the fallen alatharya benefitted greatly from and elaborated upon its methods, making famous its characteristic brawling moves.&lt;br /&gt;
&lt;br /&gt;
Bandits are especially proficient in unarmed combat, excelling at both striking harder and blocking more easily than others. Despite their skill, the bandit disregards the trained acrobatics of the assassin and the quick dagger of the thief. They are well known for their brutal melee attacks and skill with the mace. Of course, the bandit’s deadliest tricks happen when others have been beaten into unconsciousness, be it ambushes, ropes, or gags. Even with only rags to his name, a bandit is rarely at a loss while fighting.&lt;br /&gt;
&lt;br /&gt;
Law is a concept that has little meaning to a creed founded upon sudden robbery. In conjunction with their brutish tempers, bandits rarely have a place in civilized society except at its fringes. Bandits have no one deity they call their own and are given to wandering more than settling. This freedom affords them the luxury of taking as they please, from whoever strikes their fleeting fancy.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Camouflage]] &lt;br /&gt;
*[[Hide]] &lt;br /&gt;
*[[Brawler&#039;s Renewal]] &lt;br /&gt;
*[[Pack Horse]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[sword]] | [[mace]] | [[hand to hand]] | [[dodge]] | [[recover]] | [[haggle]]&lt;br /&gt;
* Level 2: [[peek]]&lt;br /&gt;
* Level 3: [[dirt kicking]]&lt;br /&gt;
* Level 4: [[fast healing]]&lt;br /&gt;
* Level 5: [[steal]] &lt;br /&gt;
* Level 6: [[kick]]&lt;br /&gt;
* Level 7: [[second attack]]&lt;br /&gt;
* Level 8: [[backstep]]&lt;br /&gt;
* Level 9: [[trip]]&lt;br /&gt;
* Level 10: [[enhanced damage]]&lt;br /&gt;
* Level 11: [[plunder]] | [[cunning eye]]&lt;br /&gt;
* Level 12: [[knee shatter]]&lt;br /&gt;
* Level 13: [[pick lock]]&lt;br /&gt;
* Level 14: [[dual wield]] | [[shield slam]]&lt;br /&gt;
* Level 15: [[bash]]&lt;br /&gt;
* Level 16: [[brawling block]]&lt;br /&gt;
* Level 17: [[swig]]&lt;br /&gt;
* Level 18: [[jab]]&lt;br /&gt;
* Level 19: [[third attack]]&lt;br /&gt;
* Level 20: [[waylay]]&lt;br /&gt;
* Level 21: [[headbutt]]&lt;br /&gt;
* Level 22: [[distract]]&lt;br /&gt;
* Level 23: [[obscure evidence]]&lt;br /&gt;
* Level 24: [[ambush]]&lt;br /&gt;
* Level 25: [[meditation]]&lt;br /&gt;
* Level 26: [[retreat]]&lt;br /&gt;
* Level 27: [[pugilism]]&lt;br /&gt;
* Level 28: [[bind]]&lt;br /&gt;
* Level 30: [[pummel]]&lt;br /&gt;
* Level 31: [[ram]]&lt;br /&gt;
* Level 32: [[gag]]&lt;br /&gt;
* Level 33: [[kidney shot]]&lt;br /&gt;
* Level 34: [[roadblock]]&lt;br /&gt;
* Level 36: [[rob]]&lt;br /&gt;
* Level 37: [[surprise attack]]&lt;br /&gt;
* Level 38: [[drag]]&lt;br /&gt;
* Level 40: [[uppercut]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Rogues]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Gladiator&amp;diff=3155</id>
		<title>Gladiator</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Gladiator&amp;diff=3155"/>
		<updated>2026-09-15T18:48:24Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tradition of gladiatorial combat is strong throughout Avendar, and the spectacle of arena combat has become a formidable art in its own right. A properly trained gladiator is versed in a variety of weapons, and showy - but undeniably effective - techniques to put them to good use. Gladiatorial combat has spread from the far south of Ashta Harrud into many cultures of Avendar, some of them more self-determined than others. &lt;br /&gt;
&lt;br /&gt;
The srryn reverence for Fenthiran ideals outweighs the indignity of competing for the entertainment of warmbloods in Earendam. Harrudim gladiators are nearly exclusively human, whereas the shuddeni favor making their chaja subordinates fight for pleasure. The massive size of the alatharya frequently make them a fan-favorite, their racial proclivity for both resilience and force giving them notable advantages.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
*[[Fleet]]&lt;br /&gt;
*[[Brawler&#039;s Renewal]]&lt;br /&gt;
*[[Exotic|Exotic Weapon Proficiency]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[hand to hand]] | [[flail]] | [[mace]] | [[sword]] | [[spear]] | [[backstep]] | [[recover]]&lt;br /&gt;
* Level 2: [[fast healing]]&lt;br /&gt;
* Level 3: [[dirt kicking]]&lt;br /&gt;
* Level 4: [[dodge]]&lt;br /&gt;
* Level 5: [[enhanced damage]]&lt;br /&gt;
* Level 6: [[corner]]&lt;br /&gt;
* Level 7: [[bravado]]&lt;br /&gt;
* Level 8: [[shield block]]&lt;br /&gt;
* Level 9: [[kick]]&lt;br /&gt;
* Level 10: [[provoke]]&lt;br /&gt;
* Level 11: [[grip]]&lt;br /&gt;
* Level 12: [[second attack]]&lt;br /&gt;
* Level 13: [[gouge]]&lt;br /&gt;
* Level 14: [[cross]]&lt;br /&gt;
* Level 15: [[endure]]&lt;br /&gt;
* Level 16: [[whirl]]&lt;br /&gt;
* Level 17: [[knee shatter]]&lt;br /&gt;
* Level 18: [[third attack]]&lt;br /&gt;
* Level 19: [[shield bash]]&lt;br /&gt;
* Level 20: [[taunt]]&lt;br /&gt;
* Level 21: [[Kaslaug&#039;s vigor]]&lt;br /&gt;
* Level 22: [[showmanship]]&lt;br /&gt;
* Level 23: [[penetrating blow]]&lt;br /&gt;
* Level 24: [[meditation]]&lt;br /&gt;
* Level 25: [[fourth attack]]&lt;br /&gt;
* Level 26: [[disarm]]&lt;br /&gt;
* Level 27: [[retaliation]]&lt;br /&gt;
* Level 28: [[retreat]]&lt;br /&gt;
* Level 29: [[upstart&#039;s panache]]&lt;br /&gt;
* Level 30: [[skullringer]]&lt;br /&gt;
* Level 32: [[cyclone]]&lt;br /&gt;
* Level 34: [[offhand disarm]]&lt;br /&gt;
* Level 36: [[enthusiasm]]&lt;br /&gt;
* Level 38: [[executioner&#039;s strike]]&lt;br /&gt;
* Level 40: [[decapitate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Warriors]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Swordmaster&amp;diff=3154</id>
		<title>Swordmaster</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Swordmaster&amp;diff=3154"/>
		<updated>2026-09-15T18:47:38Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The swordmaster is a dedicated student of grace and perfection. Because of their dedication to a single sword, longer-lived and more broadly experienced swordmasters are able to vastly outclass swordsmen of other professions. Swordmasters train in the art of ak&#039;anginta (thought-to-form), aiming to incorporate the sword into an extension of themselves. Using these &amp;quot;ginta&amp;quot;, otherwise referred to as &amp;quot;forms&amp;quot;, a swordmaster can become one of the most formidable combatants on Avendar.&lt;br /&gt;
&lt;br /&gt;
Young swordmasters often focus on a single form early in their training before branching out to utilise and eventually master as many forms as possible during their lives.&lt;br /&gt;
&lt;br /&gt;
Swordmasters may be of any alignment and any ethos.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Swordmastery]]&lt;br /&gt;
* [[Ambidextrous]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[sword]] | [[hand to hand]] | [[parry]] | [[recover]]&lt;br /&gt;
* Level 2: [[grace]]&lt;br /&gt;
* Level 3: [[kick]]&lt;br /&gt;
* Level 4: [[versatility]]&lt;br /&gt;
* Level 5: [[rescue]]&lt;br /&gt;
* Level 6: [[fast healing]]&lt;br /&gt;
* Level 7: [[meditation]]&lt;br /&gt;
* Level 8: [[dodge]]&lt;br /&gt;
* Level 9: [[iterative attack|second attack]]&lt;br /&gt;
* Level 10: [[enhanced damage]]&lt;br /&gt;
* Level 11: [[grip]]&lt;br /&gt;
* Level 12: [[empty fade]]&lt;br /&gt;
* Level 13: [[sasem technique]]&lt;br /&gt;
* Level 15: [[iterative attack|third attack]]&lt;br /&gt;
* Level 17: [[trance]]&lt;br /&gt;
* Level 21: [[favored blade]]&lt;br /&gt;
* Level 23: [[disarm]]&lt;br /&gt;
* Level 25: [[iterative attack|fourth attack]]&lt;br /&gt;
* Level 27: [[retreat]]&lt;br /&gt;
* Level 29: [[offhand disarm]]&lt;br /&gt;
* Level 31: [[blindfighting]]&lt;br /&gt;
* Level 35: [[meditative strike]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Forms ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 8: [[Form of the Bull]]&lt;br /&gt;
* Level 10: [[Form of the Serpent]]&lt;br /&gt;
* Level 12: [[Form of the Rose]]&lt;br /&gt;
* Level 14: [[Form of the Mockingbird]]&lt;br /&gt;
* Level 16: [[Form of the Monkey]]&lt;br /&gt;
* Level 18: [[Form of the Spider]]&lt;br /&gt;
* Level 20: [[Form of the Panther]]&lt;br /&gt;
* Level 22: [[Form of the Boar]]&lt;br /&gt;
* Level 24: [[Form of the Reed]]&lt;br /&gt;
* Level 26: [[Form of the Mongoose]]&lt;br /&gt;
* Level 28: [[Form of the Crab]]&lt;br /&gt;
* Level 30: [[Form of the Hawk]]&lt;br /&gt;
* Level 32: [[Form of the Viper]]&lt;br /&gt;
* Level 34: [[Form of the Eagle]]&lt;br /&gt;
* Level 38: [[Form of the Dragon]]&lt;br /&gt;
* Level 40: [[Form of the Cat]]&lt;br /&gt;
* Level 42: [[Form of the Bear]]&lt;br /&gt;
* Level 44: [[Form of the Wasp]]&lt;br /&gt;
* Level 46: [[Form of the Whirlwind]]&lt;br /&gt;
{{div col end}}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Fighter&amp;diff=3153</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Fighter&amp;diff=3153"/>
		<updated>2026-09-15T18:47:18Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters as a class are learned in several weapons, and focus primarily on using one of them in conjunction with a shield, which provides unparalleled defensive capability against common blows. They possess several powerful active skills, and have a great deal of passive benefits in combat, including  higher chances of attempting second/third/fourth attacks, the ability to counter physical attacks, and reduce magical damage with shield technique.&lt;br /&gt;
&lt;br /&gt;
Fighters may be of any alignment, but due to the inherently organized nature of the profession they may not be chaotic.&lt;br /&gt;
&lt;br /&gt;
== Lineages ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Brave]] &lt;br /&gt;
*[[Blacksmith]] &lt;br /&gt;
*[[Brawler&#039;s Renewal]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level  1: [[flail]] | [[mace]] | [[spear]] | [[sword]] | [[parry]] | [[rescue]] | [[recover]]                    &lt;br /&gt;
* Level  2: [[enhanced damage]]            &lt;br /&gt;
* Level  3: [[Iterative attack|second attack]]              &lt;br /&gt;
* Level  4: [[dodge]]                      &lt;br /&gt;
* Level  5: [[hand to hand]]               &lt;br /&gt;
* Level  6: [[fast healing]]               &lt;br /&gt;
* Level  7: [[endurance]]                  &lt;br /&gt;
* Level  8: [[shield block]] | [[kick]]                       &lt;br /&gt;
* Level  9: [[bandage]]                     &lt;br /&gt;
* Level 10: [[grip]]                       &lt;br /&gt;
* Level 11: [[shield bash]]                &lt;br /&gt;
* Level 12: [[Iterative attack|third attack]]               &lt;br /&gt;
* Level 13: [[lunge]]                      &lt;br /&gt;
* Level 14: [[haggle]] | [[defensive stance]]           &lt;br /&gt;
* Level 15: [[trip]]                       &lt;br /&gt;
* Level 16: [[forced march]]                &lt;br /&gt;
* Level 17: [[readiness]]                  &lt;br /&gt;
* Level 18: [[gash]]                       &lt;br /&gt;
* Level 19: [[disarm]]                      &lt;br /&gt;
* Level 20: [[flank]] | [[throw]]                      &lt;br /&gt;
* Level 21: [[fend]]                       &lt;br /&gt;
* Level 22: [[guard]]                       &lt;br /&gt;
* Level 23: [[pommel]]                     &lt;br /&gt;
* Level 24: [[meditation]]  | [[withdraw]]                   &lt;br /&gt;
* Level 25: [[Iterative attack|fourth attack]]              &lt;br /&gt;
* Level 26: [[drive]] | [[sweep]]                       &lt;br /&gt;
* Level 27: [[phalanx]]                    &lt;br /&gt;
* Level 28: [[rally]]                       &lt;br /&gt;
* Level 29: [[counterattack]]              &lt;br /&gt;
* Level 30: [[counter]]      &lt;br /&gt;
* Level 31: [[Kalysian cunning]]           &lt;br /&gt;
* Level 33: [[cover]]                      &lt;br /&gt;
* Level 35: [[scouting]]                   &lt;br /&gt;
* Level 38: [[reach mastery]]             &lt;br /&gt;
* Level 40: [[rout]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Warriors]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Fighter&amp;diff=3152</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Fighter&amp;diff=3152"/>
		<updated>2026-09-15T18:46:02Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters as a class are learned in several weapons, and focus primarily on using one of them in conjunction with a shield, which provides unparalleled defensive capability against common blows. They possess several powerful active skills, and have a great deal of passive benefits in combat, including  higher chances of attempting second/third/fourth attacks, the ability to counter physical attacks, and reduce magical damage with shield technique.&lt;br /&gt;
&lt;br /&gt;
Fighters may be of any alignment, but due to the inherently organized nature of the profession they may not be chaotic.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Alatharya]]&lt;br /&gt;
* [[Chaja]]&lt;br /&gt;
* [[Ch&#039;taren]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Brave]] &lt;br /&gt;
*[[Blacksmith]] &lt;br /&gt;
*[[Brawler&#039;s Renewal]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level  1: [[flail]] | [[mace]] | [[spear]] | [[sword]] | [[parry]] | [[rescue]] | [[recover]]                    &lt;br /&gt;
* Level  2: [[enhanced damage]]            &lt;br /&gt;
* Level  3: [[Iterative attack|second attack]]              &lt;br /&gt;
* Level  4: [[dodge]]                      &lt;br /&gt;
* Level  5: [[hand to hand]]               &lt;br /&gt;
* Level  6: [[fast healing]]               &lt;br /&gt;
* Level  7: [[endurance]]                  &lt;br /&gt;
* Level  8: [[shield block]] | [[kick]]                       &lt;br /&gt;
* Level  9: [[bandage]]                     &lt;br /&gt;
* Level 10: [[grip]]                       &lt;br /&gt;
* Level 11: [[shield bash]]                &lt;br /&gt;
* Level 12: [[Iterative attack|third attack]]               &lt;br /&gt;
* Level 13: [[lunge]]                      &lt;br /&gt;
* Level 14: [[haggle]] | [[defensive stance]]           &lt;br /&gt;
* Level 15: [[trip]]                       &lt;br /&gt;
* Level 16: [[forced march]]                &lt;br /&gt;
* Level 17: [[readiness]]                  &lt;br /&gt;
* Level 18: [[gash]]                       &lt;br /&gt;
* Level 19: [[disarm]]                      &lt;br /&gt;
* Level 20: [[flank]] | [[throw]]                      &lt;br /&gt;
* Level 21: [[fend]]                       &lt;br /&gt;
* Level 22: [[guard]]                       &lt;br /&gt;
* Level 23: [[pommel]]                     &lt;br /&gt;
* Level 24: [[meditation]]  | [[withdraw]]                   &lt;br /&gt;
* Level 25: [[Iterative attack|fourth attack]]              &lt;br /&gt;
* Level 26: [[drive]] | [[sweep]]                       &lt;br /&gt;
* Level 27: [[phalanx]]                    &lt;br /&gt;
* Level 28: [[rally]]                       &lt;br /&gt;
* Level 29: [[counterattack]]              &lt;br /&gt;
* Level 30: [[counter]]      &lt;br /&gt;
* Level 31: [[Kalysian cunning]]           &lt;br /&gt;
* Level 33: [[cover]]                      &lt;br /&gt;
* Level 35: [[scouting]]                   &lt;br /&gt;
* Level 38: [[reach mastery]]             &lt;br /&gt;
* Level 40: [[rout]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Warriors]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Lineages&amp;diff=3151</id>
		<title>Lineages</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Lineages&amp;diff=3151"/>
		<updated>2026-09-15T18:27:11Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original font of life was [[Jolinn]], who seeded Avendar with its first single-celled organisms and set evolution in motion after the formation of its physical and metaphysical laws by [[Iandir]]. [[Ashur]] then contributed the concepts of entropy and death for Its own reasons, completing the world as we know it. As other [[gods]] arrived or came into being, many of them intervened in the course of various species&#039; evolutions or even created new lifeforms wholesale; however, by and large, the gods seek to influence what already exists.&lt;br /&gt;
&lt;br /&gt;
While sometimes referred to as &amp;quot;races,&amp;quot; the different lineages of Avendar are well and truly different species. Each playable species has its own unique biology and anatomy. Some are divine creations or had their development guided by a god, others evolved from natural flora and fauna; most are some combination of the two. People of different species cannot interbreed to create offspring, but sex and relationships of all kinds happen frequently and are regarded neutrally at best, with varying attitudes depending on the culture.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The choice of lineage in Avendar influences some important things about your character, from physical or mental statistics that influence how well a character does various things to special abilities such as flight or night vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lineage !! [[Strength|STR]] !! [[Intelligence|INT]] !! [[Wisdom|WIS]] !! [[Dexterity|DEX]] !! [[Constitution|CON]] !! [[Charisma|CHR]] !! Res !! Vuln !! Size&lt;br /&gt;
|-&lt;br /&gt;
| [[Aelin]] || 17 || 23 || 17 || 23 || 17 || 25 || Lightning || Bash || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Alatharya]] || 25 || 17 || 17 || 17 || 23 || 23 || Bash || Holy || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Caladaran]] || 17 || 23 || 25 || 17 || 23 || 17 || Illusion || Fire || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Ch&#039;taren]] || 17 || 25 || 23 || 17 || 17 || 23 || Holy || Negative || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaja]] || 25 || 17 || 17 || 23 || 23 || 17 || Light || Illusion || Large&lt;br /&gt;
|-&lt;br /&gt;
| [[Ethron]] || 23 || 17 || 25 || 17 || 17 || 23 || Cold || Lightning || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&amp;lt;ref&amp;gt;Humans receive three bonus stat points which may be placed on any stat.&amp;lt;/ref&amp;gt; || 20 || 20 || 20 || 20 || 20 || 20 || None || None || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefortu]] || 17 || 23 || 17 || 25 || 23 || 17 || Pierce || Sound || Small&lt;br /&gt;
|-&lt;br /&gt;
| [[Shuddeni]] || 17 || 25 || 23 || 17 || 17 || 23 || Negative || Light || Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Srryn]] || 23 || 17 || 17 || 23 || 25 || 17 || Fire || Cold || Large&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Srryn&amp;diff=3150</id>
		<title>Srryn</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Srryn&amp;diff=3150"/>
		<updated>2026-09-15T04:59:30Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], [[Unarmed|Claws]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Swordmaster]], [[Bandit]],&amp;lt;br&amp;gt; [[Thief]], any [[Templar]], [[Barbarian]],&amp;lt;br&amp;gt; [[Druid]], [[Ranger]], [[Assassin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning and adaptable, the srryn are one of the most ancient people on Avendar.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Srryn are cold-blooded humanoid reptiles. Their features are distinctly crocodilian, with vertically-slit eyes, tough scutes overlying a bony exoskeleton, sharp claws and teeth, and long tails. Their tails are not prehensile but they are quite flexible, being used extensively for balance and communication, as well as being capable of regenerating if severed. Srryn are omnivores, but their jaws, while powerful, are not well-adapted to chewing; food must be cut or torn into pieces that can be swallowed. They have tough claws on both their hands and feet, though they become brittle with length and are often kept short. Like most reptiles, they are adversely affected by cold, which slows their metabolism and forces them into torpor.&lt;br /&gt;
&lt;br /&gt;
Srryn remain gravid for only a month, but their eggs must be incubated for over a year before hatching. Most hatchlings are able to walk within hours of hatching, and are talking by six months of age. Their clutches range in size depending on factors like local population density from one to over a dozen, but particularly in larger clutches, most hatchlings will not survive to their second year. They also beep.&lt;br /&gt;
&lt;br /&gt;
Befitting the children of [[Fenthira]], srryn are capable of adapting to their environment and imparting those changes to their offspring much more quickly than other species. This in addition to their extreme precociousness has lead to a huge variety in morphology across different communities of srryn. This adaptability has contributed to their tenacity and relative comfort in all manner of extreme environments, as well as ensuring that srryn can be found with eyes or scales of nearly any hue and pattern.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
As a people the srryn are proud, though the form and justification for that pride changes depending on their ruling [[sept]]. [[Fenthira]]n septs will point out their adaptability and ability to learn from the successes of other cultures. A [[Sythrak]]i sept may point out that if not for the [[Compact]]-breaking divine intervention, they would have won the [[War of Fire]]. A [[Sitheus|Sithean]] sept will...probably try to kill you immediately. They don&#039;t like outsiders very much.&lt;br /&gt;
&lt;br /&gt;
The srryn engage in meticulous grooming, outshining even the vainest aelin in terms of time, attention, and sheer array of products used. Their scales shed in patches which require exfoliation, for which exist many specialized tools. Unguents exist that lighten or darken the scales; yet other cosmetics are used to paint patterns on the scutes. Claws are kept trim whether sharpened or blunted, and ostentatious jewelry and garb are recognized as signals of status.&lt;br /&gt;
&lt;br /&gt;
The srryn assign strict gender roles, but largely only to specific activities rather than people, in accordance with the perceived correct internal disposition associated with the task. The concepts of fatherhood or paternity do not exist within srryn societies, for example; anyone who takes care of a child is considered their mother, regardless of relation or personal identity. A fisherman is always a fisher&#039;&#039;man&#039;&#039;, and the terms associated have a strong connotation of masculinity in their language. On the topic of sex however srryn are openly sanguine and flexible. The swamps of Sythtys for example are home to [[nkran blossom]]s, and it isn&#039;t uncommon for srryn to use them to change their sex to ensure offspring with a desired partner. Such offspring are then left in a communal birth-nest, to be tended and raised by elder srryn mothers.&lt;br /&gt;
&lt;br /&gt;
Srryn language is a particular point of interest and frustration for outsiders, for movements of a srryn&#039;s tail are a vital component of it. The posture of the tail is used to signify all manner of things, including emotional state, sincerity, perceived status in relation to their audience, and so on. So much of their communication is nonverbal that it was difficult even for those non-srryn who knew the language. A method of sign language to emulate the presence of a tail was eventually developed by [[Ilhever Loshtera]] and [[Ysthorine Ssolenla]], aelin and srryn scholars who made a study of the srryn language.&lt;br /&gt;
&lt;br /&gt;
Sythtys is ruled by the [[Ysthael sept]], following the tenets of [[Sythrak]]. They primarily hunt, fish, and gather; they have neither farms nor herds. Lacking both mines and quarries, they make use of wood, leather, and bone tools. More advanced material goods are generally acquired by raiding; [[Earendam]]&#039;s history of violent imperialism and multiple wars have left them famously aggressive towards outsiders, precluding most trade. This has locked them in perpetual tension with Earendam, as they simultaneously defend their homeland from the imperialist city, and raid said city&#039;s outlying villages and farms.&lt;br /&gt;
&lt;br /&gt;
West of the Forest of Nendor, [[Vrystat fen]] has become home to the [[Thissa sept]], bound in service to [[Sitheus]]. Banished from Sythtys, these Sitheans nurse a cold enmity against Sythrak&#039;s sept which surpasses even their hatred of warmbloods. Druidic cultists roam the fens, at one with the diseased energies of Sitheus&#039; realm. They tread carefully around their militant leader, [[Kassitha]], as they gather strength and bide their time.&lt;br /&gt;
&lt;br /&gt;
Far to the south, the [[Sotuei sept]] keeps Fenthira&#039;s ways.&lt;br /&gt;
&lt;br /&gt;
Many srryn have integrated into multi-species communities. Their reputation for violence precedes them, making prejudice a recurring barrier. Despite the prejudice, Fenthira&#039;s guiding hand pushes these srryn into the wider world, bringing forth their natural curiosity and adaptability. City srryn can be found as shopkeepers, porters, guards, and gladiators; village srryn are often fishermen. Among the [[Lsakia]], srryn are tenders of their large docile reptilian cousins known as [[srorsian]]s. Srryn have contributed much to the world&#039;s adventuring guilds, bringing their mastery of extreme environments, innovations in fire magic, and new fighting techniques.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The srryn gods are known for their reticence for divine intervention. Their children are expected to survive or not according to their own strength and cunning. Each god posits their own approach to this however, and each sept is arranged around one of their respective philosophies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The srryn were one of the first people to emerge after the [[Sundering]]. Emerging triumphant from the jungles to the south, their divinely-spurred ability to adapt to extreme environments gave them a considerable edge in those early chaotic days. They soon began to leave the jungles of their birth, adapting to the then-fertile plains surrounding [[Ashta Harrud]], the [[Ngahe desert]], and the swamps of [[Sythtys]].&lt;br /&gt;
&lt;br /&gt;
The srryn of Sythtys, in particular, clashed with the humans who attempted to settle in the river valley bordering the Dantaron River.  Previously, ethron and srryn both made use of this territory; founding of the Republic after the War of Fire cemented humanity as a permanent foe.  Disputes over this territory were common, resulting in four major conflicts, [[the Sythraki Wars]].  Four in total, each instance was an existential threat to the city-state of Earendam.  The third was in fact so dire that it led to the abandonment of the Earendamian Senate under the reformer and first Patrician, Corvandil.&lt;br /&gt;
&lt;br /&gt;
The War of Night, also, saw action within the swamps of Sythtys.  During the early war, the human tactician Lystaran focused the bulk of his efforts on a campaign against the srryn.  It is speculated that this was what allowed the Sithean Thissa Sept to get a foothold within that region.&lt;br /&gt;
&lt;br /&gt;
[[Category:srryn]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Shuddeni&amp;diff=3149</id>
		<title>Shuddeni</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Shuddeni&amp;diff=3149"/>
		<updated>2026-09-15T04:59:09Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Negative]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Light]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Blind immunity]],&lt;br /&gt;
always red or black [[resonance]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hailing from the labyrinthine underground realm of [[Kutlaset]], the shuddeni are an isolationist people widely reviled on the surface for their association with [[Ashur]] and their role in the [[War of Night]] as agents of destruction.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Shuddeni are subterranean, sapient humanoid marsupials, between six and seven feet tall on average.  They lack eyes, instead perceiving the world with a psionic organ that allows them to discern depth, colour, and shape, albeit not the way those with eyes do. Their skin is grey in tone and noticeably wrinkled and their bodies are hairless, making their most notable physical change during maturity the depth and prominence of their skin creases.  Their diets consist primarily of fungus, insects, and spiders, and they have numerous sharp teeth and strong jaws. Though otherwise physiologically similar to other marsupials, the shuddeni are ambisexual, their sex changing based on external social pressures. In addition, the shuddeni possess a unique experience of physical pain, which is perceived without unpleasantness or suffering. They recognize it as potentially harmful, which may lead to subsequent anger or other arousal, but the emotional dimension of the pain itself is described as neutral rather than inducing suffering or agony.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
Shuddeni culture is rigidly hierarchical, with power, control, and dominance playing significant roles in their interactions with one another. A complex intersection of factors determines ones&#039; social role relative to another, and there is equally complex etiquette concerning social climbing, often involving the outsmarting, humiliation, or ousting of ones&#039; social, religious, or academic rivals. The rise of Arkhural saw the observance of many of these mores fade in favor of raw aggression, and the assertion of Rveyelhan order after the War of Night never quite blunted those teeth.&lt;br /&gt;
&lt;br /&gt;
Shuddeni are near-universally agender, and most surface shuddeni and many Kutlatsen shuddeni who deal with people from the surface default to masculine, though there are shuddeni who exclusively use the feminine for personal, social, or political reasons.&lt;br /&gt;
&lt;br /&gt;
Though the shuddeni reputation for violence is not undeserved, much of their aggressive interpersonal impulses are sublimated into eroticism and sex. Such relationships tend to be contentious shading to violent, though still consensual, with the ideal of such relationships being thought akin to striking flint; ideally, both are sharpened by the impact. Shuddeni eroticism is exemplified in depictions of their gods, [[Arkhural]] and [[Rveyelhi]], who are commonly thought to have such a relationship on the deific scale. In contrast, they are nearly always utterly monogamous in their romantic partnerships, viewing their partner as an extension of themself, and tend to remain so entangled for life. Shuddeni live together in groups called clans made up of several of such partnerships, who raise any children communally.&lt;br /&gt;
&lt;br /&gt;
==Kutlaset==&lt;br /&gt;
[[Kutlaset]] is the collective name of the shuddeni underground where the shuddeni build their cities, and the labyrinths which connect them. Each of Kutlaset&#039;s cities is dominated by a single clan for whom it is named, ruling over other clans in the region. Yithoul is the most famous of these, noted for its dominance of the underground in the northern parts of the continent of Avendar and for its modern use of kidnapped people, particularly chaja, as material for void rites and research, a practice which most other clans refrain from or do not practice on the same scale. Shuddeni are famed for their cultivation of various species of giant spider for everything from food to silk, which they trade with the surface. Owing to their unusual perception, they favour bright colours and unusual textures in art and clothing. Their history, erudition, and surprising charisma have made them the ideological enemy of many on the surface, some of whom will respond to shuddeni with violence on sight.&lt;br /&gt;
&lt;br /&gt;
The individual Kutlasen shuddeni prioritizes themself and their partner, followed by their clan, followed by their ruling clan and city. Ruling clans tend to be very entrenched and stable over time, and rarely change in a city or region; wars between them are common, both to claim territory and resources and to preserve their own power. Non-shuddeni are broadly regarded with disinterest shading to antipathy, more akin to animals or scenery than people; their opinions are often coloured by the violence their presences can provoke and the clashes between the alien mores and perceptions of the shuddeni and those of the surface world. Outside of Yithoul, the shuddeni tend to be incredibly isolationist and xenophobic as a result, and rarely if ever allow non-shuddeni into their clans.&lt;br /&gt;
&lt;br /&gt;
===Yithoul===&lt;br /&gt;
The most powerful clan in [[Kutlaset]] for millennia, Yithoul is a primarily Arkhuralite stronghold and the only living shuddeni clan with direct access to the surface outside of [[Harrud]]. It is through Yithoul that the rest of Kutlaset does trade in the northern reaches of the continent, making it a very rich city. Though much of it remains inaccessible, hidden behind the nigh-uncrossable basalt catacombs beneath, the parts it shows are a hub of the kind of black pageantry most visitors of the surface expect -- which is precisely how they like it.&lt;br /&gt;
&lt;br /&gt;
== Var Bandor and Earendam==&lt;br /&gt;
Shuddeni on the surface are largely concentrated in Var Bandor and Earendam, and tend to be decently integrated with communities in those cities, their laws being conducive to their favored vocations and ways of life. They are more likely to be worshipers of [[Rveyelhi]] given the Black Staff&#039;s legacy and rise to power, particularly in Var Bandor.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The shape of shuddeni culture traces directly to the worship of Tzet-Askhari, their creator and parent. Its touch is heavy, permanently skewing their resonance towards black and rendering them somewhat alien in outlook and behavior. The arts of summoning they perfected were religious rites, and they revered the demons they subjugated as fellow creations of the Dragon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The shuddeni emerged unknown eons ago from the places light has never reached. Within their vast caverns connected by labyrinthine networks of tunnels filled with traps and dead-ends, the shuddeni lived for millennia without contact with any other sentient people. Though unquestionably bloody and cruel, their society was stable until the torpor of [[Tzet-Askhari]], which the shuddeni claim happened in the century before the [[War of Night]] in contradiction to other lineages&#039; tales about the war.  The power vacuum left behind by the absence of stable Askharan power resulted in the ascension of a deity known as [[Arkhural]], driving the shuddeni down a more aggressive path that culminated in their failed invasion of the surface.  [[Rveyelhi]], newly deified by [[Iandir]] and charged with bringing order to Kutlaset as he had to [[New Yithoul]], returned to Kutlaset after the close of the War with a band of his newly-sigiled followers and spent the next several centuries spreading his dogma and dislodging Arkhural&#039;s near-complete dominance of the shuddeni soul.&lt;br /&gt;
&lt;br /&gt;
Though shuddeni have since integrated relatively well on the surface, many retain a lingering resentment towards the ch&#039;taren for the Day of Two Dawns, and many still say if not for the ch&#039;taren, they would have triumphed.&lt;br /&gt;
&lt;br /&gt;
[[Category:shuddeni]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Nefortu&amp;diff=3148</id>
		<title>Nefortu</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Nefortu&amp;diff=3148"/>
		<updated>2026-09-15T04:58:36Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Pierce]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Sonic]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Flight]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The nefortu are a cavern- and forest-dwelling species thought to share a distant ancestor with common bats. Hardy and intelligent, the nefortu have carved a niche for themselves as canny and meticulous merchants throughout Avendar.  &lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
The nefortu are the smallest sapient species, averaging about four feet tall. Most are covered in a layer of fine, soft fur in a range of colours comparable to their chiropteran cousins. Some populations of nefortu are instead hairless, their skin color ranging from brown to black. All nefortu have large ridged ears which are particularly sensitive to sound, and their auditory range is the broadest of all lineages. They have universally dark eyes with no visible sclera and the ability to fly using large, leathery wings.&lt;br /&gt;
&lt;br /&gt;
Anatomically the nefortu are similar to the bats they superficially resemble. Their wings are webbed and leathery and their shape rounded, enabling slower, more maneuverable flight, ideal for the subterranean and heavily forested environments they tend to settle in. Skeletally, their wings are a set of secondary forelimbs positioned beneath the scapula that have adapted into elongated digits. Resemblances to the wings of certain iconic demons has been noted by many, and has contributed to stereotypes that the nefortu are inherently sinister in some fashion, but nefortu have no especial relationship with the [[Void]] or [[demon]]kind.&lt;br /&gt;
&lt;br /&gt;
The aural and olfactory senses of the nefortu are above average, and there are a number of specialized structures in the sinus and brain devoted to augmenting or enhancing these senses. Conversely, nefortu tend to have the highest rates of myopia, degenerative cataracts, and deuteranopia; more than half of all nefortu are effectively blind by age 30, and colorblindness is so common that it is not considered notable. However, their unique aural and olfactory adaptations provide near-full compensation for their lack of vision, and these qualities appear to possess unusual resilience in the face of senescence. As a nefortu&#039;s vision degenerates, the boundaries with these other senses &amp;quot;blur&amp;quot;; it is not uncommon for middle aged and elderly nefortu to develop a kind of synesthaesia, seamlessly integrated with their visual perception.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
While many are born within cities both near and abroad, the majority of nefortu claim heritage in the sea-cave of [[Rahh-Nefor]] or the city of [[Kohlis]] under [[Mount Enrien]]. In nefortean cities, large families of related and unrelated adults share living and sleeping quarters in a communal fashion, while children are raised by creche matrons.&lt;br /&gt;
&lt;br /&gt;
In human and aelin cities, nefortu have largely found a niche in commerce, and the majority of [[Ayaunj]]&#039;s barrister-priests are nefortu. While the nefortu collect coin as a bit of a game, others view their tricks with less joviality. Prejudice arises from the culture clash, and even a respectable, law-abiding nefortu may find themself faced with accusations of fraud and malicious intent.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
[[Category:nefortu]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Human&amp;diff=3147</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Human&amp;diff=3147"/>
		<updated>2026-09-15T04:58:19Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || Stat boost&amp;lt;ref&amp;gt;* At creation, humans receive 3 points by which they may improve their stats (except constitution). These points can go to one stat or be divided among several. If you are uncertain, you can pick default, which is balanced for your class.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Jolinn&#039;s final creation, humans are perhaps the most numerous of all god-touched lineages. Being very flexible, and often unpredictable, they can thrive in any sort of environment and have an aptitude for a wide variety of things.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Avendaran humans are more or less as are in real life, with the same range of possible appearance. Skin may be from pale pink to deep brown. Hair black and curly or blonde and straight, or anything in between. Bodies can be short, fat, tall, thin, etc.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Humans are famed for their tendency towards expansion and kingdom-building. Other lineages often associate humanity with war and imperialism, as humans founded and dominate nearly all of the largest states in Avendar, and certainly all of those most prone to war. [[Earendam]] was once the seat of a great empire, the Republic, which spanned the continent prior to the [[War of Night]]. Once rival to the Republic, the [[Gogoth]]i empire fell a thousand years ago, its lands and people devastated by [[void magic]]. Today, the human cities in the northern half of the continent stand semi-independently, woven together by trade routes through ruin-strewn wildlands.&lt;br /&gt;
&lt;br /&gt;
Domestication originated as a human art, and one they are known to apply not only to animals but other lineages or even other human communities. This makes humans famously social, yet curiously difficult to integrate into non-human communities; in regions where humanity dominates, the unspoken expectation is that other lineages will conform to &#039;&#039;them&#039;&#039;. A failure to conform to a human community&#039;s rules often leads to ostracization, othering, or exile.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Jolinn&#039;s somnolence during humanity&#039;s early development, as well as the inherent dangers of the world after the Sundering, lead to humanity&#039;s earliest influences being the dark and bloody.&lt;br /&gt;
&lt;br /&gt;
Lilune&#039;s early influence on humanity drove them to exploration, and to this day humans are easily among the most numerous of the god-touched species. The human obsession with bloodlines and the various social mores and artifices built up around them are attributed to Lilune; likewise the binary genders found in many human cultures are thought to derive from early Lilunite myths.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
After the storms of the [[Sundering]] began to calm, humanity emerged as disparate tribal groups in the east of the Sotuei Cauldron. With [[Jolinn]] unable to tend to His creations in His somnolence, [[Ashur]] and [[Lilune]] instead shaped humanity&#039;s earliest days. As the nascent people indulged in ever-bloodier barbarism that began to sweep up their srryn, [[nefortu|nefortean]], and [[caladaran]] neighbors, Iandir&#039;s response was the creation of [[Dolgrael]], who was tasked with correcting humanity and bringing order to their chaos.&lt;br /&gt;
&lt;br /&gt;
Under Dolgrael&#039;s auspice, disorganized raiding bands and petty warlords became functional militaries capable of seizing and holding ever-increasing swaths of territory. The most successful of these warlords was ultimately Pree Faarax gith Harrud, who settled most the coast and founded the city before his death. In human tradition, he was succeeded by his son, and though his bloodline retained control of its territories for a mere handful of generations it would forever bear his name.&lt;br /&gt;
&lt;br /&gt;
[[Category:human]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ethron&amp;diff=3146</id>
		<title>Ethron</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ethron&amp;diff=3146"/>
		<updated>2026-09-15T04:57:58Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Lightning]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Swim]], [[Water breathing]],&lt;br /&gt;
[[forestwalk]], [[small size]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small, amphibious people, the ethron were one of the first lineages shaped after the Sundering, and are as colourful as the plants they love and call home.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Ethron are shorter than humans, ranging from four to five feet tall. They are stocky in build, with dense musculature and a layer of subcutaneous fat; this latter is more prominent in ethron hailing from colder waters. Their hair and skin are full of chlorophyll, lending them their vivid and varied coloration; most ethron are therefore the same variegated green of Avendar&#039;s forests, though ethron in nearly every color exist, with green and blue being the most common, brown or gold being uncommon, and red or white being very rare.  Though the specific shade or pattern may continue to change slightly until adolescence, the overall color of an ethron&#039;s skin or hair remains the same throughout their life, fading eventually with age. All ethron possess gills and are able to swim and breathe underwater, and will regenerate movement more swiftly in well-lit places thanks to the chlorophyll in their skin and hair. On land and in the water, they may move silently so long as they are outside of a city. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
The ethron worldview tends to be ordered around the concepts of birth, growth, and death, as well as an innate reverence for the natural world as reflected in their gods: [[Nariel]], [[Elar]], and [[Lielqan]].  Though generally kindly disposed and peaceful, this reverence for nature is enforced violently when necessary and without hesitation by the ethron.  As a result, ethron tend to shun large cities and stone structures, instead lifesculpting their dwellings into and around their local plant life.&lt;br /&gt;
&lt;br /&gt;
Ethron tend to live in extended family groups called clans. Most clans live within Avendar&#039;s forests, but several are found underwater within deep lakes and around the rims of Avendar&#039;s seas and oceans, stretching from Alensha to Daphoa. All are matriarchal, ruled by one or more elderly clanmothers. The underwater ethron clans tend to be more aggressive, and many engage in vigorous piracy.  &lt;br /&gt;
&lt;br /&gt;
===Eqiril===&lt;br /&gt;
The Eqiril Clan is in Qilarn Forest, northwest of Var Bandor. They live in harmony with the forest, shaping their homes from the oak trees. They are primarily hunters and druids, and act as wardens against incursions of [[Gamaloth]] from the south.&lt;br /&gt;
&lt;br /&gt;
===Qali===&lt;br /&gt;
The Qali Clan is centered in the Chanisal Monastery, south of [[Var Bandor]]. In a symbiotic relationship with the village of [[Eril]], the Qali clan emphasizes Elaran beliefs of abundance, generosity, and conservation.&lt;br /&gt;
&lt;br /&gt;
===Eril===&lt;br /&gt;
Eril Village, although governed by the Eril ethron clan, welcomes many other lineages within their walls. The Eril are known for their openness, stability, and willingness to trade.&lt;br /&gt;
&lt;br /&gt;
===Aanqa===&lt;br /&gt;
The Sisters of Aanqa are not related by blood, but treat each other as family all the same. Worshipers of Leilqan, they live by the [[Sea of Lidraeu]]. Militant defenders of life, they despise the undead and all others who would squander the Sunset&#039;s gift.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Shaped by the goddess Elar from plants into creatures of flesh, the ethron have acted as stewards of Avendar&#039;s natural world ever since their creation.  During the War of Fire, Elar urged the ethron to flee the &lt;br /&gt;
destruction, but the goddess Lielqan intervened upon seeing they could not,&lt;br /&gt;
making them into the amphibious creatures they are now.  Millennia later&lt;br /&gt;
when the shuddeni attempted to invade Qilarn and Morn during the War of&lt;br /&gt;
Night, the timely warnings of the goddess Nariel allowed the ethron to&lt;br /&gt;
annihilate the shuddeni forces, driving them out of the forest and creating&lt;br /&gt;
a barrier between the invading shuddeni and Gaald.  Lielqan is also the&lt;br /&gt;
source of most resurrections and the ethron remain the stewards and&lt;br /&gt;
gatekeepers of this art, teaching it to outsiders on the condition it be&lt;br /&gt;
made available to any sapient being that requires it.  Though other sources&lt;br /&gt;
of resurrection exist, Lielqan&#039;s remains the most widespread.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ethron]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ch%27taren&amp;diff=3145</id>
		<title>Ch&#039;taren</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ch%27taren&amp;diff=3145"/>
		<updated>2026-09-15T04:57:27Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Holy]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Negative]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Pass door]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Refugees on the [[Prime Material]] after their home plane was devoured by the dread [[Tzet-Askhari]], the ch&#039;taren are alien, hybrid spirit-beings that champion the ideologies of the Light.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
When the ch&#039;taren arrived on the Prime Material, they were alien spirit-beings with no corporeal body. In order to remain on the Prime Material and survive as a species after the War of Night they underwent a permanent transformation that diminished their spiritual powers in exchange for granting them partially-physical bodies. &lt;br /&gt;
&lt;br /&gt;
Appearing as tall, slender humanoids with golden skin of every shade, the ch&#039;taren are noted for their wildly mutable alien beauty; many possess unusual proportions, variable numbers of jewel-toned eyes, hair that seems to defy gravity, unusual numbers of fingers or joints, or any number of other minor aesthetic variations. Being slightly out of phase even now, all ch&#039;taren are partially translucent and may pass through some physical barriers. &lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
As a species, ch&#039;taren are noted not only for their skill at wielding magic, but also their free-spirited nature and good intentions, though this does not make them easy to get along with. Unlike species native to the plane, ch&#039;taren are wholly unable to comprehend temptation or lures to evil. While intellectually understanding that this occurs, they will never feel what drives a heart in such directions. This makes them the staunchest of allies when battling the forces of darkness, but ill-suited to persuade one who might yet be turned.&lt;br /&gt;
&lt;br /&gt;
Owing to their unyieldingly good natures and broad rejection of authority, ch&#039;taren have struggled to integrate into Avendaran society ever since they were summoned to this plane during the War of Night. Among their own kind, they tend to reject structures of law entirely, living instead as stateless anarchists. In their havens, they live without much concern for material goods, private property, or hierarchy, guided instead by their innate sense of benevolence towards others. On those rare occasions they do follow a leader, they do so of their own will, and only for as long as they find that leader personally compelling.&lt;br /&gt;
&lt;br /&gt;
Though they are still hailed as saviours in many of Avendar&#039;s city-states, these traits make most ch&#039;taren ill-suited to live among those who feel harmony comes from people’s actions and not the ills in their hearts. Likewise, one who might or might not care about the actions of their neighbour is often unsettled by the absolute judgement of the ch&#039;taren, or the ch&#039;taren&#039;s flippant attitude toward law and order.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
=== The Day of Two Dawns ===&lt;br /&gt;
&lt;br /&gt;
During the depths of the War of Night, the shuddeni sought to weave a dreadful masterstroke against the peoples of Avendar. Instead, the ch’taren were summoned forth, fleeing their own plane’s destruction at the dread maw of the dragon Ashur.&lt;br /&gt;
&lt;br /&gt;
When the ch&#039;taren finally spilled out onto the surface, their ensuing entry into the war was known as the Day of Two Dawns, and was the beginning of the end for the shuddeni&#039;s attempts at world domination.&lt;br /&gt;
&lt;br /&gt;
==== The Three Havens ====&lt;br /&gt;
&lt;br /&gt;
While many tried to make their way in a world that was not made for them, most ch&#039;taren found integration into the societies they had saved immensely difficult. Recognizing them as saviours, the city-state of Earendam bestowed upon the ch&#039;taren three tracts of land, upon which they founded three havens for their people to settle amongst themselves: Jh&#039;ten, on the Isle of Alensha, Ad&#039;mastaesia, in the Broken Lands, and Avayn, far to the north.&lt;br /&gt;
&lt;br /&gt;
The havens have not existed without struggle. Ad&#039;mastaesia&#039;s construction required displacing srryn and alatharya natives, and was overrun by a combined force of shuddeni and srryn not long after its founding, and is home now to only ghosts and memories. Jh&#039;ten has closed itself away after an attempt to disease its people, and Avayn has long been insular, with only rare traders and ambassadors emerging.&lt;br /&gt;
[[Category:ch&#039;taren]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Caladaran&amp;diff=3144</id>
		<title>Caladaran</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Caladaran&amp;diff=3144"/>
		<updated>2026-09-15T04:57:05Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || Increased mana regen, &lt;br /&gt;
decreased health regen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Bard]], [[Fire Scholar]],&lt;br /&gt;
[[Void Scholar]], [[Water Scholar]],&amp;lt;br&amp;gt;&lt;br /&gt;
[[Druid]], [[Psionicist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Austere and erudite, the caladaran are renowned throughout Avendar for their wisdom. Tall, gentle creatures that are plant rather than animal, they tend to live either in forests or among the mountains, where they are known for their simple and contemplative lifestyles.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Caladaran are sapient humanoid plants with tall, thin bodies and bark-like skin. It is not unusual for caladaran to resemble specific species of tree; their hair often has a mossy or grass-like texture in any vegetal colour found in nature, and their skin is likewise rough but supple with deep ridges, following the general texture and colour range of tree bark. Their colouring may also change multiple times in their lifetime in response to stress or significant changes in climate, though this effect is unpredictable and not under the caladaran&#039;s control. Caladaran have three sexes, but little to no visible dimorphism between them. Although they have the longest lifespans of any sapient species, they do not appear to visibly age once reaching maturity.&lt;br /&gt;
&lt;br /&gt;
The caladaran skeletal system is composed of a robust system of cellulose and fibrous tissue similar to cartilage, granting them both strength and flexibility. &lt;br /&gt;
Their blood is thick, sap-like, dark red, and somewhat poisonous. Their skin is bark-like while retaining the suppleness of flesh, bearing a uniformly rough texture atop its signature ridges and furrows. Small bladders containing photosensitive fluids fill these ridges which both provide structure and drastically reduce the need to ingest food. Caladaran are carnivores, but being plants, they do not have the traditional features of an animalian digestive system such as teeth or an intestine; instead, a hard ridge of material in their mouth allows them to grip and tear large pieces of food, which is then swallowed whole. Digestion is a slow but efficient process as befits their sluggish metabolisms, and a single meal often takes several days to digest. Waste is excreted through the skin like sweat.&lt;br /&gt;
&lt;br /&gt;
While they are related to trees, they do not possess true leaves or branches. They do fruit, however, which is related to their reproduction.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
For the caladaran, philosophy and debate are the highest forms of art. They prefer peaceful settings where conversations can go on uninterrupted, and surroundings which provoke insight and introspection. Caladaran rarely lie, seeing little point in deception, including self-deception. Masters of introspection, they are well aware of their own feelings. They are generally open with their opinions and will offer them freely. If anything, caladaran are prone to both oversharing and asking prying or personal questions, much to the consternation of more taciturn cultures. The caladaran do not hide their feelings, even when those feelings are uncomfortable. A brutal truth is still a truth.&lt;br /&gt;
&lt;br /&gt;
The caladaran reject most notions of class and do not possess an innate sense of gender, though long contact with the relatively gender-obsessed [[aelin]] and [[human]]ity has lead to many caladaran simply picking the gender they like better for use in mixed company.&lt;br /&gt;
&lt;br /&gt;
====Towns and Monasteries====&lt;br /&gt;
The town of Jandiska is a place for open debate. Radical discussion is tolerated and even encouraged; however, disruptive action is not. Two monasteries were founded by caladaran: Chanisal, a place of worship dedicated to Alajial and built in the Nendor Forest south of Var Bandor; and Hakurah, dedicated to Jalassa and built in the northern mountains before the Ryarl Plains.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[Category:caladaran]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Alatharya&amp;diff=3143</id>
		<title>Alatharya</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Alatharya&amp;diff=3143"/>
		<updated>2026-09-15T04:56:44Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Blunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Holy]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Giant]], +1 [[Scan]] distance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Gladiator]], [[Bandit]], [[Barbarian]],&amp;lt;br&amp;gt; [[Bard]], [[Ranger]], [[Watcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The oldest sapient species, the alatharya have dramatically declined after their millennia of empire and domination. In the wake of challenging the supremacy of the [[Overgod]]s, the alatharya were cast down in their hubris by the heavens in a cataclysm known as the [[Sundering]].&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The alatharya are enormous humanoid mammals. They have white hair, silver or bluish-silver skin in various shades, and average eight feet tall with a broad, muscular frame. They are lean, with very little fat or body hair, though some alatharya may grow beards. They mature quickly both physically and mentally, often reaching six feet by age ten and being considered adults by age fifteen. &lt;br /&gt;
&lt;br /&gt;
Both the marrow and blood of the alatharya contains traces of [[telianthin]], the source of their metallic complexions, their superior stamina, and their unusually dense bones. Their eyeballs are elongated like a hawk&#039;s rather than spherical, granting them extraordinarily keen eyesight and allowing them to see farther than most. Alatharya may have any eye colour, though they tend to paler shades.&lt;br /&gt;
&lt;br /&gt;
The alatharya are incapable of aligning with a [[resonance]] or using [[magic]].&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
There are no alatharyan cities or states, though small and isolated alatharya-dominated communities exist. Their size and strength make them desirable labour in human cities, though stereotypes of the alatharya being slow or unintelligent bar them from many positions of power or prominence. In more extremely aligned cultures such as [[Kor Thrandir]] or the [[ch&#039;taren]] [[Haven]]s, alatharya tend to be mistrusted due to their lack of resonance and the perception of them as stupid or easily manipulated. They are common slaves for the [[shuddeni]], whose priests have uses for their flesh and blood.&lt;br /&gt;
&lt;br /&gt;
Those alatharya who do not live as a minority among other people will form their own small communities, generally consisting of no more than fifty to one hundred people at most. Some of these communities are stationary, as with [[Yora Vale]], while the alatharya of the [[Rirro Jagka]] in particular are nomadic and move every season. Settled or not, alatharyan communities tend to egalitarian arrangements, with horizontal hierarchies and communal ownership and stewardship of shared property.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
[[Enirra]] is the sole deity associated with the alatharya. After the [[Sundering]], the alatharya were largely abandoned by the gods, but Enirra emerged to shelter the broken alatharya and preserve them from extinction. Many common alatharyan values and mores have their roots in Enirran philosophy as a result, even among atheist communities.&lt;br /&gt;
&lt;br /&gt;
In modern times, Enirran enclaves tend to be more secretive, particularly in the wake of targeted persecution from devotees of [[Rveyelhi]]. They are especially concentrated in mixed population centers where the alatharya are an underclass, and have a reputation for finding ways to become involved in anti-authoritarian and insurrectionist activities. While individual followers will gravitate toward whatever aligns with their personal values or politics, this inclination is actually polity-agonistic from the Enirran perspective; Enirrans are just as likely to align with progressive movements as they are conservative ones. &lt;br /&gt;
&lt;br /&gt;
Though the hubris of the alatharya remains legend, modern deities do not shun them and even [[sigil]] prominent followers, the same as any other lineage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The [[Sundering]] radically changed the face of the land and destroyed the legendary power and world-spanning empire of the alatharya. Afterward, the shattered race was stripped by the gods of their peerless mental capabilities, capacity to use magic, and ability to align themselves with [[resonance]]. Their peerless mental abilities became diminished and their capacity for magic stifled, but their large and sturdy physique remained intact; this along with [[Enirra]]&#039;s intervention allowed them to survive in those chaotic and violent years.&lt;br /&gt;
&lt;br /&gt;
They had early contact with the [[ethron]], who traded their knowledge of hunting and the wilds to the alatharya in return for artifacts preserved from their fallen empire. Taking advantage of their height, superior eyesight, and strength, the alatharya elaborated on the knowledge of the ethron to establish a lineage of archery that continues into the modern day in the form of the [[Ranger]]. Other species were not so kind, however; with knowledge of the alatharya&#039;s treachery and debasement, not to mention the state of the world as the last ripples of the Sundering calmed, the communities of most other species shaded from wary to outright hostile. This lead early alatharya to establish hunting lodges deep in the wilds across Avendar, which served as early waystations and trading posts for a people forced to either isolation or wandering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Alatharya]] [[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Aelin&amp;diff=3142</id>
		<title>Aelin</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Aelin&amp;diff=3142"/>
		<updated>2026-09-15T04:56:19Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[STR]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[INT]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[WIS]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DEX]]&#039;&#039;&#039; || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CON]]&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[CHR]]&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Resist]]s&#039;&#039;&#039; || [[Lightning]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Vulnerable]]&#039;&#039;&#039; || [[Blunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039; || [[Flight]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Classes&#039;&#039;&#039; || [[Fighter]], [[Swordmaster]], [[Bard]], [[Thief]],&amp;lt;br&amp;gt;All [[Scholar]]s, all [[Templar]]s,&amp;lt;br&amp;gt; [[Assassin]], [[Psionicist]], [[Watcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Regal and prideful, the aelin are one of the oldest races in the world and consider themselves the founders of modern civilization. Status in society is of the utmost importance to aelin, and appearance is always a consideration. &lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Aelin are six-limbed humanoid mammals with slight, fragile bodies and broad avian wings. They lack facial or body hair, bulky muscle, or significant body fat, and dimorphism between the sexes is minimal, lending them a more androgynous appearance. Hair and skin range from pale to dark in the same hues of humanity; conversely, their eyes and plumage can be nearly any colour or pattern found in nature, including jewel-bright tones. Aelin age slowly, leaving them looking relatively youthful for much of their lifespan.&lt;br /&gt;
&lt;br /&gt;
Their bones are famously delicate, with parts of their skeleton being composed of thinner pneumatized bone that accommodates their unique metabolic needs. Their metabolism is enhanced to support the tremendous energy expenditure of flight, and they have appetites to match despite their slender frames.  Their wings resemble a bird&#039;s in most respects, and connect to the body just below the shoulder blade. Both shape and wingspan can vary but in general aelin wings are adapted to maneuverability and grow to be half again the height of an individual. Aelin lack the oil glands or powder down of actual birds, however; preening is done with the oil of a [[nep tree]] or various alchemical compounds.&lt;br /&gt;
&lt;br /&gt;
The progenitors of the aelin were a winged but flightless species that is presumed to have gone extinct after the transformation into the original aelin by [[Alil]]. Though the legend associated with Alil&#039;s intervention is considered apocryphal, the veracity of their origin is supported by both the deity and the fact that, strictly speaking, aelin shouldn&#039;t actually be able to fly at all.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Physical beauty, reason, and pride are nigh-universally valued by the aelin, and not always to their betterment. Most aelin take their appearance particularly seriously and spend an unusual amount of time styling their hair, preening their feathers, or choosing the most appealing clothing. This can give other races the impression of being unflatteringly effete, although that concept is unheard of within aelin circles. Aelin of all genders commonly wear cosmetics, and may dye their hair or feathers. Their clothing is frequently backless to accommodate their wings and tailored to be minimally disruptive during flight.&lt;br /&gt;
&lt;br /&gt;
As the originators of republican government, aelin have a healthy appreciation for logic and order. They tend to be active conversationalists, and enjoy the clever application of ideas or designs. Aelin pride is infamous, and fed both by their obsession with culture and their historical achievements. It is more common than not for an aelin to believe he is superior to others, if it is justified or not. As a result, aelin societies are highly stratified, and their families arranged into distinct [[house]]s with complex legal and social standings. Though each region has their own variations, houses are recognized across all aelin cultures. Those aelin without houses are known as “ael ta Iana” and find themselves locked out of much of aelin society, whether legally or de facto.&lt;br /&gt;
&lt;br /&gt;
Marriages are a cornerstone of aelin society and have evolved into being complex affairs. An aelin marriage consists of two or more partners committed in a binding, semi-public contract, usually for a finite period of time. Contracts may include stipulations for anything from the number of children (and who births them) to how extramarital affairs must be conducted. For all their flexibility, however, officially recognized marriage cannot include individuals of another species (nevermind the scorn for trying).&lt;br /&gt;
&lt;br /&gt;
Often, aelin are known to harshly critique their peers who do not fit into expected social roles, while at the same time pushing what boundaries suit them behind closed doors. While this can be seen in many arenas from familial to business, this is especially true in interspecies dalliances, intimate and otherwise. These connections are both a source of intense personal interest, and paradoxically dismissed as temporary, shallow amusements. Hypocrisy is common amongst their people, and even the best of aelin will experience powerful temptation to judge others even as they themselves indulge.&lt;br /&gt;
&lt;br /&gt;
Because of this, their interpersonal relations tend to be complex, composed of distinct public and private sides. Pinning down their &amp;quot;true&amp;quot; motivations can be difficult, as they are likely to tell different versions of the same story (or entirely different stories!) to different people. This is true even for well-meaning aelin; they need not lie, but they might confide to several people about separate aspects of life, and seek to keep them separate. Unfortunately, it has led to a stereotype of aelin duplicity that follows them throughout their personal and professional dealings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Eternal Empire of Daphoa ===&lt;br /&gt;
&lt;br /&gt;
A continent west across the [[Sea of Lidraeu]], it is home to the birthplace of aelin culture, the Eternal Empire of [[Daphoa]]. The oldest functioning democracy in the known world, imperial Daphoa’s power is vested in its Senate, the archetypical feature of their government. Within [[Ilodaiya]], the houses known as the [[Seven Sentinels]] ([[Linphori]], [[Telanei]], [[Judessa]], [[Linayla]], [[Ishtae]], [[Eolodeu]], and [[Lenahiri]]), each credited as among the first to establish the High City, are guaranteed Senate seats, while all others must be elected. This places them at the apex of Daphoa’s social and political hierarchy.&lt;br /&gt;
&lt;br /&gt;
Connections and heritage are paramount to those living within the empire, and those of means will often judge others strongly based on their house affiliation. The determination of a house name’s transfer, as well as its accurate lineage, are approved by (and at times, facilitated by) the Senate Heritage Authority. Property inheritance is selective, and may not necessarily go to blood relatives.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Earendam ===&lt;br /&gt;
&lt;br /&gt;
Their long proximity to human governance and custom has changed the character of [[Earendam]]ian aelin, in some senses mirroring that of their local neighbors. In general, they tend to be a little rougher around the edges in comparison to their peers, favoring a much more direct (for an aelin) style of communication and approach to interpersonal relationships. Inheritance is determined by blood rather than designation, and their house structures trend toward the style of [[human]] families rather than the codified, heavily legalistic affairs of [[Daphoa]] and [[Ashta Harrud]]. [[Gender]] roles and presentations cleave closer to that of humanity generally speaking, giving them an uncharacteristic rigidity and near-as conservatism in expression compared to their cousins. Despite their assimilation however they are subtly considered outsiders even now, and rarely claim significant direct political power.&lt;br /&gt;
&lt;br /&gt;
=== Ashta Harrud ===&lt;br /&gt;
&lt;br /&gt;
The distant desert city of [[Ashta Harrud]] boasts a prominent population of aelin. Their numbers grew considerably at the close of the [[War of Night]] as [[Serachel]]ian refugees from [[Daphoa]] flooded the city to escape religious persecution. There, they established the singularly powerful Tower of Void with the much-stigmatized mastery of void magic they brought with them. This has produced a long-running resentment on the part of Harrudim houses, who often cast themselves as unjust exiles.&lt;br /&gt;
&lt;br /&gt;
Though all aelin tend to social stratification, Harrudim aelin are known to take this to new extremes. Invested in the idea of a natural class of born elites, they take easily to the local practice of slavery as an expression of their philosophy (to the dismay of their Daphoan and [[Earendam]]ian cousins). However, the possibility in their legal system to unperson even powerful socialites makes many of their political connections resemble oaths of fealty. Inheritance is of supreme importance, leading to an impressively robust legal framework for its adjudication. There is considerable convergence in the gendering of their clothing and cosmetics, even compared to other aelin.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
[[Alil]] is the oldest deity of the aelin and is credited with granting the then-flightless proto-aelin wings capable of flight, and thus in a sense creating the aelin, shortly after the [[Sundering]]. Their influence on the aelin is one of glory and transformation, urging change, nonconformity, and true empathy, things which do not come easily to the socially conscious and duplicitous people. Recently freed from Their five thousand year imprisonment, Their worship has begun to spread again across Avendar and Daphoa in particular, leading to all manner of social upset in usually-placid aelin society.&lt;br /&gt;
&lt;br /&gt;
[[Aeoleri]] is the patriarch of aelin civilization and creator of many of the values, philosophies, and social norms underlying it that have endured into the modern day, even among aelin who do not worship Him. He is the font of the archetypical aelin hero, the drive for drama and romance that grants the aelin their characteristic flourish, as well as the structures, rules, and concern for the wellbeing of others that tamp down passions and grant stability to their society. Headquartered in [[Litirya]], the Priesthood of the Rose King enacts His will in Daphoa, and have been responsible for everything from the foundations of the aelin house system to an efficient universal system of medicine to the institute of marriage. It is due to Aeoleri that the basic standard of living in Daphoa is so high; all citizens have a right to housing, healers, and political repesentation. Unfortunately, Aeoleri&#039;s sphere of influence has never extended far beyond Daphoa, even when He served as a patron to the [[Champions of Aramril]].&lt;br /&gt;
&lt;br /&gt;
[[Serachel]] is the god of artists and secrets and broken hearts, all things which privately speak to aelin spirit and sensibility. Though Serachel&#039;s historic standing was relatively positive, modern perception of Him and His followers is largely negative. Worship remains deeply illegal in Daphoa ever since the end of the [[War of Night]], with nearly all prominent followers fleeing the empire to [[Ashta Harrud]] and the rest going underground. As Serachelian priests also oversaw burial and funereal rites, this has lead to centuries of funerals being secretive, borderline-illegal affairs. Some Serachelian enclaves survive, but the legal repercussions remain severe even after years of attempted reforms, leading to a bustling grey-and-black-market and connections to other kinds of criminal activity. This has created a cycle that reinforces the perception of malice, deception, and betrayal in modern Serachel worship, which may or may not actually resemble His true interests; Serachel, as ever, keeps His own counsel.&lt;br /&gt;
&lt;br /&gt;
Of the [[Overgod]]s, Iandir is the most widely venerated, and is depicted as a severe aelin woman bearing the [[runil]] She is said to have gifted the aelin along with Her law shortly after Ilodaiya was settled. A perfect fit with their hierarchical and lawful, sometimes placid society, Iandir is celebrated both in Her grand temple, in art, and in a series of religious festivals and feast days. As is common for Iandir, She is pictured as the lawgiver and judge in aelin society, but She is also considered the guardian of the aelin Republic. Meetings of the Daphoan senate open with formal prayers to Iandir, and She is also the formal deity of jurists and the legal system. Oaths are sworn on Iandir&#039;s Crown, and the crown is a common [[sigil]] among those practicing law.&lt;br /&gt;
&lt;br /&gt;
[[Jolinn]] is also worshipped by the aelin, though not nearly with the passion or reach, as most drawn to protection or water magic tend to drift to Aeoleri and those interested in unity usually pursue Alil. Jolinn is often depicted as a healer in aelin art and, somewhat unusually, as a male [[human]].&lt;br /&gt;
&lt;br /&gt;
[[Ashur]] too is rarely worshipped in any of Its forms; those inclined to meditate on silence and death are more likely to be found among the tortured artists of Serachel&#039;s get. It is usually depicted as a [[void dragon]] or [[void drake]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
===Founding of Earendam &amp;amp; Early Republic ===&lt;br /&gt;
With the close of the [[War of Fire]], the victorious heroes of [[Daphoa]] helped to secure the river valley alongside [[Aramril]] and [[Salyra]], and build the twin towers of their namesake. Venerating [[Jolinn]] and [[Iandir]], these aelin committed themselves to the exploration of the water sphere alongside their cohort, and to the forging a lasting government in the style of Daphoa&#039;s democratic republic. Among the oldest populations of aelin outside of Daphoa, many Earendamian houses trace their roots to this period.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aelin]][[Category:Lineage]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Assassin&amp;diff=3141</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Assassin&amp;diff=3141"/>
		<updated>2026-07-25T23:40:41Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“You shall learn to embrace death, lest it embrace you.”|sign=Akaltarath, Assassin Guildmaster of Var Bandor}}&lt;br /&gt;
A killer, sometimes silent, sometimes swift and brutal, the assassin is always effective at the art of death. Assassins are proficient in a variety of weapons, but they are particularly adept in unarmed combat. The art of death is what binds the brotherhood of the assassin, thus allowing them flexibility in the beliefs to which they adhere.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The assassin is a unique blend of caladaran monastic living and deadly skill. Although its roots are as ancient as the great aelin civilization itself, modern assassinry has evolved into a vast racial tapestry. This includes aelin acrobatics, srryn physicality, the arduous development of shuddeni poisons, and Adrajisk’s ginta’cham’akan. Due to their vast knowledge and cruel lusts, it is unsurprising that, while not the first to take to the creed, the shuddeni have no less left an indelible mark on the business of death.&lt;br /&gt;
&lt;br /&gt;
Assassins are proficient in a variety of weapons, but they are particularly adept in unarmed combat. Focused on both hand and foot, the assassin is well versed in anatomy, able to strike precisely at nerve points or swiftly plant multiple kicks in succession. However, they are not limited to close combat; they are learned in archery, allowing them to strike foes from some distance, and expert with the dart, which they can use even while concealed. Their final, and perhaps deadliest, weapon is their own mind. With it, they can shroud the perception of others, leave ghastly wounds, or bolster their own physical prowess.&lt;br /&gt;
&lt;br /&gt;
The art of death is what binds the brotherhood of the assassin, thus allowing them maximum flexibility in the beliefs to which they adhere. Assassins in general tend to venerate whatever deity suits their ends, often aligning with Arkhural the Darkheart or Calaera the Ishia. However, those of particularly lawful mind are most likely to venerate Jalassa, in whose name the assassin creed has flourished. Yet, no belief may be necessary at all, other than the will to efficiently take lives.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Aelin]]&lt;br /&gt;
* [[Ethron]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Nefortu]]&lt;br /&gt;
* [[Shuddeni]]&lt;br /&gt;
* [[Srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
*[[Hide]] &lt;br /&gt;
*[[Sneak]] &lt;br /&gt;
*[[Prepare|Prepared Poison immunity]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[dagger]] | [[sword]] | [[whip]] | [[hand to hand]] | [[unseen strike]] | [[recover]]&lt;br /&gt;
* Level 2: [[peek]] | [[blindfighting]]&lt;br /&gt;
* Level 3: [[kick]]&lt;br /&gt;
* Level 4: [[dodge]]&lt;br /&gt;
* Level 5: [[meditation]] | [[focused precision]]&lt;br /&gt;
* Level 6: [[obscure evidence]]&lt;br /&gt;
* Level 7: [[pick lock]]&lt;br /&gt;
* Level 8: [[dual wield]]&lt;br /&gt;
* Level 9: [[enhanced damage]]&lt;br /&gt;
* Level 11: [[blinding dust]]&lt;br /&gt;
* Level 12: [[trip]] | [[evade]]&lt;br /&gt;
* Level 13: [[fast healing]]&lt;br /&gt;
* Level 14: [[envenom]] | [[prepare]]&lt;br /&gt;
* Level 16: [[Iterative attack|second attack]]&lt;br /&gt;
* Level 17: [[muffle]]&lt;br /&gt;
* Level 18: [[haggle]]&lt;br /&gt;
* Level 19: [[marksmanship]]&lt;br /&gt;
* Level 21: [[taint]] | [[plant]]&lt;br /&gt;
* Level 22: [[trance]]&lt;br /&gt;
* Level 23: [[blinding cloud]]&lt;br /&gt;
* Level 24: [[snap kick]]&lt;br /&gt;
* Level 25: [[Iterative attack|third attack]]&lt;br /&gt;
* Level 26: [[dart]]&lt;br /&gt;
* Level 27: [[retreat]]&lt;br /&gt;
* Level 28: [[nerve]]&lt;br /&gt;
* Level 29: [[disguise]]&lt;br /&gt;
* Level 32: [[vital strike]]&lt;br /&gt;
* Level 37: [[garrote]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Foci ==&lt;br /&gt;
The psionic techniques of Assassins.&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 10: [[mindshield]] | [[acuity]]&lt;br /&gt;
* Level 15: [[shadow fist]]&lt;br /&gt;
* Level 20: [[beguile]]&lt;br /&gt;
* Level 25: [[celerity]]&lt;br /&gt;
* Level 30: [[seeping wounds]]&lt;br /&gt;
* Level 35: [[ignore pain]]&lt;br /&gt;
* Level 40: [[cloak]]&lt;br /&gt;
* Level 45: [[vanish]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Mentalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Marksmanship&amp;diff=3140</id>
		<title>Marksmanship</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Marksmanship&amp;diff=3140"/>
		<updated>2026-07-25T23:40:04Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: Created page with &amp;quot;{{skill |name= Marksmanship |type= Skill |subtype= Attack |user= Ranger, Assassin |duration=  |castingCost=  |tickCost=  |pulseCost=  |range= Target PC or Mob within range |delay=  }} Marksmanship allows rangers to throw spears and assassins to throw daggers as though they had the throw skill.  It also enables the use of archery for both classes.   Category:Abilities&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{skill&lt;br /&gt;
|name= Marksmanship&lt;br /&gt;
|type= Skill&lt;br /&gt;
|subtype= Attack&lt;br /&gt;
|user= [[Ranger]], [[Assassin]]&lt;br /&gt;
|duration= &lt;br /&gt;
|castingCost= &lt;br /&gt;
|tickCost= &lt;br /&gt;
|pulseCost= &lt;br /&gt;
|range= Target PC or Mob within range&lt;br /&gt;
|delay= &lt;br /&gt;
}}&lt;br /&gt;
Marksmanship allows rangers to [[throw]] spears and assassins to [[throw]]&lt;br /&gt;
daggers as though they had the [[throw]] skill.  It also enables the use of&lt;br /&gt;
[[archery]] for both classes. &lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Ranger&amp;diff=3139</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Ranger&amp;diff=3139"/>
		<updated>2026-07-25T23:37:52Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|“The Eqiril rangers are known for their fine marksmanship.”|sign=Adwin Feridur, Ranger Guildmaster of Nendor}}&lt;br /&gt;
Warriors of the forest, rangers are skilled in tracking and in tune with the creatures and terrain. Unparalleled in their use of archery, the ranger can make use of barbs, simple poisons, great distances, and accurate marksmanship to hinder their prey wherever they run. All alignments and ethoi are open to rangers, allowing them to ply their formidable skill to whatever ends they desire. &lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Founded on the ancient survival skills of primitive Avendar, rangers represent the refinement and culmination of that knowledge into a devastating predator. The newly-Sundered alatharya are among the earliest known proto-rangers, as they were forced to survive in the wild in their hubris. As other races emerged from the primeval forests, so too did the ranger’s creed grow. The srryn contributed their ferocious and sudden attacks; the ethron, their careful passage through the woods; and finally the humans, with the early development of archery. As the guild has grown, these many styles have fused into a single, pan-racial entity.&lt;br /&gt;
&lt;br /&gt;
Rangers are learned in many simple, effective weapons such as the mace and spear. They focus primarily on using two weapons when fighting in melee combat, as well as the element of surprise. However, a ranger is first a hunter, making his most dangerous tools his bow and arrow. Unparalleled in their use of archery, the ranger can make use of barbs, simple poisons, great distances, and accurate marksmanship to hinder their prey wherever they run. They are trained to follow tracks for great distances, shelter themselves from the elements, and detect motion even from afar. This allows a ranger’s natural guile to shield him when it is he who is hunted. In the wild, a ranger can as easily vanish as he can strike.&lt;br /&gt;
&lt;br /&gt;
All alignments and ethoi are open to rangers, allowing them to ply their formidable skill to whatever ends they desire. Many rangers favor deities of nature, as they often hold the natural world as a virtue all its own, but such is no more typical than foregoing religion altogether. In the end, a ranger will most often rely on himself before all others– ally and god alike.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[alatharya]]&lt;br /&gt;
* [[chaja]]&lt;br /&gt;
* [[ethron]]&lt;br /&gt;
* [[human]]&lt;br /&gt;
* [[srryn]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
== Traits==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* [[Camouflage]] &lt;br /&gt;
*[[Wilderness Movement]] &lt;br /&gt;
*[[Eagle-eyed]] &lt;br /&gt;
*[[Brawler&#039;s Renewal]]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{div col|colwidth=20em}}&lt;br /&gt;
* Level 1: [[axe]] | [[dagger]] | [[mace]] | [[spear]] | [[sword]] | [[hand to hand]] | [[Recover]]&lt;br /&gt;
* Level 2: [[find water]] | [[forage]]&lt;br /&gt;
* Level 3: [[dirt kicking]] | [[swim]]&lt;br /&gt;
* Level 4: [[dodge]]&lt;br /&gt;
* Level 5: [[enhanced damage]] | [[poultice]]&lt;br /&gt;
* Level 6: [[Iterative attack|Second Attack]]&lt;br /&gt;
* Level 7: [[farsight]]&lt;br /&gt;
* Level 8: [[fast healing]]&lt;br /&gt;
* Level 9: [[sharp vision]]&lt;br /&gt;
* Level 10: [[trip]]&lt;br /&gt;
* Level 11: [[encamp]] | [[wildcraft]]&lt;br /&gt;
* Level 12: [[Iterative attack|Third Attack]]&lt;br /&gt;
* Level 13: [[terrain lore]] | [[lunge]]&lt;br /&gt;
* Level 14: [[retreat]]&lt;br /&gt;
* Level 15: [[drag]]&lt;br /&gt;
* Level 16: [[entangle]]&lt;br /&gt;
* Level 17: [[endurance]]&lt;br /&gt;
* Level 18: [[camouflage blind]] | [[Nariel&#039;s whistle]]&lt;br /&gt;
* Level 19: [[arrowcraft]] | [[marksmanship]]&lt;br /&gt;
* Level 20: [[tan]]&lt;br /&gt;
* Level 21: [[ambush]]&lt;br /&gt;
* Level 22: [[shared instincts]]&lt;br /&gt;
* Level 23: [[disarm]]&lt;br /&gt;
* Level 24: [[meditation]] | [[sidestep]]&lt;br /&gt;
* Level 25: [[huntersense]]&lt;br /&gt;
* Level 26: [[pounce]]&lt;br /&gt;
* Level 27: [[precision]]&lt;br /&gt;
* Level 28: [[stash]] | [[scouting]]&lt;br /&gt;
* Level 29: [[predatory attack]]&lt;br /&gt;
* Level 30: [[savage interception]]&lt;br /&gt;
* Level 31: [[creature lore]]&lt;br /&gt;
* Level 32: [[set snare]]&lt;br /&gt;
* Level 34: [[feral bond]]&lt;br /&gt;
* Level 26: [[trackless step]]&lt;br /&gt;
* Level 38: [[trueshot]]&lt;br /&gt;
* Level 40: [[maul]]&lt;br /&gt;
{{div col end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]][[Category:Naturalist]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
	<entry>
		<id>https://avendar.net/index.php?title=Aeoleri&amp;diff=3137</id>
		<title>Aeoleri</title>
		<link rel="alternate" type="text/html" href="https://avendar.net/index.php?title=Aeoleri&amp;diff=3137"/>
		<updated>2026-07-14T19:18:41Z</updated>

		<summary type="html">&lt;p&gt;Aeoleri: /* History in Avendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ed668c; text-align:center&amp;quot;| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Epithets&#039;&#039;&#039; || The Rose King, Lord of the Bloom&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Favored People&#039;&#039;&#039; || [[Aelin]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Element(s)&#039;&#039;&#039;   || [[Water]], [[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Prime [[Locus]]&#039;&#039;&#039;      || [[The Courtyard of the Gallant]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;    || Lawful Good&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iconography&#039;&#039;&#039;    || A rose, a silver sword&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Values&#039;&#039;&#039;    || Purity, nobility, verve, refuge, guilt, tradition&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Worshippers&#039;&#039;&#039;  || Patriarchs, poets, romantics, duelists, protectors&lt;br /&gt;
|}&lt;br /&gt;
==History in Avendar==&lt;br /&gt;
One of the earliest civilizations to rise in the wake of the [[Sundering]] was that of the [[aelin]].  Upon their characteristic wings, they took to the skies above the Ialiedae mountains and claimed a great, floating disc as the sanctuary of their people.  This city, [[Ilodaiya]], would become the epicenter for their emerging empire.  Although they had great potential, petty in-fighting and social maneuvering threatened to strangle their civilization in its crib.  This conflict of the soul drew the attention of Aeoleri, a thereto unknown deity.  A servitor deity of [[Jolinn]], he appeared at the center of their imperial court, and offered a solution to their struggle: guilt.  This, he said, would guide their conscience true in the face of all adversity.  Order came by way of his first chosen, and through their artifice laid the groundwork for the shame society which underpins aelin life.&lt;br /&gt;
&lt;br /&gt;
Aeoleri himself emerged as a charismatic, unifying voice, and he encouraged the canonization of the aelin houses, the character of each based upon an iconic ancestor.  Doing so, he told them, would create stable lineages to cling to.  To facilitate this change, his chosen developed and popularized the arcane marriage process which persists to the present. Of course, the aelin had another, previous goddess, [[Alil]], whose worship was thoroughly ingrained in the collective aelin consciousness; Aeoleri saw this as both a challenge and an opportunity. According to common mythology, he made overture after overture to win the affection of the goddess, to no avail. Finally, he lit the constellation Lavetiae above the high city, and when the goddess beheld her sign in the night sky, her heart was won. &lt;br /&gt;
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The legend of their divine wedded bliss persisted until the [[War of Fire]], when the [[srryn]] shattered their naive, pre-War notions with mystic flame.  The aelin resolutely clung to their dreams even as they were incinerated, calling out to the heavens for respite.  However, Aeoleri, unwilling to upset the [[Compact]], assured his chosen that the return of [[Jolinn]] would be their salvation, and sent his great heroes and heroines to join humanity in the journey to [[Thaering Jad]].  Alil, however, was not content to watch the horrific deaths of their people.  She flew high above the mountains and invoked her dread power, obliterating the entire province of Illata (and the srryn army within it) in the blink of an eye.  Aeoleri&#039;s caution and abidance of rule was considered abandonment to many, and Alil&#039;s militant following laid claim to the imperial court and cast the Aeolian priesthood out by force.&lt;br /&gt;
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However, much as Aeoleri predicted, the actions of Alil during the War&#039;s end invited the attention of a new deity, [[Serachel]], ostensibly sent to make right the disruption to the divine order.  Rather than chide the goddess, Serachel instead chose to rule alongside her, ushering in the fabled Dalae period.  While revered in certain aelin religious histories, this was one of Aeoleri&#039;s darkest moments, as his priesthood had been all but marginalized, replaced by the hedonistic vainglory of the Serachelian and Alilean confluence.  As the corruption of the aelin soul grew more overt, [[Void magic]] imported from the [[shuddeni]] underworld upset the balance of the aelin houses, and appeared poised to cement the perversion of classical aelin conceits as a new social order.  While the Aeolians fought in what ways they could, the light of their dedication was nearly snuffed out.&lt;br /&gt;
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The sudden arrival of [[Rystaia| Rystaia Lightbringer]] and the [[ch&#039;taren]] radically reframed the [[War of Night]] narrative, and the banishment of Serachel to the realm of [[Nightmare]] provided Aeoleri sudden opportunity.  Predicating his decision on Alil&#039;s violation of the Compact (which had yet remained unrighted), he separated Alil from the mundane world and bound her to the heavens.  While a grave decision even to his following, the choice was seen as an unfortunate but inevitable consequence, and cast Alil herself as an object of pity and scorn, having been corrupted by Serachel&#039;s wickedness.  However, the changes of the Dalae period could never be entirely undone, shaking the foundation of aelin society.  From then on, the Aeolian priesthood became the sentinel of their ancient patriarchy, and the vehicle through which the social order was reinstated.&lt;br /&gt;
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Aeoleri&#039;s following rose to particular prominence during the pre-modern era, with the coronation of [[Yesa Aea&#039;ria]] as the Rose Consort.  For the first time, his creed extended measurably beyond Daphoa, and factored significantly into the overall spirit of the [[Champions of Avendar]].  Graceful concession, righteous judgment, and romantic flair were canonized as Aeolian ideals, casting the mold in which generations of adventurers would spring.  However, the moment itself wilted as quickly as it blossomed; while heroes and heroines of the Rose appeared occasionally after, they were long overshadowed by peers of other, more militant, religions. This, perhaps, motivated the Rose King to align himself with the [[Grand Federation of Merchants]], to again wield his charisma to press the world toward a more ideal form.&lt;br /&gt;
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==Goals and Methods==&lt;br /&gt;
Aeoleri&#039;s most well-known goal is the harmonious existence of the [[aelin]] people with whom he shares such affinity.  This society is one in which people who fit together find one another; obligations and responsibilities are unambiguous; families are stable and happy; and children are reared with obedient care.  He, and by extension his priesthood, seek to bridle and tame the dangerous excesses to which the aelin have at times fallen victim.  The rigid social expectations, bureaucratic hierarchies, and paternalistic power structures all have some origin in Aeolian edict, ancient and modern.  They deviate from the social spirit of [[Jalassa]] in that this cohesion is for its own end, as his concern is more for placid backgrounds than personal improvement.  His presence as a patron of the [[Grand Federation of Merchants]], for example, is read by his following as a steadying hand to guide them away from darker roads, as much as a way to advance social cohesion overall.&lt;br /&gt;
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Romantic love is perhaps the most iconic of Aeolian methods, as its rich courtship ritual has contributed greatly to aelin artistic tradition.  As such, love, and lovers in general, are often cast in Aeolian terms or with the self-same imagery.  However, core to the function of this love is pure intention, and thus, guilt (and by extension shame) is often their constant companion. This internal barometer shapes the conscience, and only when properly tuned can it divine true love from false.  While their [[Serachel]]ian cousins also covet love as their own, it is guilt which directs it toward edification rather than ruin.  Predictably, because of their reputation for (at times over-the-top) charisma, near all Aeolian functions and functionaries have some penchant for the dramatic, be it in specific flourish or general presentation.  This spectacular style often smooths their way, exciting fellow believers and subtly intimidating their rivals.&lt;br /&gt;
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==Organizations and Followings==&lt;br /&gt;
The pursuit of love and purity takes many forms, but for followers of Aeoleri, it tends to be divided into three broad categories. While many who walk in the light trend toward cooperation, those who walk the Rose King&#039;s path often seek to reimagine an ancient tale than create a new one. As a result, many of His devoted organize themselves in vast numbers, preferring to surround themselves with like-minded company.  While this keeps their religious lineage strong, the priesthood&#039;s versatility has considerably waned.&lt;br /&gt;
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=====The Artists of the Rose=====&lt;br /&gt;
:&#039;&#039;&amp;quot;Actually... I wrote this just for you.&amp;quot;&#039;&#039;&lt;br /&gt;
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Music, painting, and poetry hold particular value to Artists of the Rose, as these can illuminate feelings, truths, and insights that common encounters lack. Many travel Avendar in search of inspiration, as the experiences that touch their own hearts, in turn, touch others&#039;. Often, these experiences relate to the art of courtship, infatuation, or the turmoil of interpersonal entanglements. Much as Aeoleri praised [[Alil]]&#039;s beauty and keen wit, so do Artists gravitate toward similar and extravagant expressions to their own of lovers. Some might describe them as hopeless romantics, although an Artist would rarely live any other way. Often eschewing conflict, Artists will still raise their swords if the emotions they seek to preserve are threatened.  Popular among adventurers, most walks, including a spate of dove-like [[Champions of Avendar]], have chosen this path.&lt;br /&gt;
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=====The Order of the Silver Sword=====&lt;br /&gt;
:&#039;&#039;&amp;quot;Villain! Stand down, lest I make short work of you!&amp;quot;&#039;&#039;&lt;br /&gt;
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The martial arm of the [[Litiryan Priesthood]], the Order of the Silver Sword composed of gallant warriors and templar. Protectors of innocence, they often risk their lives for the good of others. This protection, however, comes with an almost storybook flourish; a typical member of the Order pays special attention to both his appearance, and perhaps secondarily, his actual skill. Silver Swords often find themselves keeping company with those for whom they have amorous intentions. Although common images often depict men protecting women, there is no real aversion to other sorts of pairings as well (as the aelin largely appreciate all forms of attraction). Although they will at times take up an active pursuit of evil, a dedicant of the Order is most easily roused to defense, especially when the subjects of his affection are involved.&lt;br /&gt;
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=====The Magistrates of the Runil=====&lt;br /&gt;
:&#039;&#039;&amp;quot;Brothers and sisters! What a world we shall create!&amp;quot;&#039;&#039;&lt;br /&gt;
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Charismatics of particular renown often find themselves regarded as Magistrates of the Runil. Named after the [[runil]], a tool of aelin judges, the category has its origins in legendary justices of the ancient aelin courts. Colorful and upstanding, what separates a Magistrate from demagoguery is their unrelenting dedication to maintaining both professional and institutional purity; all things that they endorse are intended for righteous ends. More contemporary Magistrates are no longer confined to judicial rulings or aristocracies, and instead take the role of respected merchants and lawmen. Although they may work in concert with the Sons and Daughters of [[Jolinn]], a Magistrate is far more likely to be surrounded by a cult of personality. As a result, those chosen officially have often proven resilient to even the most potent of temptations. To be named a Magistrate is typically considered the crowning glory in recognition of societal success.&lt;br /&gt;
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==Individual Followers==&lt;br /&gt;
Aeoleri attracts a surprising variety of supplicants considering the specificity of his cultural focus.  What they share is the impression of being a grand figure in some epic drama, bringing a breath of the fantastic to the dreary and mundane.  This storybook quality tends to empower them, giving them a sense of agency and courage, rather than helplessness, in the face of [[Avendar]]&#039;s many evils.  Their variety of aesthetic pursuits, enthusiasm, and personal charm can make them polarizing figures, loved by those who accept them, and despised by those who judge them wanting.  The purity of their intentions and the quick wit with which they express them are both their sword and shield; the looming shadow of guilt, both real and imagined, is their shroud.  Generally speaking, Aeoleri&#039;s appreciation for martial traditions makes his banner attractive to protector and duelist alike.  Conversely, his aesthetic ideals appeal to musicians, poets, and artists.&lt;br /&gt;
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The worship of Aeoleri is most deeply ingrained within the aelin empire, including Ilodaiya and its surrounding provinces.  There, his agents have a strong presence in history, art, politics, and public administration; his personal emissaries travel abroad at his request.  Generally speaking, routine spiritual matters fall within the Aeolian domain, giving him a degree of primacy in aelin society even when compared to gods and goddesses with similar ideals.  However, other cultures have taken to the worship of the Rose King, often introduced by his missionaries or by way of his affiliation with either the [[Grand Federation and the Champions]].  Humanity, in particular, has a fondness for him, and his imagery or philosophy is often used in their own, distinct marriage rituals.  His temples are vast and plenty within aelin spheres, and sparse everywhere else, often as part of larger, communal shrines.&lt;br /&gt;
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Those who find favor with Lord of the Bloom may be [[sigil]]ed with his iconography.&lt;br /&gt;
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==Relationships==&lt;br /&gt;
Aeoleri is considered a dependable voice within the circles of the Light; his long-standing tenure as a patron of the [[Champions of Avendar]] has encouraged his popularity in those circles.  Predictably, perhaps, it is for this same reason that evil deities despise him.  However, his transition to the Grand Federation of Merchants has put him on closer terms with their fellow patrons, [[Chadraln]] and [[Ayaunj]], than he might have otherwise.  Generally speaking, his martial bent is appreciated but not overly lauded by more militant deities such as [[Calaera]] or [[Dolgrael]], while much of the neutral pantheon abides him without particular note.  Deities of law, such as [[Iandir]], find commonality in his affinity for stability and social cohesion.  His relationship with [[Jalassa]] is particularly fragile, as they largely align in method but deviate strongly in overall purpose.  Conversely, deities of chaos find he and his following tiresome and repetitive.  [[Tzajai]], for example, found only the first Aeolian tale thrilling, and all successive ones boring and trite.&lt;br /&gt;
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Aeoleri&#039;s most important relationships are with [[Alil]] and [[Serachel]].  Alil is a source of both guilt and consternation, in that he feels if he had been more diligent or responsive, they would not have suffered their long imprisonment before their unscheduled release.  Serachel, on the other hand, is the focus of much of Aeolian ire, as it was his coming which nearly eradicated the Rose King&#039;s place in aelin society. Serachel&#039;s slights are many and his designs sweeping, fueling all manner of conflict between their religions; in Aeolian fashion, the legends of Aeoleri and Serachel&#039;s romantic entanglement are as legendary as their conflicts.&lt;br /&gt;
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[[category:gods]][[category:aelin]]&lt;/div&gt;</summary>
		<author><name>Aeoleri</name></author>
	</entry>
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